bsp interior

This commit is contained in:
klangner 2020-09-15 22:33:18 +02:00
parent 394e8203ec
commit 3b08166867
15 changed files with 308 additions and 61 deletions

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@ -1,6 +1,6 @@
[package] [package]
name = "mapgen" name = "mapgen"
version = "0.2.1" version = "0.3.0"
authors = ["Krzysztof Langner <klangner@gmail.com>"] authors = ["Krzysztof Langner <klangner@gmail.com>"]
description = "Map generator for games (dungeons, worlds etc.)" description = "Map generator for games (dungeons, worlds etc.)"
keywords = ["game", "map", "map-generator"] keywords = ["game", "map", "map-generator"]

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@ -12,7 +12,7 @@ Generate procedural maps for games. [Try it in the browser](https://klangner.git
### Dungeons ### Dungeons
* Map generators * Map generators
* [ ] BSP Interior * [x] BSP Interior
* [x] BSP Rooms * [x] BSP Rooms
* [x] Cellular automata * [x] Cellular automata
* [ ] Diffusion-Limited Aggregation (DLA) * [ ] Diffusion-Limited Aggregation (DLA)

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@ -6,7 +6,7 @@ use mapgen::dungeon::{
map::TileType, map::TileType,
cellular_automata::CellularAutomataGen, cellular_automata::CellularAutomataGen,
simple_rooms::SimpleRoomsGen, simple_rooms::SimpleRoomsGen,
bsp_rooms::BspRoomsGen, bsp_interior::BspInteriorGen,
starting_point::{AreaStartingPosition, XStart, YStart}, starting_point::{AreaStartingPosition, XStart, YStart},
cull_unreachable::CullUnreachable, cull_unreachable::CullUnreachable,
distant_exit::DistantExit, distant_exit::DistantExit,
@ -64,11 +64,10 @@ impl World {
tiles } tiles }
} }
pub fn new_bsp_rooms(width: u32, height: u32, seed: u32) -> World { pub fn new_bsp_interior(width: u32, height: u32, seed: u32) -> World {
World::print_map_info(format!("BSP Rooms with the seed: {}", seed)); World::print_map_info(format!("BSP Interior with the seed: {}", seed));
let mut rng = StdRng::seed_from_u64(seed as u64); let mut rng = StdRng::seed_from_u64(seed as u64);
let map = MapBuilder::new(BspRoomsGen::new()) let map = MapBuilder::new(BspInteriorGen::new())
.with(NearestCorridors::new())
.build_map_with_rng(width as usize, height as usize, &mut rng); .build_map_with_rng(width as usize, height as usize, &mut rng);
let tiles = (0..map.tiles.len()) let tiles = (0..map.tiles.len())
.map(|i| if map.tiles[i] == TileType::Floor {Cell::Floor} else {Cell::Wall}) .map(|i| if map.tiles[i] == TileType::Floor {Cell::Floor} else {Cell::Wall})
@ -87,7 +86,7 @@ impl World {
} else if px < 0.6666 { } else if px < 0.6666 {
World::new_simple_rooms(width, height, seed) World::new_simple_rooms(width, height, seed)
} else { } else {
World::new_bsp_rooms(width, height, seed) World::new_bsp_interior(width, height, seed)
} }
} }

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

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@ -32,9 +32,9 @@ function newSimpleRooms() {
requestAnimationFrame(renderLoop); requestAnimationFrame(renderLoop);
} }
function newBspRooms() { function newBspInterior() {
var seed = Date.now(); var seed = Date.now();
world = World.new_bsp_rooms(width, height, seed); world = World.new_bsp_interior(width, height, seed);
requestAnimationFrame(renderLoop); requestAnimationFrame(renderLoop);
} }
@ -107,5 +107,5 @@ newRandomGen();
// Connect UI element // Connect UI element
document.getElementById('cellular-automata-option').addEventListener('click', newCellularAutomata); document.getElementById('cellular-automata-option').addEventListener('click', newCellularAutomata);
document.getElementById('simple-rooms-option').addEventListener('click', newSimpleRooms); document.getElementById('simple-rooms-option').addEventListener('click', newSimpleRooms);
document.getElementById('bsp-rooms-option').addEventListener('click', newBspRooms); document.getElementById('bsp-interior-option').addEventListener('click', newBspInterior);
document.getElementById('random-option').addEventListener('click', newRandomGen); document.getElementById('random-option').addEventListener('click', newRandomGen);

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65
docs/bootstrap.js vendored
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@ -55,6 +55,69 @@
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/******/ return { /******/ return {
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/******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbindgen_object_drop_ref"](p0i32);
/******/ },
/******/ "__wbg_getRandomValues_3ac1b33c90b52596": function(p0i32,p1i32,p2i32) {
/******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbg_getRandomValues_3ac1b33c90b52596"](p0i32,p1i32,p2i32);
/******/ },
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/******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbg_randomFillSync_6f956029658662ec"](p0i32,p1i32,p2i32);
/******/ },
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/******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbg_document_6cc8d0b87c0a99b9"](p0i32);
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/******/ "__wbg_getElementById_0cb6ad9511b1efc0": function(p0i32,p1i32,p2i32) {
/******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbg_getElementById_0cb6ad9511b1efc0"](p0i32,p1i32,p2i32);
/******/ },
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/******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbg_setinnerHTML_4ff235db1a3cb4d8"](p0i32,p1i32,p2i32);
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/******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbg_call_8e95613cc6524977"](p0i32,p1i32);
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/******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbg_newnoargs_f3b8a801d5d4b079"](p0i32,p1i32);
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/******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbg_self_07b2f89e82ceb76d"]();
/******/ },
/******/ "__wbg_window_ba85d88572adc0dc": function() {
/******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbg_window_ba85d88572adc0dc"]();
/******/ },
/******/ "__wbg_globalThis_b9277fc37e201fe5": function() {
/******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbg_globalThis_b9277fc37e201fe5"]();
/******/ },
/******/ "__wbg_global_e16303fe83e1d57f": function() {
/******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbg_global_e16303fe83e1d57f"]();
/******/ },
/******/ "__wbindgen_throw": function(p0i32,p1i32) { /******/ "__wbindgen_throw": function(p0i32,p1i32) {
/******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbindgen_throw"](p0i32,p1i32); /******/ return installedModules["../pkg/mapgen_demo_bg.js"].exports["__wbindgen_throw"](p0i32,p1i32);
/******/ } /******/ }
@ -159,7 +222,7 @@
/******/ promises.push(installedWasmModuleData); /******/ promises.push(installedWasmModuleData);
/******/ else { /******/ else {
/******/ var importObject = wasmImportObjects[wasmModuleId](); /******/ var importObject = wasmImportObjects[wasmModuleId]();
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/******/ var promise; /******/ var promise;
/******/ if(importObject instanceof Promise && typeof WebAssembly.compileStreaming === 'function') { /******/ if(importObject instanceof Promise && typeof WebAssembly.compileStreaming === 'function') {
/******/ promise = Promise.all([WebAssembly.compileStreaming(req), importObject]).then(function(items) { /******/ promise = Promise.all([WebAssembly.compileStreaming(req), importObject]).then(function(items) {

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@ -35,8 +35,10 @@
Select generator Select generator
</a> </a>
<div class="dropdown-menu" aria-labelledby="navbarDropdown"> <div class="dropdown-menu" aria-labelledby="navbarDropdown">
<a class="dropdown-item" href="#" id="cellular-automata-option">Cellular Automata</a> <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="simple-rooms-option">Simple Rooms</a>
<a class="dropdown-item" id="bsp-interior-option">BSP Interior</a>
<a class="dropdown-item" id="random-option">Random Generator</a>
</div> </div>
</li> </li>
</ul> </ul>

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@ -30,24 +30,44 @@ impl Point {
/// Rectangle region on the map /// Rectangle region on the map
#[derive(PartialEq, Copy, Clone)] #[derive(PartialEq, Copy, Clone)]
pub struct Rect { pub struct Rect {
pub x1 : i32, pub x1 : usize,
pub x2 : i32, pub x2 : usize,
pub y1 : i32, pub y1 : usize,
pub y2 : i32 pub y2 : usize
} }
impl Rect { impl Rect {
pub fn new(x:i32, y: i32, width:i32, height:i32) -> Rect { pub fn new(x: usize, y: usize, width: usize, height: usize) -> Rect {
Rect{x1:x, y1:y, x2:x+width, y2:y+height} Rect{x1:x, y1:y, x2:x+width, y2:y+height}
} }
pub fn new_i32(x:i32, y: i32, width:i32, height:i32) -> Rect {
Rect::new(x as usize, y as usize, width as usize, height as usize)
}
/// Returns true if this overlaps with other /// Returns true if this overlaps with other
pub fn intersect(&self, other:&Rect) -> bool { pub fn intersect(&self, other:&Rect) -> bool {
self.x1 <= other.x2 && self.x2 >= other.x1 && self.y1 <= other.y2 && self.y2 >= other.y1 self.x1 <= other.x2 && self.x2 >= other.x1 && self.y1 <= other.y2 && self.y2 >= other.y1
} }
pub fn center(&self) -> Point { pub fn center(&self) -> Point {
Point::new_i32((self.x1 + self.x2)/2, (self.y1 + self.y2)/2) Point::new((self.x1 + self.x2)/2, (self.y1 + self.y2)/2)
}
pub fn width(&self) -> usize {
if self.x2 >= self.x1 {
self.x2 - self.x1
} else {
self.x1 - self.x2
}
}
pub fn height(&self) -> usize {
if self.y2 >= self.y1 {
self.y2 - self.y1
} else {
self.y1 - self.y2
}
} }
} }
@ -72,4 +92,12 @@ mod tests {
let rect2 = Rect::new(30, 30, 60, 60); let rect2 = Rect::new(30, 30, 60, 60);
assert!(rect1.intersect(&rect2)); assert!(rect1.intersect(&rect2));
} }
#[test]
fn test_size() {
let rect1 = Rect::new(10, 10, 40, 30);
assert_eq!(rect1.width(), 40);
assert_eq!(rect1.height(), 30);
}
} }

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@ -2,14 +2,25 @@
//! //!
use rand::prelude::*; use rand::prelude::*;
pub trait Rng {
/// Generate random number between start and end (bot inclusive).
fn roll_dice(&mut self, min: usize, max: usize) -> usize;
/// Generate random number between start (inclusive) and end (exclusive).
fn random_range(&mut self, start: usize, end: usize) -> usize;
}
/// Generate random number between start (inclusive) and end (exclusive). impl Rng for StdRng {
pub fn random_range(rng: &mut StdRng, start: usize, end: usize) -> usize { fn roll_dice(&mut self, min: usize, max: usize) -> usize {
self.random_range(min, max+1)
}
fn random_range(&mut self, start: usize, end: usize) -> usize {
let max = (end - start) as u32; let max = (end - start) as u32;
if max == 0 { if max == 0 {
start start
} else { } else {
((rng.next_u32() % max) + start as u32) as usize ((self.next_u32() % max) + start as u32) as usize
}
} }
} }
@ -18,16 +29,40 @@ pub fn random_range(rng: &mut StdRng, start: usize, end: usize) -> usize {
/// ------------------------------------------------------------------------------------------------ /// ------------------------------------------------------------------------------------------------
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use std::time::{SystemTime, UNIX_EPOCH};
use rand::prelude::*; use rand::prelude::*;
use super::*; use super::Rng;
#[test] #[test]
fn test_range() { fn test_range() {
let system_time = SystemTime::now().duration_since(UNIX_EPOCH).expect("Can't access system time"); let mut rng = StdRng::seed_from_u64(100);
let mut rng = StdRng::seed_from_u64(system_time.as_millis() as u64); let x = rng.random_range(5, 8);
let x = random_range(&mut rng, 5, 8);
assert!(x >= 5 && x < 8); assert!(x >= 5 && x < 8);
} }
#[test]
fn test_range_average() {
let num_op = 1000;
let mut rng = StdRng::seed_from_u64(1000);
let xs: Vec<usize> = (0..num_op).map(|_| rng.random_range(5, 10)).collect();
let mean = xs.iter().sum::<usize>() / num_op;
let min = *xs.iter().min().expect("no min");
let max = *xs.iter().max().expect("no max");
assert_eq!(mean, 7);
assert_eq!(min, 5);
assert_eq!(max, 9);
}
#[test]
fn test_roll_dice() {
let num_op = 1000;
let mut rng = StdRng::seed_from_u64(2000);
let xs: Vec<usize> = (0..num_op).map(|_| rng.roll_dice(1, 7)).collect();
let mean = xs.iter().sum::<usize>() as f32 / num_op as f32 + 0.5;
let min = *xs.iter().min().expect("no min");
let max = *xs.iter().max().expect("no max");
assert_eq!(mean as usize, 4);
assert_eq!(min, 1);
assert_eq!(max, 7);
}
} }

108
src/dungeon/bsp_interior.rs Normal file
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@ -0,0 +1,108 @@
//! 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_interior::BspInteriorGen
//! };
//!
//! let mut rng = StdRng::seed_from_u64(100);
//! let gen = BspInteriorGen::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::{Point, Rect};
use crate::common::random::Rng;
use super::map::Map;
pub struct BspInteriorGen {
min_room_size: usize,
}
impl MapGenerator for BspInteriorGen {
fn generate_map(&self, width: usize, height: usize, rng : &mut StdRng) -> Map {
self.build(rng, width, height)
}
}
impl BspInteriorGen {
pub fn new() -> Box<BspInteriorGen> {
Box::new(BspInteriorGen{
min_room_size: 8,
})
}
fn build(&self, rng: &mut StdRng, width: usize, height: usize) -> Map {
let mut map = Map::new(width, height);
let mut rects: Vec<Rect> = Vec::new();
rects.push( Rect::new(1, 1, map.width-2, map.height-2) );
let first_room = rects[0];
// Divide the first room
self.add_subrects(first_room, rng, &mut rects);
let rooms_copy = rects.clone();
for r in rooms_copy.iter() {
let room = *r;
map.add_room(room);
}
// Now we want corridors
for i in 0..map.rooms.len()-1 {
let room = map.rooms[i];
let next_room = map.rooms[i+1];
let start_x = room.x1 + rng.random_range(1, room.width());
let start_y = room.y1 + rng.random_range(1, room.height());
let end_x = next_room.x1 + (rng.random_range(1, next_room.width()));
let end_y = next_room.y1 + (rng.random_range(1, next_room.width()));
map.add_corridor(Point::new(start_x, start_y), Point::new(end_x, end_y));
}
map
}
fn add_subrects(&self, rect: Rect, rng: &mut StdRng, rects: &mut Vec<Rect>) {
// Remove the last rect from the list
if !rects.is_empty() {
rects.remove(rects.len() - 1);
}
// Calculate boundaries
let width = rect.x2 - rect.x1;
let height = rect.y2 - rect.y1;
let half_width = width / 2;
let half_height = height / 2;
let split = rng.roll_dice(1, 4);
if split <= 2 {
// Horizontal split
let h1 = Rect::new( rect.x1, rect.y1, half_width-1, height );
rects.push( h1 );
if half_width > self.min_room_size { self.add_subrects(h1, rng, rects); }
let h2 = Rect::new( rect.x1 + half_width, rect.y1, half_width, height );
rects.push( h2 );
if half_width > self.min_room_size { self.add_subrects(h2, rng, rects); }
} else {
// Vertical split
let v1 = Rect::new( rect.x1, rect.y1, width, half_height-1 );
rects.push(v1);
if half_height > self.min_room_size { self.add_subrects(v1, rng, rects); }
let v2 = Rect::new( rect.x1, rect.y1 + half_height, width, half_height );
rects.push(v2);
if half_height > self.min_room_size { self.add_subrects(v2, rng, rects); }
}
}
}

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@ -23,7 +23,7 @@
use rand::prelude::*; use rand::prelude::*;
use super::MapGenerator; use super::MapGenerator;
use crate::common::geometry::Rect; use crate::common::geometry::Rect;
use crate::common::random; use crate::common::random::Rng;
use super::map::{Map, TileType}; use super::map::{Map, TileType};
@ -48,7 +48,7 @@ impl BspRoomsGen {
let mut map = Map::new(width, height); let mut map = Map::new(width, height);
let mut rects: Vec<Rect> = Vec::new(); let mut rects: Vec<Rect> = Vec::new();
// Start with a single map-sized rectangle // Start with a single map-sized rectangle
rects.push( Rect::new(2, 2, (width-5) as i32, (height-5) as i32) ); rects.push( Rect::new(2, 2, width-5, height-5) );
let first_room = rects[0]; let first_room = rects[0];
rects.append(&mut self.split_into_subrects(first_room)); // Divide the first room rects.append(&mut self.split_into_subrects(first_room)); // Divide the first room
@ -71,10 +71,10 @@ impl BspRoomsGen {
fn split_into_subrects(&self, rect: Rect) -> Vec<Rect> { fn split_into_subrects(&self, rect: Rect) -> Vec<Rect> {
let mut rects: Vec<Rect> = Vec::new(); let mut rects: Vec<Rect> = Vec::new();
let width = i32::abs(rect.x1 - rect.x2); let width = rect.width();
let height = i32::abs(rect.y1 - rect.y2); let height = rect.height();
let half_width = i32::max(width / 2, 1); let half_width = usize::max(width / 2, 1);
let half_height = i32::max(height / 2, 1); let half_height = usize::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_width, half_height ));
rects.push(Rect::new( rect.x1, rect.y1 + half_height, half_width, half_height )); rects.push(Rect::new( rect.x1, rect.y1 + half_height, half_width, half_height ));
@ -86,22 +86,22 @@ impl BspRoomsGen {
fn get_random_rect(&self, rng : &mut StdRng, rects: &Vec<Rect>) -> Rect { fn get_random_rect(&self, rng : &mut StdRng, rects: &Vec<Rect>) -> Rect {
if rects.len() == 1 { return rects[0]; } if rects.len() == 1 { return rects[0]; }
let idx = random::random_range(rng, 0, rects.len()); let idx = rng.random_range(0, rects.len());
rects[idx] rects[idx]
} }
fn get_random_sub_rect(&self, rect: Rect, rng: &mut StdRng) -> Rect { fn get_random_sub_rect(&self, rect: Rect, rng: &mut StdRng) -> Rect {
let mut result = rect; let mut result = rect;
let rect_width = i32::abs(rect.x1 - rect.x2); let rect_width = rect.width();
let rect_height = i32::abs(rect.y1 - rect.y2); let rect_height = rect.height();
let w = usize::max(3, random::random_range(rng, 1, usize::min(rect_width as usize, 20))) + 1; let w = usize::max(3, rng.random_range(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; let h = usize::max(3, rng.random_range(1, usize::min(rect_height as usize, 20))) + 1;
result.x1 += random::random_range(rng, 0, 6) as i32; result.x1 += rng.random_range(0, 6);
result.y1 += random::random_range(rng, 0, 6) as i32; result.y1 += rng.random_range(0, 6);
result.x2 = result.x1 + w as i32; result.x2 = result.x1 + w;
result.y2 = result.y1 + h as i32; result.y2 = result.y1 + h;
result result
} }
@ -121,8 +121,8 @@ impl BspRoomsGen {
for y in expanded.y1 ..= expanded.y2 { for y in expanded.y1 ..= expanded.y2 {
for x in expanded.x1 ..= expanded.x2 { for x in expanded.x1 ..= expanded.x2 {
if x > map.width as i32 -2 { can_build = false; } if x > map.width - 2 { can_build = false; }
if y > map.height as i32 -2 { can_build = false; } if y > map.height - 2 { can_build = false; }
if x < 1 { can_build = false; } if x < 1 { can_build = false; }
if y < 1 { can_build = false; } if y < 1 { can_build = false; }
if can_build { if can_build {

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

View File

@ -23,7 +23,7 @@
use rand::prelude::*; use rand::prelude::*;
use super::MapGenerator; use super::MapGenerator;
use crate::common::geometry::Rect; use crate::common::geometry::Rect;
use crate::common::random; use crate::common::random::Rng;
use super::map::{Map}; use super::map::{Map};
@ -54,11 +54,11 @@ impl SimpleRoomsGen {
// Create room dimensions // Create room dimensions
for _ in 0..self.max_rooms { for _ in 0..self.max_rooms {
let w = random::random_range(rng, self.min_room_size, self.max_room_size); let w = rng.random_range(self.min_room_size, self.max_room_size);
let h = random::random_range(rng, self.min_room_size, self.max_room_size); let h = rng.random_range(self.min_room_size, self.max_room_size);
let x = random::random_range(rng, 1, width - w); let x = rng.random_range(1, width - w);
let y = random::random_range(rng, 1, height - h); let y = rng.random_range(1, height - h);
let new_room = Rect::new(x as i32, y as i32, w as i32, h as i32); let new_room = Rect::new(x, y, w, h);
let intersects = map.rooms.iter().any(|r| new_room.intersect(r)); let intersects = map.rooms.iter().any(|r| new_room.intersect(r));
if !intersects { if !intersects {
map.add_room(new_room); map.add_room(new_room);