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...
c6492c28c2
Author | SHA1 | Date |
---|---|---|
Joachim Lusiardi | c6492c28c2 | |
Joachim Lusiardi | 7f288dbcd1 |
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@ -1,11 +1,12 @@
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use std::{collections::HashMap, ops::RangeInclusive};
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use crate::monster::MonsterTypes;
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use crate::{monster::MonsterTypes, room::RoomType};
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/// the number of rooms in vertical direction
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pub const ROOMS_VERTICAL: usize = 7;
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pub const ROOMS_HORIZONAL: usize = 8;
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/// the number of rooms in horizontal direction
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pub const ROOMS_HORIZONTAL: usize = 7;
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pub const ROOMS_VERTICAL: usize = 7;
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/// the width of a room in the grid of rooms (number of characters)
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pub const ROOM_WIDTH: usize = 9;
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@ -13,7 +14,7 @@ pub const ROOM_WIDTH: usize = 9;
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pub const ROOM_HEIGHT: usize = 6;
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/// How many levels does the dungeon have?
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pub const LEVELS: usize = 3;
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pub const LEVELS: usize = 2;
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/// length of a game frame in ms
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pub const FRAME_LENGTH: u64 = 100;
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@ -24,33 +25,90 @@ pub const MIN_WIDTH: u16 = 120;
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pub const MIN_HEIGHT: u16 = LEVEL_HEIGHT as u16;
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/// the calculated width of a level
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pub const LEVEL_WIDTH: usize = 1 + ROOMS_VERTICAL * ROOM_WIDTH;
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pub const LEVEL_WIDTH: usize = 1 + ROOMS_HORIZONAL * ROOM_WIDTH;
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/// the calculated height of a level
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pub const LEVEL_HEIGHT: usize = 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT;
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pub const LEVEL_HEIGHT: usize = 1 + ROOMS_VERTICAL * ROOM_HEIGHT;
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pub fn get_monsters_per_level() -> Vec<HashMap<MonsterTypes, std::ops::RangeInclusive<u8>>> {
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let tmp =[
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let tmp = [
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// level 1
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vec![(MonsterTypes::Rat, 50), (MonsterTypes::Spider, 50)],
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// level 2
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vec![(MonsterTypes::Rat, 50), (MonsterTypes::Snake, 50)],
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// level 3
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vec![(MonsterTypes::Orc, 34), (MonsterTypes::Skeleton, 33), (MonsterTypes::Snake, 33)],
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vec![
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(MonsterTypes::Orc, 34),
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(MonsterTypes::Skeleton, 33),
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(MonsterTypes::Snake, 33),
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],
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];
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if tmp.len() != LEVELS {
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panic!("Only {} monster sets defined for {} levels!", tmp.len(), LEVELS);
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if tmp.len() < LEVELS {
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panic!(
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"Only {} monster sets defined for {} levels!",
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tmp.len(),
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LEVELS
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);
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}
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let mut result: Vec<HashMap<MonsterTypes, std::ops::RangeInclusive<u8>>> = vec![];
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for (idx, level) in tmp.iter().enumerate() {
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let mut sum = 0;
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let mut map: HashMap<MonsterTypes, RangeInclusive<u8>> = HashMap::new();
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for monster in level {
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map.insert(monster.0, RangeInclusive::new(sum+1, sum+monster.1));
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map.insert(monster.0, RangeInclusive::new(sum + 1, sum + monster.1));
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sum += monster.1;
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}
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if sum != 100 {
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panic!("all percentages must add to 100 (was {}) per level, error in level {}!", sum, idx+1);
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panic!(
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"all percentages must add to 100 (was {}) per level, error in level {}!",
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sum,
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idx + 1
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);
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}
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result.push(map);
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}
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result
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}
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pub fn get_room_type_per_level() -> Vec<HashMap<RoomType, std::ops::RangeInclusive<u8>>> {
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let tmp = [
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// level 1
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vec![
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(RoomType::EmptyRoom, 50),
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(RoomType::ArtifactRoom, 25),
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(RoomType::MonsterRoom, 5),
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(RoomType::BasicRoom, 20),
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],
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// level 2
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vec![
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(RoomType::EmptyRoom, 50),
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(RoomType::BasicRoom, 25),
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(RoomType::MonsterRoom, 12),
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(RoomType::ArtifactRoom, 13),
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],
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// level 3
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vec![(RoomType::EmptyRoom, 50), (RoomType::MonsterRoom, 50)],
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];
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if tmp.len() < LEVELS {
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panic!(
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"Only {} room sets defined for {} levels!",
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tmp.len(),
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LEVELS
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);
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}
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let mut result: Vec<HashMap<RoomType, std::ops::RangeInclusive<u8>>> = vec![];
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for (idx, level) in tmp.iter().enumerate() {
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let mut sum = 0;
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let mut map: HashMap<RoomType, RangeInclusive<u8>> = HashMap::new();
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for room in level {
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map.insert(room.0, RangeInclusive::new(sum + 1, sum + room.1));
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sum += room.1;
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}
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if sum != 100 {
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panic!(
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"all percentages must add to 100 (was {}) per level, error in level {}!",
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sum,
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idx + 1
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);
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}
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result.push(map);
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}
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@ -57,6 +57,7 @@ impl Level {
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return (None, None, None);
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}
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if !self.discovered[x][y] {
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#[cfg(test)]
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return (Some(StructureElement::Unknown), None, None);
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}
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let search_pos = &Position::new(self.level, x, y);
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@ -1,261 +1,210 @@
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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::rngs::ThreadRng;
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use rand::Rng;
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use rand::{rngs::ThreadRng, seq::SliceRandom};
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use crate::artifacts::{Artifact, Chest, Potion};
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use crate::constants::{
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get_monsters_per_level, ROOMS_HORIZONTAL, ROOMS_VERTICAL, ROOM_HEIGHT, ROOM_WIDTH,
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};
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use crate::level::{Level, StructureElement};
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use crate::monster::{create_monster_by_type, Monster, Orc, Rat, Snake};
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use crate::artifacts::Artifact;
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use crate::artifacts::Chest;
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use crate::artifacts::Potion;
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use crate::constants::get_monsters_per_level;
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use crate::constants::ROOM_HEIGHT;
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use crate::constants::ROOM_WIDTH;
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use crate::monster::create_monster_by_type;
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use crate::monster::Monster;
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use crate::position::Position;
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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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ArtifactRoom,
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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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use crate::room::Connection;
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use crate::{
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constants::{
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get_room_type_per_level, LEVEL_HEIGHT, LEVEL_WIDTH, ROOMS_HORIZONAL, ROOMS_VERTICAL,
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},
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level::{Level, StructureElement},
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room::{Room, RoomType},
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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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level: usize,
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rooms: [[Room; ROOMS_VERTICAL]; ROOMS_HORIZONAL],
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rng: ThreadRng,
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}
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enum Direction {
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Horizontal,
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Vertical,
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}
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impl LevelGenerator {
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pub fn generate(level: usize, first: bool, last: bool) -> 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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let mut rooms = [[Room::new(&mut rng); ROOMS_VERTICAL]; ROOMS_HORIZONAL];
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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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/*
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Fill grid with unconnected rooms
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*/
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while !LevelGenerator::rooms_connectable(&rooms) {
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let mut room_types: Vec<RoomType> =
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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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let mut rooms_to_place: Vec<Room> = Vec::with_capacity(ROOMS_VERTICAL * ROOMS_HORIZONAL);
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let mut start_room = Room::new(&mut rng);
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if first {
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room_types.push(RoomType::Start);
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start_room.kind = RoomType::Start;
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} else {
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room_types.push(RoomType::StairUp);
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start_room.kind = 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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rooms_to_place.push(start_room);
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let mut end_room = Room::new(&mut rng);
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if last {
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room_types.push(RoomType::End);
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end_room.kind = RoomType::End;
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} else {
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room_types.push(RoomType::StairDown);
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end_room.kind = RoomType::StairDown;
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}
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room_types.push(RoomType::MonsterRoom);
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room_types.push(RoomType::ArtifactRoom);
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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::ArtifactRoom),
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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, rs) in rooms.iter_mut().enumerate().take(ROOMS_VERTICAL) {
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for (r, room) in rs.iter_mut().enumerate().take(ROOMS_HORIZONTAL) {
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room.kind = room_types.pop().unwrap();
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rooms_to_place.push(end_room);
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for _ in 2..ROOMS_HORIZONAL * ROOMS_VERTICAL {
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let mut room = Room::new(&mut rng);
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room.kind = LevelGenerator::select_room_type(level, &mut rng);
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if room.kind != RoomType::EmptyRoom {
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room.random(&mut rng);
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graph.add_node((c, r));
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rooms_to_place.push(room);
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}
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}
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let mut room_row = rng.gen_range(1..ROOMS_VERTICAL);
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let mut room_col = rng.gen_range(1..ROOMS_HORIZONAL);
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rooms[room_col][room_row] = rooms_to_place.pop().unwrap();
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while let Some(room) = rooms_to_place.pop() {
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let mut directions_to_try = vec![Direction::Horizontal, Direction::Vertical];
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directions_to_try.shuffle(&mut rng);
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while !directions_to_try.is_empty() {
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match directions_to_try.pop().unwrap() {
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Direction::Horizontal => {
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let mut free_cols: Vec<usize> = vec![];
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for col in 0..ROOMS_HORIZONAL {
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if rooms[col][room_row].kind == RoomType::EmptyRoom {
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free_cols.push(col);
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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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if free_cols.is_empty() {
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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
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.node_indices()
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.find(|i| graph[*i] == (c, r_1))
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.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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free_cols.shuffle(&mut rng);
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room_col = *free_cols.first().unwrap();
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rooms[room_col][room_row] = room;
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break;
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}
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Direction::Vertical => {
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let mut free_rows: Vec<usize> = vec![];
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for row in 0..ROOMS_VERTICAL {
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if rooms[room_col][row].kind == RoomType::EmptyRoom {
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free_rows.push(row);
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}
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for (c_1, rs) in rooms.iter().enumerate().take(ROOMS_VERTICAL).skip(c + 1) {
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if rs[r].kind != RoomType::EmptyRoom {
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let tgt_index = graph
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.node_indices()
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.find(|i| graph[*i] == (c_1, r))
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.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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}
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if free_rows.is_empty() {
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continue;
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}
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free_rows.shuffle(&mut rng);
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room_row = *free_rows.first().unwrap();
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rooms[room_col][room_row] = room;
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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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// debug print a text view of the dungeon
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println!(" 0 1 2 3 4 5 6 7");
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for r in 0..ROOMS_VERTICAL {
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print!("{} ", r);
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for c in 0..ROOMS_HORIZONAL {
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match rooms[c][r].kind {
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RoomType::Start => print!("S "),
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RoomType::End => print!("E "),
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RoomType::StairUp => print!("< "),
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RoomType::StairDown => print!("> "),
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RoomType::BasicRoom => print!("B "),
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RoomType::ArtifactRoom => print!("A "),
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RoomType::MonsterRoom => print!("M "),
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RoomType::EmptyRoom => print!(" "),
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};
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}
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println!();
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}
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/*
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Construct a graph from the unconnected rooms and make a minum spanning tree of it
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*/
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let mut graph = UnGraph::<(usize, usize), u16>::default();
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// collect nodes
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for col in 0..ROOMS_HORIZONAL {
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for row in 0..ROOMS_VERTICAL {
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if rooms[col][row].kind != RoomType::EmptyRoom {
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graph.add_node((col, row));
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}
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}
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}
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// collect edges between nodes, each right and down till we find the next room
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for col in 0..ROOMS_HORIZONAL {
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for row in 0..ROOMS_VERTICAL {
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if rooms[col][row].kind == RoomType::EmptyRoom {
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continue;
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}
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if let Some(src_index) = graph.node_indices().find(|i| graph[*i] == (col, row)) {
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for col_1 in col + 1..ROOMS_HORIZONAL {
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if rooms[col_1][row].kind != RoomType::EmptyRoom {
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if let Some(tgt_index) =
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graph.node_indices().find(|i| graph[*i] == (col_1, row))
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{
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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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for row_1 in row + 1..ROOMS_VERTICAL {
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if rooms[col][row_1].kind != RoomType::EmptyRoom {
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if let Some(tgt_index) =
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graph.node_indices().find(|i| graph[*i] == (col, row_1))
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{
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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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}
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}
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let mst: Graph<(usize, usize), u16, petgraph::Undirected> =
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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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// the tuples are (col, row)
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let (src_node_col, src_node_row) = mst[edge.source()];
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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,
|
||||
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 {
|
||||
// tgt to src
|
||||
tgt_room.connection_down = Some(ConnectionInfo {
|
||||
offset: position,
|
||||
distance: src.1 - tgt.1,
|
||||
// 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),
|
||||
});
|
||||
}
|
||||
}
|
||||
// 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,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
LevelGenerator { rooms, level }
|
||||
LevelGenerator {
|
||||
level,
|
||||
rooms,
|
||||
rng,
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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];
|
||||
fn select_room_type(level: usize, rng: &mut ThreadRng) -> RoomType {
|
||||
let value = rng.gen_range(1..=100);
|
||||
|
||||
let t = get_room_type_per_level();
|
||||
if level < t.len() {
|
||||
for (mtype, range) in &t[level] {
|
||||
if range.contains(&value) {
|
||||
return *mtype;
|
||||
}
|
||||
}
|
||||
}
|
||||
panic!("no room selectable!");
|
||||
}
|
||||
|
||||
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);
|
||||
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) {
|
||||
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, t_x, t_y))));
|
||||
.push(Box::new(Chest::new(Position::new(self.level, position.0, position.1))));
|
||||
}
|
||||
_ => {
|
||||
artifacts
|
||||
.push(Box::new(Potion::new(Position::new(self.level, t_x, t_y))));
|
||||
.push(Box::new(Potion::new(Position::new(self.level, position.0, position.1))));
|
||||
}
|
||||
};
|
||||
}
|
||||
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,
|
||||
},
|
||||
RoomType::MonsterRoom => {
|
||||
monsters.push(LevelGenerator::select_monster(
|
||||
Position::new(self.level, position.0, position.1),
|
||||
&mut self.rng,
|
||||
));
|
||||
}
|
||||
|
||||
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;
|
||||
},
|
||||
RoomType::EmptyRoom => {},
|
||||
}
|
||||
}
|
||||
}
|
||||
//
|
||||
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 room in structure.iter_mut().take(right).skip(left) {
|
||||
if room[top] == StructureElement::Wall {
|
||||
room[top] = StructureElement::Floor;
|
||||
}
|
||||
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);
|
||||
}
|
||||
|
|
|
@ -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) => {}
|
||||
};
|
||||
|
|
|
@ -36,6 +36,7 @@ mod level_widget;
|
|||
mod monster;
|
||||
mod player;
|
||||
mod position;
|
||||
mod room;
|
||||
|
||||
//
|
||||
fn main() -> Result<()> {
|
||||
|
|
|
@ -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
|
||||
));
|
||||
}
|
Loading…
Reference in New Issue