here_be_dragons/src/filter/bsp_interior.rs

142 lines
4.3 KiB
Rust

//! 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 here_be_dragons::{Map, MapFilter, NoData};
//! use here_be_dragons::filter::{
//! BspInterior
//! };
//!
//! let mut rng = StdRng::seed_from_u64(100);
//! let gen = BspInterior::<NoData>::new();
//! let map = gen.modify_map(&mut rng, &Map::new(80, 50));
//!
//! assert_eq!(map.width, 80);
//! assert_eq!(map.height, 50);
//! ```
//!
use std::marker::PhantomData;
use crate::geometry::{Point, Rect};
use crate::random::Rng;
use crate::Map;
use crate::MapFilter;
use rand::prelude::*;
pub struct BspInterior<D> {
min_room_size: usize,
phantom: PhantomData<D>,
}
impl<D: Clone + Default> MapFilter<D> for BspInterior<D> {
fn modify_map(&self, rng: &mut StdRng, map: &Map<D>) -> Map<D> {
self.build(rng, map)
}
}
impl<D: Clone + Default> BspInterior<D> {
pub fn new() -> Box<BspInterior<D>> {
Box::new(BspInterior {
min_room_size: 8,
phantom: PhantomData,
})
}
fn build(&self, rng: &mut StdRng, map: &Map<D>) -> Map<D> {
let mut new_map = map.clone();
let mut rects = vec![Rect::new(1, 1, new_map.width - 2, new_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;
new_map.add_room(room);
}
// Now we want corridors
for i in 0..new_map.rooms.len() - 1 {
let room = new_map.rooms[i];
let next_room = new_map.rooms[i + 1];
let start_x = rng.random_range(room.x1, room.x2);
let start_y = rng.random_range(room.y1, room.y2);
let end_x = rng.random_range(next_room.x1, next_room.x2);
let end_y = rng.random_range(next_room.y1, next_room.y2);
new_map.add_corridor(Point::new(start_x, start_y), Point::new(end_x, end_y));
}
new_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);
}
}
}
}
/// ------------------------------------------------------------------------------------------------
/// Module unit tests
/// ------------------------------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use crate::{map::NoData, Map};
#[test]
fn no_corridors_on_borders() {
let mut rng = StdRng::seed_from_u64(907647352);
let gen = BspInterior::<NoData>::new();
let map = gen.modify_map(&mut rng, &Map::new(80, 50));
for i in 0..80 {
assert!(map.at(i, 0).is_blocked());
assert!(map.at(i, 49).is_blocked());
}
for j in 0..50 {
assert!(map.at(0, j).is_blocked());
assert!(map.at(79, j).is_blocked());
}
}
}