2 Commits

Author SHA1 Message Date
9971d9dee5 level generator works
fixing imports and stuff
2023-11-19 16:22:16 +01:00
91160edb3f minimal spanning tree implemented
no disconnected rooms
2023-11-19 09:59:19 +01:00
6 changed files with 237 additions and 62 deletions

33
Cargo.lock generated
View File

@@ -86,10 +86,23 @@ name = "el_diabolo"
version = "0.1.0"
dependencies = [
"crossterm",
"petgraph",
"rand",
"ratatui",
]
[[package]]
name = "equivalent"
version = "1.0.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5443807d6dff69373d433ab9ef5378ad8df50ca6298caf15de6e52e24aaf54d5"
[[package]]
name = "fixedbitset"
version = "0.4.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0ce7134b9999ecaf8bcd65542e436736ef32ddca1b3e06094cb6ec5755203b80"
[[package]]
name = "getrandom"
version = "0.2.11"
@@ -117,6 +130,16 @@ version = "0.4.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "95505c38b4572b2d910cecb0281560f54b440a19336cbbcb27bf6ce6adc6f5a8"
[[package]]
name = "indexmap"
version = "2.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d530e1a18b1cb4c484e6e34556a0d948706958449fca0cab753d649f2bce3d1f"
dependencies = [
"equivalent",
"hashbrown",
]
[[package]]
name = "indoc"
version = "2.0.4"
@@ -210,6 +233,16 @@ version = "1.0.14"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "de3145af08024dea9fa9914f381a17b8fc6034dfb00f3a84013f7ff43f29ed4c"
[[package]]
name = "petgraph"
version = "0.6.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e1d3afd2628e69da2be385eb6f2fd57c8ac7977ceeff6dc166ff1657b0e386a9"
dependencies = [
"fixedbitset",
"indexmap",
]
[[package]]
name = "ppv-lite86"
version = "0.2.17"

View File

@@ -8,4 +8,5 @@ edition = "2021"
[dependencies]
ratatui = "0.24.0"
crossterm = "0.27.0"
rand = "0.8.5"
rand = "0.8.5"
petgraph = "0.6.4"

View File

@@ -28,7 +28,7 @@ pub struct Level {
impl Level {
pub fn new() -> Level {
let mut s = [[LevelElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH];
let s = [[LevelElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH];
Level {
structure: s,
start_x: 1,

View File

@@ -1,5 +1,12 @@
use std::cmp::{max, min};
use std::ops::Range;
use rand::prelude::SliceRandom;
use rand::Rng;
use petgraph::graph::UnGraph;
use petgraph::graph::Graph;
use petgraph::data::*;
use petgraph::algo::min_spanning_tree;
use rand::rngs::ThreadRng;
use crate::level::{Level, LevelElement, RoomType};
@@ -8,6 +15,12 @@ const ROOMS_HORIZONTAL: usize = 4;
const ROOM_WIDTH: usize = 7;
const ROOM_HEIGHT: usize = 6;
#[derive(Copy, Clone, Debug, PartialEq)]
struct ConnectionInfo {
offset: usize,
distance: usize,
}
#[derive(Copy, Clone, Debug, PartialEq)]
struct Room {
pub kind: RoomType,
@@ -15,9 +28,9 @@ struct Room {
pub offset_y: usize,
pub width: usize,
pub height: usize,
pub connection_down: bool,
pub connection_right: bool,
pub connected: bool,
pub connection_down: Option<ConnectionInfo>,
pub connection_right: Option<ConnectionInfo>,
// pub connected: bool,
}
impl Room {
@@ -28,11 +41,26 @@ impl Room {
offset_y: 0,
width: 0,
height: 0,
connection_down: false,
connection_right: false,
connected: false,
connection_down: None,
connection_right: None,
// connected: false,
}
}
/// 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
}
}
#[derive(Debug)]
@@ -42,74 +70,158 @@ pub struct LevelGenerator {
impl LevelGenerator {
pub fn generate(level: usize) -> Self {
let mut room_types: Vec<RoomType> = Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
if level > 0 {
room_types.push(RoomType::StairUp);
} else {
room_types.push(RoomType::Start);
}
if level < 24 {
room_types.push(RoomType::StairDown);
} else {
room_types.push(RoomType::End);
}
let mut rng = rand::thread_rng();
for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
match rng.gen_range(1..=6) {
1..=3 => { room_types.push(RoomType::EmptyRoom) }
_ => { room_types.push(RoomType::BasicRoom) }
}
}
room_types.shuffle(&mut rng);
let mut rooms = [[Room::new(); ROOMS_HORIZONTAL]; ROOMS_VERTICAL];
for r in 0..ROOMS_VERTICAL {
for c in 0..ROOMS_HORIZONTAL {
rooms[r][c].kind = room_types.pop().unwrap();
if rooms[r][c].kind != RoomType::EmptyRoom {
let width = rng.gen_range(3..6);
let height = rng.gen_range(3..5);
rooms[r][c].width = width;
rooms[r][c].height = height;
rooms[r][c].offset_x = rng.gen_range(0..(ROOM_WIDTH - width));
rooms[r][c].offset_y = rng.gen_range(0..(ROOM_HEIGHT - height));
let mut graph = UnGraph::<(usize, usize), u16>::default();
// trick the room_connectable function into failing on the first iteration
rooms[0][0].kind = RoomType::BasicRoom;
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 level == 0 {
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 level == 24 {
room_types.push(RoomType::End);
} else {
room_types.push(RoomType::StairDown);
}
// generate a random set of rooms and shuffle them
for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
match rng.gen_range(1..=6) {
// TODO tune room type distribution
1..=3 => { room_types.push(RoomType::EmptyRoom) }
_ => { room_types.push(RoomType::BasicRoom) }
}
if r == ROOMS_HORIZONTAL - 1 || c == ROOMS_HORIZONTAL - 1 {
continue;
}
match rng.gen_range(0..3) {
0 => { rooms[r][c].connection_down = true }
1 => { rooms[r][c].connection_right = true }
2 => {
rooms[r][c].connection_down = true;
rooms[r][c].connection_down = true
}
room_types.shuffle(&mut rng);
graph.clear();
// place the rooms in the array an add nodes to the graph for every non empty room
for c in 0..ROOMS_VERTICAL {
for r in 0..ROOMS_HORIZONTAL {
rooms[c][r].kind = room_types.pop().unwrap();
if rooms[c][r].kind != RoomType::EmptyRoom {
rooms[c][r].random(&mut rng);
graph.add_node((c, r));
}
_ => {}
}
}
}
let mut unconnected_rooms = 0;//ROOMS_HORIZONTAL * ROOMS_VERTICAL - 1;
rooms[0][0].connected = true;
for r in 0..ROOMS_VERTICAL {
for c in 0..ROOMS_HORIZONTAL {
if !rooms[r][c].connected {
// 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 {
continue;
}
if rooms[r][c].connection_right {
rooms[r][c + 1].connected = true;
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 rooms[r][c].connection_down {
rooms[r + 1][c].connected = true;
for c_1 in c + 1..ROOMS_VERTICAL {
if rooms[c_1][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;
}
}
}
}
// 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()];
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() {
position = range.start;
} else {
position = 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 });
}
}
}
println!("Unconnected: {}", unconnected_rooms);
LevelGenerator {
rooms
}
}
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 c1 in 0..ROOMS_VERTICAL {
if rooms[c1][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;
}
}
}
}
return true;
}
pub fn render(&self) -> Level {
let mut rng = rand::thread_rng();
let mut s = [[LevelElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
@@ -137,6 +249,35 @@ impl LevelGenerator {
}
}
}
//
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 s[left][i] == LevelElement::Wall {
s[left][i] = LevelElement::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 s[i][top] == LevelElement::Wall {
s[i][top] = LevelElement::Floor;
}
}
}
}
}
Level {
structure: s,
start_x,

View File

@@ -1,8 +1,8 @@
use ratatui::prelude::*;
use ratatui::widgets::Widget;
use crate::game::Game;
use crate::level::{Level, LevelElement};
use crate::player::Player;
use crate::level::LevelElement;
const FG_BROWN: Color = Color::Rgb(186, 74, 0);
@@ -96,10 +96,10 @@ impl<'a> Widget for LevelWidget<'a> {
self.set_cell(buf, x, y, " ", FG_BROWN, Color::Gray);
}
LevelElement::StairDown => {
self.set_cell(buf, x, y, ">", FG_BROWN, Color::Gray);
self.set_cell(buf, x, y, ">", Color::Yellow, Color::Gray);
}
LevelElement::StairUp => {
self.set_cell(buf, x, y, "<", FG_BROWN, Color::Gray);
self.set_cell(buf, x, y, "<", Color::Yellow, Color::Gray);
}
}
}

View File

@@ -12,7 +12,7 @@ use ratatui::prelude::*;
use ratatui::widgets::Block;
use crate::game::Game;
use crate::level::{Level, LevelElement};
use crate::level::Level;
use crate::level_widget::LevelWidget;
use crate::player::Player;
use crate::level_generator::LevelGenerator;