work on level generation including tests

This commit is contained in:
Joachim Lusiardi 2024-10-31 07:48:22 +01:00
parent c429784775
commit 50d98bfb4d
3 changed files with 312 additions and 82 deletions

5
coverage.md Normal file
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@ -0,0 +1,5 @@
```
RUSTFLAGS="-Cinstrument-coverage" cargo clean
RUSTFLAGS="-Cinstrument-coverage" cargo test
grcov . --binary-path ./target/debug/deps/ -s . -t html --branch --ignore-not-existing --ignore '../*' --ignore "/*" -o target/coverage/html
```

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@ -4,7 +4,7 @@ use crate::{monster::MonsterTypes, room::RoomType};
/// the number of rooms in vertical direction /// the number of rooms in vertical direction
pub const ROOMS_HORIZONAL: usize = 8; pub const ROOMS_HORIZONTAL: usize = 8;
/// the number of rooms in horizontal direction /// the number of rooms in horizontal direction
pub const ROOMS_VERTICAL: usize = 7; pub const ROOMS_VERTICAL: usize = 7;
@ -25,7 +25,7 @@ pub const MIN_WIDTH: u16 = 120;
pub const MIN_HEIGHT: u16 = LEVEL_HEIGHT as u16; pub const MIN_HEIGHT: u16 = LEVEL_HEIGHT as u16;
/// the calculated width of a level /// the calculated width of a level
pub const LEVEL_WIDTH: usize = 1 + ROOMS_HORIZONAL * ROOM_WIDTH; pub const LEVEL_WIDTH: usize = 1 + ROOMS_HORIZONTAL * ROOM_WIDTH;
/// the calculated height of a level /// the calculated height of a level
pub const LEVEL_HEIGHT: usize = 1 + ROOMS_VERTICAL * ROOM_HEIGHT; pub const LEVEL_HEIGHT: usize = 1 + ROOMS_VERTICAL * ROOM_HEIGHT;

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@ -18,7 +18,7 @@ use crate::position::Position;
use crate::room::Connection; use crate::room::Connection;
use crate::{ use crate::{
constants::{ constants::{
get_room_type_per_level, LEVEL_HEIGHT, LEVEL_WIDTH, ROOMS_HORIZONAL, ROOMS_VERTICAL, get_room_type_per_level, LEVEL_HEIGHT, LEVEL_WIDTH, ROOMS_HORIZONTAL, ROOMS_VERTICAL,
}, },
level::{Level, StructureElement}, level::{Level, StructureElement},
room::{Room, RoomType}, room::{Room, RoomType},
@ -26,7 +26,7 @@ use crate::{
pub struct LevelGenerator { pub struct LevelGenerator {
level: usize, level: usize,
rooms: [[Room; ROOMS_VERTICAL]; ROOMS_HORIZONAL], rooms: [[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL],
rng: ThreadRng, rng: ThreadRng,
} }
enum Direction { enum Direction {
@ -35,48 +35,56 @@ enum Direction {
} }
impl LevelGenerator { impl LevelGenerator {
pub fn generate(level: usize, first: bool, last: bool) -> Self { pub fn generate_rooms_to_place(
let mut rng = rand::thread_rng(); rng: &mut ThreadRng,
let mut rooms = [[Room::new(&mut rng); ROOMS_VERTICAL]; ROOMS_HORIZONAL]; level: usize,
first: bool,
last: bool,
) -> Vec<Room> {
let mut rooms_to_place: Vec<Room> = Vec::with_capacity(ROOMS_VERTICAL * ROOMS_HORIZONTAL);
/* let mut start_room = Room::new(rng);
Fill grid with unconnected rooms
*/
let mut rooms_to_place: Vec<Room> = Vec::with_capacity(ROOMS_VERTICAL * ROOMS_HORIZONAL);
let mut start_room = Room::new(&mut rng);
if first { if first {
start_room.kind = RoomType::Start; start_room.kind = RoomType::Start;
} else { } else {
start_room.kind = RoomType::StairUp; start_room.kind = RoomType::StairUp;
} }
rooms_to_place.push(start_room); rooms_to_place.push(start_room);
let mut end_room = Room::new(&mut rng); for _ in 2..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
let mut room = Room::new(rng);
room.kind = LevelGenerator::select_room_type(level, rng);
if room.kind != RoomType::EmptyRoom {
rooms_to_place.push(room);
}
}
let mut end_room = Room::new(rng);
if last { if last {
end_room.kind = RoomType::End; end_room.kind = RoomType::End;
} else { } else {
end_room.kind = RoomType::StairDown; end_room.kind = RoomType::StairDown;
} }
rooms_to_place.push(end_room); rooms_to_place.push(end_room);
for _ in 2..ROOMS_HORIZONAL * ROOMS_VERTICAL { rooms_to_place
let mut room = Room::new(&mut rng);
room.kind = LevelGenerator::select_room_type(level, &mut rng);
if room.kind != RoomType::EmptyRoom {
rooms_to_place.push(room);
} }
}
let mut room_row = rng.gen_range(1..ROOMS_VERTICAL); pub fn place_rooms(
let mut room_col = rng.gen_range(1..ROOMS_HORIZONAL); rng: &mut ThreadRng,
rooms_to_place: &mut Vec<Room>,
) -> [[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL] {
let mut rooms: [[Room; 7]; 8] = [[Room::new(rng); ROOMS_VERTICAL]; ROOMS_HORIZONTAL];
let mut room_row = rng.gen_range(0..ROOMS_VERTICAL);
let mut room_col = rng.gen_range(0..ROOMS_HORIZONTAL);
rooms[room_col][room_row] = rooms_to_place.pop().unwrap(); rooms[room_col][room_row] = rooms_to_place.pop().unwrap();
while let Some(room) = rooms_to_place.pop() { while let Some(room) = rooms_to_place.pop() {
let mut placed = false;
// randomize going horizontal or vertical
let mut directions_to_try = vec![Direction::Horizontal, Direction::Vertical]; let mut directions_to_try = vec![Direction::Horizontal, Direction::Vertical];
directions_to_try.shuffle(&mut rng); directions_to_try.shuffle(rng);
while !directions_to_try.is_empty() { while !directions_to_try.is_empty() {
match directions_to_try.pop().unwrap() { match directions_to_try.pop().unwrap() {
Direction::Horizontal => { Direction::Horizontal => {
let mut free_cols: Vec<usize> = vec![]; let mut free_cols: Vec<usize> = vec![];
for col in 0..ROOMS_HORIZONAL { for col in 0..ROOMS_HORIZONTAL {
if rooms[col][room_row].kind == RoomType::EmptyRoom { if rooms[col][room_row].kind == RoomType::EmptyRoom {
free_cols.push(col); free_cols.push(col);
} }
@ -84,9 +92,10 @@ impl LevelGenerator {
if free_cols.is_empty() { if free_cols.is_empty() {
continue; continue;
} }
free_cols.shuffle(&mut rng); free_cols.shuffle(rng);
room_col = *free_cols.first().unwrap(); room_col = *free_cols.first().unwrap();
rooms[room_col][room_row] = room; rooms[room_col][room_row] = room;
placed = true;
break; break;
} }
Direction::Vertical => { Direction::Vertical => {
@ -99,54 +108,50 @@ impl LevelGenerator {
if free_rows.is_empty() { if free_rows.is_empty() {
continue; continue;
} }
free_rows.shuffle(&mut rng); free_rows.shuffle(rng);
room_row = *free_rows.first().unwrap(); room_row = *free_rows.first().unwrap();
rooms[room_col][room_row] = room; rooms[room_col][room_row] = room;
placed = true;
break; break;
} }
} }
} }
// all fields in the row/column was full so we can place it at any empty position
if !placed {
let mut free_pos: Vec<(usize, usize)> = vec![];
for col in 0..ROOMS_HORIZONTAL {
for row in 0..ROOMS_VERTICAL {
if rooms[col][row].kind == RoomType::EmptyRoom {
free_pos.push((col, row));
}
}
}
let selected_pos = free_pos[rng.gen_range(0..free_pos.len())];
rooms[selected_pos.0][selected_pos.1] = room;
}
}
rooms
} }
// debug print a text view of the dungeon pub fn create_mst(
println!(" 0 1 2 3 4 5 6 7"); rooms: &[[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL],
for r in 0..ROOMS_VERTICAL { ) -> Graph<(usize, usize), u16, petgraph::Undirected> {
print!("{} ", r);
for c in 0..ROOMS_HORIZONAL {
match rooms[c][r].kind {
RoomType::Start => print!("S "),
RoomType::End => print!("E "),
RoomType::StairUp => print!("< "),
RoomType::StairDown => print!("> "),
RoomType::BasicRoom => print!("B "),
RoomType::ArtifactRoom => print!("A "),
RoomType::MonsterRoom => print!("M "),
RoomType::EmptyRoom => print!(" "),
};
}
println!();
}
/*
Construct a graph from the unconnected rooms and make a minum spanning tree of it
*/
let mut graph = UnGraph::<(usize, usize), u16>::default(); let mut graph = UnGraph::<(usize, usize), u16>::default();
// collect nodes for col in 0..ROOMS_HORIZONTAL {
for col in 0..ROOMS_HORIZONAL {
for row in 0..ROOMS_VERTICAL { for row in 0..ROOMS_VERTICAL {
if rooms[col][row].kind != RoomType::EmptyRoom { if rooms[col][row].kind != RoomType::EmptyRoom {
graph.add_node((col, row)); graph.add_node((col, row));
} }
} }
} }
// collect edges between nodes, each right and down till we find the next room for col in 0..ROOMS_HORIZONTAL {
for col in 0..ROOMS_HORIZONAL {
for row in 0..ROOMS_VERTICAL { for row in 0..ROOMS_VERTICAL {
if rooms[col][row].kind == RoomType::EmptyRoom { if rooms[col][row].kind == RoomType::EmptyRoom {
continue; continue;
} }
if let Some(src_index) = graph.node_indices().find(|i| graph[*i] == (col, row)) { if let Some(src_index) = graph.node_indices().find(|i| graph[*i] == (col, row)) {
for col_1 in col + 1..ROOMS_HORIZONAL { for col_1 in col + 1..ROOMS_HORIZONTAL {
if rooms[col_1][row].kind != RoomType::EmptyRoom { if rooms[col_1][row].kind != RoomType::EmptyRoom {
if let Some(tgt_index) = if let Some(tgt_index) =
graph.node_indices().find(|i| graph[*i] == (col_1, row)) graph.node_indices().find(|i| graph[*i] == (col_1, row))
@ -169,8 +174,46 @@ impl LevelGenerator {
} }
} }
} }
let mst: Graph<(usize, usize), u16, petgraph::Undirected> = Graph::from_elements(min_spanning_tree(&graph))
Graph::from_elements(min_spanning_tree(&graph)); // graph
}
pub fn generate(level: usize, first: bool, last: bool) -> Self {
let mut rng = rand::thread_rng();
/*
Fill grid with unconnected rooms
*/
let mut rooms_to_place: Vec<Room> =
LevelGenerator::generate_rooms_to_place(&mut rng, level, first, last);
let mut rooms: [[Room; 7]; 8] = LevelGenerator::place_rooms(&mut rng, &mut rooms_to_place);
// debug print a text view of the dungeon
println!(" 0 1 2 3 4 5 6 7");
for r in 0..ROOMS_VERTICAL {
print!("{} ", r);
for c in 0..ROOMS_HORIZONTAL {
match rooms[c][r].kind {
RoomType::Start => print!("S "),
RoomType::End => print!("E "),
RoomType::StairUp => print!("< "),
RoomType::StairDown => print!("> "),
RoomType::BasicRoom => print!("_ "),
RoomType::ArtifactRoom => print!("A "),
RoomType::MonsterRoom => print!("M "),
RoomType::EmptyRoom => print!(" "),
};
}
println!();
}
/*
Construct a graph from the unconnected rooms and make a minum spanning tree of it
*/
let mst: Graph<(usize, usize), u16, petgraph::Undirected> =LevelGenerator::create_mst(&rooms);
for edge in mst.raw_edges() { for edge in mst.raw_edges() {
// the tuples are (col, row) // the tuples are (col, row)
let (src_node_col, src_node_row) = mst[edge.source()]; let (src_node_col, src_node_row) = mst[edge.source()];
@ -200,11 +243,7 @@ impl LevelGenerator {
} }
} }
LevelGenerator { LevelGenerator { level, rooms, rng }
level,
rooms,
rng,
}
} }
fn select_monster(position: Position, rng: &mut ThreadRng) -> Box<dyn Monster> { fn select_monster(position: Position, rng: &mut ThreadRng) -> Box<dyn Monster> {
@ -242,39 +281,41 @@ impl LevelGenerator {
let mut end_pos = (0, 0); let mut end_pos = (0, 0);
let mut monsters: Vec<Box<dyn Monster>> = Vec::with_capacity(10); let mut monsters: Vec<Box<dyn Monster>> = Vec::with_capacity(10);
let mut artifacts: Vec<Box<dyn Artifact>> = Vec::with_capacity(10); let mut artifacts: Vec<Box<dyn Artifact>> = Vec::with_capacity(10);
for col in 0..ROOMS_HORIZONAL { for col in 0..ROOMS_HORIZONTAL {
for row in 0..ROOMS_VERTICAL { for row in 0..ROOMS_VERTICAL {
let room = self.rooms[col][row]; let room = self.rooms[col][row];
let position = room.render(&mut structure, col, row); let position = room.render(&mut structure, col, row);
match room.kind { match room.kind {
RoomType::Start => {start_pos=position}, RoomType::Start => start_pos = position,
RoomType::End => {end_pos=position}, RoomType::End => end_pos = position,
RoomType::StairUp => {start_pos=position}, RoomType::StairUp => start_pos = position,
RoomType::StairDown => {end_pos=position}, RoomType::StairDown => end_pos = position,
RoomType::BasicRoom => {}, RoomType::BasicRoom => {}
RoomType::ArtifactRoom => { RoomType::ArtifactRoom => {
match self.rng.gen_range(1..=100) { match self.rng.gen_range(1..=100) {
1..=50 => { 1..=50 => {
artifacts artifacts.push(Box::new(Chest::new(Position::new(
.push(Box::new(Chest::new(Position::new(self.level, position.0, position.1)))); self.level, position.0, position.1,
))));
} }
_ => { _ => {
artifacts artifacts.push(Box::new(Potion::new(Position::new(
.push(Box::new(Potion::new(Position::new(self.level, position.0, position.1)))); self.level, position.0, position.1,
))));
} }
}; };
}, }
RoomType::MonsterRoom => { RoomType::MonsterRoom => {
monsters.push(LevelGenerator::select_monster( monsters.push(LevelGenerator::select_monster(
Position::new(self.level, position.0, position.1), Position::new(self.level, position.0, position.1),
&mut self.rng, &mut self.rng,
)); ));
}, }
RoomType::EmptyRoom => {}, RoomType::EmptyRoom => {}
} }
} }
} }
for col in 0..ROOMS_HORIZONAL { for col in 0..ROOMS_HORIZONTAL {
for row in 0..ROOMS_VERTICAL { for row in 0..ROOMS_VERTICAL {
if let Some(connection) = self.rooms[col][row].connection_down { if let Some(connection) = self.rooms[col][row].connection_down {
// println!("down"); // println!("down");
@ -299,17 +340,201 @@ impl LevelGenerator {
} }
} }
// #[test]
// fn test_level_gen() {
// for _ in 0..1000 {
// LevelGenerator::generate(0, true, false).render();
// }
// }
// #[test]
// fn test_level_gen_respects_level() {
// let level = LevelGenerator::generate(0, true, false).render();
// assert_eq!(0, level.level);
// let level = LevelGenerator::generate(1, true, false).render();
// assert_eq!(1, level.level);
// }
#[cfg(test)]
fn find_room_types(rooms: &Vec<Room>) -> (bool, bool, bool, bool) {
let mut start_found = false;
let mut end_found: bool = false;
let mut down_found: bool = false;
let mut up_found: bool = false;
for room in rooms {
if room.kind == RoomType::Start {
start_found = true;
}
if room.kind == RoomType::End {
end_found = true;
}
if room.kind == RoomType::StairDown {
down_found = true;
}
if room.kind == RoomType::StairUp {
up_found = true;
}
}
(start_found, up_found, down_found, end_found)
}
#[test] #[test]
fn test_level_gen() { fn test_rooms_to_place_first_level() {
for _ in 0..1000 { let mut rng = rand::thread_rng();
LevelGenerator::generate(0, true, false).render(); let res = LevelGenerator::generate_rooms_to_place(&mut rng, 0, true, false);
assert!(
res.len() <= ROOMS_HORIZONTAL * ROOMS_VERTICAL,
"too many rooms created"
);
assert!(0 < res.len(), "too many rooms created");
let (start_found, up_found, down_found, end_found) = find_room_types(&res);
assert!(start_found);
assert!(!end_found);
assert!(down_found);
assert!(!up_found);
}
#[test]
fn test_rooms_to_place_middle_level() {
let mut rng = rand::thread_rng();
let res = LevelGenerator::generate_rooms_to_place(&mut rng, 1, false, false);
assert!(
res.len() <= ROOMS_HORIZONTAL * ROOMS_VERTICAL,
"too many rooms created"
);
assert!(0 < res.len(), "too many rooms created");
let (start_found, up_found, down_found, end_found) = find_room_types(&res);
assert!(!start_found);
assert!(!end_found);
assert!(down_found);
assert!(up_found);
}
#[test]
fn test_rooms_to_place_last_level() {
let mut rng = rand::thread_rng();
let res = LevelGenerator::generate_rooms_to_place(&mut rng, 2, false, true);
assert!(
res.len() <= ROOMS_HORIZONTAL * ROOMS_VERTICAL,
"too many rooms created"
);
assert!(0 < res.len(), "too many rooms created");
let (start_found, up_found, down_found, end_found) = find_room_types(&res);
assert!(!start_found);
assert!(end_found);
assert!(!down_found);
assert!(up_found);
}
#[cfg(test)]
fn check_valid_placement(rooms: &[[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL]) -> bool {
for col in 0..ROOMS_HORIZONTAL {
for row in 0..ROOMS_VERTICAL {
if rooms[col][row].kind != RoomType::EmptyRoom {
let mut count = 0;
for test_col in 0..ROOMS_HORIZONTAL {
if rooms[test_col][row].kind != RoomType::EmptyRoom {
count += 1;
}
}
for test_row in 0..ROOMS_VERTICAL {
if rooms[col][test_row].kind != RoomType::EmptyRoom {
count += 1;
}
}
if count < 3 {
return false;
}
}
}
}
true
}
#[cfg(test)]
fn count_rooms(rooms: &[[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL]) -> usize {
let mut res = 0;
for col in 0..ROOMS_HORIZONTAL {
for row in 0..ROOMS_VERTICAL {
if rooms[col][row].kind != RoomType::EmptyRoom {
res += 1;
}
}
}
res
}
#[test]
fn test_place_rooms() {
let mut rng = rand::thread_rng();
for count in 2..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
let mut rooms: Vec<Room> = vec![Room::new(&mut rng), Room::new(&mut rng)];
rooms[0].kind = RoomType::Start;
rooms[1].kind = RoomType::End;
for t in 2..count {
rooms.push(Room::new(&mut rng));
rooms[t].kind = RoomType::BasicRoom;
}
let res = LevelGenerator::place_rooms(&mut rng, &mut rooms);
assert_eq!(count_rooms(&res), count, "counting {}", count);
assert!(check_valid_placement(&res));
} }
} }
#[test] #[test]
fn test_level_gen_respects_level() { fn test_create_mst() {
let level = LevelGenerator::generate(0, true, false).render(); let mut rng = rand::thread_rng();
assert_eq!(0, level.level); let mut rooms = [[Room::new(&mut rng); ROOMS_VERTICAL]; ROOMS_HORIZONTAL];
let level = LevelGenerator::generate(1, true, false).render(); let res = LevelGenerator::create_mst(&rooms);
assert_eq!(1, level.level); assert_eq!(res.node_count(), 0);
assert_eq!(res.edge_count(), 0);
rooms[1][1].kind = RoomType::BasicRoom;
let res = LevelGenerator::create_mst(&rooms);
assert_eq!(res.node_count(), 1);
assert_eq!(res.edge_count(), 0);
rooms[1][3].kind = RoomType::BasicRoom;
let res = LevelGenerator::create_mst(&rooms);
assert_eq!(res.node_count(), 2);
assert_eq!(res.edge_count(), 1);
rooms[3][1].kind = RoomType::BasicRoom;
let res = LevelGenerator::create_mst(&rooms);
assert_eq!(res.node_count(), 3);
assert_eq!(res.edge_count(), 2);
rooms[3][3].kind = RoomType::BasicRoom;
let res = LevelGenerator::create_mst(&rooms);
assert_eq!(res.node_count(), 4);
assert_eq!(res.edge_count(), 3);
rooms[3][5].kind = RoomType::BasicRoom;
let res = LevelGenerator::create_mst(&rooms);
assert_eq!(res.node_count(), 5);
assert_eq!(res.edge_count(), 4);
} }
/*
println!(" 0 1 2 3 4 5 6 7");
for r in 0..ROOMS_VERTICAL {
print!("{} ", r);
for c in 0..ROOMS_HORIZONTAL {
match res[c][r].kind {
RoomType::Start => print!("S "),
RoomType::End => print!("E "),
RoomType::StairUp => print!("< "),
RoomType::StairDown => print!("> "),
RoomType::BasicRoom => print!("_ "),
RoomType::ArtifactRoom => print!("A "),
RoomType::MonsterRoom => print!("M "),
RoomType::EmptyRoom => print!(" "),
};
}
println!();
}
println!();
*/