Added maze Fixed #28

This commit is contained in:
klangner 2020-11-03 09:04:33 +01:00
parent 322eca52cf
commit 569d751031
10 changed files with 251 additions and 10 deletions

View File

@ -21,7 +21,7 @@ This library consists of different map filters which can be combined to create c
* [x] Cull unreachable areas * [x] Cull unreachable areas
* [ ] Diffusion-Limited Aggregation (DLA) * [ ] Diffusion-Limited Aggregation (DLA)
* [x] Drunkard's walk * [x] Drunkard's walk
* [ ] Maze * [x] Maze
* [x] Noise generator * [x] Noise generator
* [ ] Prefabs * [ ] Prefabs
* [x] Room corridors nearest * [x] Room corridors nearest

View File

@ -99,19 +99,32 @@ impl World {
World::new(width, height, map) World::new(width, height, map)
} }
pub fn new_maze(width: u32, height: u32, seed: u32) -> World {
World::print_map_info(format!("Maze with the seed: {}", seed));
let mut rng = StdRng::seed_from_u64(seed as u64);
let map = MapBuilder::new(width as usize, height as usize)
.with(MazeBuilder::new())
.with(AreaStartingPosition::new(XStart::LEFT, YStart::TOP))
.with(DistantExit::new())
.build_with_rng(&mut rng);
World::new(width, height, map)
}
pub fn new_random(width: u32, height: u32, seed: u32) -> World { pub fn new_random(width: u32, height: u32, seed: u32) -> World {
let mut rng = rand::thread_rng(); let mut rng = rand::thread_rng();
let px = rng.gen::<f32>(); let px = rng.gen::<f32>();
if px < 0.2 { if px < 1.0/6.0 {
World::new_cellular_automata(width, height, seed) World::new_cellular_automata(width, height, seed)
} else if px < 0.4 { } else if px < 2.0/6.0 {
World::new_simple_rooms(width, height, seed) World::new_simple_rooms(width, height, seed)
} else if px < 0.6 { } else if px < 3.0/6.0 {
World::new_drunkard(width, height, seed) World::new_drunkard(width, height, seed)
} else if px < 0.8 { } else if px < 4.0/6.0 {
World::new_bsp_rooms(width, height, seed)
} else if px < 5.0/6.0 {
World::new_bsp_rooms(width, height, seed) World::new_bsp_rooms(width, height, seed)
} else { } else {
World::new_bsp_interior(width, height, seed) World::new_maze(width, height, seed)
} }
} }

View File

@ -41,6 +41,7 @@
<a class="dropdown-item" id="bsp-rooms-option">BSP 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="bsp-interior-option">BSP Interior</a>
<a class="dropdown-item" id="drunkard-option">Drunkard Walk</a> <a class="dropdown-item" id="drunkard-option">Drunkard Walk</a>
<a class="dropdown-item" id="maze-option">Maze</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>

View File

@ -60,6 +60,12 @@ function newBspRooms() {
requestAnimationFrame(renderLoop); requestAnimationFrame(renderLoop);
} }
function newMaze() {
var seed = Date.now();
world = World.new_maze(GRID_COLS, GRID_ROWS, get_seed());
requestAnimationFrame(renderLoop);
}
function newRandomGen() { function newRandomGen() {
var seed = Date.now(); var seed = Date.now();
world = World.new_random(GRID_COLS, GRID_ROWS, get_seed()); world = World.new_random(GRID_COLS, GRID_ROWS, get_seed());
@ -156,4 +162,5 @@ document.getElementById('simple-rooms-option').addEventListener('click', newSimp
document.getElementById('bsp-rooms-option').addEventListener('click', newBspRooms); document.getElementById('bsp-rooms-option').addEventListener('click', newBspRooms);
document.getElementById('drunkard-option').addEventListener('click', newDrunkard); document.getElementById('drunkard-option').addEventListener('click', newDrunkard);
document.getElementById('bsp-interior-option').addEventListener('click', newBspInterior); document.getElementById('bsp-interior-option').addEventListener('click', newBspInterior);
document.getElementById('maze-option').addEventListener('click', newMaze);
document.getElementById('random-option').addEventListener('click', newRandomGen); document.getElementById('random-option').addEventListener('click', newRandomGen);

File diff suppressed because one or more lines are too long

2
docs/bootstrap.js vendored
View File

@ -222,7 +222,7 @@
/******/ promises.push(installedWasmModuleData); /******/ promises.push(installedWasmModuleData);
/******/ else { /******/ else {
/******/ var importObject = wasmImportObjects[wasmModuleId](); /******/ var importObject = wasmImportObjects[wasmModuleId]();
/******/ var req = fetch(__webpack_require__.p + "" + {"../pkg/mapgen_demo_bg.wasm":"3bda724f23e860df0b9c"}[wasmModuleId] + ".module.wasm"); /******/ var req = fetch(__webpack_require__.p + "" + {"../pkg/mapgen_demo_bg.wasm":"fa6c9d72e1d9a518ed31"}[wasmModuleId] + ".module.wasm");
/******/ 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) {

Binary file not shown.

View File

@ -41,6 +41,7 @@
<a class="dropdown-item" id="bsp-rooms-option">BSP 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="bsp-interior-option">BSP Interior</a>
<a class="dropdown-item" id="drunkard-option">Drunkard Walk</a> <a class="dropdown-item" id="drunkard-option">Drunkard Walk</a>
<a class="dropdown-item" id="maze-option">Maze</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>

217
src/filter/maze.rs Normal file
View File

@ -0,0 +1,217 @@
//! Example generator usage:
//! ```
//! use rand::prelude::*;
//! use mapgen::{Map, MapFilter};
//! use mapgen::filter::MazeBuilder;
//!
//! let mut rng = StdRng::seed_from_u64(100);
//! let gen = MazeBuilder::new();
//! let map = gen.modify_map(&mut rng, &Map::new(80, 50));
//!
//! assert_eq!(map.width, 80);
//! assert_eq!(map.height, 50);
//! ```
//!
use rand::prelude::*;
use crate::MapFilter;
use crate::{
map::{Map, TileType},
random::Rng
};
pub struct MazeBuilder {}
impl MapFilter for MazeBuilder {
fn modify_map(&self, rng: &mut StdRng, map: &Map) -> Map {
self.build(rng, map)
}
}
impl MazeBuilder {
pub fn new() -> Box<MazeBuilder> {
Box::new(MazeBuilder{})
}
#[allow(clippy::map_entry)]
fn build(&self, rng: &mut StdRng, map: &Map) -> Map {
let mut new_map = map.clone();
let mut maze = Grid::new((map.width as i32/ 2)-2, (map.height as i32/ 2)-2, rng);
maze.generate_maze(&mut new_map);
new_map
}
}
/* Maze code taken under MIT from https://github.com/cyucelen/mazeGenerator/ */
const TOP : usize = 0;
const RIGHT : usize = 1;
const BOTTOM : usize = 2;
const LEFT : usize = 3;
#[derive(Copy, Clone)]
struct Cell {
row: i32,
column: i32,
walls: [bool; 4],
visited: bool,
}
impl Cell {
fn new(row: i32, column: i32) -> Cell {
Cell{
row,
column,
walls: [true, true, true, true],
visited: false
}
}
fn remove_walls(&mut self, next : &mut Cell) {
let x = self.column - next.column;
let y = self.row - next.row;
if x == 1 {
self.walls[LEFT] = false;
next.walls[RIGHT] = false;
}
else if x == -1 {
self.walls[RIGHT] = false;
next.walls[LEFT] = false;
}
else if y == 1 {
self.walls[TOP] = false;
next.walls[BOTTOM] = false;
}
else if y == -1 {
self.walls[BOTTOM] = false;
next.walls[TOP] = false;
}
}
}
struct Grid<'a> {
width: i32,
height: i32,
cells: Vec<Cell>,
backtrace: Vec<usize>,
current: usize,
rng : &'a mut StdRng
}
impl<'a> Grid<'a> {
fn new(width: i32, height:i32, rng: &mut StdRng) -> Grid {
let mut grid = Grid{
width,
height,
cells: Vec::new(),
backtrace: Vec::new(),
current: 0,
rng
};
for row in 0..height {
for column in 0..width {
grid.cells.push(Cell::new(row, column));
}
}
grid
}
fn calculate_index(&self, row: i32, column: i32) -> i32 {
if row < 0 || column < 0 || column > self.width-1 || row > self.height-1 {
-1
} else {
column + (row * self.width)
}
}
fn get_available_neighbors(&self) -> Vec<usize> {
let mut neighbors : Vec<usize> = Vec::new();
let current_row = self.cells[self.current].row;
let current_column = self.cells[self.current].column;
let neighbor_indices : [i32; 4] = [
self.calculate_index(current_row -1, current_column),
self.calculate_index(current_row, current_column + 1),
self.calculate_index(current_row + 1, current_column),
self.calculate_index(current_row, current_column - 1)
];
for i in neighbor_indices.iter() {
if *i != -1 && !self.cells[*i as usize].visited {
neighbors.push(*i as usize);
}
}
neighbors
}
fn find_next_cell(&mut self) -> Option<usize> {
let neighbors = self.get_available_neighbors();
if !neighbors.is_empty() {
if neighbors.len() == 1 {
return Some(neighbors[0]);
} else {
return Some(neighbors[(self.rng.roll_dice(1, neighbors.len())-1) as usize]);
}
}
None
}
fn generate_maze(&mut self, map: &mut Map) {
let mut i = 0;
loop {
self.cells[self.current].visited = true;
let next = self.find_next_cell();
match next {
Some(next) => {
self.cells[next].visited = true;
self.backtrace.push(self.current);
// __lower_part__ __higher_part_
// / \ / \
// --------cell1------ | cell2-----------
let (lower_part, higher_part) =
self.cells.split_at_mut(std::cmp::max(self.current, next));
let cell1 = &mut lower_part[std::cmp::min(self.current, next)];
let cell2 = &mut higher_part[0];
cell1.remove_walls(cell2);
self.current = next;
}
None => {
if !self.backtrace.is_empty() {
self.current = self.backtrace[0];
self.backtrace.remove(0);
} else {
break;
}
}
}
if i % 50 == 0 {
self.copy_to_map(map);
}
i += 1;
}
}
fn copy_to_map(&self, map: &mut Map) {
// Clear the map
for i in map.tiles.iter_mut() { *i = TileType::Wall; }
for cell in self.cells.iter() {
let x = (cell.column as usize + 1) * 2;
let y = (cell.row as usize + 1) * 2;
map.set_tile(x, y, TileType::Floor);
if !cell.walls[TOP] { map.set_tile(x, y-1, TileType::Floor) }
if !cell.walls[RIGHT] { map.set_tile(x+1, y, TileType::Floor) }
if !cell.walls[BOTTOM] { map.set_tile(x, y+1, TileType::Floor) }
if !cell.walls[LEFT] { map.set_tile(x-1, y, TileType::Floor) }
}
}
}

View File

@ -7,6 +7,7 @@ pub mod cellular_automata;
pub mod cull_unreachable; pub mod cull_unreachable;
pub mod distant_exit; pub mod distant_exit;
pub mod drunkard; pub mod drunkard;
pub mod maze;
pub mod noise_generator; pub mod noise_generator;
pub mod simple_rooms; pub mod simple_rooms;
pub mod rooms_corridors_nearest; pub mod rooms_corridors_nearest;
@ -18,6 +19,7 @@ pub use cellular_automata::CellularAutomata;
pub use cull_unreachable::CullUnreachable; pub use cull_unreachable::CullUnreachable;
pub use distant_exit::DistantExit; pub use distant_exit::DistantExit;
pub use drunkard::DrunkardsWalk; pub use drunkard::DrunkardsWalk;
pub use maze::MazeBuilder;
pub use noise_generator::NoiseGenerator; pub use noise_generator::NoiseGenerator;
pub use simple_rooms::SimpleRooms; pub use simple_rooms::SimpleRooms;
pub use rooms_corridors_nearest::NearestCorridors; pub use rooms_corridors_nearest::NearestCorridors;