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2 Commits
add_level_
...
add_level_
| Author | SHA1 | Date | |
|---|---|---|---|
| 9971d9dee5 | |||
| 91160edb3f |
33
Cargo.lock
generated
33
Cargo.lock
generated
@@ -86,10 +86,23 @@ name = "el_diabolo"
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version = "0.1.0"
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dependencies = [
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"crossterm",
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"petgraph",
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"rand",
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"ratatui",
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]
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[[package]]
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name = "equivalent"
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version = "1.0.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "5443807d6dff69373d433ab9ef5378ad8df50ca6298caf15de6e52e24aaf54d5"
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|
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[[package]]
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name = "fixedbitset"
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version = "0.4.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "0ce7134b9999ecaf8bcd65542e436736ef32ddca1b3e06094cb6ec5755203b80"
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[[package]]
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name = "getrandom"
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version = "0.2.11"
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@@ -117,6 +130,16 @@ version = "0.4.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "95505c38b4572b2d910cecb0281560f54b440a19336cbbcb27bf6ce6adc6f5a8"
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[[package]]
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name = "indexmap"
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version = "2.1.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "d530e1a18b1cb4c484e6e34556a0d948706958449fca0cab753d649f2bce3d1f"
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dependencies = [
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"equivalent",
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"hashbrown",
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]
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[[package]]
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name = "indoc"
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version = "2.0.4"
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@@ -210,6 +233,16 @@ version = "1.0.14"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "de3145af08024dea9fa9914f381a17b8fc6034dfb00f3a84013f7ff43f29ed4c"
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[[package]]
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name = "petgraph"
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version = "0.6.4"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "e1d3afd2628e69da2be385eb6f2fd57c8ac7977ceeff6dc166ff1657b0e386a9"
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dependencies = [
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"fixedbitset",
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"indexmap",
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]
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[[package]]
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name = "ppv-lite86"
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version = "0.2.17"
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@@ -8,4 +8,5 @@ edition = "2021"
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[dependencies]
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ratatui = "0.24.0"
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crossterm = "0.27.0"
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rand = "0.8.5"
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rand = "0.8.5"
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petgraph = "0.6.4"
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@@ -28,7 +28,7 @@ pub struct Level {
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impl Level {
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pub fn new() -> Level {
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let mut s = [[LevelElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH];
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let s = [[LevelElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH];
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Level {
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structure: s,
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start_x: 1,
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@@ -1,5 +1,12 @@
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use std::cmp::{max, min};
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use std::ops::Range;
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use rand::prelude::SliceRandom;
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use rand::Rng;
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use petgraph::graph::UnGraph;
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use petgraph::graph::Graph;
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use petgraph::data::*;
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use petgraph::algo::min_spanning_tree;
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use rand::rngs::ThreadRng;
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use crate::level::{Level, LevelElement, RoomType};
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@@ -8,6 +15,12 @@ const ROOMS_HORIZONTAL: usize = 4;
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const ROOM_WIDTH: usize = 7;
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const ROOM_HEIGHT: usize = 6;
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#[derive(Copy, Clone, Debug, PartialEq)]
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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, Debug, PartialEq)]
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struct Room {
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pub kind: RoomType,
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@@ -15,9 +28,9 @@ struct Room {
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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: bool,
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pub connection_right: bool,
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pub connected: bool,
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pub connection_down: Option<ConnectionInfo>,
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pub connection_right: Option<ConnectionInfo>,
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// pub connected: bool,
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}
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impl Room {
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@@ -28,11 +41,26 @@ impl Room {
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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: false,
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connection_right: false,
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connected: false,
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connection_down: None,
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connection_right: None,
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// connected: false,
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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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#[derive(Debug)]
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@@ -42,74 +70,158 @@ pub struct LevelGenerator {
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impl LevelGenerator {
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pub fn generate(level: usize) -> Self {
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let mut room_types: Vec<RoomType> = Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
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if level > 0 {
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room_types.push(RoomType::StairUp);
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} else {
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room_types.push(RoomType::Start);
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}
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if level < 24 {
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room_types.push(RoomType::StairDown);
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} else {
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room_types.push(RoomType::End);
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}
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let mut rng = rand::thread_rng();
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for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL {
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match rng.gen_range(1..=6) {
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1..=3 => { room_types.push(RoomType::EmptyRoom) }
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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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let mut rooms = [[Room::new(); ROOMS_HORIZONTAL]; ROOMS_VERTICAL];
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for r in 0..ROOMS_VERTICAL {
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for c in 0..ROOMS_HORIZONTAL {
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rooms[r][c].kind = room_types.pop().unwrap();
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if rooms[r][c].kind != RoomType::EmptyRoom {
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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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rooms[r][c].width = width;
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rooms[r][c].height = height;
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rooms[r][c].offset_x = rng.gen_range(0..(ROOM_WIDTH - width));
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rooms[r][c].offset_y = rng.gen_range(0..(ROOM_HEIGHT - height));
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let mut graph = UnGraph::<(usize, usize), u16>::default();
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// trick the room_connectable function into failing on the first iteration
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rooms[0][0].kind = RoomType::BasicRoom;
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while !LevelGenerator::rooms_connectable(&rooms) {
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let mut room_types: Vec<RoomType> = Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
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// level 0 contains a start room, all others contain a stair up
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if level == 0 {
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room_types.push(RoomType::Start);
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} else {
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room_types.push(RoomType::StairUp);
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}
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// level 24 (the last) contains an end room, all others a stair down
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if level == 24 {
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room_types.push(RoomType::End);
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} else {
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room_types.push(RoomType::StairDown);
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}
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// 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..=6) {
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// TODO tune room type distribution
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1..=3 => { room_types.push(RoomType::EmptyRoom) }
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_ => { room_types.push(RoomType::BasicRoom) }
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}
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if r == ROOMS_HORIZONTAL - 1 || c == ROOMS_HORIZONTAL - 1 {
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continue;
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}
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match rng.gen_range(0..3) {
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0 => { rooms[r][c].connection_down = true }
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1 => { rooms[r][c].connection_right = true }
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2 => {
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rooms[r][c].connection_down = true;
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rooms[r][c].connection_down = true
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}
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room_types.shuffle(&mut rng);
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graph.clear();
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// place the rooms in the array an add nodes to the graph for every non empty room
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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rooms[c][r].kind = room_types.pop().unwrap();
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if rooms[c][r].kind != RoomType::EmptyRoom {
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rooms[c][r].random(&mut rng);
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graph.add_node((c, r));
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}
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_ => {}
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}
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}
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}
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let mut unconnected_rooms = 0;//ROOMS_HORIZONTAL * ROOMS_VERTICAL - 1;
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rooms[0][0].connected = true;
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for r in 0..ROOMS_VERTICAL {
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for c in 0..ROOMS_HORIZONTAL {
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if !rooms[r][c].connected {
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// add edges to the graph connecting each room to all of its neighbours (max 4 of them)
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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if rooms[c][r].kind == RoomType::EmptyRoom {
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continue;
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}
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if rooms[r][c].connection_right {
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rooms[r][c + 1].connected = true;
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let src_index = graph.node_indices().find(|i| graph[*i] == (c, r)).unwrap();
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for r_1 in r + 1..ROOMS_HORIZONTAL {
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if rooms[c][r_1].kind != RoomType::EmptyRoom {
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let tgt_index = graph.node_indices().find(|i| graph[*i] == (c, r_1)).unwrap();
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// todo use random weight for edge
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graph.add_edge(src_index, tgt_index, 1);
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break;
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}
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}
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if rooms[r][c].connection_down {
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rooms[r + 1][c].connected = true;
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for c_1 in c + 1..ROOMS_VERTICAL {
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if rooms[c_1][r].kind != RoomType::EmptyRoom {
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let tgt_index = graph.node_indices().find(|i| graph[*i] == (c_1, r)).unwrap();
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// todo use random weight for edge
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graph.add_edge(src_index, tgt_index, 1);
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break;
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}
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}
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}
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}
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// calculate a minimum spanning tree
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let mst: Graph<(usize, usize), u16, petgraph::Undirected> = Graph::from_elements(min_spanning_tree(&graph));
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for edge in mst.raw_edges() {
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let src = mst[edge.source()];
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let tgt = mst[edge.target()];
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let src_room = rooms[src.0][src.1];
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let mut tgt_room = rooms[tgt.0][tgt.1];
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// cols are the same, either up or down
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if src.0 == tgt.0 {
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let range = LevelGenerator::range_overlap(src_room.get_x_range(), tgt_room.get_x_range());
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let position: usize;
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if range.is_empty() {
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position = range.start;
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} else {
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position = rng.gen_range(range);
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}
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if src.1 < tgt.1 {
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// src to tgt
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rooms[src.0][src.1].connection_down = Some(ConnectionInfo { offset: position, distance: tgt.1 - src.1 });
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} else {
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// tgt to src
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tgt_room.connection_down = Some(ConnectionInfo { offset: position, distance: src.1 - tgt.1 });
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}
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}
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// rows are the same, either left or right
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if src.1 == tgt.1 {
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let range = LevelGenerator::range_overlap(src_room.get_y_range(), tgt_room.get_y_range());
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let mut position: usize;
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if range.is_empty() {
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position = range.start;
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} else {
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position = rng.gen_range(range);
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}
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if src.1 == 0 && position == 0 {
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position = 1;
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}
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if src.0 < tgt.0 {
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// src to tgt
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rooms[src.0][src.1].connection_right = Some(ConnectionInfo { offset: position, distance: tgt.0 - src.0 });
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} else {
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// tgt to src
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tgt_room.connection_right = Some(ConnectionInfo { offset: position, distance: src.1 - tgt.1 });
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}
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}
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}
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println!("Unconnected: {}", unconnected_rooms);
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LevelGenerator {
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rooms
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}
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}
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fn range_overlap(r1: Range<usize>, r2: Range<usize>) -> Range<usize> {
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max(r1.start, r2.start)..min(r1.end, r2.end)
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}
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/// Verifies that for a given matrix of rooms each room has at least one other room in the
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/// same row or column.
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fn rooms_connectable(rooms: &[[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL]) -> bool {
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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if rooms[c][r].kind != RoomType::EmptyRoom {
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let mut connected = 0;
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for c1 in 0..ROOMS_VERTICAL {
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if rooms[c1][r].kind != RoomType::EmptyRoom {
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connected += 1;
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}
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}
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for r1 in 0..ROOMS_HORIZONTAL {
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if rooms[c][r1].kind != RoomType::EmptyRoom {
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connected += 1;
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}
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}
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if connected <= 2 {
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return false;
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}
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}
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}
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}
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return true;
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}
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pub fn render(&self) -> Level {
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let mut rng = rand::thread_rng();
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let mut s = [[LevelElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
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@@ -137,6 +249,35 @@ impl LevelGenerator {
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}
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}
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}
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//
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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let src_room = self.rooms[c][r];
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if let Some(x_conn) = src_room.connection_down {
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let tgt_room = self.rooms[c][r + x_conn.distance];
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let top = 1 + r * ROOM_HEIGHT + src_room.offset_y;
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let left = 1 + c * ROOM_WIDTH + x_conn.offset;
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let bottom = 1 + (r + x_conn.distance) * ROOM_HEIGHT + tgt_room.offset_y + tgt_room.height;
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for i in top..bottom {
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if s[left][i] == LevelElement::Wall {
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s[left][i] = LevelElement::Floor;
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}
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}
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}
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if let Some(y_conn) = src_room.connection_right {
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let tgt_room = self.rooms[c + y_conn.distance][r];
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let top = 1 + r * ROOM_HEIGHT + src_room.offset_y + y_conn.offset - 1;
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let left = 1 + c * ROOM_WIDTH + src_room.offset_x;
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let right = 1 + (c + y_conn.distance) * ROOM_WIDTH + tgt_room.offset_x + tgt_room.width;
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for i in left..right {
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if s[i][top] == LevelElement::Wall {
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s[i][top] = LevelElement::Floor;
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}
|
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}
|
||||
}
|
||||
}
|
||||
}
|
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Level {
|
||||
structure: s,
|
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start_x,
|
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|
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@@ -1,8 +1,8 @@
|
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use ratatui::prelude::*;
|
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use ratatui::widgets::Widget;
|
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|
||||
use crate::game::Game;
|
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use crate::level::{Level, LevelElement};
|
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use crate::player::Player;
|
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use crate::level::LevelElement;
|
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|
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const FG_BROWN: Color = Color::Rgb(186, 74, 0);
|
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|
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@@ -96,10 +96,10 @@ impl<'a> Widget for LevelWidget<'a> {
|
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self.set_cell(buf, x, y, " ", FG_BROWN, Color::Gray);
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}
|
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LevelElement::StairDown => {
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self.set_cell(buf, x, y, ">", FG_BROWN, Color::Gray);
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self.set_cell(buf, x, y, ">", Color::Yellow, Color::Gray);
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}
|
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LevelElement::StairUp => {
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self.set_cell(buf, x, y, "<", FG_BROWN, Color::Gray);
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self.set_cell(buf, x, y, "<", Color::Yellow, Color::Gray);
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}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user