Add drunkards walk
This commit is contained in:
parent
d4892e33bd
commit
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@ -13,15 +13,11 @@
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</component>
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</component>
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<component name="ChangeListManager">
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<component name="ChangeListManager">
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<list default="true" id="a9f5cad0-d253-42e8-a38a-89dfec417dbc" name="Changes" comment="">
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<list default="true" id="a9f5cad0-d253-42e8-a38a-89dfec417dbc" name="Changes" comment="">
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<change afterPath="$PROJECT_DIR$/src/map_builders/cellular_automata.rs" afterDir="false" />
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<change afterPath="$PROJECT_DIR$/src/map_builders/drunkard.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/workspace.xml" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/workspace.xml" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/components.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/components.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/savegame.json" beforeDir="false" afterPath="$PROJECT_DIR$/savegame.json" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/map_builders/bsp/mod.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/map_builders/bsp/mod.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/map_builders/common.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/map_builders/common.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/map_builders/bsp_dungeon.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/map_builders/bsp_dungeon.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/map_builders/bsp_interior.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/map_builders/bsp_interior.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/map_builders/mod.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/map_builders/mod.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/map_builders/mod.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/map_builders/mod.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/map_builders/simple_map.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/map_builders/simple_map.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/spawner.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/spawner.rs" afterDir="false" />
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</list>
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</list>
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<option name="SHOW_DIALOG" value="false" />
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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@ -82,7 +78,7 @@
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<option name="number" value="Default" />
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<option name="number" value="Default" />
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<option name="presentableId" value="Default" />
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<option name="presentableId" value="Default" />
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<updated>1643546643557</updated>
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<updated>1643546643557</updated>
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<workItem from="1643546645546" duration="7299000" />
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<workItem from="1643546645546" duration="12996000" />
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</task>
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</task>
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<servers />
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<servers />
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</component>
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</component>
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File diff suppressed because one or more lines are too long
@ -1,4 +1,5 @@
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use std::cmp::{max, min};
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use std::cmp::{max, min};
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use std::collections::HashMap;
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use crate::rect::Rect;
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use crate::rect::Rect;
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use crate::{Map, TileType};
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use crate::{Map, TileType};
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@ -37,3 +38,53 @@ pub fn reveal_all(map: &Map) -> Map {
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}
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}
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snapshot
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snapshot
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}
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}
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pub fn remove_unreachable_areas_returning_most_distant(map: &mut Map, start_idx: usize) -> usize {
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map.populate_blocked();
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let map_starts : Vec<usize> = vec![start_idx];
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let dijkstra_map = rltk::DijkstraMap::new(map.width as usize, map.height as usize, &map_starts , map, 200.0);
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let mut exit_tile = (0, 0.0f32);
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for (i, tile) in map.tiles.iter_mut().enumerate() {
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if *tile == TileType::Floor {
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let distance_to_start = dijkstra_map.map[i];
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// We can't get to this tile - so we'll make it a wall
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if distance_to_start == std::f32::MAX {
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*tile = TileType::Wall;
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} else {
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// If it is further away than our current exit candidate, move the exit
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if distance_to_start > exit_tile.1 {
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exit_tile.0 = i;
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exit_tile.1 = distance_to_start;
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}
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}
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}
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}
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exit_tile.0
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}
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pub fn generate_voronois_spawn_regions(map: &Map, rng: &mut rltk::RandomNumberGenerator) -> HashMap<i32, Vec<usize>> {
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let mut noise_areas : HashMap<i32, Vec<usize>> = HashMap::new();
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let mut noise = rltk::FastNoise::seeded(rng.roll_dice(1, 65536) as u64);
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noise.set_noise_type(rltk::NoiseType::Cellular);
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noise.set_frequency(0.08);
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noise.set_cellular_distance_function(rltk::CellularDistanceFunction::Manhattan);
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for y in 1 .. map.height-1 {
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for x in 1 .. map.width-1 {
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let idx = map.xy_idx(x, y);
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if map.tiles[idx] == TileType::Floor {
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let cell_value_f = noise.get_noise(x as f32, y as f32) * 10240.0;
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let cell_value = cell_value_f as i32;
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if noise_areas.contains_key(&cell_value) {
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noise_areas.get_mut(&cell_value).unwrap().push(idx);
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} else {
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noise_areas.insert(cell_value, vec![idx]);
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}
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}
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}
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}
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noise_areas
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}
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180
src/map_builders/drunkard.rs
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180
src/map_builders/drunkard.rs
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@ -0,0 +1,180 @@
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use std::collections::HashMap;
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use rltk::RandomNumberGenerator;
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use crate::{Map, Position, SHOW_MAPGEN_VISUALIZER, TileType, World};
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use crate::map_builders::common::{generate_voronois_spawn_regions, remove_unreachable_areas_returning_most_distant, reveal_all};
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use crate::map_builders::MapBuilder;
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use crate::spawner::spawn_region;
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pub struct DrunkardsWalkBuilder {
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map: Map,
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starting_position: Position,
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depth: i32,
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history: Vec<Map>,
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noise_areas: HashMap<i32, Vec<usize>>,
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settings: DrunkardSettings,
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}
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#[derive(PartialEq, Copy, Clone)]
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pub enum DrunkSpawnMode { StartingPoint, Random }
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pub struct DrunkardSettings {
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pub spawn_mode: DrunkSpawnMode,
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pub drunken_lifetime: i32,
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pub floor_percent: f32,
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}
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impl DrunkardsWalkBuilder {
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pub fn new(new_depth: i32, settings: DrunkardSettings) -> Self {
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Self {
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depth: new_depth,
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map: Map::new(new_depth),
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history: Vec::new(),
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noise_areas: HashMap::new(),
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starting_position: Position::default(),
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settings,
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}
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}
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pub fn open_area(new_depth: i32) -> Self {
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DrunkardsWalkBuilder::new(
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new_depth,
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DrunkardSettings {
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spawn_mode: DrunkSpawnMode::StartingPoint,
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drunken_lifetime: 400,
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floor_percent: 0.5,
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},
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)
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}
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pub fn open_halls(new_depth: i32) -> Self {
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DrunkardsWalkBuilder::new(
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new_depth,
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DrunkardSettings {
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spawn_mode: DrunkSpawnMode::Random,
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drunken_lifetime: 400,
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floor_percent: 0.5,
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},
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)
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}
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pub fn winding_passages(new_depth: i32) -> Self {
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DrunkardsWalkBuilder::new(
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new_depth,
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DrunkardSettings {
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spawn_mode: DrunkSpawnMode::Random,
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drunken_lifetime: 100,
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floor_percent: 0.4,
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},
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)
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}
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fn build(&mut self) {
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let mut rng = RandomNumberGenerator::new();
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self.starting_position = Position::new(self.map.width / 2, self.map.height / 2);
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let start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
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self.map.tiles[start_idx] = TileType::Floor;
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let total_tiles = self.map.width * self.map.height;
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let desired_floor_tiles = (self.settings.floor_percent * total_tiles as f32) as usize;
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let mut floor_tile_count = self.map.tiles.iter().filter(|a| **a == TileType::Floor).count();
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let mut digger_count = 0;
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let mut active_digger_count = 0;
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while floor_tile_count < desired_floor_tiles {
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let mut did_something = false;
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let mut drunk_x = self.starting_position.x;
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let mut drunk_y = self.starting_position.y;
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match self.settings.spawn_mode {
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DrunkSpawnMode::StartingPoint => {
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drunk_x = self.starting_position.x;
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drunk_y = self.starting_position.y;
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}
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DrunkSpawnMode::Random => {
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if digger_count == 0 {
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drunk_x = self.starting_position.x;
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drunk_y = self.starting_position.y;
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} else {
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drunk_x = rng.roll_dice(1, self.map.width - 3) + 1;
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drunk_y = rng.roll_dice(1, self.map.height - 3) + 1;
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}
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}
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}
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let mut drunk_life = self.settings.drunken_lifetime;
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while drunk_life > 0 {
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let drunk_idx = self.map.xy_idx(drunk_x, drunk_y);
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if self.map.tiles[drunk_idx] == TileType::Wall {
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did_something = true;
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}
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self.map.tiles[drunk_idx] = TileType::DownStairs;
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let stagger_direction = rng.roll_dice(1, 4);
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match stagger_direction {
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1 if drunk_x > 2 => { drunk_x -= 1; }
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2 if drunk_x < self.map.width - 2 => { drunk_x += 1; }
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3 if drunk_y > 2 => { drunk_y -= 1; }
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_ if drunk_y < self.map.height - 2 => { drunk_y += 1; }
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_ => {}
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}
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drunk_life -= 1;
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}
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if did_something {
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self.take_snapshot();
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active_digger_count += 1;
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}
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digger_count += 1;
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for t in self.map.tiles.iter_mut() {
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if *t == TileType::DownStairs {
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*t = TileType::Floor;
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}
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}
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floor_tile_count = self.map.tiles.iter().filter(|a| **a == TileType::Floor).count();
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}
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rltk::console::log(format!("{} dwarves gave up their sobriety, of whom {} actually found a wall.", digger_count, active_digger_count));
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let exit_tile = remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx);
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self.take_snapshot();
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self.map.tiles[exit_tile] = TileType::DownStairs;
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self.take_snapshot();
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self.noise_areas = generate_voronois_spawn_regions(&self.map, &mut rng);
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}
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}
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impl MapBuilder for DrunkardsWalkBuilder {
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fn build_map(&mut self) {
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self.build();
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for area in self.noise_areas.iter() {
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spawn_region(ecs, area.1, self.depth);
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}
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}
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fn get_map(&self) -> Map {
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self.map.clone()
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}
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fn get_starting_position(&self) -> Position {
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self.starting_position.clone()
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}
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fn get_snapshot_history(&self) -> Vec<Map> {
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self.history.clone()
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}
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN_VISUALIZER {
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self.history.push(reveal_all(&self.map))
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}
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}
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}
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@ -5,6 +5,7 @@ use crate::map_builders::bsp_interior::BspInteriorBuilder;
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use crate::map_builders::simple_map::SimpleMapBuilder;
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use crate::map_builders::simple_map::SimpleMapBuilder;
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use crate::{Map, Position};
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use crate::{Map, Position};
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use crate::map_builders::cellular_automata::CellularAutomataBuilder;
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use crate::map_builders::cellular_automata::CellularAutomataBuilder;
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use crate::map_builders::drunkard::{DrunkardSettings, DrunkardsWalkBuilder, DrunkSpawnMode};
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mod bsp;
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mod bsp;
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mod bsp_dungeon;
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mod bsp_dungeon;
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@ -12,6 +13,7 @@ mod bsp_interior;
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mod cellular_automata;
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mod cellular_automata;
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mod common;
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mod common;
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mod simple_map;
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mod simple_map;
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mod drunkard;
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pub trait MapBuilder {
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pub trait MapBuilder {
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fn build_map(&mut self);
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fn build_map(&mut self);
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@ -24,9 +26,12 @@ pub trait MapBuilder {
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pub fn new_random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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pub fn new_random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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let mut rng = rltk::RandomNumberGenerator::new();
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let mut rng = rltk::RandomNumberGenerator::new();
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//let builder_choice = rng.roll_dice(1, 4);
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//let builder_choice = rng.roll_dice(1, 7);
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let builder_choice = 3;
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let builder_choice = 4;
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match builder_choice {
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match builder_choice {
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6 => Box::new(DrunkardsWalkBuilder::open_area(new_depth)),
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5 => Box::new(DrunkardsWalkBuilder::open_halls(new_depth)),
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4 => Box::new(DrunkardsWalkBuilder::winding_passages(new_depth)),
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3 => Box::new(CellularAutomataBuilder::new(new_depth)),
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3 => Box::new(CellularAutomataBuilder::new(new_depth)),
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2 => Box::new(BspInteriorBuilder::new(new_depth)),
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2 => Box::new(BspInteriorBuilder::new(new_depth)),
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1 => Box::new(SimpleMapBuilder::new(new_depth)),
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1 => Box::new(SimpleMapBuilder::new(new_depth)),
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