Add paths between rooms

master
Alex Bethel 2021-12-28 20:12:45 -06:00
parent e8030b9e07
commit 57968fb59c
4 changed files with 177 additions and 10 deletions

7
Cargo.lock generated
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@ -18,11 +18,18 @@ checksum = "baf1de4339761588bc0619e3cbc0120ee582ebb74b53b4efbf79117bd2da40fd"
name = "dungeon_game"
version = "0.1.0"
dependencies = [
"float-ord",
"grid",
"pancurses",
"rand",
]
[[package]]
name = "float-ord"
version = "0.3.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8ce81f49ae8a0482e4c55ea62ebbd7e5a686af544c00b9d090bba3ff9be97b3d"
[[package]]
name = "getrandom"
version = "0.2.3"

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@ -9,3 +9,4 @@ edition = "2021"
pancurses = "0.17.0"
rand = "0.8.4"
grid = "0.6.0"
float-ord = "0.3.2"

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@ -1,3 +1,5 @@
use std::fmt::Display;
use pancurses::Window;
use crate::rooms;
@ -31,7 +33,7 @@ pub struct DungeonLevel {
/// The smallest measurable independent location in the dungeon,
/// corresponding to a single character on the screen.
#[derive(Debug, Clone, Copy)]
#[derive(Debug, Clone, Copy, PartialEq)]
pub enum DungeonTile {
Floor,
Wall,
@ -41,9 +43,9 @@ pub enum DungeonTile {
impl DungeonLevel {
/// Creates a new level in a branch that has the given
/// configuration.
pub fn new(cfg: &BranchConfig) -> Self {
pub fn new(_cfg: &BranchConfig) -> Self {
Self {
tiles: rooms::generate_level(30, &mut rand::thread_rng()),
tiles: rooms::generate_level(100, &mut rand::thread_rng()),
}
}
@ -64,3 +66,25 @@ impl DungeonLevel {
win.mv(0, 0);
}
}
impl Display for DungeonLevel {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
for row in self.tiles.iter() {
for tile in row {
write!(
f,
"{}",
match tile {
DungeonTile::Floor => '.',
DungeonTile::Wall => ' ',
DungeonTile::Hallway => '#',
}
)?;
}
write!(f, "\n")?;
}
Ok(())
}
}

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@ -13,8 +13,14 @@
//! near them, and it has some randomness added to its weights to
//! discourage long, linear hallways.
use std::ops::Range;
use std::{
collections::{hash_map::Entry, HashMap, HashSet},
hash::Hash,
iter::successors,
ops::Range,
};
use float_ord::FloatOrd;
use grid::Grid;
use rand::Rng;
@ -26,12 +32,14 @@ pub fn generate(n_rooms: usize, size: (usize, usize), rng: &mut impl Rng) -> Gri
let mut grid = Grid::init(size.1, size.0, DungeonTile::Wall);
let rooms = RoomBounds::generate(n_rooms, size, rng);
for room in rooms {
for room in rooms.iter() {
for (x, y) in room.tiles() {
grid[y][x] = DungeonTile::Floor;
}
}
cut_hallways(&mut grid, &rooms, rng);
grid
}
@ -112,11 +120,7 @@ impl RoomBounds {
/// Generates bounds for a set of at most `n_rooms` nonoverlapping
/// rooms within a region of size `region_size`.
fn generate(
n_rooms: usize,
region_size: (usize, usize),
rng: &mut impl Rng,
) -> Vec<Self> {
fn generate(n_rooms: usize, region_size: (usize, usize), rng: &mut impl Rng) -> Vec<Self> {
let mut v: Vec<Self> = Vec::new();
for _ in 0..n_rooms {
@ -137,4 +141,135 @@ impl RoomBounds {
v
}
/// Calculates the approximate center of a room.
fn center(&self) -> (usize, usize) {
(
self.ul_corner.0 + self.size.0 / 2,
self.ul_corner.1 + self.size.1 / 2,
)
}
}
/// Factor to encourage routes to travel through existing rooms rather
/// than cutting new hallways. 0.0 very strongly encourages traveling
/// through rooms, 1.0 is indifferent to the existence of rooms, and
/// higher values discourage traveling through rooms (hallways will
/// wrap around rooms rather than enter them).
const ROOM_WEIGHT: f64 = 0.5;
/// Randomness factor to avoid straight lines in hallways.
const HALLWAY_RANDOMNESS: f64 = 0.6;
/// Adds a set of hallways connecting the given rooms to a dungeon.
fn cut_hallways(grid: &mut Grid<DungeonTile>, rooms: &[RoomBounds], rng: &mut impl Rng) {
// How hard we try to avoid traveling through stone at a pair of
// coordinates.
let mut stone_weights = Grid::new(grid.rows(), grid.cols());
for elem in stone_weights.iter_mut() {
*elem = rng.gen_range(1.0 - HALLWAY_RANDOMNESS..1.0 + HALLWAY_RANDOMNESS);
}
let size = (grid.cols(), grid.rows());
let origin = rooms[0].center();
for other in rooms.iter().skip(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);
neighbors
.iter()
.map(move |(dx, dy)| (x + dx, y + dy))
.filter_map(|(x, y)| {
if (0..size.0 as isize).contains(&x) && (0..size.1 as isize).contains(&y) {
Some((
(x as usize, y as usize),
match grid[y as usize][x as usize] {
DungeonTile::Wall => stone_weights[y as usize][x as usize],
_ => ROOM_WEIGHT,
},
))
} else {
None
}
})
},
origin,
other.center(),
)
.expect("graph is connected, must therefore be navigable")
{
if grid[y][x] == DungeonTile::Wall {
grid[y][x] = DungeonTile::Hallway;
}
}
}
}
/// Finds a route from the nodes `from` to `to` on a graph, where the
/// edges and weights connected to a particular node are given by the
/// `edge_weights` function. Returns a vector of the nodes visited.
///
/// At the moment this is a horribly unoptimized Dijkstra's algorithm.
/// Should definitely swap this out for something more efficient.
fn pathfind<Node, EdgeWeights>(
mut edge_weights: impl FnMut(Node) -> EdgeWeights,
from: Node,
to: Node,
) -> Option<Vec<Node>>
where
EdgeWeights: Iterator<Item = (Node, f64)>,
Node: Clone + Eq + Hash,
{
let mut distances = HashMap::<Node, FloatOrd<f64>>::new();
let mut visited = HashSet::<Node>::new();
let mut parents = HashMap::<Node, Node>::new();
distances.insert(from, FloatOrd(0.0));
loop {
// Next node to visit is the unvisited node with the lowest
// distance.
let (current, current_dist) = match distances
.iter()
.filter(|(node, _distance)| !visited.contains(node))
.min_by_key(|(_node, distance)| *distance)
{
Some((current, FloatOrd(current_dist))) => (current.to_owned(), *current_dist),
None => {
// Every reachable node has been visited and the
// target node hasn't been reached, therefore no route
// exists.
return None;
}
};
if current == to {
// We've reached the destination.
break;
}
// Find the most efficient routes to unexplored neighbors.
for (neighbor, weight) in edge_weights(current.to_owned()) {
let neighbor_dist = current_dist + weight;
match distances.entry(neighbor.to_owned()) {
Entry::Occupied(mut slot) => {
if neighbor_dist < slot.get().0 {
*slot.get_mut() = FloatOrd(neighbor_dist);
parents.insert(neighbor.clone(), current.clone());
}
}
Entry::Vacant(slot) => {
slot.insert(FloatOrd(weight + current_dist));
parents.insert(neighbor.clone(), current.clone());
}
}
}
visited.insert(current);
}
let mut nodes: Vec<_> = successors(Some(to), |last| parents.get(last).cloned()).collect();
nodes.reverse();
Some(nodes)
}