use std::cmp::{max, min}; use std::ops::Range; use petgraph::algo::min_spanning_tree; use petgraph::data::*; use petgraph::graph::Graph; use petgraph::graph::UnGraph; use rand::prelude::SliceRandom; use rand::Rng; use rand::rngs::ThreadRng; use crate::level::{Level, StructureElement}; use crate::monster::Monster; use crate::artifacts::{Artifact, Chest}; use crate::position::Position; const ROOMS_VERTICAL: usize = 7; const ROOMS_HORIZONTAL: usize = 4; const ROOM_WIDTH: usize = 7; const ROOM_HEIGHT: usize = 6; #[derive(PartialEq, Copy, Clone)] enum RoomType { Start, End, StairUp, StairDown, BasicRoom, TreasureRoom, MonsterRoom, EmptyRoom, } #[derive(Copy, Clone)] struct ConnectionInfo { offset: usize, distance: usize, } #[derive(Copy, Clone)] struct Room { pub kind: RoomType, pub offset_x: usize, pub offset_y: usize, pub width: usize, pub height: usize, pub connection_down: Option, pub connection_right: Option, } impl Room { fn new() -> Self { Self { kind: RoomType::EmptyRoom, offset_x: 0, offset_y: 0, width: 0, height: 0, connection_down: None, connection_right: None, } } /// change the size and position of a room randomly within its bounds fn random(&mut self, rng: &mut ThreadRng) { let width = rng.gen_range(3..6); let height = rng.gen_range(3..5); self.width = width; self.height = height; self.offset_x = rng.gen_range(0..(ROOM_WIDTH - width)); self.offset_y = rng.gen_range(0..(ROOM_HEIGHT - height)); } fn get_x_range(&self) -> Range { self.offset_x..self.offset_x + self.width } fn get_y_range(&self) -> Range { self.offset_y..self.offset_y + self.height } } pub struct LevelGenerator { rooms: [[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL], level: usize, } impl LevelGenerator { pub fn generate(level: usize) -> Self { let mut rng = rand::thread_rng(); let mut rooms = [[Room::new(); ROOMS_HORIZONTAL]; ROOMS_VERTICAL]; 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 = 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); } room_types.push(RoomType::MonsterRoom); room_types.push(RoomType::TreasureRoom); // generate a random set of rooms and shuffle them for _ in room_types.len()..ROOMS_HORIZONTAL * ROOMS_VERTICAL { match rng.gen_range(1..=100) { // TODO tune room type distribution 1..=33 => { room_types.push(RoomType::EmptyRoom) } 34..=66 => { room_types.push(RoomType::TreasureRoom) } 67..=90 => { room_types.push(RoomType::MonsterRoom) } _ => { room_types.push(RoomType::BasicRoom) } } } 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)); } } } } // 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; } 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; } } 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 }); } } } LevelGenerator { rooms, level, } } fn range_overlap(r1: Range, r2: Range) -> Range { 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 structure = [[StructureElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH]; let mut artifacts: Vec> = Vec::with_capacity(10); let mut enemies: Vec = 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::TreasureRoom { 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); artifacts.push(Box::new(Chest::new(Position::new(self.level, t_x, t_y)))); } if room.kind == RoomType::MonsterRoom { let t_x = left + room.offset_x + rng.gen_range(0..room.width); let t_y = top + room.offset_y + rng.gen_range(0..room.height); // TODO randomize enemies here enemies.push(Monster::new_with_position(10, Position::new(self.level, t_x, t_y))); } if 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; } } } // 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 i in left..right { if structure[i][top] == StructureElement::Wall { structure[i][top] = StructureElement::Floor; } } } } } Level { level: self.level, structure, discovered: [[false; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH], monsters: enemies, artifacts, start: (start_x, start_y), end: (end_x, end_y), } } } #[test] fn test_level_gen() { let level = LevelGenerator::generate(23).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); }