Work on levelgenerator
This commit is contained in:
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2eeb95e3a3
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@ -86,9 +86,34 @@ name = "el_diabolo"
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version = "0.1.0"
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dependencies = [
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"crossterm",
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"petgraph",
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"rand",
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"ratatui",
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]
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[[package]]
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name = "equivalent"
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version = "1.0.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "5443807d6dff69373d433ab9ef5378ad8df50ca6298caf15de6e52e24aaf54d5"
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[[package]]
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name = "fixedbitset"
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version = "0.4.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "0ce7134b9999ecaf8bcd65542e436736ef32ddca1b3e06094cb6ec5755203b80"
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[[package]]
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name = "getrandom"
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version = "0.2.11"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "fe9006bed769170c11f845cf00c7c1e9092aeb3f268e007c3e760ac68008070f"
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dependencies = [
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"cfg-if",
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"libc",
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"wasi",
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]
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[[package]]
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name = "hashbrown"
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version = "0.14.2"
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@ -105,6 +130,16 @@ version = "0.4.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "95505c38b4572b2d910cecb0281560f54b440a19336cbbcb27bf6ce6adc6f5a8"
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[[package]]
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name = "indexmap"
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version = "2.1.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "d530e1a18b1cb4c484e6e34556a0d948706958449fca0cab753d649f2bce3d1f"
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dependencies = [
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"equivalent",
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"hashbrown",
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]
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[[package]]
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name = "indoc"
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version = "2.0.4"
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@ -198,6 +233,22 @@ version = "1.0.14"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "de3145af08024dea9fa9914f381a17b8fc6034dfb00f3a84013f7ff43f29ed4c"
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[[package]]
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name = "petgraph"
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version = "0.6.4"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "e1d3afd2628e69da2be385eb6f2fd57c8ac7977ceeff6dc166ff1657b0e386a9"
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dependencies = [
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"fixedbitset",
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"indexmap",
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]
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[[package]]
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name = "ppv-lite86"
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version = "0.2.17"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "5b40af805b3121feab8a3c29f04d8ad262fa8e0561883e7653e024ae4479e6de"
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[[package]]
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name = "proc-macro2"
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version = "1.0.69"
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@ -216,6 +267,36 @@ dependencies = [
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"proc-macro2",
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]
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[[package]]
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name = "rand"
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version = "0.8.5"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "34af8d1a0e25924bc5b7c43c079c942339d8f0a8b57c39049bef581b46327404"
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dependencies = [
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"libc",
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"rand_chacha",
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"rand_core",
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]
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[[package]]
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name = "rand_chacha"
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version = "0.3.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "e6c10a63a0fa32252be49d21e7709d4d4baf8d231c2dbce1eaa8141b9b127d88"
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dependencies = [
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"ppv-lite86",
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"rand_core",
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]
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[[package]]
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name = "rand_core"
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version = "0.6.4"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "ec0be4795e2f6a28069bec0b5ff3e2ac9bafc99e6a9a7dc3547996c5c816922c"
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dependencies = [
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"getrandom",
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]
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[[package]]
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name = "ratatui"
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version = "0.24.0"
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@ -8,3 +8,5 @@ edition = "2021"
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[dependencies]
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ratatui = "0.24.0"
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crossterm = "0.27.0"
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rand = "0.8.5"
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petgraph = "0.6.4"
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@ -8,6 +8,8 @@ pub const LEVEL_HEIGHT: usize = 25;
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#[derive(Copy, Clone, Debug, PartialEq)]
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pub enum StructureElement {
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Start,
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End,
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Wall,
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Floor,
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StairDown,
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@ -21,6 +23,10 @@ pub struct Level {
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discovered: [[bool; LEVEL_HEIGHT]; LEVEL_WIDTH],
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monsters: Vec<Monster>,
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artifacts: Vec<Box<dyn Artifact>>,
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/// the position of the start in the level (eiter stair up or start point)
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start: (usize, usize),
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/// the position of the end in the level (eiter stair down or end point)
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end: (usize, usize),
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}
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impl Level {
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@ -37,6 +43,8 @@ impl Level {
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discovered: [[false; LEVEL_HEIGHT]; LEVEL_WIDTH],
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monsters: Vec::with_capacity(10),
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artifacts: Vec::with_capacity(10),
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start: (0,0),
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end: (0,0),
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}
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}
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pub fn get_element(&mut self, x: i16, y: i16) -> (Option<StructureElement>, Option<&mut Monster>, Option<&mut Box<(dyn Artifact + 'static)>>) {
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@ -0,0 +1,339 @@
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use std::cmp::{max, min};
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use std::ops::Range;
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use petgraph::algo::min_spanning_tree;
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use petgraph::data::*;
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use petgraph::graph::Graph;
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use petgraph::graph::UnGraph;
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use rand::prelude::SliceRandom;
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use rand::Rng;
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use rand::rngs::ThreadRng;
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use crate::level::{Level, StructureElement};
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use crate::monster::Monster;
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use crate::artifacts::Artifact;
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const ROOMS_VERTICAL: usize = 7;
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const ROOMS_HORIZONTAL: usize = 4;
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const ROOM_WIDTH: usize = 7;
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const ROOM_HEIGHT: usize = 6;
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#[derive(PartialEq, Copy, Clone)]
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enum RoomType {
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Start,
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End,
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StairUp,
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StairDown,
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BasicRoom,
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TreasureRoom,
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MonsterRoom,
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EmptyRoom,
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}
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#[derive(Copy, Clone)]
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struct ConnectionInfo {
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offset: usize,
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distance: usize,
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}
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#[derive(Copy, Clone)]
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struct Room {
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pub kind: RoomType,
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pub offset_x: usize,
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pub offset_y: usize,
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pub width: usize,
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pub height: usize,
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pub connection_down: Option<ConnectionInfo>,
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pub connection_right: Option<ConnectionInfo>,
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}
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impl Room {
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fn new() -> Self {
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Self {
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kind: RoomType::EmptyRoom,
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offset_x: 0,
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offset_y: 0,
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width: 0,
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height: 0,
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connection_down: None,
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connection_right: None,
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}
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}
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/// change the size and position of a room randomly within its bounds
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fn random(&mut self, rng: &mut ThreadRng) {
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let width = rng.gen_range(3..6);
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let height = rng.gen_range(3..5);
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self.width = width;
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self.height = height;
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self.offset_x = rng.gen_range(0..(ROOM_WIDTH - width));
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self.offset_y = rng.gen_range(0..(ROOM_HEIGHT - height));
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}
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fn get_x_range(&self) -> Range<usize> {
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self.offset_x..self.offset_x + self.width
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}
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fn get_y_range(&self) -> Range<usize> {
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self.offset_y..self.offset_y + self.height
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}
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}
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pub struct LevelGenerator {
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rooms: [[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL],
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}
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impl LevelGenerator {
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pub fn generate(level: usize) -> Self {
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let mut rng = rand::thread_rng();
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let mut rooms = [[Room::new(); ROOMS_HORIZONTAL]; ROOMS_VERTICAL];
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let mut graph = UnGraph::<(usize, usize), u16>::default();
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// trick the room_connectable function into failing on the first iteration
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rooms[0][0].kind = RoomType::BasicRoom;
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while !LevelGenerator::rooms_connectable(&rooms) {
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let mut room_types: Vec<RoomType> = Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
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// level 0 contains a start room, all others contain a stair up
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if level == 0 {
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room_types.push(RoomType::Start);
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} else {
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room_types.push(RoomType::StairUp);
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}
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// level 24 (the last) contains an end room, all others a stair down
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if level == 24 {
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room_types.push(RoomType::End);
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} else {
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room_types.push(RoomType::StairDown);
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}
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room_types.push(RoomType::MonsterRoom);
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// generate a random set of rooms and shuffle them
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for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
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match rng.gen_range(1..=100) {
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// TODO tune room type distribution
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1..=33 => { room_types.push(RoomType::EmptyRoom) }
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34..=66 => { room_types.push(RoomType::TreasureRoom) }
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67..=90 => { room_types.push(RoomType::MonsterRoom) }
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_ => { room_types.push(RoomType::BasicRoom) }
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}
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}
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room_types.shuffle(&mut rng);
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graph.clear();
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// place the rooms in the array an add nodes to the graph for every non empty room
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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rooms[c][r].kind = room_types.pop().unwrap();
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if rooms[c][r].kind != RoomType::EmptyRoom {
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rooms[c][r].random(&mut rng);
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graph.add_node((c, r));
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}
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}
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}
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}
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// add edges to the graph connecting each room to all of its neighbours (max 4 of them)
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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if rooms[c][r].kind == RoomType::EmptyRoom {
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continue;
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}
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let src_index = graph.node_indices().find(|i| graph[*i] == (c, r)).unwrap();
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for r_1 in r + 1..ROOMS_HORIZONTAL {
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if rooms[c][r_1].kind != RoomType::EmptyRoom {
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let tgt_index = graph.node_indices().find(|i| graph[*i] == (c, r_1)).unwrap();
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// todo use random weight for edge
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graph.add_edge(src_index, tgt_index, 1);
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break;
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}
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}
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for c_1 in c + 1..ROOMS_VERTICAL {
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if rooms[c_1][r].kind != RoomType::EmptyRoom {
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let tgt_index = graph.node_indices().find(|i| graph[*i] == (c_1, r)).unwrap();
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// todo use random weight for edge
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graph.add_edge(src_index, tgt_index, 1);
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break;
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}
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}
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}
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}
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// calculate a minimum spanning tree
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let mst: Graph<(usize, usize), u16, petgraph::Undirected> = Graph::from_elements(min_spanning_tree(&graph));
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for edge in mst.raw_edges() {
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let src = mst[edge.source()];
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let tgt = mst[edge.target()];
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let src_room = rooms[src.0][src.1];
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let mut tgt_room = rooms[tgt.0][tgt.1];
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// cols are the same, either up or down
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if src.0 == tgt.0 {
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let range = LevelGenerator::range_overlap(src_room.get_x_range(), tgt_room.get_x_range());
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let position: usize;
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if range.is_empty() {
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position = range.start;
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} else {
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position = rng.gen_range(range);
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}
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if src.1 < tgt.1 {
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// src to tgt
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rooms[src.0][src.1].connection_down = Some(ConnectionInfo { offset: position, distance: tgt.1 - src.1 });
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} else {
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// tgt to src
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tgt_room.connection_down = Some(ConnectionInfo { offset: position, distance: src.1 - tgt.1 });
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}
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}
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// rows are the same, either left or right
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if src.1 == tgt.1 {
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let range = LevelGenerator::range_overlap(src_room.get_y_range(), tgt_room.get_y_range());
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let mut position: usize;
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if range.is_empty() {
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position = range.start;
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} else {
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position = rng.gen_range(range);
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}
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if src.1 == 0 && position == 0 {
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position = 1;
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}
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if src.0 < tgt.0 {
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// src to tgt
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rooms[src.0][src.1].connection_right = Some(ConnectionInfo { offset: position, distance: tgt.0 - src.0 });
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} else {
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// tgt to src
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tgt_room.connection_right = Some(ConnectionInfo { offset: position, distance: src.1 - tgt.1 });
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}
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}
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}
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LevelGenerator {
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rooms
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}
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}
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fn range_overlap(r1: Range<usize>, r2: Range<usize>) -> Range<usize> {
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max(r1.start, r2.start)..min(r1.end, r2.end)
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}
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/// Verifies that for a given matrix of rooms each room has at least one other room in the
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/// same row or column.
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fn rooms_connectable(rooms: &[[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL]) -> bool {
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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if rooms[c][r].kind != RoomType::EmptyRoom {
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let mut connected = 0;
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for c1 in 0..ROOMS_VERTICAL {
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if rooms[c1][r].kind != RoomType::EmptyRoom {
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connected += 1;
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}
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}
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for r1 in 0..ROOMS_HORIZONTAL {
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if rooms[c][r1].kind != RoomType::EmptyRoom {
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connected += 1;
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}
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}
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if connected <= 2 {
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return false;
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}
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}
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}
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}
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return true;
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}
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pub fn render(&self) -> Level {
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let mut rng = rand::thread_rng();
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let mut structure = [[StructureElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
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let mut artifacts: Vec<Box<dyn Artifact>> = Vec::with_capacity(10);
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let mut enemies: Vec<Monster> = Vec::with_capacity(10);
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let mut start_x: usize = 0;
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let mut start_y: usize = 0;
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let mut end_x: usize = 0;
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let mut end_y: usize = 0;
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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let top = 1 + r * ROOM_HEIGHT;
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let left = 1 + c * ROOM_WIDTH;
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let room = self.rooms[c][r];
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for x in 0..room.width {
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for y in 0..room.height {
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structure[left + room.offset_x + x][top + room.offset_y + y] = StructureElement::Floor;
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}
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}
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if room.kind == RoomType::TreasureRoom {
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let t_x = left + room.offset_x + rng.gen_range(0..room.width);
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let t_y = top + room.offset_y + rng.gen_range(0..room.height);
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// artifacts[t_x][t_y] = Some(Artifact::Chest { gold: rng.gen_range(2..30) });
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}
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if room.kind == RoomType::MonsterRoom {
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let t_x = left + room.offset_x + rng.gen_range(0..room.width);
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let t_y = top + room.offset_y + rng.gen_range(0..room.height);
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// TODO randomize enemies here
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// enemies[t_x][t_y] = Some(Monster::new(2));
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}
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if room.kind == RoomType::StairDown {
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end_x = left + room.offset_x + rng.gen_range(0..room.width);
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end_y = top + room.offset_y + rng.gen_range(0..room.height);
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}
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if room.kind == RoomType::StairDown {
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structure[end_x][end_y] = StructureElement::StairDown;
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}
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if room.kind == RoomType::End {
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structure[end_x][end_y] = StructureElement::End;
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}
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if room.kind == RoomType::Start || room.kind == RoomType::StairUp {
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start_x = left + room.offset_x + rng.gen_range(0..room.width);
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start_y = top + room.offset_y + rng.gen_range(0..room.height);
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}
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if room.kind == RoomType::StairUp {
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structure[start_x][start_y] = StructureElement::StairUp;
|
||||
}
|
||||
if room.kind == RoomType::Start {
|
||||
structure[start_x][start_y] = StructureElement::Start;
|
||||
}
|
||||
}
|
||||
}
|
||||
//
|
||||
for c in 0..ROOMS_VERTICAL {
|
||||
for r in 0..ROOMS_HORIZONTAL {
|
||||
let src_room = self.rooms[c][r];
|
||||
if let Some(x_conn) = src_room.connection_down {
|
||||
let tgt_room = self.rooms[c][r + x_conn.distance];
|
||||
let top = 1 + r * ROOM_HEIGHT + src_room.offset_y;
|
||||
let left = 1 + c * ROOM_WIDTH + x_conn.offset;
|
||||
let bottom = 1 + (r + x_conn.distance) * ROOM_HEIGHT + tgt_room.offset_y + tgt_room.height;
|
||||
for i in top..bottom {
|
||||
if structure[left][i] == StructureElement::Wall {
|
||||
structure[left][i] = StructureElement::Floor;
|
||||
}
|
||||
}
|
||||
}
|
||||
if let Some(y_conn) = src_room.connection_right {
|
||||
let tgt_room = self.rooms[c + y_conn.distance][r];
|
||||
|
||||
let top = 1 + r * ROOM_HEIGHT + src_room.offset_y + y_conn.offset - 1;
|
||||
let left = 1 + c * ROOM_WIDTH + src_room.offset_x;
|
||||
let right = 1 + (c + y_conn.distance) * ROOM_WIDTH + tgt_room.offset_x + tgt_room.width;
|
||||
for i in left..right {
|
||||
if structure[i][top] == StructureElement::Wall {
|
||||
structure[i][top] = StructureElement::Floor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Level {
|
||||
level: 0,
|
||||
structure,
|
||||
discovered: [[false; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH],
|
||||
monsters: enemies,
|
||||
artifacts,
|
||||
start: (start_x, start_y),
|
||||
end: (end_x, end_y),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// #[test]
|
||||
// fn test_level_gen() {
|
||||
// let level = LevelGenerator::generate(0);
|
||||
// println!("{:#?}", level);
|
||||
// assert_eq!(1, 2);
|
||||
// }
|
|
@ -7,6 +7,7 @@ mod level;
|
|||
mod position;
|
||||
mod monster;
|
||||
mod artifacts;
|
||||
mod level_generator;
|
||||
|
||||
fn main() {
|
||||
let mut p = Player::new("Teddy Tester", 10);
|
||||
|
|
Loading…
Reference in New Issue