author | alfadur |
Sat, 22 Feb 2025 19:39:31 +0300 | |
changeset 16091 | 5febd2bc5372 |
parent 16073 | 5d302b12d837 |
permissions | -rw-r--r-- |
16032 | 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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use vec2d::Vec2D; |
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|
16035 | 8 |
#[derive(Clone)] |
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pub struct MazeTemplate { |
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pub width: u32, |
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pub height: u32, |
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pub cell_size: u32, |
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pub inverted: bool, |
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pub distortion_limiting_factor: u32, |
16034 | 15 |
pub braidness: u32, |
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} |
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||
18 |
struct Maze { |
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19 |
inverted: bool, |
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braidness: u32, |
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16035 | 21 |
off: Point, |
16034 | 22 |
num_cells: Size, |
23 |
num_edges: Size, |
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24 |
seen_cells: Size, |
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cell_size: u32, |
26 |
seen_list: Vec2D<Option<usize>>, |
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27 |
walls: Vec<Vec2D<bool>>, |
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28 |
edge_list: Vec<Vec2D<bool>>, |
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16034 | 29 |
last_cell: Vec<Point>, |
30 |
came_from: Vec<Vec<Point>>, |
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31 |
came_from_pos: Vec<i32>, |
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32 |
} |
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33 |
||
34 |
fn in_line(p1: &Point, p2: &Point, p3: &Point) -> bool { |
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35 |
p1.x == p2.x && p2.x == p3.x || p1.y == p2.y && p2.y == p3.y |
|
36 |
} |
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37 |
||
38 |
#[derive(Clone, Copy)] |
|
39 |
struct Direction(Point); |
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40 |
||
41 |
impl Direction { |
|
42 |
#[inline] |
|
43 |
pub fn new(direction: usize) -> Self { |
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44 |
match direction % 4 { |
|
45 |
0 => Self(Point::new(0, -1)), |
|
46 |
1 => Self(Point::new(1, 0)), |
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47 |
2 => Self(Point::new(0, 1)), |
|
48 |
3 => Self(Point::new(-1, 0)), |
|
49 |
_ => panic!("Impossible"), |
|
50 |
} |
|
51 |
} |
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52 |
||
53 |
#[inline] |
|
54 |
pub fn rotate_right(self) -> Self { |
|
55 |
Self(self.0.rotate90()) |
|
56 |
} |
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57 |
||
58 |
#[inline] |
|
59 |
pub fn rotate_left(self) -> Self { |
|
60 |
Self(self.0.rotate270()) |
|
61 |
} |
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62 |
||
63 |
#[inline] |
|
64 |
pub fn to_edge(self) -> Self { |
|
65 |
Self(Point::new( |
|
66 |
if self.0.x < 0 { 0 } else { self.0.x }, |
|
67 |
if self.0.y < 0 { 0 } else { self.0.y }, |
|
68 |
)) |
|
69 |
} |
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70 |
||
71 |
#[inline] |
|
72 |
pub fn orientation(&self) -> usize { |
|
73 |
if self.0.x == 0 { |
|
74 |
0 |
|
75 |
} else { |
|
76 |
1 |
|
77 |
} |
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78 |
} |
|
79 |
} |
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80 |
||
81 |
impl Maze { |
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pub fn new( |
16034 | 83 |
size: &Size, |
16073 | 84 |
cell_size: u32, |
16034 | 85 |
num_steps: usize, |
86 |
inverted: bool, |
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87 |
braidness: u32, |
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random_numbers: &mut impl Rng, |
16034 | 89 |
) -> Self { |
90 |
let num_cells = Size::new( |
|
91 |
prev_odd(size.width / cell_size), |
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92 |
prev_odd(size.height / cell_size), |
|
93 |
); |
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94 |
||
95 |
let num_edges = Size::new(num_cells.width - 1, num_cells.height - 1); |
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96 |
let seen_cells = Size::new(num_cells.width / 2, num_cells.height / 2); |
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97 |
||
98 |
let mut last_cell = vec![Point::diag(0); num_steps]; |
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99 |
let came_from_pos = vec![0; num_steps]; |
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16073 | 100 |
let came_from = vec![vec![Point::diag(0); num_steps]; num_cells.area() as usize]; |
16034 | 101 |
|
16073 | 102 |
let seen_list = Vec2D::new(&seen_cells, None); |
103 |
let walls = vec![Vec2D::new(&seen_cells, true); 2]; |
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104 |
let edge_list = vec![Vec2D::new(&num_cells, false); 2]; |
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16034 | 105 |
|
106 |
for current_step in 0..num_steps { |
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16073 | 107 |
let x = random_numbers.random_range(0..seen_cells.width as i32 - 1) / num_steps as i32; |
16034 | 108 |
last_cell[current_step] = Point::new( |
16073 | 109 |
x + current_step as i32 * seen_cells.width as i32 / num_steps as i32, |
110 |
random_numbers.random_range(..seen_cells.height) as i32, |
|
16034 | 111 |
); |
112 |
} |
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113 |
||
16035 | 114 |
let off_x = ((size.width - num_cells.width * cell_size) / 2) as i32; |
115 |
let off_y = ((size.height - num_cells.height * cell_size) / 2) as i32; |
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116 |
||
16034 | 117 |
Self { |
118 |
inverted, |
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119 |
braidness, |
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16035 | 120 |
off: Point::new(off_x, off_y), |
16034 | 121 |
num_cells, |
122 |
num_edges, |
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123 |
seen_cells, |
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124 |
cell_size, |
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125 |
seen_list, |
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126 |
walls, |
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127 |
edge_list, |
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128 |
last_cell, |
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129 |
came_from, |
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130 |
came_from_pos, |
|
131 |
} |
|
132 |
} |
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133 |
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134 |
fn see_cell( |
16034 | 135 |
&mut self, |
136 |
current_step: usize, |
|
137 |
start_dir: Direction, |
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changeset
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138 |
random_numbers: &mut impl Rng, |
16034 | 139 |
) -> bool { |
140 |
let mut dir = start_dir; |
|
141 |
loop { |
|
142 |
let p = self.last_cell[current_step]; |
|
143 |
self.seen_list[p.y as usize][p.x as usize] = Some(current_step); |
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144 |
||
16073 | 145 |
let next_dir_clockwise = random_numbers.random(); |
16034 | 146 |
|
147 |
for _ in 0..5 { |
|
148 |
let sp = p + dir.0; |
|
149 |
let when_seen = if sp.x < 0 |
|
150 |
|| sp.x >= self.seen_cells.width as i32 |
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151 |
|| sp.y < 0 |
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152 |
|| sp.y >= self.seen_cells.height as i32 |
|
153 |
{ |
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154 |
Some(current_step) |
|
155 |
} else { |
|
156 |
self.seen_list[sp.y as usize][sp.x as usize] |
|
157 |
}; |
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158 |
||
159 |
match when_seen { |
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160 |
Some(a) if a == current_step => { |
|
161 |
// try another direction |
|
16073 | 162 |
if !self.inverted && random_numbers.random_range(..self.braidness) == 0 { |
16034 | 163 |
if dir.0.x == -1 && p.x > 0 { |
164 |
self.walls[dir.orientation()][p.y as usize][p.x as usize - 1] = |
|
165 |
false; |
|
166 |
} |
|
167 |
if dir.0.x == 1 && p.x < self.seen_cells.width as i32 - 1 { |
|
168 |
self.walls[dir.orientation()][p.y as usize][p.x as usize] = false; |
|
169 |
} |
|
170 |
if dir.0.y == -1 && p.y > 0 { |
|
171 |
self.walls[dir.orientation()][p.y as usize - 1][p.x as usize] = |
|
172 |
false; |
|
173 |
} |
|
174 |
if dir.0.y == 1 && p.y < self.seen_cells.height as i32 - 1 { |
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175 |
self.walls[dir.orientation()][p.y as usize][p.x as usize] = false; |
|
176 |
} |
|
177 |
} |
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178 |
||
179 |
if next_dir_clockwise { |
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180 |
dir = dir.rotate_right(); |
|
181 |
} else { |
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182 |
dir = dir.rotate_left(); |
|
183 |
} |
|
184 |
} |
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185 |
None => { |
|
186 |
// cell was not seen yet, go there |
|
187 |
let o_dir = dir.rotate_right().rotate_right(); |
|
188 |
let op = p - o_dir.to_edge().0; |
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189 |
self.walls[o_dir.orientation()][op.y as usize][op.x as usize] = false; |
|
190 |
self.last_cell[current_step] = sp; |
|
191 |
self.came_from_pos[current_step] += 1; |
|
192 |
self.came_from[self.came_from_pos[current_step] as usize][current_step] = p; |
|
193 |
return false; |
|
194 |
} |
|
195 |
_ => { |
|
196 |
return true; |
|
197 |
} |
|
198 |
} |
|
199 |
} |
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200 |
||
201 |
self.last_cell[current_step] = |
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202 |
self.came_from[self.came_from_pos[current_step] as usize][current_step]; |
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203 |
self.came_from_pos[current_step] -= 1; |
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204 |
||
205 |
if self.came_from_pos[current_step] < 0 { |
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206 |
return true; |
|
207 |
} |
|
208 |
} |
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209 |
} |
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210 |
||
211 |
fn add_vertex(&mut self, p: Point, polygon: &mut Vec<Point>) { |
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212 |
let [x, y] = [p.x, p.y].map(|i| { |
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213 |
if self.inverted || i & 1 == 0 { |
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self.cell_size |
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215 |
} else { |
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216 |
self.cell_size * 2 / 3 |
|
217 |
} |
|
218 |
}); |
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219 |
let new_point = Point::new( |
|
16035 | 220 |
(p.x - 1) * self.cell_size as i32 + x as i32 + self.off.x, |
221 |
(p.y - 1) * self.cell_size as i32 + y as i32 + self.off.y, |
|
16034 | 222 |
); |
223 |
||
224 |
let nv = polygon.len(); |
|
225 |
if nv > 2 { |
|
226 |
if in_line(&polygon[nv - 2], &polygon[nv - 1], &new_point) { |
|
227 |
polygon.pop(); |
|
228 |
} |
|
229 |
} |
|
230 |
||
231 |
polygon.push(new_point); |
|
232 |
} |
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233 |
||
234 |
fn add_edge(&mut self, p: Point, mut dir: Direction, polygon: &mut Vec<Point>) { |
|
235 |
let mut next_p = Some(p); |
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236 |
||
237 |
while let Some(p) = next_p { |
|
238 |
next_p = None; |
|
239 |
||
240 |
for _ in 0..4 { |
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241 |
let cdir = dir.to_edge(); |
|
242 |
||
243 |
let np = p + cdir.0; |
|
244 |
||
245 |
if np.x >= 0 |
|
246 |
&& np.y >= 0 |
|
247 |
&& np.x < self.num_cells.width as i32 |
|
248 |
&& np.y < self.num_cells.height as i32 |
|
249 |
&& self.edge_list[dir.orientation()][np.y as usize][np.x as usize] |
|
250 |
{ |
|
251 |
self.edge_list[dir.orientation()][np.y as usize][np.x as usize] = false; |
|
252 |
self.add_vertex(p + dir.0 + Point::new(1, 1), polygon); |
|
253 |
next_p = Some(p + dir.0); |
|
254 |
break; |
|
255 |
} |
|
256 |
||
257 |
dir = dir.rotate_right(); |
|
258 |
} |
|
259 |
} |
|
260 |
} |
|
261 |
||
262 |
pub fn to_islands(mut self) -> (Vec<Polygon>, Vec<Point>) { |
|
263 |
let mut islands: Vec<Polygon> = vec![]; |
|
264 |
let mut polygon: Vec<Point> = vec![]; |
|
16073 | 265 |
let mut maze = Vec2D::new(&self.num_cells, false); |
16034 | 266 |
|
16073 | 267 |
for x in 0..self.seen_cells.width as usize { |
268 |
for y in 0..self.seen_cells.height as usize { |
|
16034 | 269 |
if self.seen_list[y][x].is_some() { |
270 |
maze[y * 2 + 1][x * 2 + 1] = true; |
|
271 |
} |
|
272 |
} |
|
273 |
||
16073 | 274 |
for y in 0..self.seen_cells.height as usize - 1 { |
16034 | 275 |
if !self.walls[0][y][x] { |
276 |
maze[y * 2 + 2][x * 2 + 1] = true; |
|
277 |
} |
|
278 |
} |
|
279 |
} |
|
280 |
||
16073 | 281 |
for x in 0..self.seen_cells.width as usize - 1 { |
282 |
for y in 0..self.seen_cells.height as usize { |
|
16034 | 283 |
if !self.walls[1][y][x] { |
284 |
maze[y * 2 + 1][x * 2 + 2] = true; |
|
285 |
} |
|
286 |
} |
|
287 |
} |
|
288 |
||
16073 | 289 |
for x in 0..self.num_edges.width as usize { |
290 |
for y in 0..self.num_cells.height as usize { |
|
16034 | 291 |
self.edge_list[0][y][x] = maze[y][x] != maze[y][x + 1]; |
292 |
} |
|
293 |
} |
|
294 |
||
16073 | 295 |
for x in 0..self.num_cells.width as usize { |
296 |
for y in 0..self.num_edges.height as usize { |
|
16034 | 297 |
self.edge_list[1][y][x] = maze[y][x] != maze[y + 1][x]; |
298 |
} |
|
299 |
} |
|
300 |
||
301 |
let mut fill_points = vec![]; |
|
302 |
||
16073 | 303 |
for x in 0..self.num_edges.width as usize { |
304 |
for y in 0..self.num_cells.height as usize { |
|
16034 | 305 |
if self.edge_list[0][y][x] { |
306 |
self.edge_list[0][y][x] = false; |
|
307 |
self.add_vertex(Point::new(x as i32 + 1, y as i32 + 1), &mut polygon); |
|
308 |
self.add_vertex(Point::new(x as i32 + 1, y as i32), &mut polygon); |
|
309 |
self.add_edge( |
|
310 |
Point::new(x as i32, y as i32 - 1), |
|
311 |
Direction::new(0), |
|
312 |
&mut polygon, |
|
313 |
); |
|
314 |
||
315 |
if polygon.len() > 4 { |
|
316 |
if in_line(polygon.last().unwrap(), &polygon[0], &polygon[1]) { |
|
317 |
polygon.pop(); |
|
318 |
} |
|
319 |
||
16035 | 320 |
for p in &polygon { |
321 |
println!("{} {}", p.x, p.y); |
|
322 |
} |
|
323 |
println!("\ne\n"); |
|
16034 | 324 |
|
325 |
islands.push(Polygon::new(&polygon)); |
|
326 |
} |
|
327 |
polygon.clear(); |
|
328 |
} |
|
329 |
} |
|
330 |
} |
|
331 |
||
16073 | 332 |
for x in 0..self.num_cells.width as usize { |
333 |
for y in 0..self.num_cells.height as usize { |
|
16035 | 334 |
if maze[y][x] { |
335 |
let half_cell = self.cell_size / 2; |
|
336 |
let fill_point = Point::new( |
|
16073 | 337 |
(x as u32 * self.cell_size + half_cell) as i32 + self.off.x, |
338 |
(y as u32 * self.cell_size + half_cell) as i32 + self.off.y, |
|
16035 | 339 |
); |
340 |
islands.push(Polygon::new(&[fill_point])); |
|
341 |
fill_points.push(fill_point); |
|
342 |
||
343 |
let mut points = vec![(x, y)]; |
|
344 |
||
345 |
while let Some((x, y)) = points.pop() { |
|
346 |
if maze[y][x] { |
|
347 |
maze[y][x] = false; |
|
348 |
||
349 |
if x > 0 { |
|
350 |
points.push((x - 1, y)); |
|
351 |
} |
|
16073 | 352 |
if x < self.num_cells.width as usize - 1 { |
16035 | 353 |
points.push((x + 1, y)); |
354 |
} |
|
355 |
if y > 0 { |
|
356 |
points.push((x, y - 1)); |
|
357 |
} |
|
16073 | 358 |
if y < self.num_cells.height as usize - 1 { |
16035 | 359 |
points.push((x, y + 1)); |
360 |
} |
|
361 |
} |
|
362 |
} |
|
363 |
} |
|
364 |
} |
|
365 |
} |
|
366 |
||
16034 | 367 |
(islands, fill_points) |
368 |
} |
|
16032 | 369 |
} |
370 |
||
371 |
pub struct MazeLandGenerator { |
|
372 |
maze_template: MazeTemplate, |
|
373 |
} |
|
374 |
||
16073 | 375 |
fn prev_odd(num: u32) -> u32 { |
16032 | 376 |
if num & 1 == 0 { |
377 |
num - 1 |
|
378 |
} else { |
|
379 |
num |
|
380 |
} |
|
381 |
} |
|
382 |
||
383 |
impl MazeLandGenerator { |
|
384 |
pub fn new(maze_template: MazeTemplate) -> Self { |
|
385 |
Self { maze_template } |
|
386 |
} |
|
387 |
||
16058
de01be16df95
Make slider below preview affect WFC generator by skewing tile probabilities
unC0Rr
parents:
16044
diff
changeset
|
388 |
fn generate_outline( |
16032 | 389 |
&self, |
390 |
size: &Size, |
|
391 |
play_box: Rect, |
|
392 |
intersections_box: Rect, |
|
16058
de01be16df95
Make slider below preview affect WFC generator by skewing tile probabilities
unC0Rr
parents:
16044
diff
changeset
|
393 |
random_numbers: &mut impl Rng, |
16032 | 394 |
) -> OutlinePoints { |
395 |
let num_steps = if self.maze_template.inverted { 3 } else { 1 }; |
|
396 |
let mut step_done = vec![false; num_steps]; |
|
397 |
let mut done = false; |
|
398 |
||
16034 | 399 |
let mut maze = Maze::new( |
400 |
&size, |
|
401 |
self.maze_template.cell_size, |
|
402 |
num_steps, |
|
403 |
self.maze_template.inverted, |
|
404 |
self.maze_template.braidness, |
|
405 |
random_numbers, |
|
406 |
); |
|
16032 | 407 |
|
408 |
while !done { |
|
409 |
done = true; |
|
410 |
||
411 |
for current_step in 0..num_steps { |
|
412 |
if !step_done[current_step] { |
|
16073 | 413 |
let dir = Direction::new(random_numbers.random_range(..4)); |
16034 | 414 |
step_done[current_step] = maze.see_cell(current_step, dir, random_numbers); |
16032 | 415 |
done = false; |
416 |
} |
|
417 |
} |
|
418 |
} |
|
419 |
||
16034 | 420 |
let (islands, fill_points) = maze.to_islands(); |
16032 | 421 |
|
422 |
OutlinePoints { |
|
423 |
islands, |
|
16044
5c941f5deeec
* Introduce concept of invizible walls to constrain outline map generation
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16035
diff
changeset
|
424 |
walls: vec![], |
16034 | 425 |
fill_points, |
16032 | 426 |
size: *size, |
427 |
play_box, |
|
428 |
intersections_box, |
|
429 |
} |
|
430 |
} |
|
431 |
} |
|
432 |
||
433 |
impl LandGenerator for MazeLandGenerator { |
|
16058
de01be16df95
Make slider below preview affect WFC generator by skewing tile probabilities
unC0Rr
parents:
16044
diff
changeset
|
434 |
fn generate_land<T: Copy + PartialEq + Default>( |
16032 | 435 |
&self, |
436 |
parameters: &LandGenerationParameters<T>, |
|
16058
de01be16df95
Make slider below preview affect WFC generator by skewing tile probabilities
unC0Rr
parents:
16044
diff
changeset
|
437 |
random_numbers: &mut impl Rng, |
16032 | 438 |
) -> Land2D<T> { |
16034 | 439 |
let do_invert = self.maze_template.inverted; |
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let (basic, zero) = if do_invert { |
441 |
(parameters.zero, parameters.basic) |
|
442 |
} else { |
|
443 |
(parameters.basic, parameters.zero) |
|
444 |
}; |
|
445 |
||
446 |
let land_size = Size::new(self.maze_template.width, self.maze_template.height); |
|
447 |
let mut land = Land2D::new(&land_size, basic); |
|
448 |
||
449 |
let mut points = self.generate_outline( |
|
450 |
&land.size().size(), |
|
16034 | 451 |
land.play_box(), //??? Rect::at_origin(land_size).with_margin(land_size.to_square().width as i32 * -2), |
16032 | 452 |
land.play_box(), |
453 |
random_numbers, |
|
454 |
); |
|
455 |
||
456 |
if !parameters.skip_distort { |
|
16044
5c941f5deeec
* Introduce concept of invizible walls to constrain outline map generation
unC0Rr
parents:
16035
diff
changeset
|
457 |
points.distort( |
5c941f5deeec
* Introduce concept of invizible walls to constrain outline map generation
unC0Rr
parents:
16035
diff
changeset
|
458 |
parameters.distance_divisor, |
5c941f5deeec
* Introduce concept of invizible walls to constrain outline map generation
unC0Rr
parents:
16035
diff
changeset
|
459 |
self.maze_template.distortion_limiting_factor, |
5c941f5deeec
* Introduce concept of invizible walls to constrain outline map generation
unC0Rr
parents:
16035
diff
changeset
|
460 |
random_numbers, |
5c941f5deeec
* Introduce concept of invizible walls to constrain outline map generation
unC0Rr
parents:
16035
diff
changeset
|
461 |
); |
16032 | 462 |
} |
463 |
||
464 |
if !parameters.skip_bezier { |
|
465 |
points.bezierize(5); |
|
466 |
} |
|
467 |
||
468 |
points.draw(&mut land, zero); |
|
469 |
||
470 |
for p in &points.fill_points { |
|
471 |
land.fill(*p, zero, zero) |
|
472 |
} |
|
473 |
||
474 |
land |
|
475 |
} |
|
476 |
} |