use std::collections::HashMap; use ::bracket_lib::prelude::*; use crate::map_builders::{BuilderMap, MetaMapBuilder}; use crate::rng::roll_dice; use crate::{spawner, TileType}; pub struct VoronoiSpawning {} impl MetaMapBuilder for VoronoiSpawning { fn build_map(&mut self, build_data: &mut BuilderMap) { self.build(build_data); } } impl VoronoiSpawning { #[allow(dead_code)] pub fn new() -> Box { Box::new(VoronoiSpawning {}) } #[allow(clippy::map_entry)] fn build(&mut self, build_data: &mut BuilderMap) { let mut noise_areas: HashMap> = HashMap::new(); let mut noise = FastNoise::seeded(roll_dice(1, 65536) as u64); noise.set_noise_type(NoiseType::Cellular); noise.set_frequency(0.08); noise.set_cellular_distance_function(CellularDistanceFunction::Manhattan); for y in 1..build_data.map.height - 1 { for x in 1..build_data.map.width - 1 { let idx = build_data.map.xy_idx(x, y); if build_data.map.tiles[idx] == TileType::Floor { let cell_value_f = noise.get_noise(x as f32, y as f32) * 10240.0; let cell_value = cell_value_f as i32; if noise_areas.contains_key(&cell_value) { noise_areas.get_mut(&cell_value).unwrap().push(idx); } else { noise_areas.insert(cell_value, vec![idx]); } } } } // Spawn the entities for area in noise_areas.iter() { spawner::spawn_region( &build_data.map, area.1, build_data.map.depth, &mut build_data.spawn_list, ); } } }