Implemented BSP

This commit is contained in:
klangner 2020-09-15 16:23:47 +02:00
parent 36a72c5789
commit 394e8203ec
8 changed files with 176 additions and 6 deletions

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@ -1,6 +1,6 @@
[package]
name = "mapgen"
version = "0.2.0"
version = "0.2.1"
authors = ["Krzysztof Langner <klangner@gmail.com>"]
description = "Map generator for games (dungeons, worlds etc.)"
keywords = ["game", "map", "map-generator"]

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@ -13,7 +13,7 @@ Generate procedural maps for games. [Try it in the browser](https://klangner.git
* Map generators
* [ ] BSP Interior
* [ ] BSP Room
* [x] BSP Rooms
* [x] Cellular automata
* [ ] Diffusion-Limited Aggregation (DLA)
* [ ] Drunkard's walk
@ -35,7 +35,7 @@ Generate procedural maps for games. [Try it in the browser](https://klangner.git
Add dependency to your project
```
mapgen = "0.1"
mapgen = "0.2"
```
Using single map generator:

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@ -6,6 +6,7 @@ use mapgen::dungeon::{
map::TileType,
cellular_automata::CellularAutomataGen,
simple_rooms::SimpleRoomsGen,
bsp_rooms::BspRoomsGen,
starting_point::{AreaStartingPosition, XStart, YStart},
cull_unreachable::CullUnreachable,
distant_exit::DistantExit,
@ -63,12 +64,30 @@ impl World {
tiles }
}
pub fn new_bsp_rooms(width: u32, height: u32, seed: u32) -> World {
World::print_map_info(format!("BSP Rooms with the seed: {}", seed));
let mut rng = StdRng::seed_from_u64(seed as u64);
let map = MapBuilder::new(BspRoomsGen::new())
.with(NearestCorridors::new())
.build_map_with_rng(width as usize, height as usize, &mut rng);
let tiles = (0..map.tiles.len())
.map(|i| if map.tiles[i] == TileType::Floor {Cell::Floor} else {Cell::Wall})
.collect();
World {
width,
height,
tiles }
}
pub fn new_random(width: u32, height: u32, seed: u32) -> World {
let mut rng = rand::thread_rng();
if rng.gen::<f32>() < 0.5 {
let px = rng.gen::<f32>();
if px < 0.3333 {
World::new_cellular_automata(width, height, seed)
} else {
} else if px < 0.6666 {
World::new_simple_rooms(width, height, seed)
} else {
World::new_bsp_rooms(width, height, seed)
}
}

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@ -37,6 +37,7 @@
<div class="dropdown-menu" aria-labelledby="navbarDropdown">
<a class="dropdown-item" id="cellular-automata-option">Cellular Automata</a>
<a class="dropdown-item" id="simple-rooms-option">Simple Rooms</a>
<a class="dropdown-item" id="bsp-rooms-option">BSP Rooms</a>
<a class="dropdown-item" id="random-option">Random Generator</a>
</div>
</li>

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@ -32,6 +32,12 @@ function newSimpleRooms() {
requestAnimationFrame(renderLoop);
}
function newBspRooms() {
var seed = Date.now();
world = World.new_bsp_rooms(width, height, seed);
requestAnimationFrame(renderLoop);
}
function newRandomGen() {
var seed = Date.now();
world = World.new_random(width, height, seed);
@ -101,4 +107,5 @@ newRandomGen();
// Connect UI element
document.getElementById('cellular-automata-option').addEventListener('click', newCellularAutomata);
document.getElementById('simple-rooms-option').addEventListener('click', newSimpleRooms);
document.getElementById('bsp-rooms-option').addEventListener('click', newBspRooms);
document.getElementById('random-option').addEventListener('click', newRandomGen);

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@ -6,7 +6,11 @@ use rand::prelude::*;
/// Generate random number between start (inclusive) and end (exclusive).
pub fn random_range(rng: &mut StdRng, start: usize, end: usize) -> usize {
let max = (end - start) as u32;
((rng.next_u32() % max) + start as u32) as usize
if max == 0 {
start
} else {
((rng.next_u32() % max) + start as u32) as usize
}
}
/// ------------------------------------------------------------------------------------------------

138
src/dungeon/bsp_rooms.rs Normal file
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@ -0,0 +1,138 @@
//! Random rooms map generator.
//!
//! Try to generate rooms of different size to fill the map area.
//! Rooms will not overlap.
//!
//! Example generator usage:
//! ```
//! use rand::prelude::*;
//! use mapgen::dungeon::{
//! MapGenerator,
//! bsp_rooms::BspRoomsGen
//! };
//!
//! let mut rng = StdRng::seed_from_u64(100);
//! let gen = BspRoomsGen::new();
//! let map = gen.generate_map(80, 50, &mut rng);
//!
//! assert_eq!(map.width, 80);
//! assert_eq!(map.height, 50);
//! ```
//!
use rand::prelude::*;
use super::MapGenerator;
use crate::common::geometry::Rect;
use crate::common::random;
use super::map::{Map, TileType};
pub struct BspRoomsGen {
max_split: usize,
}
impl MapGenerator for BspRoomsGen {
fn generate_map(&self, width: usize, height: usize, rng : &mut StdRng) -> Map {
self.build_rooms(width, height, rng)
}
}
impl BspRoomsGen {
pub fn new() -> Box<BspRoomsGen> {
Box::new(BspRoomsGen {
max_split: 240,
})
}
fn build_rooms(&self, width: usize, height: usize, rng : &mut StdRng) -> Map {
let mut map = Map::new(width, height);
let mut rects: Vec<Rect> = Vec::new();
// Start with a single map-sized rectangle
rects.push( Rect::new(2, 2, (width-5) as i32, (height-5) as i32) );
let first_room = rects[0];
rects.append(&mut self.split_into_subrects(first_room)); // Divide the first room
// Up to max_split times, we get a random rectangle and divide it. If its possible to squeeze a
// room in there, we place it and add it to the rooms list.
let mut n_rooms = 0;
while n_rooms < self.max_split {
let rect = self.get_random_rect(rng, &rects);
let candidate = self.get_random_sub_rect(rect, rng);
if self.is_possible(candidate, &map) {
map.add_room(candidate);
rects.append(&mut self.split_into_subrects(rect));
}
n_rooms += 1;
}
map
}
fn split_into_subrects(&self, rect: Rect) -> Vec<Rect> {
let mut rects: Vec<Rect> = Vec::new();
let width = i32::abs(rect.x1 - rect.x2);
let height = i32::abs(rect.y1 - rect.y2);
let half_width = i32::max(width / 2, 1);
let half_height = i32::max(height / 2, 1);
rects.push(Rect::new( rect.x1, rect.y1, half_width, half_height ));
rects.push(Rect::new( rect.x1, rect.y1 + half_height, half_width, half_height ));
rects.push(Rect::new( rect.x1 + half_width, rect.y1, half_width, half_height ));
rects.push(Rect::new( rect.x1 + half_width, rect.y1 + half_height, half_width, half_height ));
rects
}
fn get_random_rect(&self, rng : &mut StdRng, rects: &Vec<Rect>) -> Rect {
if rects.len() == 1 { return rects[0]; }
let idx = random::random_range(rng, 0, rects.len());
rects[idx]
}
fn get_random_sub_rect(&self, rect: Rect, rng: &mut StdRng) -> Rect {
let mut result = rect;
let rect_width = i32::abs(rect.x1 - rect.x2);
let rect_height = i32::abs(rect.y1 - rect.y2);
let w = usize::max(3, random::random_range(rng, 1, usize::min(rect_width as usize, 20))) + 1;
let h = usize::max(3, random::random_range(rng, 1, usize::min(rect_height as usize, 20))) + 1;
result.x1 += random::random_range(rng, 0, 6) as i32;
result.y1 += random::random_range(rng, 0, 6) as i32;
result.x2 = result.x1 + w as i32;
result.y2 = result.y1 + h as i32;
result
}
fn is_possible(&self, rect: Rect, map: &Map) -> bool {
let mut expanded = rect;
expanded.x1 -= 2;
expanded.x2 += 2;
expanded.y1 -= 2;
expanded.y2 += 2;
let mut can_build = true;
for r in map.rooms.iter() {
if r.intersect(&rect) { can_build = false; }
}
for y in expanded.y1 ..= expanded.y2 {
for x in expanded.x1 ..= expanded.x2 {
if x > map.width as i32 -2 { can_build = false; }
if y > map.height as i32 -2 { can_build = false; }
if x < 1 { can_build = false; }
if y < 1 { can_build = false; }
if can_build {
if map.at(x as usize, y as usize) != TileType::Wall {
can_build = false;
}
}
}
}
can_build
}
}

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@ -29,6 +29,7 @@
pub mod map;
pub mod cellular_automata;
pub mod cull_unreachable;
pub mod bsp_rooms;
pub mod distant_exit;
pub mod simple_rooms;
pub mod rooms_corridors_nearest;