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