155 lines
5.1 KiB
Rust
155 lines
5.1 KiB
Rust
use std::any::Any;
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use rand::prelude::SliceRandom;
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use rand::Rng;
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use crate::level::{Level, LevelElement, RoomType};
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use crate::position::Position;
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const ROOMS_VERTICAL: usize = 7;
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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 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: bool,
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pub connection_right: bool,
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pub connected: bool,
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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: false,
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connection_right: false,
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connected: false,
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}
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}
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}
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#[derive(Debug)]
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pub struct LevelGenerator {
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rooms: [[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL],
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}
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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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}
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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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_ => {}
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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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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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}
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if rooms[r][c].connection_down {
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rooms[r + 1][c].connected = true;
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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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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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let mut start_x: usize = 0;
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let mut start_y: usize = 0;
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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 top = 1 + r * ROOM_HEIGHT;
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let left = 1 + c * ROOM_WIDTH;
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let room = self.rooms[c][r];
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for x in 0..room.width {
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for y in 0..room.height {
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s[left + room.offset_x + x][top + room.offset_y + y] = LevelElement::Floor;
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}
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}
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if room.kind == RoomType::StairDown {
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s[left + room.offset_x + rng.gen_range(0..room.width)][top + room.offset_y + rng.gen_range(0..room.height)] = LevelElement::StairDown;
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}
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if room.kind == RoomType::Start || room.kind == RoomType::StairUp {
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start_x = left + room.offset_x + rng.gen_range(0..room.width);
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start_y = top + room.offset_y + rng.gen_range(0..room.height);
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}
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if room.kind == RoomType::StairUp {
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s[start_x][start_y] = LevelElement::StairUp;
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}
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}
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}
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Level {
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structure: s,
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start_x,
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start_y,
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}
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}
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}
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#[test]
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fn test_level_gen() {
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let level = LevelGenerator::generate(0);
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println!("{:?}", level);
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assert_eq!(1, 2);
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} |