use petgraph::algo::min_spanning_tree; use petgraph::data::*; use petgraph::graph::Graph; use petgraph::graph::UnGraph; use rand::Rng; use rand::{rngs::ThreadRng, seq::SliceRandom}; use crate::artifacts::Artifact; use crate::artifacts::Chest; use crate::artifacts::Potion; use crate::constants::get_monsters_per_level; use crate::constants::ROOM_HEIGHT; use crate::constants::ROOM_WIDTH; use crate::monster::create_monster_by_type; use crate::monster::Monster; use crate::position::Position; use crate::room::Connection; use crate::{ constants::{ get_room_type_per_level, LEVEL_HEIGHT, LEVEL_WIDTH, ROOMS_HORIZONTAL, ROOMS_VERTICAL, }, level::{Level, StructureElement}, room::{Room, RoomType}, }; pub struct LevelGenerator { level: usize, rooms: [[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL], rng: ThreadRng, } enum Direction { Horizontal, Vertical, } impl LevelGenerator { pub fn generate_rooms_to_place( rng: &mut ThreadRng, level: usize, first: bool, last: bool, ) -> Vec { let mut rooms_to_place: Vec = Vec::with_capacity(ROOMS_VERTICAL * ROOMS_HORIZONTAL); let mut start_room = Room::new(rng); if first { start_room.kind = RoomType::Start; } else { start_room.kind = RoomType::StairUp; } rooms_to_place.push(start_room); for _ in 2..ROOMS_HORIZONTAL * ROOMS_VERTICAL { let mut room = Room::new(rng); room.kind = LevelGenerator::select_room_type(level, rng); if room.kind != RoomType::EmptyRoom { rooms_to_place.push(room); } } let mut end_room = Room::new(rng); if last { end_room.kind = RoomType::End; } else { end_room.kind = RoomType::StairDown; } rooms_to_place.push(end_room); rooms_to_place } pub fn place_rooms( rng: &mut ThreadRng, rooms_to_place: &mut Vec, ) -> [[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL] { let mut rooms: [[Room; 7]; 8] = [[Room::new(rng); ROOMS_VERTICAL]; ROOMS_HORIZONTAL]; let mut room_row = rng.gen_range(0..ROOMS_VERTICAL); let mut room_col = rng.gen_range(0..ROOMS_HORIZONTAL); rooms[room_col][room_row] = rooms_to_place.pop().unwrap(); while let Some(room) = rooms_to_place.pop() { let mut placed = false; // randomize going horizontal or vertical let mut directions_to_try = vec![Direction::Horizontal, Direction::Vertical]; directions_to_try.shuffle(rng); while !directions_to_try.is_empty() { match directions_to_try.pop().unwrap() { Direction::Horizontal => { let mut free_cols: Vec = vec![]; for col in 0..ROOMS_HORIZONTAL { if rooms[col][room_row].kind == RoomType::EmptyRoom { free_cols.push(col); } } if free_cols.is_empty() { continue; } free_cols.shuffle(rng); room_col = *free_cols.first().unwrap(); rooms[room_col][room_row] = room; placed = true; break; } Direction::Vertical => { let mut free_rows: Vec = vec![]; for row in 0..ROOMS_VERTICAL { if rooms[room_col][row].kind == RoomType::EmptyRoom { free_rows.push(row); } } if free_rows.is_empty() { continue; } free_rows.shuffle(rng); room_row = *free_rows.first().unwrap(); rooms[room_col][room_row] = room; placed = true; break; } } } // all fields in the row/column was full so we can place it at any empty position if !placed { let mut free_pos: Vec<(usize, usize)> = vec![]; for col in 0..ROOMS_HORIZONTAL { for row in 0..ROOMS_VERTICAL { if rooms[col][row].kind == RoomType::EmptyRoom { free_pos.push((col, row)); } } } let selected_pos = free_pos[rng.gen_range(0..free_pos.len())]; rooms[selected_pos.0][selected_pos.1] = room; } } rooms } pub fn create_mst( rooms: &[[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL], ) -> Graph<(usize, usize), u16, petgraph::Undirected> { let mut graph = UnGraph::<(usize, usize), u16>::default(); for col in 0..ROOMS_HORIZONTAL { for row in 0..ROOMS_VERTICAL { if rooms[col][row].kind != RoomType::EmptyRoom { graph.add_node((col, row)); } } } for col in 0..ROOMS_HORIZONTAL { for row in 0..ROOMS_VERTICAL { if rooms[col][row].kind == RoomType::EmptyRoom { continue; } if let Some(src_index) = graph.node_indices().find(|i| graph[*i] == (col, row)) { for col_1 in col + 1..ROOMS_HORIZONTAL { if rooms[col_1][row].kind != RoomType::EmptyRoom { if let Some(tgt_index) = graph.node_indices().find(|i| graph[*i] == (col_1, row)) { graph.add_edge(src_index, tgt_index, 1); break; } } } for row_1 in row + 1..ROOMS_VERTICAL { if rooms[col][row_1].kind != RoomType::EmptyRoom { if let Some(tgt_index) = graph.node_indices().find(|i| graph[*i] == (col, row_1)) { graph.add_edge(src_index, tgt_index, 1); break; } } } } } } Graph::from_elements(min_spanning_tree(&graph)) // graph } pub fn generate(level: usize, first: bool, last: bool) -> Self { let mut rng = rand::thread_rng(); /* Fill grid with unconnected rooms */ let mut rooms_to_place: Vec = LevelGenerator::generate_rooms_to_place(&mut rng, level, first, last); let mut rooms: [[Room; 7]; 8] = LevelGenerator::place_rooms(&mut rng, &mut rooms_to_place); // debug print a text view of the dungeon println!(" 0 1 2 3 4 5 6 7"); for r in 0..ROOMS_VERTICAL { print!("{} ", r); for c in 0..ROOMS_HORIZONTAL { match rooms[c][r].kind { RoomType::Start => print!("S "), RoomType::End => print!("E "), RoomType::StairUp => print!("< "), RoomType::StairDown => print!("> "), RoomType::BasicRoom => print!("_ "), RoomType::ArtifactRoom => print!("A "), RoomType::MonsterRoom => print!("M "), RoomType::EmptyRoom => print!(" "), }; } println!(); } /* Construct a graph from the unconnected rooms and make a minum spanning tree of it */ let mst: Graph<(usize, usize), u16, petgraph::Undirected> =LevelGenerator::create_mst(&rooms); for edge in mst.raw_edges() { // the tuples are (col, row) let (src_node_col, src_node_row) = mst[edge.source()]; let (tgt_node_col, tgt_node_row) = mst[edge.target()]; // println!("MST Edge from {:?} to {:?}", (src_node_col, src_node_row), (tgt_node_col, tgt_node_row)); if src_node_col == tgt_node_col { // println!("Down"); let start_col = src_node_col * ROOM_WIDTH + ROOM_WIDTH / 2; let start_row = src_node_row * ROOM_HEIGHT + ROOM_HEIGHT; let end_col = tgt_node_col * ROOM_WIDTH + ROOM_WIDTH / 2; let end_row = tgt_node_row * ROOM_HEIGHT; rooms[src_node_col][src_node_row].connection_down = Some(Connection { start_pos: (start_col, start_row), end_pos: (end_col, end_row), }); } else { // println!("Right"); let start_col = src_node_col * ROOM_WIDTH + ROOM_WIDTH; let start_row = src_node_row * ROOM_HEIGHT + ROOM_HEIGHT / 2; let end_col = tgt_node_col * ROOM_WIDTH; let end_row = tgt_node_row * ROOM_HEIGHT + ROOM_HEIGHT / 2; rooms[src_node_col][src_node_row].connection_right = Some(Connection { start_pos: (start_col, start_row), end_pos: (end_col, end_row), }); } } LevelGenerator { level, rooms, rng } } fn select_monster(position: Position, rng: &mut ThreadRng) -> Box { let level = position.get_level(); let value = rng.gen_range(1..=100); let t = get_monsters_per_level(); if level < t.len() { for (mtype, range) in &t[level] { if range.contains(&value) { return create_monster_by_type(mtype, position); } } } panic!("no monster selectable!"); } 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> = Vec::with_capacity(10); let mut artifacts: Vec> = Vec::with_capacity(10); for col in 0..ROOMS_HORIZONTAL { for row in 0..ROOMS_VERTICAL { let room = self.rooms[col][row]; let position = room.render(&mut structure, col, row); match room.kind { RoomType::Start => start_pos = position, RoomType::End => end_pos = position, RoomType::StairUp => start_pos = position, RoomType::StairDown => end_pos = position, RoomType::BasicRoom => {} RoomType::ArtifactRoom => { match self.rng.gen_range(1..=100) { 1..=50 => { artifacts.push(Box::new(Chest::new(Position::new( self.level, position.0, position.1, )))); } _ => { artifacts.push(Box::new(Potion::new(Position::new( self.level, position.0, position.1, )))); } }; } RoomType::MonsterRoom => { monsters.push(LevelGenerator::select_monster( Position::new(self.level, position.0, position.1), &mut self.rng, )); } RoomType::EmptyRoom => {} } } } for col in 0..ROOMS_HORIZONTAL { 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; LEVEL_HEIGHT]; LEVEL_WIDTH], monsters, artifacts, start: start_pos, end: end_pos, rng: rand::thread_rng(), } } } // #[test] // fn test_level_gen() { // 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); // } #[cfg(test)] fn find_room_types(rooms: &Vec) -> (bool, bool, bool, bool) { let mut start_found = false; let mut end_found: bool = false; let mut down_found: bool = false; let mut up_found: bool = false; for room in rooms { if room.kind == RoomType::Start { start_found = true; } if room.kind == RoomType::End { end_found = true; } if room.kind == RoomType::StairDown { down_found = true; } if room.kind == RoomType::StairUp { up_found = true; } } (start_found, up_found, down_found, end_found) } #[test] fn test_rooms_to_place_first_level() { let mut rng = rand::thread_rng(); let res = LevelGenerator::generate_rooms_to_place(&mut rng, 0, true, false); assert!( res.len() <= ROOMS_HORIZONTAL * ROOMS_VERTICAL, "too many rooms created" ); assert!(0 < res.len(), "too many rooms created"); let (start_found, up_found, down_found, end_found) = find_room_types(&res); assert!(start_found); assert!(!end_found); assert!(down_found); assert!(!up_found); } #[test] fn test_rooms_to_place_middle_level() { let mut rng = rand::thread_rng(); let res = LevelGenerator::generate_rooms_to_place(&mut rng, 1, false, false); assert!( res.len() <= ROOMS_HORIZONTAL * ROOMS_VERTICAL, "too many rooms created" ); assert!(0 < res.len(), "too many rooms created"); let (start_found, up_found, down_found, end_found) = find_room_types(&res); assert!(!start_found); assert!(!end_found); assert!(down_found); assert!(up_found); } #[test] fn test_rooms_to_place_last_level() { let mut rng = rand::thread_rng(); let res = LevelGenerator::generate_rooms_to_place(&mut rng, 2, false, true); assert!( res.len() <= ROOMS_HORIZONTAL * ROOMS_VERTICAL, "too many rooms created" ); assert!(0 < res.len(), "too many rooms created"); let (start_found, up_found, down_found, end_found) = find_room_types(&res); assert!(!start_found); assert!(end_found); assert!(!down_found); assert!(up_found); } #[cfg(test)] fn check_valid_placement(rooms: &[[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL]) -> bool { for col in 0..ROOMS_HORIZONTAL { for row in 0..ROOMS_VERTICAL { if rooms[col][row].kind != RoomType::EmptyRoom { let mut count = 0; for test_col in 0..ROOMS_HORIZONTAL { if rooms[test_col][row].kind != RoomType::EmptyRoom { count += 1; } } for test_row in 0..ROOMS_VERTICAL { if rooms[col][test_row].kind != RoomType::EmptyRoom { count += 1; } } if count < 3 { return false; } } } } true } #[cfg(test)] fn count_rooms(rooms: &[[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL]) -> usize { let mut res = 0; for col in 0..ROOMS_HORIZONTAL { for row in 0..ROOMS_VERTICAL { if rooms[col][row].kind != RoomType::EmptyRoom { res += 1; } } } res } #[test] fn test_place_rooms() { let mut rng = rand::thread_rng(); for count in 2..ROOMS_HORIZONTAL * ROOMS_VERTICAL { let mut rooms: Vec = vec![Room::new(&mut rng), Room::new(&mut rng)]; rooms[0].kind = RoomType::Start; rooms[1].kind = RoomType::End; for t in 2..count { rooms.push(Room::new(&mut rng)); rooms[t].kind = RoomType::BasicRoom; } let res = LevelGenerator::place_rooms(&mut rng, &mut rooms); assert_eq!(count_rooms(&res), count, "counting {}", count); assert!(check_valid_placement(&res)); } } #[test] fn test_create_mst() { let mut rng = rand::thread_rng(); let mut rooms = [[Room::new(&mut rng); ROOMS_VERTICAL]; ROOMS_HORIZONTAL]; let res = LevelGenerator::create_mst(&rooms); assert_eq!(res.node_count(), 0); assert_eq!(res.edge_count(), 0); rooms[1][1].kind = RoomType::BasicRoom; let res = LevelGenerator::create_mst(&rooms); assert_eq!(res.node_count(), 1); assert_eq!(res.edge_count(), 0); rooms[1][3].kind = RoomType::BasicRoom; let res = LevelGenerator::create_mst(&rooms); assert_eq!(res.node_count(), 2); assert_eq!(res.edge_count(), 1); rooms[3][1].kind = RoomType::BasicRoom; let res = LevelGenerator::create_mst(&rooms); assert_eq!(res.node_count(), 3); assert_eq!(res.edge_count(), 2); rooms[3][3].kind = RoomType::BasicRoom; let res = LevelGenerator::create_mst(&rooms); assert_eq!(res.node_count(), 4); assert_eq!(res.edge_count(), 3); rooms[3][5].kind = RoomType::BasicRoom; let res = LevelGenerator::create_mst(&rooms); assert_eq!(res.node_count(), 5); assert_eq!(res.edge_count(), 4); } /* println!(" 0 1 2 3 4 5 6 7"); for r in 0..ROOMS_VERTICAL { print!("{} ", r); for c in 0..ROOMS_HORIZONTAL { match res[c][r].kind { RoomType::Start => print!("S "), RoomType::End => print!("E "), RoomType::StairUp => print!("< "), RoomType::StairDown => print!("> "), RoomType::BasicRoom => print!("_ "), RoomType::ArtifactRoom => print!("A "), RoomType::MonsterRoom => print!("M "), RoomType::EmptyRoom => print!(" "), }; } println!(); } println!(); */