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roguelike-game/src/map_builders/cellular_automata.rs

169 lines
5.2 KiB
Rust

use std::collections::HashMap;
use rltk::RandomNumberGenerator;
use super::common::{
generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant,
};
use super::MapBuilder;
use crate::components::Position;
use crate::{spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER};
pub struct CellularAutomataBuilder {
map: Map,
starting_position: Position,
depth: i32,
history: Vec<Map>,
noise_areas: HashMap<i32, Vec<usize>>,
spawn_list: Vec<(usize, String)>,
}
impl MapBuilder for CellularAutomataBuilder {
fn get_map(&self) -> Map {
self.map.clone()
}
fn get_starting_position(&self) -> Position {
self.starting_position
}
fn get_snapshot_history(&self) -> Vec<Map> {
self.history.clone()
}
fn build_map(&mut self) {
self.build();
}
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
}
}
impl CellularAutomataBuilder {
pub fn new(new_depth: i32) -> CellularAutomataBuilder {
CellularAutomataBuilder {
map: Map::new(new_depth),
starting_position: Position::default(),
depth: new_depth,
history: Vec::new(),
noise_areas: HashMap::new(),
spawn_list: Vec::new(),
}
}
fn build(&mut self) {
let mut rng = RandomNumberGenerator::new();
// First we completely randomize the map, setting 55% of it to be floor.
for y in 1..self.map.height - 1 {
for x in 1..self.map.width - 1 {
let roll = rng.roll_dice(1, 100);
let idx = self.map.xy_idx(x, y);
if roll > 55 {
self.map.tiles[idx] = TileType::Floor
} else {
self.map.tiles[idx] = TileType::Wall
}
}
}
self.take_snapshot();
// Now we iteratively apply cellular automata rules
for _i in 0..15 {
let mut newtiles = self.map.tiles.clone();
for y in 1..self.map.height - 1 {
for x in 1..self.map.width - 1 {
let idx = self.map.xy_idx(x, y);
let mut neighbors = 0;
if self.map.tiles[idx - 1] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx + 1] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx - self.map.width as usize] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx + self.map.width as usize] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx - (self.map.width as usize - 1)] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx - (self.map.width as usize + 1)] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx + (self.map.width as usize - 1)] == TileType::Wall {
neighbors += 1;
}
if self.map.tiles[idx + (self.map.width as usize + 1)] == TileType::Wall {
neighbors += 1;
}
if neighbors > 4 || neighbors == 0 {
newtiles[idx] = TileType::Wall;
} else {
newtiles[idx] = TileType::Floor;
}
}
}
self.map.tiles = newtiles.clone();
self.take_snapshot();
}
// 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);
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)
}
// 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,
);
}
}
}