roguelike-game/src/map_builders/waveform_collapse.rs

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5.5 KiB
Rust
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mod common;
mod constraints;
mod solver;
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use std::collections::HashMap;
use common::*;
use constraints::*;
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use rltk::RandomNumberGenerator;
use solver::*;
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use super::common::{
generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant,
};
use super::MapBuilder;
use crate::{spawner, Map, Position, TileType, SHOW_MAPGEN_VISUALIZER};
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pub struct WaveformCollapseBuilder {
map: Map,
starting_position: Position,
depth: i32,
history: Vec<Map>,
noise_areas: HashMap<i32, Vec<usize>>,
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derive_from: Option<Box<dyn MapBuilder>>,
spawn_list: Vec<(usize, String)>,
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}
impl MapBuilder for WaveformCollapseBuilder {
fn get_map(&self) -> Map {
self.map.clone()
}
fn get_starting_position(&self) -> Position {
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self.starting_position
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}
fn get_snapshot_history(&self) -> Vec<Map> {
self.history.clone()
}
fn build_map(&mut self) {
self.build();
}
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fn take_snapshot(&mut self) {
if SHOW_MAPGEN_VISUALIZER {
let mut snapshot = self.map.clone();
for v in snapshot.revealed_tiles.iter_mut() {
*v = true;
}
self.history.push(snapshot);
}
}
fn get_spawn_list(&self) -> &Vec<(usize, String)> {
&self.spawn_list
}
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}
impl WaveformCollapseBuilder {
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/// Generic constructor for waveform collapse.
/// # Arguments
/// * new_depth - the new map depth
/// * derive_from - either None, or a boxed MapBuilder, as output by `random_builder`
pub fn new(
new_depth: i32,
derive_from: Option<Box<dyn MapBuilder>>,
) -> WaveformCollapseBuilder {
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WaveformCollapseBuilder {
map: Map::new(new_depth),
starting_position: Position::default(),
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depth: new_depth,
history: Vec::new(),
noise_areas: HashMap::new(),
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derive_from,
spawn_list: Vec::new(),
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}
}
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/// Derives a map from a pre-existing map builder.
/// # Arguments
/// * new_depth - the new map depth
/// * derive_from - either None, or a boxed MapBuilder, as output by `random_builder`
pub fn derived_map(new_depth: i32, builder: Box<dyn MapBuilder>) -> WaveformCollapseBuilder {
WaveformCollapseBuilder::new(new_depth, Some(builder))
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}
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fn build(&mut self) {
let mut rng = RandomNumberGenerator::new();
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const CHUNK_SIZE: i32 = 8;
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let prebuilder = &mut self.derive_from.as_mut().unwrap();
prebuilder.build_map();
self.map = prebuilder.get_map();
for t in self.map.tiles.iter_mut() {
if *t == TileType::DownStairs {
*t = TileType::Floor
}
}
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self.take_snapshot();
let patterns = build_patterns(&self.map, CHUNK_SIZE, true, true);
let constraints = patterns_to_constraints(patterns, CHUNK_SIZE);
self.render_tile_gallery(&constraints, CHUNK_SIZE);
self.map = Map::new(self.depth);
loop {
let mut solver = Solver::new(constraints.clone(), CHUNK_SIZE, &self.map);
while !solver.iteration(&mut self.map, &mut rng) {
self.take_snapshot();
}
self.take_snapshot();
if solver.possible {
break;
} // If it has hit an impossible condition, try again
}
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// Find a starting point; start at the middle and walk left until we find an open tile
self.starting_position = Position {
x: self.map.width / 2,
y: self.map.height / 2,
};
let mut start_idx = self
.map
.xy_idx(self.starting_position.x, self.starting_position.y);
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while self.map.tiles[start_idx] != TileType::Floor {
self.starting_position.x -= 1;
start_idx = self
.map
.xy_idx(self.starting_position.x, self.starting_position.y);
}
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self.take_snapshot();
// Find all tiles we can reach from the starting point
let exit_tile = remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx);
self.take_snapshot();
// Place the stairs
self.map.tiles[exit_tile] = TileType::DownStairs;
self.take_snapshot();
// Now we build a noise map for use in spawning entities later
self.noise_areas = generate_voronoi_spawn_regions(&self.map, &mut rng);
// Spawn the entities
for area in self.noise_areas.iter() {
spawner::spawn_region(
&self.map,
&mut rng,
area.1,
self.depth,
&mut self.spawn_list,
);
}
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}
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fn render_tile_gallery(&mut self, constraints: &[MapChunk], chunk_size: i32) {
self.map = Map::new(0);
let mut counter = 0;
let mut x = 1;
let mut y = 1;
while counter < constraints.len() {
render_pattern_to_map(&mut self.map, &constraints[counter], chunk_size, x, y);
x += chunk_size + 1;
if x + chunk_size > self.map.width {
// Move to the next row
x = 1;
y += chunk_size + 1;
if y + chunk_size > self.map.height {
// Move to the next page
self.take_snapshot();
self.map = Map::new(0);
x = 1;
y = 1;
}
}
counter += 1;
}
self.take_snapshot();
}
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}