rust/landgen/src/wavefront_collapse/wavefront_collapse.rs
author unC0Rr
Wed, 15 Feb 2023 12:36:24 +0100
branchtransitional_engine
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Allow defining compatible edges for grid, add few more templates
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use integral_geometry::Size;
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use std::collections::HashSet;
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use vec2d::Vec2D;
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#[derive(PartialEq, Eq, Hash, Clone, Copy, Debug)]
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pub enum Tile {
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    Empty,
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    Outside,
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    Numbered(usize),
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}
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impl Default for Tile {
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    fn default() -> Self {
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        Tile::Outside
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    }
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}
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#[derive(Debug)]
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pub struct CollapseRule {
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    pub tile: Tile,
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    pub right: HashSet<Tile>,
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    pub bottom: HashSet<Tile>,
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    pub left: HashSet<Tile>,
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    pub top: HashSet<Tile>,
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}
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pub struct WavefrontCollapse {
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    rules: Vec<CollapseRule>,
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    grid: Vec2D<Tile>,
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    wrap: bool,
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}
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impl Default for WavefrontCollapse {
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    fn default() -> Self {
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        Self {
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            rules: Vec::new(),
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            grid: Vec2D::new(&Size::new(1, 1), Tile::Empty),
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            wrap: false,
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        }
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    }
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}
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impl WavefrontCollapse {
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    pub fn new(wrap: bool) -> Self {
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        Self {
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            rules: Vec::new(),
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            grid: Vec2D::new(&Size::new(1, 1), Tile::Empty),
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            wrap,
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        }
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    }
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    pub fn generate_map<I: Iterator<Item = u32>, F: FnOnce(&mut Vec2D<Tile>)>(
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        &mut self,
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        map_size: &Size,
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        seed_fn: F,
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        random_numbers: &mut I,
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    ) {
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        self.grid = Vec2D::new(map_size, Tile::Empty);
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        seed_fn(&mut self.grid);
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        while self.collapse_step(random_numbers) {}
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    }
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    pub fn set_rules(&mut self, rules: Vec<CollapseRule>) {
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        self.rules = rules;
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    }
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    fn get_tile(&self, y: usize, x: usize) -> Tile {
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        let x = if self.wrap {
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            if x == usize::MAX {
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                self.grid.width() - 1
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            } else if x == self.grid.width() {
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                0
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            } else {
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                x
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            }
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        } else {
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            x
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        };
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        self.grid.get(y, x).copied().unwrap_or_default()
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    }
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    fn collapse_step<I: Iterator<Item = u32>>(&mut self, random_numbers: &mut I) -> bool {
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        let mut tiles_to_collapse = (usize::max_value(), Vec::new());
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        // Iterate through the tiles in the land
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        for x in 0..self.grid.width() {
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            for y in 0..self.grid.height() {
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                let current_tile = self.get_tile(y, x);
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                if let Tile::Empty = current_tile {
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                    // calc entropy
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                    let right_tile = self.get_tile(y, x + 1);
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                    let bottom_tile = self.get_tile(y + 1, x);
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                    let left_tile = self.get_tile(y, x.wrapping_sub(1));
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                    let top_tile = self.get_tile(y.wrapping_sub(1), x);
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                    let possibilities: Vec<Tile> = self
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                        .rules
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                        .iter()
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                        .filter_map(|rule| {
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                            if rule.right.contains(&right_tile)
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                                && rule.bottom.contains(&bottom_tile)
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                                && rule.left.contains(&left_tile)
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                                && rule.top.contains(&top_tile)
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                            {
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                                Some(rule.tile)
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                            } else {
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                                None
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                            }
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                        })
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                        .collect();
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                    let entropy = possibilities.len();
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                    if entropy > 0 {
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                        if entropy <= tiles_to_collapse.0 {
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                            let entry = (
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                                y,
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                                x,
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                                possibilities
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                                    [random_numbers.next().unwrap_or_default() as usize % entropy],
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                            );
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                            if entropy < tiles_to_collapse.0 {
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                                tiles_to_collapse = (entropy, vec![entry])
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                            } else {
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                                tiles_to_collapse.1.push(entry)
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                            }
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                        }
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                    } else {
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                        /*println!("We're here: {}, {}", x, y);
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                        println!(
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                            "Neighbour tiles are: {:?} {:?} {:?} {:?}",
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                            right_tile, bottom_tile, left_tile, top_tile
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                        );
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                        println!("Rules are: {:?}", self.rules);*/
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                        //todo!("no collapse possible - what to do?")
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                    }
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                }
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            }
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        }
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        let tiles_to_collapse = tiles_to_collapse.1;
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        let possibilities_number = tiles_to_collapse.len();
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        if possibilities_number > 0 {
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            let (y, x, tile) = tiles_to_collapse
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                [random_numbers.next().unwrap_or_default() as usize % possibilities_number];
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            *self
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                .grid
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                .get_mut(y, x)
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                .expect("correct iteration over grid") = tile;
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            true
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        } else {
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            false
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        }
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    }
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    pub fn grid(&self) -> &Vec2D<Tile> {
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        &self.grid
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    }
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}
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#[cfg(test)]
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mod tests {
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    use super::{Tile, WavefrontCollapse};
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    use integral_geometry::Size;
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    use vec2d::Vec2D;
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    #[test]
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    fn test_wavefront_collapse() {
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        let size = Size::new(4, 4);
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        let mut rnd = [0u32; 64].into_iter().cycle();
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        let mut wfc = WavefrontCollapse::default();
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        wfc.generate_map(&size, |_| {}, &mut rnd);
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        let empty_land = Vec2D::new(&size, Tile::Empty);
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        assert_eq!(empty_land.as_slice(), wfc.grid().as_slice());
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    }
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}