el_diablo/src/level_generator.rs

155 lines
5.1 KiB
Rust

use std::any::Any;
use rand::prelude::SliceRandom;
use rand::Rng;
use crate::level::{Level, LevelElement, RoomType};
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(Copy, Clone, Debug, PartialEq)]
struct Room {
pub kind: RoomType,
pub offset_x: usize,
pub offset_y: usize,
pub width: usize,
pub height: usize,
pub connection_down: bool,
pub connection_right: bool,
pub connected: bool,
}
impl Room {
fn new() -> Self {
Self {
kind: RoomType::EmptyRoom,
offset_x: 0,
offset_y: 0,
width: 0,
height: 0,
connection_down: false,
connection_right: false,
connected: false,
}
}
}
#[derive(Debug)]
pub struct LevelGenerator {
rooms: [[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL],
}
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));
}
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
}
_ => {}
}
}
}
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 {
continue;
}
if rooms[r][c].connection_right {
rooms[r][c + 1].connected = true;
}
if rooms[r][c].connection_down {
rooms[r + 1][c].connected = true;
}
}
}
println!("Unconnected: {}", unconnected_rooms);
LevelGenerator {
rooms
}
}
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];
let mut start_x: usize = 0;
let mut start_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 {
s[left + room.offset_x + x][top + room.offset_y + y] = LevelElement::Floor;
}
}
if room.kind == RoomType::StairDown {
s[left + room.offset_x + rng.gen_range(0..room.width)][top + room.offset_y + rng.gen_range(0..room.height)] = LevelElement::StairDown;
}
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 {
s[start_x][start_y] = LevelElement::StairUp;
}
}
}
Level {
structure: s,
start_x,
start_y,
}
}
}
#[test]
fn test_level_gen() {
let level = LevelGenerator::generate(0);
println!("{:?}", level);
assert_eq!(1, 2);
}