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Author SHA1 Message Date
Joachim Lusiardi c6492c28c2 work on level generator 2024-10-30 08:56:45 +01:00
Joachim Lusiardi 7f288dbcd1 first version of the level new generator
monsters and artefact are missing
roomsize is fixed
2024-10-29 06:48:45 +01:00
6 changed files with 543 additions and 347 deletions

View File

@ -1,11 +1,12 @@
use std::{collections::HashMap, ops::RangeInclusive};
use crate::monster::MonsterTypes;
use crate::{monster::MonsterTypes, room::RoomType};
/// the number of rooms in vertical direction
pub const ROOMS_VERTICAL: usize = 7;
pub const ROOMS_HORIZONAL: usize = 8;
/// the number of rooms in horizontal direction
pub const ROOMS_HORIZONTAL: usize = 7;
pub const ROOMS_VERTICAL: usize = 7;
/// the width of a room in the grid of rooms (number of characters)
pub const ROOM_WIDTH: usize = 9;
@ -13,7 +14,7 @@ pub const ROOM_WIDTH: usize = 9;
pub const ROOM_HEIGHT: usize = 6;
/// How many levels does the dungeon have?
pub const LEVELS: usize = 3;
pub const LEVELS: usize = 2;
/// length of a game frame in ms
pub const FRAME_LENGTH: u64 = 100;
@ -24,33 +25,90 @@ pub const MIN_WIDTH: u16 = 120;
pub const MIN_HEIGHT: u16 = LEVEL_HEIGHT as u16;
/// the calculated width of a level
pub const LEVEL_WIDTH: usize = 1 + ROOMS_VERTICAL * ROOM_WIDTH;
pub const LEVEL_WIDTH: usize = 1 + ROOMS_HORIZONAL * ROOM_WIDTH;
/// the calculated height of a level
pub const LEVEL_HEIGHT: usize = 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT;
pub const LEVEL_HEIGHT: usize = 1 + ROOMS_VERTICAL * ROOM_HEIGHT;
pub fn get_monsters_per_level() -> Vec<HashMap<MonsterTypes, std::ops::RangeInclusive<u8>>> {
let tmp =[
let tmp = [
// level 1
vec![(MonsterTypes::Rat, 50), (MonsterTypes::Spider, 50)],
// level 2
vec![(MonsterTypes::Rat, 50), (MonsterTypes::Snake, 50)],
// level 3
vec![(MonsterTypes::Orc, 34), (MonsterTypes::Skeleton, 33), (MonsterTypes::Snake, 33)],
vec![
(MonsterTypes::Orc, 34),
(MonsterTypes::Skeleton, 33),
(MonsterTypes::Snake, 33),
],
];
if tmp.len() != LEVELS {
panic!("Only {} monster sets defined for {} levels!", tmp.len(), LEVELS);
if tmp.len() < LEVELS {
panic!(
"Only {} monster sets defined for {} levels!",
tmp.len(),
LEVELS
);
}
let mut result: Vec<HashMap<MonsterTypes, std::ops::RangeInclusive<u8>>> = vec![];
for (idx, level) in tmp.iter().enumerate() {
let mut sum = 0;
let mut map: HashMap<MonsterTypes, RangeInclusive<u8>> = HashMap::new();
for monster in level {
map.insert(monster.0, RangeInclusive::new(sum+1, sum+monster.1));
map.insert(monster.0, RangeInclusive::new(sum + 1, sum + monster.1));
sum += monster.1;
}
if sum != 100 {
panic!("all percentages must add to 100 (was {}) per level, error in level {}!", sum, idx+1);
panic!(
"all percentages must add to 100 (was {}) per level, error in level {}!",
sum,
idx + 1
);
}
result.push(map);
}
result
}
pub fn get_room_type_per_level() -> Vec<HashMap<RoomType, std::ops::RangeInclusive<u8>>> {
let tmp = [
// level 1
vec![
(RoomType::EmptyRoom, 50),
(RoomType::ArtifactRoom, 25),
(RoomType::MonsterRoom, 5),
(RoomType::BasicRoom, 20),
],
// level 2
vec![
(RoomType::EmptyRoom, 50),
(RoomType::BasicRoom, 25),
(RoomType::MonsterRoom, 12),
(RoomType::ArtifactRoom, 13),
],
// level 3
vec![(RoomType::EmptyRoom, 50), (RoomType::MonsterRoom, 50)],
];
if tmp.len() < LEVELS {
panic!(
"Only {} room sets defined for {} levels!",
tmp.len(),
LEVELS
);
}
let mut result: Vec<HashMap<RoomType, std::ops::RangeInclusive<u8>>> = vec![];
for (idx, level) in tmp.iter().enumerate() {
let mut sum = 0;
let mut map: HashMap<RoomType, RangeInclusive<u8>> = HashMap::new();
for room in level {
map.insert(room.0, RangeInclusive::new(sum + 1, sum + room.1));
sum += room.1;
}
if sum != 100 {
panic!(
"all percentages must add to 100 (was {}) per level, error in level {}!",
sum,
idx + 1
);
}
result.push(map);
}

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@ -57,6 +57,7 @@ impl Level {
return (None, None, None);
}
if !self.discovered[x][y] {
#[cfg(test)]
return (Some(StructureElement::Unknown), None, None);
}
let search_pos = &Position::new(self.level, x, y);

View File

@ -1,261 +1,210 @@
use std::cmp::{max, min};
use std::ops::Range;
use petgraph::algo::min_spanning_tree;
use petgraph::data::*;
use petgraph::graph::Graph;
use petgraph::graph::UnGraph;
use rand::prelude::SliceRandom;
use rand::rngs::ThreadRng;
use rand::Rng;
use rand::{rngs::ThreadRng, seq::SliceRandom};
use crate::artifacts::{Artifact, Chest, Potion};
use crate::constants::{
get_monsters_per_level, ROOMS_HORIZONTAL, ROOMS_VERTICAL, ROOM_HEIGHT, ROOM_WIDTH,
};
use crate::level::{Level, StructureElement};
use crate::monster::{create_monster_by_type, Monster, Orc, Rat, Snake};
use crate::artifacts::Artifact;
use crate::artifacts::Chest;
use crate::artifacts::Potion;
use crate::constants::get_monsters_per_level;
use crate::constants::ROOM_HEIGHT;
use crate::constants::ROOM_WIDTH;
use crate::monster::create_monster_by_type;
use crate::monster::Monster;
use crate::position::Position;
#[derive(PartialEq, Copy, Clone)]
enum RoomType {
Start,
End,
StairUp,
StairDown,
BasicRoom,
ArtifactRoom,
MonsterRoom,
EmptyRoom,
}
#[derive(Copy, Clone)]
struct ConnectionInfo {
offset: usize,
distance: usize,
}
#[derive(Copy, Clone)]
struct Room {
pub kind: RoomType,
pub offset_x: usize,
pub offset_y: usize,
pub width: usize,
pub height: usize,
pub connection_down: Option<ConnectionInfo>,
pub connection_right: Option<ConnectionInfo>,
}
impl Room {
fn new() -> Self {
Self {
kind: RoomType::EmptyRoom,
offset_x: 0,
offset_y: 0,
width: 0,
height: 0,
connection_down: None,
connection_right: None,
}
}
/// change the size and position of a room randomly within its bounds
fn random(&mut self, rng: &mut ThreadRng) {
let width = rng.gen_range(3..6);
let height = rng.gen_range(3..5);
self.width = width;
self.height = height;
self.offset_x = rng.gen_range(0..(ROOM_WIDTH - width));
self.offset_y = rng.gen_range(0..(ROOM_HEIGHT - height));
}
fn get_x_range(&self) -> Range<usize> {
self.offset_x..self.offset_x + self.width
}
fn get_y_range(&self) -> Range<usize> {
self.offset_y..self.offset_y + self.height
}
}
use crate::room::Connection;
use crate::{
constants::{
get_room_type_per_level, LEVEL_HEIGHT, LEVEL_WIDTH, ROOMS_HORIZONAL, ROOMS_VERTICAL,
},
level::{Level, StructureElement},
room::{Room, RoomType},
};
pub struct LevelGenerator {
rooms: [[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL],
level: usize,
rooms: [[Room; ROOMS_VERTICAL]; ROOMS_HORIZONAL],
rng: ThreadRng,
}
enum Direction {
Horizontal,
Vertical,
}
impl LevelGenerator {
pub fn generate(level: usize, first: bool, last: bool) -> Self {
let mut rng = rand::thread_rng();
let mut rooms = [[Room::new(); ROOMS_HORIZONTAL]; ROOMS_VERTICAL];
let mut graph = UnGraph::<(usize, usize), u16>::default();
let mut rooms = [[Room::new(&mut rng); ROOMS_VERTICAL]; ROOMS_HORIZONAL];
// trick the room_connectable function into failing on the first iteration
rooms[0][0].kind = RoomType::BasicRoom;
/*
Fill grid with unconnected rooms
*/
while !LevelGenerator::rooms_connectable(&rooms) {
let mut room_types: Vec<RoomType> =
Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
// level 0 contains a start room, all others contain a stair up
if first {
room_types.push(RoomType::Start);
} else {
room_types.push(RoomType::StairUp);
}
// level 24 (the last) contains an end room, all others a stair down
if last {
room_types.push(RoomType::End);
} else {
room_types.push(RoomType::StairDown);
}
room_types.push(RoomType::MonsterRoom);
room_types.push(RoomType::ArtifactRoom);
// generate a random set of rooms and shuffle them
for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
match rng.gen_range(1..=100) {
// TODO tune room type distribution
1..=33 => room_types.push(RoomType::EmptyRoom),
34..=66 => room_types.push(RoomType::ArtifactRoom),
67..=90 => room_types.push(RoomType::MonsterRoom),
_ => room_types.push(RoomType::BasicRoom),
}
}
room_types.shuffle(&mut rng);
let mut rooms_to_place: Vec<Room> = Vec::with_capacity(ROOMS_VERTICAL * ROOMS_HORIZONAL);
graph.clear();
// place the rooms in the array an add nodes to the graph for every non empty room
for (c, rs) in rooms.iter_mut().enumerate().take(ROOMS_VERTICAL) {
for (r, room) in rs.iter_mut().enumerate().take(ROOMS_HORIZONTAL) {
room.kind = room_types.pop().unwrap();
if room.kind != RoomType::EmptyRoom {
room.random(&mut rng);
graph.add_node((c, r));
let mut start_room = Room::new(&mut rng);
if first {
start_room.kind = RoomType::Start;
} else {
start_room.kind = RoomType::StairUp;
}
rooms_to_place.push(start_room);
let mut end_room = Room::new(&mut rng);
if last {
end_room.kind = RoomType::End;
} else {
end_room.kind = RoomType::StairDown;
}
rooms_to_place.push(end_room);
for _ in 2..ROOMS_HORIZONAL * ROOMS_VERTICAL {
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);
let mut room_col = rng.gen_range(1..ROOMS_HORIZONAL);
rooms[room_col][room_row] = rooms_to_place.pop().unwrap();
while let Some(room) = rooms_to_place.pop() {
let mut directions_to_try = vec![Direction::Horizontal, Direction::Vertical];
directions_to_try.shuffle(&mut rng);
while !directions_to_try.is_empty() {
match directions_to_try.pop().unwrap() {
Direction::Horizontal => {
let mut free_cols: Vec<usize> = vec![];
for col in 0..ROOMS_HORIZONAL {
if rooms[col][room_row].kind == RoomType::EmptyRoom {
free_cols.push(col);
}
}
if free_cols.is_empty() {
continue;
}
free_cols.shuffle(&mut rng);
room_col = *free_cols.first().unwrap();
rooms[room_col][room_row] = room;
break;
}
Direction::Vertical => {
let mut free_rows: Vec<usize> = vec![];
for row in 0..ROOMS_VERTICAL {
if rooms[room_col][row].kind == RoomType::EmptyRoom {
free_rows.push(row);
}
}
if free_rows.is_empty() {
continue;
}
free_rows.shuffle(&mut rng);
room_row = *free_rows.first().unwrap();
rooms[room_col][room_row] = room;
break;
}
}
}
}
// add edges to the graph connecting each room to all of its neighbours (max 4 of them)
for c in 0..ROOMS_VERTICAL {
for r in 0..ROOMS_HORIZONTAL {
if rooms[c][r].kind == RoomType::EmptyRoom {
// 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_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();
// collect nodes
for col in 0..ROOMS_HORIZONAL {
for row in 0..ROOMS_VERTICAL {
if rooms[col][row].kind != RoomType::EmptyRoom {
graph.add_node((col, row));
}
}
}
// collect edges between nodes, each right and down till we find the next room
for col in 0..ROOMS_HORIZONAL {
for row in 0..ROOMS_VERTICAL {
if rooms[col][row].kind == RoomType::EmptyRoom {
continue;
}
let src_index = graph.node_indices().find(|i| graph[*i] == (c, r)).unwrap();
for r_1 in r + 1..ROOMS_HORIZONTAL {
if rooms[c][r_1].kind != RoomType::EmptyRoom {
let tgt_index = graph
.node_indices()
.find(|i| graph[*i] == (c, r_1))
.unwrap();
// todo use random weight for edge
graph.add_edge(src_index, tgt_index, 1);
break;
if let Some(src_index) = graph.node_indices().find(|i| graph[*i] == (col, row)) {
for col_1 in col + 1..ROOMS_HORIZONAL {
if rooms[col_1][row].kind != RoomType::EmptyRoom {
if let Some(tgt_index) =
graph.node_indices().find(|i| graph[*i] == (col_1, row))
{
graph.add_edge(src_index, tgt_index, 1);
break;
}
}
}
}
for (c_1, rs) in rooms.iter().enumerate().take(ROOMS_VERTICAL).skip(c + 1) {
if rs[r].kind != RoomType::EmptyRoom {
let tgt_index = graph
.node_indices()
.find(|i| graph[*i] == (c_1, r))
.unwrap();
// todo use random weight for edge
graph.add_edge(src_index, tgt_index, 1);
break;
for row_1 in row + 1..ROOMS_VERTICAL {
if rooms[col][row_1].kind != RoomType::EmptyRoom {
if let Some(tgt_index) =
graph.node_indices().find(|i| graph[*i] == (col, row_1))
{
graph.add_edge(src_index, tgt_index, 1);
break;
}
}
}
}
}
}
// calculate a minimum spanning tree
let mst: Graph<(usize, usize), u16, petgraph::Undirected> =
Graph::from_elements(min_spanning_tree(&graph));
for edge in mst.raw_edges() {
let src = mst[edge.source()];
let tgt = mst[edge.target()];
// the tuples are (col, row)
let (src_node_col, src_node_row) = mst[edge.source()];
let (tgt_node_col, tgt_node_row) = mst[edge.target()];
// println!("MST Edge from {:?} to {:?}", (src_node_col, src_node_row), (tgt_node_col, tgt_node_row));
let src_room = rooms[src.0][src.1];
let mut tgt_room = rooms[tgt.0][tgt.1];
// cols are the same, either up or down
if src.0 == tgt.0 {
let range =
LevelGenerator::range_overlap(src_room.get_x_range(), tgt_room.get_x_range());
let position: usize = if range.is_empty() {
range.start
} else {
rng.gen_range(range)
};
if src.1 < tgt.1 {
// src to tgt
rooms[src.0][src.1].connection_down = Some(ConnectionInfo {
offset: position,
distance: tgt.1 - src.1,
});
} else {
// tgt to src
tgt_room.connection_down = Some(ConnectionInfo {
offset: position,
distance: src.1 - tgt.1,
});
}
}
// rows are the same, either left or right
if src.1 == tgt.1 {
let range =
LevelGenerator::range_overlap(src_room.get_y_range(), tgt_room.get_y_range());
let mut position: usize;
if range.is_empty() {
position = range.start;
} else {
position = rng.gen_range(range);
}
if src.1 == 0 && position == 0 {
position = 1;
}
if src.0 < tgt.0 {
// src to tgt
rooms[src.0][src.1].connection_right = Some(ConnectionInfo {
offset: position,
distance: tgt.0 - src.0,
});
} else {
// tgt to src
tgt_room.connection_right = Some(ConnectionInfo {
offset: position,
distance: src.1 - tgt.1,
});
}
if src_node_col == tgt_node_col {
// println!("Down");
let start_col = src_node_col * ROOM_WIDTH + ROOM_WIDTH / 2;
let start_row = src_node_row * ROOM_HEIGHT + ROOM_HEIGHT;
let end_col = tgt_node_col * ROOM_WIDTH + ROOM_WIDTH / 2;
let end_row = tgt_node_row * ROOM_HEIGHT;
rooms[src_node_col][src_node_row].connection_down = Some(Connection {
start_pos: (start_col, start_row),
end_pos: (end_col, end_row),
});
} else {
// println!("Right");
let start_col = src_node_col * ROOM_WIDTH + ROOM_WIDTH;
let start_row = src_node_row * ROOM_HEIGHT + ROOM_HEIGHT / 2;
let end_col = tgt_node_col * ROOM_WIDTH;
let end_row = tgt_node_row * ROOM_HEIGHT + ROOM_HEIGHT / 2;
rooms[src_node_col][src_node_row].connection_right = Some(Connection {
start_pos: (start_col, start_row),
end_pos: (end_col, end_row),
});
}
}
LevelGenerator { rooms, level }
}
fn range_overlap(r1: Range<usize>, r2: Range<usize>) -> Range<usize> {
max(r1.start, r2.start)..min(r1.end, r2.end)
}
/// Verifies that for a given matrix of rooms each room has at least one other room in the
/// same row or column.
fn rooms_connectable(rooms: &[[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL]) -> bool {
for c in 0..ROOMS_VERTICAL {
for r in 0..ROOMS_HORIZONTAL {
if rooms[c][r].kind != RoomType::EmptyRoom {
let mut connected = 0;
for room in rooms.iter().take(ROOMS_VERTICAL) {
if room[r].kind != RoomType::EmptyRoom {
connected += 1;
}
}
for r1 in 0..ROOMS_HORIZONTAL {
if rooms[c][r1].kind != RoomType::EmptyRoom {
connected += 1;
}
}
if connected <= 2 {
return false;
}
}
}
LevelGenerator {
level,
rooms,
rng,
}
true
}
fn select_monster(position: Position, rng: &mut ThreadRng) -> Box<dyn Monster> {
@ -270,124 +219,81 @@ impl LevelGenerator {
}
}
}
match rng.gen_range(1..=100) {
1..=30 => Box::new(Orc::new_with_position(position)),
31..=60 => Box::new(Snake::new_with_position(position)),
_ => Box::new(Rat::new_with_position(position)),
}
panic!("no monster selectable!");
}
pub fn render(&self) -> Level {
let mut rng = rand::thread_rng();
let mut structure = [[StructureElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT];
1 + ROOMS_VERTICAL * ROOM_WIDTH];
let mut artifacts: Vec<Box<dyn Artifact>> = Vec::with_capacity(10);
let mut enemies: Vec<Box<dyn Monster>> = Vec::with_capacity(10);
let mut start_x: usize = 0;
let mut start_y: usize = 0;
let mut end_x: usize = 0;
let mut end_y: usize = 0;
for c in 0..ROOMS_VERTICAL {
for r in 0..ROOMS_HORIZONTAL {
let top = 1 + r * ROOM_HEIGHT;
let left = 1 + c * ROOM_WIDTH;
let room = self.rooms[c][r];
for x in 0..room.width {
for y in 0..room.height {
structure[left + room.offset_x + x][top + room.offset_y + y] =
StructureElement::Floor;
}
}
if room.kind == RoomType::ArtifactRoom {
let t_x = left + room.offset_x + rng.gen_range(0..room.width);
let t_y = top + room.offset_y + rng.gen_range(0..room.height);
// TODO randomize artifacts
match rng.gen_range(1..=100) {
1..=50 => {
artifacts
.push(Box::new(Chest::new(Position::new(self.level, t_x, t_y))));
}
_ => {
artifacts
.push(Box::new(Potion::new(Position::new(self.level, t_x, t_y))));
}
};
}
if room.kind == RoomType::MonsterRoom {
let t_x = left + room.offset_x + rng.gen_range(0..room.width);
let t_y = top + room.offset_y + rng.gen_range(0..room.height);
// TODO randomize enemies here
enemies.push(LevelGenerator::select_monster(
Position::new(self.level, t_x, t_y),
&mut rng,
));
}
fn select_room_type(level: usize, rng: &mut ThreadRng) -> RoomType {
let value = rng.gen_range(1..=100);
if room.kind == RoomType::End || room.kind == RoomType::StairDown {
end_x = left + room.offset_x + rng.gen_range(0..room.width);
end_y = top + room.offset_y + rng.gen_range(0..room.height);
}
if room.kind == RoomType::StairDown {
structure[end_x][end_y] = StructureElement::StairDown;
}
if room.kind == RoomType::End {
structure[end_x][end_y] = StructureElement::End;
}
if room.kind == RoomType::Start || room.kind == RoomType::StairUp {
start_x = left + room.offset_x + rng.gen_range(0..room.width);
start_y = top + room.offset_y + rng.gen_range(0..room.height);
}
if room.kind == RoomType::StairUp {
structure[start_x][start_y] = StructureElement::StairUp;
}
if room.kind == RoomType::Start {
structure[start_x][start_y] = StructureElement::Start;
let t = get_room_type_per_level();
if level < t.len() {
for (mtype, range) in &t[level] {
if range.contains(&value) {
return *mtype;
}
}
}
//
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];
panic!("no room selectable!");
}
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 room in structure.iter_mut().take(right).skip(left) {
if room[top] == StructureElement::Wall {
room[top] = StructureElement::Floor;
}
}
pub fn render(&mut self) -> Level {
let mut structure = [[StructureElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH];
let mut start_pos = (0, 0);
let mut end_pos = (0, 0);
let mut monsters: Vec<Box<dyn Monster>> = Vec::with_capacity(10);
let mut artifacts: Vec<Box<dyn Artifact>> = Vec::with_capacity(10);
for col in 0..ROOMS_HORIZONAL {
for row in 0..ROOMS_VERTICAL {
let room = self.rooms[col][row];
let position = room.render(&mut structure, col, row);
match room.kind {
RoomType::Start => {start_pos=position},
RoomType::End => {end_pos=position},
RoomType::StairUp => {start_pos=position},
RoomType::StairDown => {end_pos=position},
RoomType::BasicRoom => {},
RoomType::ArtifactRoom => {
match self.rng.gen_range(1..=100) {
1..=50 => {
artifacts
.push(Box::new(Chest::new(Position::new(self.level, position.0, position.1))));
}
_ => {
artifacts
.push(Box::new(Potion::new(Position::new(self.level, position.0, position.1))));
}
};
},
RoomType::MonsterRoom => {
monsters.push(LevelGenerator::select_monster(
Position::new(self.level, position.0, position.1),
&mut self.rng,
));
},
RoomType::EmptyRoom => {},
}
}
}
for col in 0..ROOMS_HORIZONAL {
for row in 0..ROOMS_VERTICAL {
if let Some(connection) = self.rooms[col][row].connection_down {
// println!("down");
connection.render(&mut structure);
}
if let Some(connection) = self.rooms[col][row].connection_right {
// println!("right");
connection.render(&mut structure);
}
}
}
Level {
level: self.level,
structure,
discovered: [[false; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT];
1 + ROOMS_VERTICAL * ROOM_WIDTH],
monsters: enemies,
discovered: [[false; LEVEL_HEIGHT]; LEVEL_WIDTH],
monsters,
artifacts,
start: (start_x, start_y),
end: (end_x, end_y),
start: start_pos,
end: end_pos,
rng: rand::thread_rng(),
}
}
@ -395,11 +301,15 @@ impl LevelGenerator {
#[test]
fn test_level_gen() {
let level = LevelGenerator::generate(23, false, false).render();
assert_eq!(level.level, 23);
assert_ne!(level.start, (0, 0));
assert_ne!(level.end, (0, 0));
assert_ne!(level.start, level.end);
assert_ne!(level.monsters.len(), 0);
assert_ne!(level.artifacts.len(), 0);
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);
}

View File

@ -1,6 +1,6 @@
use ratatui::buffer::Buffer;
use ratatui::layout::Rect;
use ratatui::style::Color;
use ratatui::style::{Color, Modifier, Style};
use ratatui::widgets::{StatefulWidget, Widget};
use crate::game::Game;
@ -15,6 +15,9 @@ impl LevelWidget {
fn set_cell(&self, buf: &mut Buffer, x: u16, y: u16, symbol: &str, fg: Color, bg: Color) {
buf[(x, y)].set_symbol(symbol).set_bg(bg).set_fg(fg);
}
fn set_bold_cell(&self, buf: &mut Buffer, x: u16, y: u16, symbol: &str, fg: Color, bg: Color) {
buf[(x, y)].set_symbol(symbol).set_bg(bg).set_fg(fg).set_style(Style::new().add_modifier(Modifier::BOLD));
}
}
impl StatefulWidget for LevelWidget {
@ -46,7 +49,7 @@ impl StatefulWidget for LevelWidget {
}
StructureElement::Wall => {
// TODO add fancy walls with https://en.wikipedia.org/wiki/Box-drawing_characters
self.set_cell(buf, x, y, "#", FG_BROWN, Color::Gray);
self.set_cell(buf, x, y, "#", FG_BROWN, FG_BROWN);
}
StructureElement::Floor => {
self.set_cell(buf, x, y, " ", FG_BROWN, Color::Gray);
@ -68,7 +71,7 @@ impl StatefulWidget for LevelWidget {
}
(_, _, Some(t)) => {
let (s, c) = t.get_representation();
self.set_cell(buf, x, y, s, c, Color::Gray);
self.set_bold_cell(buf, x, y, s, c, Color::Gray);
}
(None, None, None) => {}
};

View File

@ -36,6 +36,7 @@ mod level_widget;
mod monster;
mod player;
mod position;
mod room;
//
fn main() -> Result<()> {

223
src/room.rs Normal file
View File

@ -0,0 +1,223 @@
use std::{
cmp::{max, min},
ops::Range,
};
use crate::{
constants::{LEVEL_HEIGHT, LEVEL_WIDTH, ROOM_HEIGHT, ROOM_WIDTH},
level::StructureElement,
};
use rand::rngs::ThreadRng;
use rand::Rng;
#[derive(PartialEq, Copy, Clone, Eq, Hash, Debug)]
pub enum RoomType {
Start,
End,
StairUp,
StairDown,
BasicRoom,
ArtifactRoom,
MonsterRoom,
EmptyRoom,
}
#[derive(Copy, Clone, Debug)]
pub struct Connection {
pub start_pos: (usize, usize),
pub end_pos: (usize, usize),
}
impl Connection {
pub fn render(&self, tgt: &mut [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH]) {
// the tuples are (col, row)
println!("{:?} -> {:?}",self.start_pos, self.end_pos);
let d_col = max(self.start_pos.0, self.end_pos.0) - min(self.start_pos.0, self.end_pos.0);
let d_row = max(self.start_pos.1, self.end_pos.1) - min(self.start_pos.1, self.end_pos.1);
if d_col == 0 {
for row in self.start_pos.1..=self.end_pos.1 {
tgt[self.end_pos.0][row] = StructureElement::Floor;
}
}
if d_row == 0 {
for col in self.start_pos.0..=self.end_pos.0 {
tgt[col][self.end_pos.1] = StructureElement::Floor;
}
}
}
}
#[derive(Copy, Clone, Debug)]
pub struct Room {
pub kind: RoomType,
pub offset_x: usize,
pub offset_y: usize,
pub width: usize,
pub height: usize,
pub special: (usize, usize),
pub connection_down: Option<Connection>,
pub connection_right: Option<Connection>,
}
impl Room {
pub fn new(rng: &mut ThreadRng) -> Self {
let width = ROOM_WIDTH-1; //rng.gen_range(3..ROOM_WIDTH);
let height = ROOM_HEIGHT-1; //rng.gen_range(3..ROOM_HEIGHT);
let offset_x = 0; //rng.gen_range(0..(ROOM_WIDTH - width));
let offset_y = 0; //rng.gen_range(0..(ROOM_HEIGHT - height));
let sx = offset_x + rng.gen_range(1..width-1);
let sy = offset_y + rng.gen_range(1..height-1);
Self {
kind: RoomType::EmptyRoom,
offset_x,
offset_y,
width,
height,
special: (sx, sy),
connection_down: None,
connection_right: None,
}
}
pub fn get_x_range(&self) -> Range<usize> {
self.offset_x..self.offset_x + self.width
}
pub fn get_y_range(&self) -> Range<usize> {
self.offset_y..self.offset_y + self.height
}
pub fn render(
&self,
tgt: &mut [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
col: usize,
row: usize,
) -> (usize, usize) {
let top = 1 + row * ROOM_HEIGHT;
let left = 1 + col * ROOM_WIDTH;
for col in tgt.iter_mut().skip(left).take(ROOM_WIDTH) {
//left..left + ROOM_WIDTH {
for row_element in col.iter_mut().skip(top).take(ROOM_HEIGHT) {
// top..top + ROOM_HEIGHT {
*row_element = StructureElement::Wall;
}
}
if self.kind == RoomType::EmptyRoom {
return (0, 0);
}
// render floor elements
for x in 0..self.width {
for y in 0..self.height {
tgt[left + self.offset_x + x][top + self.offset_y + y] = StructureElement::Floor;
}
}
match self.kind {
RoomType::Start => {
tgt[left + self.special.0][top + self.special.1] = StructureElement::Start;
}
RoomType::End => {
tgt[left + self.special.0][top + self.special.1] = StructureElement::End;
}
RoomType::StairUp => {
tgt[left + self.special.0][top + self.special.1] = StructureElement::StairUp;
}
RoomType::StairDown => {
tgt[left + self.special.0][top + self.special.1] = StructureElement::StairDown;
}
_ => {}
};
(left + self.special.0, top + self.special.1)
}
}
#[test]
fn test_room_creation() {
let mut rng = rand::thread_rng();
let room = Room::new(&mut rng);
assert_eq!(room.kind, RoomType::EmptyRoom);
for _ in 0..1000 {
let room = Room::new(&mut rng);
assert!((3..=ROOM_WIDTH).contains(&room.width));
}
}
#[cfg(test)]
fn all_wall(
tgt: &mut [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
col: usize,
row: usize,
) -> bool {
let top = 1 + row * ROOM_HEIGHT;
let left = 1 + col * ROOM_WIDTH;
for x in left..left + ROOM_WIDTH {
for y in top..top + ROOM_HEIGHT {
if tgt[x][y] != StructureElement::Wall {
return false;
}
}
}
true
}
#[cfg(test)]
fn has_structure_element(
tgt: &mut [[StructureElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
col: usize,
row: usize,
element: StructureElement,
) -> bool {
let top = 1 + row * ROOM_HEIGHT;
let left = 1 + col * ROOM_WIDTH;
for x in left..left + ROOM_WIDTH {
for y in top..top + ROOM_HEIGHT {
if tgt[x][y] == element {
return true;
}
}
}
false
}
#[test]
fn test_room_render_empty() {
let mut rng = rand::thread_rng();
let room = Room::new(&mut rng);
assert_eq!(room.kind, RoomType::EmptyRoom);
let mut structure = [[StructureElement::Floor; LEVEL_HEIGHT]; LEVEL_WIDTH];
room.render(&mut structure, 0, 0);
assert!(all_wall(&mut structure, 0, 0));
}
#[test]
fn test_room_render_basic() {
let mut rng = rand::thread_rng();
let mut room = Room::new(&mut rng);
room.kind = RoomType::BasicRoom;
let mut structure = [[StructureElement::Floor; LEVEL_HEIGHT]; LEVEL_WIDTH];
room.render(&mut structure, 1, 3);
assert!(!all_wall(&mut structure, 1, 3));
}
#[test]
fn test_room_render_start() {
let mut rng = rand::thread_rng();
let mut room = Room::new(&mut rng);
room.kind = RoomType::Start;
let mut structure = [[StructureElement::Floor; LEVEL_HEIGHT]; LEVEL_WIDTH];
room.render(&mut structure, 1, 3);
assert!(!all_wall(&mut structure, 1, 3));
assert!(has_structure_element(
&mut structure,
1,
3,
StructureElement::Start
));
}