author | unC0Rr |
Mon, 27 Jan 2025 14:06:10 +0100 | |
changeset 16093 | 07cb6dbc8444 |
parent 16087 | de01be16df95 |
child 16102 | 5d302b12d837 |
permissions | -rw-r--r-- |
16061 | 1 |
use crate::outline_template_based::outline::OutlinePoints; |
2 |
use crate::{LandGenerationParameters, LandGenerator}; |
|
3 |
use integral_geometry::{Point, Polygon, Rect, Size}; |
|
4 |
use land2d::Land2D; |
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use rand::Rng; |
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|
16064 | 7 |
#[derive(Clone)] |
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pub struct MazeTemplate { |
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pub width: usize, |
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pub height: usize, |
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pub cell_size: usize, |
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pub inverted: bool, |
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pub distortion_limiting_factor: u32, |
16063 | 14 |
pub braidness: u32, |
15 |
} |
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17 |
struct Maze { |
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18 |
inverted: bool, |
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braidness: u32, |
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16064 | 20 |
off: Point, |
16063 | 21 |
num_cells: Size, |
22 |
num_edges: Size, |
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23 |
seen_cells: Size, |
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24 |
cell_size: usize, |
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25 |
seen_list: Vec<Vec<Option<usize>>>, |
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26 |
walls: Vec<Vec<Vec<bool>>>, |
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27 |
edge_list: Vec<Vec<Vec<bool>>>, |
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28 |
last_cell: Vec<Point>, |
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29 |
came_from: Vec<Vec<Point>>, |
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30 |
came_from_pos: Vec<i32>, |
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31 |
} |
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32 |
||
33 |
fn in_line(p1: &Point, p2: &Point, p3: &Point) -> bool { |
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34 |
p1.x == p2.x && p2.x == p3.x || p1.y == p2.y && p2.y == p3.y |
|
35 |
} |
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36 |
||
37 |
#[derive(Clone, Copy)] |
|
38 |
struct Direction(Point); |
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39 |
||
40 |
impl Direction { |
|
41 |
#[inline] |
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42 |
pub fn new(direction: usize) -> Self { |
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43 |
match direction % 4 { |
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44 |
0 => Self(Point::new(0, -1)), |
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1 => Self(Point::new(1, 0)), |
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46 |
2 => Self(Point::new(0, 1)), |
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47 |
3 => Self(Point::new(-1, 0)), |
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48 |
_ => panic!("Impossible"), |
|
49 |
} |
|
50 |
} |
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51 |
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52 |
#[inline] |
|
53 |
pub fn rotate_right(self) -> Self { |
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54 |
Self(self.0.rotate90()) |
|
55 |
} |
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56 |
||
57 |
#[inline] |
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58 |
pub fn rotate_left(self) -> Self { |
|
59 |
Self(self.0.rotate270()) |
|
60 |
} |
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61 |
||
62 |
#[inline] |
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63 |
pub fn to_edge(self) -> Self { |
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64 |
Self(Point::new( |
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65 |
if self.0.x < 0 { 0 } else { self.0.x }, |
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66 |
if self.0.y < 0 { 0 } else { self.0.y }, |
|
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)) |
|
68 |
} |
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69 |
||
70 |
#[inline] |
|
71 |
pub fn orientation(&self) -> usize { |
|
72 |
if self.0.x == 0 { |
|
73 |
0 |
|
74 |
} else { |
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75 |
1 |
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76 |
} |
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} |
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78 |
} |
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79 |
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80 |
impl Maze { |
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pub fn new( |
16063 | 82 |
size: &Size, |
83 |
cell_size: usize, |
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84 |
num_steps: usize, |
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inverted: bool, |
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braidness: u32, |
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random_numbers: &mut impl Rng, |
16063 | 88 |
) -> Self { |
89 |
let num_cells = Size::new( |
|
90 |
prev_odd(size.width / cell_size), |
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prev_odd(size.height / cell_size), |
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); |
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93 |
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let num_edges = Size::new(num_cells.width - 1, num_cells.height - 1); |
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95 |
let seen_cells = Size::new(num_cells.width / 2, num_cells.height / 2); |
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96 |
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97 |
let mut last_cell = vec![Point::diag(0); num_steps]; |
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98 |
let came_from_pos = vec![0; num_steps]; |
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99 |
let came_from = vec![vec![Point::diag(0); num_steps]; num_cells.area()]; |
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100 |
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101 |
let seen_list = vec![vec![None as Option<usize>; seen_cells.width]; seen_cells.height]; |
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102 |
let walls = vec![vec![vec![true; seen_cells.width]; seen_cells.height]; 2]; |
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let edge_list = vec![vec![vec![false; num_cells.width]; num_cells.height]; 2]; |
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for current_step in 0..num_steps { |
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let x = random_numbers.gen_range(0..seen_cells.width - 1) / num_steps; |
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last_cell[current_step] = Point::new( |
108 |
(x + current_step * seen_cells.width / num_steps) as i32, |
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random_numbers.gen_range(0..seen_cells.height) as i32, |
16063 | 110 |
); |
111 |
} |
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112 |
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16064 | 113 |
let off_x = ((size.width - num_cells.width * cell_size) / 2) as i32; |
114 |
let off_y = ((size.height - num_cells.height * cell_size) / 2) as i32; |
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115 |
||
16063 | 116 |
Self { |
117 |
inverted, |
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118 |
braidness, |
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16064 | 119 |
off: Point::new(off_x, off_y), |
16063 | 120 |
num_cells, |
121 |
num_edges, |
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122 |
seen_cells, |
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123 |
cell_size, |
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124 |
seen_list, |
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125 |
walls, |
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edge_list, |
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last_cell, |
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came_from, |
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came_from_pos, |
|
130 |
} |
|
131 |
} |
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132 |
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133 |
fn see_cell( |
16063 | 134 |
&mut self, |
135 |
current_step: usize, |
|
136 |
start_dir: Direction, |
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random_numbers: &mut impl Rng, |
16063 | 138 |
) -> bool { |
139 |
let mut dir = start_dir; |
|
140 |
loop { |
|
141 |
let p = self.last_cell[current_step]; |
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self.seen_list[p.y as usize][p.x as usize] = Some(current_step); |
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143 |
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let next_dir_clockwise = random_numbers.gen(); |
16063 | 145 |
|
146 |
for _ in 0..5 { |
|
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let sp = p + dir.0; |
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let when_seen = if sp.x < 0 |
|
149 |
|| sp.x >= self.seen_cells.width as i32 |
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150 |
|| sp.y < 0 |
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151 |
|| sp.y >= self.seen_cells.height as i32 |
|
152 |
{ |
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Some(current_step) |
|
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} else { |
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self.seen_list[sp.y as usize][sp.x as usize] |
|
156 |
}; |
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157 |
||
158 |
match when_seen { |
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Some(a) if a == current_step => { |
|
160 |
// try another direction |
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if !self.inverted && random_numbers.gen_range(0..self.braidness) == 0 { |
16063 | 162 |
if dir.0.x == -1 && p.x > 0 { |
163 |
self.walls[dir.orientation()][p.y as usize][p.x as usize - 1] = |
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164 |
false; |
|
165 |
} |
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166 |
if dir.0.x == 1 && p.x < self.seen_cells.width as i32 - 1 { |
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167 |
self.walls[dir.orientation()][p.y as usize][p.x as usize] = false; |
|
168 |
} |
|
169 |
if dir.0.y == -1 && p.y > 0 { |
|
170 |
self.walls[dir.orientation()][p.y as usize - 1][p.x as usize] = |
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false; |
|
172 |
} |
|
173 |
if dir.0.y == 1 && p.y < self.seen_cells.height as i32 - 1 { |
|
174 |
self.walls[dir.orientation()][p.y as usize][p.x as usize] = false; |
|
175 |
} |
|
176 |
} |
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177 |
||
178 |
if next_dir_clockwise { |
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dir = dir.rotate_right(); |
|
180 |
} else { |
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dir = dir.rotate_left(); |
|
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} |
|
183 |
} |
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184 |
None => { |
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// cell was not seen yet, go there |
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let o_dir = dir.rotate_right().rotate_right(); |
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let op = p - o_dir.to_edge().0; |
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self.walls[o_dir.orientation()][op.y as usize][op.x as usize] = false; |
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self.last_cell[current_step] = sp; |
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self.came_from_pos[current_step] += 1; |
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self.came_from[self.came_from_pos[current_step] as usize][current_step] = p; |
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return false; |
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} |
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_ => { |
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return true; |
|
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} |
|
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} |
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} |
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199 |
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200 |
self.last_cell[current_step] = |
|
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self.came_from[self.came_from_pos[current_step] as usize][current_step]; |
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self.came_from_pos[current_step] -= 1; |
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203 |
||
204 |
if self.came_from_pos[current_step] < 0 { |
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return true; |
|
206 |
} |
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207 |
} |
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208 |
} |
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209 |
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210 |
fn add_vertex(&mut self, p: Point, polygon: &mut Vec<Point>) { |
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211 |
let [x, y] = [p.x, p.y].map(|i| { |
|
212 |
if self.inverted || i & 1 == 0 { |
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213 |
self.cell_size |
|
214 |
} else { |
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215 |
self.cell_size * 2 / 3 |
|
216 |
} |
|
217 |
}); |
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218 |
let new_point = Point::new( |
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16064 | 219 |
(p.x - 1) * self.cell_size as i32 + x as i32 + self.off.x, |
220 |
(p.y - 1) * self.cell_size as i32 + y as i32 + self.off.y, |
|
16063 | 221 |
); |
222 |
||
223 |
let nv = polygon.len(); |
|
224 |
if nv > 2 { |
|
225 |
if in_line(&polygon[nv - 2], &polygon[nv - 1], &new_point) { |
|
226 |
polygon.pop(); |
|
227 |
} |
|
228 |
} |
|
229 |
||
230 |
polygon.push(new_point); |
|
231 |
} |
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232 |
||
233 |
fn add_edge(&mut self, p: Point, mut dir: Direction, polygon: &mut Vec<Point>) { |
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234 |
let mut next_p = Some(p); |
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235 |
||
236 |
while let Some(p) = next_p { |
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237 |
next_p = None; |
|
238 |
||
239 |
for _ in 0..4 { |
|
240 |
let cdir = dir.to_edge(); |
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241 |
||
242 |
let np = p + cdir.0; |
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243 |
||
244 |
if np.x >= 0 |
|
245 |
&& np.y >= 0 |
|
246 |
&& np.x < self.num_cells.width as i32 |
|
247 |
&& np.y < self.num_cells.height as i32 |
|
248 |
&& self.edge_list[dir.orientation()][np.y as usize][np.x as usize] |
|
249 |
{ |
|
250 |
self.edge_list[dir.orientation()][np.y as usize][np.x as usize] = false; |
|
251 |
self.add_vertex(p + dir.0 + Point::new(1, 1), polygon); |
|
252 |
next_p = Some(p + dir.0); |
|
253 |
break; |
|
254 |
} |
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255 |
||
256 |
dir = dir.rotate_right(); |
|
257 |
} |
|
258 |
} |
|
259 |
} |
|
260 |
||
261 |
pub fn to_islands(mut self) -> (Vec<Polygon>, Vec<Point>) { |
|
262 |
let mut islands: Vec<Polygon> = vec![]; |
|
263 |
let mut polygon: Vec<Point> = vec![]; |
|
264 |
let mut maze = vec![vec![false; self.num_cells.width]; self.num_cells.height]; |
|
265 |
||
266 |
for x in 0..self.seen_cells.width { |
|
267 |
for y in 0..self.seen_cells.height { |
|
268 |
if self.seen_list[y][x].is_some() { |
|
269 |
maze[y * 2 + 1][x * 2 + 1] = true; |
|
270 |
} |
|
271 |
} |
|
272 |
||
273 |
for y in 0..self.seen_cells.height - 1 { |
|
274 |
if !self.walls[0][y][x] { |
|
275 |
maze[y * 2 + 2][x * 2 + 1] = true; |
|
276 |
} |
|
277 |
} |
|
278 |
} |
|
279 |
||
280 |
for x in 0..self.seen_cells.width - 1 { |
|
281 |
for y in 0..self.seen_cells.height { |
|
282 |
if !self.walls[1][y][x] { |
|
283 |
maze[y * 2 + 1][x * 2 + 2] = true; |
|
284 |
} |
|
285 |
} |
|
286 |
} |
|
287 |
||
288 |
for x in 0..self.num_edges.width { |
|
289 |
for y in 0..self.num_cells.height { |
|
290 |
self.edge_list[0][y][x] = maze[y][x] != maze[y][x + 1]; |
|
291 |
} |
|
292 |
} |
|
293 |
||
294 |
for x in 0..self.num_cells.width { |
|
295 |
for y in 0..self.num_edges.height { |
|
296 |
self.edge_list[1][y][x] = maze[y][x] != maze[y + 1][x]; |
|
297 |
} |
|
298 |
} |
|
299 |
||
300 |
let mut fill_points = vec![]; |
|
301 |
||
302 |
for x in 0..self.num_edges.width { |
|
303 |
for y in 0..self.num_cells.height { |
|
304 |
if self.edge_list[0][y][x] { |
|
305 |
self.edge_list[0][y][x] = false; |
|
306 |
self.add_vertex(Point::new(x as i32 + 1, y as i32 + 1), &mut polygon); |
|
307 |
self.add_vertex(Point::new(x as i32 + 1, y as i32), &mut polygon); |
|
308 |
self.add_edge( |
|
309 |
Point::new(x as i32, y as i32 - 1), |
|
310 |
Direction::new(0), |
|
311 |
&mut polygon, |
|
312 |
); |
|
313 |
||
314 |
if polygon.len() > 4 { |
|
315 |
if in_line(polygon.last().unwrap(), &polygon[0], &polygon[1]) { |
|
316 |
polygon.pop(); |
|
317 |
} |
|
318 |
||
16064 | 319 |
for p in &polygon { |
320 |
println!("{} {}", p.x, p.y); |
|
321 |
} |
|
322 |
println!("\ne\n"); |
|
16063 | 323 |
|
324 |
islands.push(Polygon::new(&polygon)); |
|
325 |
} |
|
326 |
polygon.clear(); |
|
327 |
} |
|
328 |
} |
|
329 |
} |
|
330 |
||
16064 | 331 |
for x in 0..self.num_cells.width { |
332 |
for y in 0..self.num_cells.height { |
|
333 |
if maze[y][x] { |
|
334 |
let half_cell = self.cell_size / 2; |
|
335 |
let fill_point = Point::new( |
|
336 |
(x * self.cell_size + half_cell) as i32 + self.off.x, |
|
337 |
(y * self.cell_size + half_cell) as i32 + self.off.y, |
|
338 |
); |
|
339 |
islands.push(Polygon::new(&[fill_point])); |
|
340 |
fill_points.push(fill_point); |
|
341 |
||
342 |
let mut points = vec![(x, y)]; |
|
343 |
||
344 |
while let Some((x, y)) = points.pop() { |
|
345 |
if maze[y][x] { |
|
346 |
maze[y][x] = false; |
|
347 |
||
348 |
if x > 0 { |
|
349 |
points.push((x - 1, y)); |
|
350 |
} |
|
351 |
if x < self.num_cells.width - 1 { |
|
352 |
points.push((x + 1, y)); |
|
353 |
} |
|
354 |
if y > 0 { |
|
355 |
points.push((x, y - 1)); |
|
356 |
} |
|
357 |
if y < self.num_cells.height - 1 { |
|
358 |
points.push((x, y + 1)); |
|
359 |
} |
|
360 |
} |
|
361 |
} |
|
362 |
} |
|
363 |
} |
|
364 |
} |
|
365 |
||
16063 | 366 |
(islands, fill_points) |
367 |
} |
|
16061 | 368 |
} |
369 |
||
370 |
pub struct MazeLandGenerator { |
|
371 |
maze_template: MazeTemplate, |
|
372 |
} |
|
373 |
||
374 |
fn prev_odd(num: usize) -> usize { |
|
375 |
if num & 1 == 0 { |
|
376 |
num - 1 |
|
377 |
} else { |
|
378 |
num |
|
379 |
} |
|
380 |
} |
|
381 |
||
382 |
impl MazeLandGenerator { |
|
383 |
pub fn new(maze_template: MazeTemplate) -> Self { |
|
384 |
Self { maze_template } |
|
385 |
} |
|
386 |
||
16087
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unC0Rr
parents:
16073
diff
changeset
|
387 |
fn generate_outline( |
16061 | 388 |
&self, |
389 |
size: &Size, |
|
390 |
play_box: Rect, |
|
391 |
intersections_box: Rect, |
|
16087
de01be16df95
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unC0Rr
parents:
16073
diff
changeset
|
392 |
random_numbers: &mut impl Rng, |
16061 | 393 |
) -> OutlinePoints { |
394 |
let num_steps = if self.maze_template.inverted { 3 } else { 1 }; |
|
395 |
let mut step_done = vec![false; num_steps]; |
|
396 |
let mut done = false; |
|
397 |
||
16063 | 398 |
let mut maze = Maze::new( |
399 |
&size, |
|
400 |
self.maze_template.cell_size, |
|
401 |
num_steps, |
|
402 |
self.maze_template.inverted, |
|
403 |
self.maze_template.braidness, |
|
404 |
random_numbers, |
|
405 |
); |
|
16061 | 406 |
|
407 |
while !done { |
|
408 |
done = true; |
|
409 |
||
410 |
for current_step in 0..num_steps { |
|
411 |
if !step_done[current_step] { |
|
16087
de01be16df95
Make slider below preview affect WFC generator by skewing tile probabilities
unC0Rr
parents:
16073
diff
changeset
|
412 |
let dir = Direction::new(random_numbers.gen()); |
16063 | 413 |
step_done[current_step] = maze.see_cell(current_step, dir, random_numbers); |
16061 | 414 |
done = false; |
415 |
} |
|
416 |
} |
|
417 |
} |
|
418 |
||
16063 | 419 |
let (islands, fill_points) = maze.to_islands(); |
16061 | 420 |
|
421 |
OutlinePoints { |
|
422 |
islands, |
|
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* Introduce concept of invizible walls to constrain outline map generation
unC0Rr
parents:
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diff
changeset
|
423 |
walls: vec![], |
16063 | 424 |
fill_points, |
16061 | 425 |
size: *size, |
426 |
play_box, |
|
427 |
intersections_box, |
|
428 |
} |
|
429 |
} |
|
430 |
} |
|
431 |
||
432 |
impl LandGenerator for MazeLandGenerator { |
|
16087
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Make slider below preview affect WFC generator by skewing tile probabilities
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parents:
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diff
changeset
|
433 |
fn generate_land<T: Copy + PartialEq + Default>( |
16061 | 434 |
&self, |
435 |
parameters: &LandGenerationParameters<T>, |
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Make slider below preview affect WFC generator by skewing tile probabilities
unC0Rr
parents:
16073
diff
changeset
|
436 |
random_numbers: &mut impl Rng, |
16061 | 437 |
) -> Land2D<T> { |
16063 | 438 |
let do_invert = self.maze_template.inverted; |
16061 | 439 |
let (basic, zero) = if do_invert { |
440 |
(parameters.zero, parameters.basic) |
|
441 |
} else { |
|
442 |
(parameters.basic, parameters.zero) |
|
443 |
}; |
|
444 |
||
445 |
let land_size = Size::new(self.maze_template.width, self.maze_template.height); |
|
446 |
let mut land = Land2D::new(&land_size, basic); |
|
447 |
||
448 |
let mut points = self.generate_outline( |
|
449 |
&land.size().size(), |
|
16063 | 450 |
land.play_box(), //??? Rect::at_origin(land_size).with_margin(land_size.to_square().width as i32 * -2), |
16061 | 451 |
land.play_box(), |
452 |
random_numbers, |
|
453 |
); |
|
454 |
||
455 |
if !parameters.skip_distort { |
|
16073
5c941f5deeec
* Introduce concept of invizible walls to constrain outline map generation
unC0Rr
parents:
16064
diff
changeset
|
456 |
points.distort( |
5c941f5deeec
* Introduce concept of invizible walls to constrain outline map generation
unC0Rr
parents:
16064
diff
changeset
|
457 |
parameters.distance_divisor, |
5c941f5deeec
* Introduce concept of invizible walls to constrain outline map generation
unC0Rr
parents:
16064
diff
changeset
|
458 |
self.maze_template.distortion_limiting_factor, |
5c941f5deeec
* Introduce concept of invizible walls to constrain outline map generation
unC0Rr
parents:
16064
diff
changeset
|
459 |
random_numbers, |
5c941f5deeec
* Introduce concept of invizible walls to constrain outline map generation
unC0Rr
parents:
16064
diff
changeset
|
460 |
); |
16061 | 461 |
} |
462 |
||
463 |
if !parameters.skip_bezier { |
|
464 |
points.bezierize(5); |
|
465 |
} |
|
466 |
||
467 |
points.draw(&mut land, zero); |
|
468 |
||
469 |
for p in &points.fill_points { |
|
470 |
land.fill(*p, zero, zero) |
|
471 |
} |
|
472 |
||
473 |
land |
|
474 |
} |
|
475 |
} |