here_be_dragons/src/filter/maze.rs

232 lines
6.3 KiB
Rust

//! Example generator usage:
//! ```
//! use rand::prelude::*;
//! use here_be_dragons::{Map, MapFilter, NoData};
//! use here_be_dragons::filter::MazeBuilder;
//!
//! let mut rng = StdRng::seed_from_u64(100);
//! let gen = MazeBuilder::<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::MapFilter;
use crate::{
map::{Map, Tile},
random::Rng,
};
use rand::prelude::*;
pub struct MazeBuilder<D> {
phantom: PhantomData<D>,
}
impl<D: Clone + Default> MapFilter<D> for MazeBuilder<D> {
fn modify_map(&self, rng: &mut StdRng, map: &Map<D>) -> Map<D> {
self.build(rng, map)
}
}
impl<D: Clone + Default> MazeBuilder<D> {
pub fn new() -> Box<MazeBuilder<D>> {
Box::new(MazeBuilder {
phantom: PhantomData,
})
}
#[allow(clippy::map_entry)]
fn build(&self, rng: &mut StdRng, map: &Map<D>) -> Map<D> {
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, D> {
width: i32,
height: i32,
cells: Vec<Cell>,
backtrace: Vec<usize>,
current: usize,
rng: &'a mut StdRng,
phantom: PhantomData<D>,
}
impl<'a, D: Clone + Default> Grid<'a, D> {
fn new(width: i32, height: i32, rng: &mut StdRng) -> Grid<D> {
let mut grid = Grid {
width,
height,
cells: Vec::new(),
backtrace: Vec::new(),
current: 0,
rng,
phantom: PhantomData,
};
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<D>) {
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<D>) {
// Clear the map
for i in map.tiles.iter_mut() {
*i = Tile::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, Tile::floor());
if !cell.walls[TOP] {
map.set_tile(x, y - 1, Tile::floor())
}
if !cell.walls[RIGHT] {
map.set_tile(x + 1, y, Tile::floor())
}
if !cell.walls[BOTTOM] {
map.set_tile(x, y + 1, Tile::floor())
}
if !cell.walls[LEFT] {
map.set_tile(x - 1, y, Tile::floor())
}
}
}
}