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|
use crate::entities::{Character, Enemy, Entity};
use crate::tiling::{TileGrid, TileType, Tileable};
use rand::Rng;
use std::cmp::min;
pub type Point = (usize, usize);
pub type Movement = (i8, i8);
pub enum Direction {
North,
South,
East,
West,
}
enum CorridorType {
Horizontal,
Vertical,
}
pub const LEFT: Movement = (-1, 0);
pub const RIGHT: Movement = (1, 0);
pub const UP: Movement = (0, -1);
pub const DOWN: Movement = (0, 1);
pub fn apply_movement(point: Point, movement: Movement) -> Result<Point, String> {
let x = point.0 as i32 + movement.0 as i32;
let y = point.1 as i32 + movement.1 as i32;
if x < 0 || y < 0 {
return Err(String::from("Can't move point off screen"));
}
Ok((x as usize, y as usize))
}
struct Room {
start: Point,
center: Point,
width: usize,
height: usize,
}
impl Room {
fn new(start: Point, width: usize, height: usize) -> Room {
Room {
start,
width,
height,
center: (
start.0 + (width as f32 / 2.0).floor() as usize,
start.1 + (height as f32 / 2.0).floor() as usize,
),
}
}
}
impl Tileable for Room {
fn tile(&self, grid: &mut TileGrid) -> Result<(), String> {
// TODO: Detect if the room would leave the grid.
let endx = self.start.0 + self.width;
let endy = self.start.1 + self.height;
// Set the walls
for x in self.start.0..=endx {
grid.set_empty_tile(x, self.start.1, TileType::Wall);
grid.set_empty_tile(x, endy, TileType::Wall);
}
for y in self.start.1..endy {
grid.set_empty_tile(self.start.0, y, TileType::Wall);
grid.set_empty_tile(endx, y, TileType::Wall);
}
// Fill the room
for x in (self.start.0 + 1)..endx {
for y in (self.start.1 + 1)..endy {
grid.set_tile(x, y, TileType::Floor);
}
}
Ok(())
}
}
struct Corridor {
start: Point,
length: usize,
direction: CorridorType,
}
impl Corridor {
fn new(start: Point, length: usize, direction: CorridorType) -> Corridor {
Corridor {
start,
length,
direction,
}
}
pub fn make(start: Point, end: Point) -> Result<Corridor, String> {
if start.0 != end.0 && start.1 != end.1 {
return Err(String::from(
"Start and end points must be aligned to for a corridor",
));
}
let length = distance(start, end);
if length < 1.0 {
return Err(String::from("Can't create 0-length corridor"));
}
let dir = if start.0 == end.0 {
CorridorType::Vertical
} else {
CorridorType::Horizontal
};
let origin = match dir {
CorridorType::Horizontal => {
if start.0 < end.0 {
start
} else {
end
}
}
CorridorType::Vertical => {
if start.1 < end.1 {
start
} else {
end
}
}
};
Ok(Corridor::new(origin, length.round() as usize, dir))
}
pub fn link(start: Point, end: Point) -> Result<Vec<Corridor>, String> {
if start.0 == end.0 || start.1 == end.1 {
return Ok(vec![Corridor::make(start, end)?]);
}
let mut rng = rand::thread_rng();
let start_hor = rng.gen_bool(0.5);
let angle_point = if start_hor {
(end.0, start.1)
} else {
(start.0, end.1)
};
Ok(vec![
Corridor::make(start, angle_point)?,
Corridor::make(angle_point, end)?,
])
}
fn tile_vertical(&self, grid: &mut TileGrid) {
let x = self.start.0;
let endy = self.start.1 + self.length;
for y in self.start.1..endy {
grid.set_empty_tile(x - 1, y, TileType::Wall);
grid.set_tile(x, y, TileType::Floor);
grid.set_empty_tile(x + 1, y, TileType::Wall);
}
}
fn tile_horizontal(&self, grid: &mut TileGrid) {
let y = self.start.1;
let endx = self.start.0 + self.length;
for x in self.start.0..endx {
grid.set_empty_tile(x, y - 1, TileType::Wall);
grid.set_tile(x, y, TileType::Floor);
grid.set_empty_tile(x, y + 1, TileType::Wall);
}
}
}
impl Tileable for Corridor {
fn tile(&self, grid: &mut TileGrid) -> Result<(), String> {
// TODO: ensure the corridor isn't leaving the grid.
match self.direction {
CorridorType::Horizontal => self.tile_horizontal(grid),
CorridorType::Vertical => self.tile_vertical(grid),
}
Ok(())
}
}
pub struct Level {
xsize: usize,
ysize: usize,
depth: usize,
rooms: Vec<Room>,
corridors: Vec<Corridor>,
pub entities: Vec<Box<dyn Entity>>,
entrance: Point,
exit: Point,
}
pub struct Dungeon {
xsize: usize,
ysize: usize,
depth: usize,
pub levels: Vec<Level>,
}
pub trait Generatable {
fn generate(&mut self);
}
fn hor_dist(point1: Point, point2: Point) -> f32 {
point2.0 as f32 - point1.0 as f32
}
fn ver_dist(point1: Point, point2: Point) -> f32 {
point2.1 as f32 - point1.1 as f32
}
/// The distance between 2 points
fn distance(point1: Point, point2: Point) -> f32 {
(hor_dist(point1, point2).powf(2.0) + ver_dist(point1, point2).powf(2.0)).sqrt()
}
impl Dungeon {
pub fn new(xsize: usize, ysize: usize, depth: usize) -> Dungeon {
Dungeon {
xsize,
ysize,
depth,
levels: vec![],
}
}
}
impl Generatable for Dungeon {
fn generate(&mut self) {
let mut level = Level::new(self.xsize, self.ysize, 1, None);
level.generate();
let mut next_entrance = level.get_exit();
self.levels.push(level);
for d in 1..self.depth {
level = Level::new(self.xsize, self.ysize, d + 1, Some(next_entrance));
level.generate();
next_entrance = level.get_exit();
self.levels.push(level);
}
}
}
impl Level {
/// Creates a new level of horizontal size `xsize` and vertical size `ysize`.
/// If start is Some<Point> then a room will be created at that point to link
/// with an upper room.
pub fn new(xsize: usize, ysize: usize, depth: usize, start: Option<Point>) -> Level {
Level {
xsize,
ysize,
rooms: vec![],
corridors: vec![],
entities: vec![],
entrance: match start {
Some(st) => st,
None => (0, 0),
},
exit: (0, 0),
depth,
}
}
pub fn to_tilegrid(&self) -> Result<TileGrid, String> {
let mut grid = TileGrid::new(self.xsize, self.ysize);
for room in &self.rooms {
room.tile(&mut grid)?;
}
for corridor in &self.corridors {
corridor.tile(&mut grid)?;
}
grid.set_tile(self.entrance.0, self.entrance.1, TileType::StairsUp);
grid.set_tile(self.exit.0, self.exit.1, TileType::StairsDown);
Ok(grid)
}
pub fn get_start_point(&self) -> Point {
if self.rooms.len() > 0 {
return self.rooms[0].center;
}
return (0, 0);
}
pub fn get_entrance(&self) -> Point {
self.entrance
}
pub fn get_exit(&self) -> Point {
self.exit
}
fn overlaps(&self, start: Point, width: usize, height: usize, padding: usize) -> bool {
for room in &self.rooms {
if room.start.0 < start.0 + width + padding
&& room.start.0 + room.width + padding > start.0
&& room.start.1 < start.1 + height + padding
&& room.start.1 + room.height + padding > start.1
{
return true;
}
}
return false;
}
fn room_distances(&self, point: Point) -> Vec<(usize, f32)> {
let mut dists: Vec<(usize, f32)> = self
.rooms
.iter()
.enumerate()
.map(|(room_num, room): (usize, &Room)| -> (usize, f32) {
(room_num, distance(point, room.center))
})
.collect();
dists.sort_by(|(_, dista): &(usize, f32), (_, distb): &(usize, f32)| {
dista.partial_cmp(&distb).unwrap()
});
dists
}
fn random_room(&self) -> Result<Room, String> {
// TODO: Detect when not enough space is left to allocate a room.
let mut rng = rand::thread_rng();
let room_width = rng.gen_range(4, 12);
let room_height = rng.gen_range(4, 12);
// TODO: Find a way to write a lambda to generate the start point.
let mut start: Point = (
rng.gen_range(0, self.xsize - room_width),
rng.gen_range(0, self.ysize - room_height),
);
while self.overlaps(start, room_width, room_height, 2) {
start = (
rng.gen_range(0, self.xsize - room_width),
rng.gen_range(0, self.ysize - room_height),
);
}
Ok(Room::new(start, room_width, room_height))
}
fn centered_room(&self, center: Point) -> Room {
let mut rng = rand::thread_rng();
let room_width: usize =
rng.gen_range(3, min(min(12, (self.xsize - center.0) * 2), center.0 * 2));
let room_height: usize =
rng.gen_range(3, min(min(12, (self.ysize - center.1) * 2), center.1 * 2));
let start = (
(center.0 as f32 - (room_width as f32 / 2f32)).floor() as usize,
(center.1 as f32 - (room_height as f32 / 2f32)).floor() as usize,
);
Room::new(start, room_width, room_height)
}
}
impl Generatable for Level {
fn generate(&mut self) {
let mut rng = rand::thread_rng();
let room_number = rng.gen_range(3, 5);
if self.entrance != (0, 0) {
self.rooms.push(self.centered_room(self.entrance));
}
// Generate rooms
for _ in self.rooms.len()..room_number {
self.rooms.push(self.random_room().unwrap());
}
// Generate corridors
for room in &self.rooms {
// Find the nearest room.
let distances = self.room_distances(room.center);
let nearest_room = &self.rooms[distances[1].0];
match Corridor::link(room.center, nearest_room.center) {
Ok(mut cor) => self.corridors.append(&mut cor),
Err(e) => println!("{}", e),
};
}
// Create entrance and exit
if self.entrance == (0, 0) {
self.entrance = self.rooms[0].center;
}
self.exit = self.rooms.last().unwrap().center;
// Populate the level
let num_enemies: usize = (self.rooms.len() as f32 * self.depth as f32 * 0.5) as usize;
for _ in 0..num_enemies {
// Pick a room
let mut rng = rand::thread_rng();
let room = &self.rooms[rng.gen_range(0, self.rooms.len() - 1)];
// Create the enemy
self.entities.push(Box::<Character>::new(Enemy::new(
String::from("snake"),
2 * self.depth as i32,
(2.0 * self.depth as f32 * 0.6).round() as i32,
(20.0 * self.depth as f32 * 0.2).max(80.0).round() as i32,
0,
(
room.start.0 + rng.gen_range(0, room.width),
room.start.1 + rng.gen_range(0, room.height),
),
)));
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_generates_world() {
let mut level = Level::new(128, 128, 1, None);
level.generate();
}
}
|