Less biased hallway generation

This commit is contained in:
Alex Bethel 2022-01-01 14:53:37 -06:00
parent e720189f3e
commit 209c56ec50

View file

@ -5,9 +5,9 @@
//! of attempts to place rectangular rooms of random sizes and
//! positions within the region; of these attempts, we only keep those
//! that are spread some distance away from other existing rooms. We
//! then use a pathfinding algorithm to navigate from one room to all
//! the others, leaving hallways and doors as we travel. The
//! pathfinding algorithm is weighted to try and travel through
//! then use a pathfinding algorithm to navigate from each room to the
//! one generated after it, leaving hallways and doors as we travel.
//! The pathfinding algorithm is weighted to try and travel through
//! existing rooms and hallways rather than cutting new hallways
//! through the stone to encourage rooms to connect to other rooms
//! near them, and it has some randomness added to its weights to
@ -175,10 +175,12 @@ fn cut_hallways(grid: &mut Grid<DungeonTile>, rooms: &[RoomBounds], rng: &mut im
}
let size = (grid.cols(), grid.rows());
let origin = rooms[0].center();
for other in rooms.iter().skip(1) {
// Make hallways between pairs of adjacent rooms.
for rooms in rooms.windows(2) {
let (from, to) = (&rooms[0], &rooms[1]);
let neighbors = [(-1, 0), (1, 0), (0, -1), (0, 1)];
for (x, y) in pathfind(
|node| {
let (x, y) = (node.0 as isize, node.1 as isize);
@ -199,8 +201,8 @@ fn cut_hallways(grid: &mut Grid<DungeonTile>, rooms: &[RoomBounds], rng: &mut im
}
})
},
origin,
other.center(),
from.center(),
to.center(),
)
.expect("graph is connected, must therefore be navigable")
{