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79914631 TW |
1 | use {point, time_scope}; |
2 | use common::Point2D; | |
3 | use super::{Grid, Level}; | |
4 | use noise::{NoiseFn, OpenSimplex, Seedable}; | |
5 | use rand::Rng; | |
6 | ||
7 | ////////// LEVEL GENERATOR ///////////////////////////////////////////////////// | |
8 | ||
9 | #[derive(Default)] | |
10 | pub struct LevelGenerator { | |
11 | pub seed: u32, | |
12 | pub iterations: u8, | |
13 | } | |
14 | ||
15 | impl LevelGenerator { | |
16 | pub fn new(seed: u32, iterations: u8) -> Self{ | |
17 | LevelGenerator { seed, iterations } | |
18 | } | |
19 | ||
20 | pub fn generate(&self) -> Level { | |
21 | time_scope!("grid generation"); | |
22 | ||
23 | let cell_size = 20; | |
24 | let (width, height) = (2560 / cell_size, 1440 / cell_size); | |
25 | ||
26 | let mut grid = Grid { | |
27 | cell_size, | |
28 | width, | |
29 | height, | |
30 | cells: vec!(vec!(true; height); width), | |
31 | }; | |
32 | ||
33 | // start with some noise | |
34 | // self.simplex_noise(&mut grid); | |
35 | self.random_noise(&mut grid); | |
36 | ||
37 | // smooth with cellular automata | |
38 | self.smooth(&mut grid); | |
39 | // grid.smooth_until_equilibrium(&mut grid); | |
40 | ||
41 | // increase resolution | |
42 | for _i in 0..1 { | |
43 | grid = self.subdivide(&mut grid); | |
44 | self.smooth(&mut grid); | |
45 | // self.smooth_until_equilibrium(&mut grid); | |
46 | } | |
47 | ||
48 | self.filter_regions(&mut grid); | |
49 | ||
50 | let walls = self.find_walls(&grid); | |
51 | Level { | |
52 | gravity: point!(0.0, 0.1), | |
53 | grid, | |
54 | walls, | |
55 | } | |
56 | } | |
57 | ||
58 | #[allow(dead_code)] | |
59 | fn simplex_noise(&self, grid: &mut Grid) { | |
60 | let noise = OpenSimplex::new().set_seed(self.seed); | |
61 | self.set_each(grid, |x, y| noise.get([x as f64 / 12.0, y as f64 / 12.0]) > 0.055, 1); | |
62 | } | |
63 | ||
64 | #[allow(dead_code)] | |
65 | fn random_noise(&self, grid: &mut Grid) { | |
66 | let mut rng: rand::prelude::StdRng = rand::SeedableRng::seed_from_u64(self.seed as u64); | |
67 | let noise = OpenSimplex::new().set_seed(self.seed); | |
68 | self.set_each(grid, |_x, _y| rng.gen_range(0, 100) > (45 + (150.0 * noise.get([_x as f64 / 40.0, _y as f64 / 10.0])) as usize), 1); // more horizontal platforms | |
69 | // let w = self.width as f64; | |
70 | // self.set_each(|_x, _y| rng.gen_range(0, 100) > (45 + ((15 * _x) as f64 / w) as usize), 1); // opens up to the right | |
71 | } | |
72 | ||
73 | #[allow(dead_code)] | |
74 | fn smooth(&self, grid: &mut Grid) { | |
75 | let distance = 1; | |
76 | for _i in 0..self.iterations { | |
77 | let mut next = vec!(vec!(true; grid.height); grid.width); | |
78 | for x in distance..(grid.width - distance) { | |
79 | for y in distance..(grid.height - distance) { | |
80 | match self.neighbours(&grid.cells, x, y, distance) { | |
81 | n if n < 4 => next[x][y] = false, | |
82 | n if n > 4 => next[x][y] = true, | |
83 | _ => next[x][y] = grid.cells[x][y] | |
84 | } | |
85 | } | |
86 | } | |
87 | if grid.cells == next { | |
88 | break; // exit early | |
89 | } else { | |
90 | grid.cells = next; | |
91 | } | |
92 | } | |
93 | } | |
94 | ||
95 | #[allow(dead_code)] | |
96 | fn smooth_until_equilibrium(&self, grid: &mut Grid) { | |
97 | let distance = 1; | |
98 | let mut count = 0; | |
99 | loop { | |
100 | count += 1; | |
101 | let mut next = vec!(vec!(true; grid.height); grid.width); | |
102 | for x in distance..(grid.width - distance) { | |
103 | for y in distance..(grid.height - distance) { | |
104 | match self.neighbours(&grid.cells, x, y, distance) { | |
105 | n if n < 4 => next[x][y] = false, | |
106 | n if n > 4 => next[x][y] = true, | |
107 | _ => next[x][y] = grid.cells[x][y] | |
108 | }; | |
109 | } | |
110 | } | |
111 | if grid.cells == next { | |
112 | break; | |
113 | } else { | |
114 | grid.cells = next; | |
115 | } | |
116 | } | |
117 | println!("{} iterations needed", count); | |
118 | } | |
119 | ||
120 | fn neighbours(&self, grid: &Vec<Vec<bool>>, px: usize, py: usize, distance: usize) -> u8 { | |
121 | let mut count = 0; | |
122 | for x in (px - distance)..=(px + distance) { | |
123 | for y in (py - distance)..=(py + distance) { | |
124 | if !(x == px && y == py) && grid[x][y] { | |
125 | count += 1; | |
126 | } | |
127 | } | |
128 | } | |
129 | count | |
130 | } | |
131 | ||
132 | fn set_each<F: FnMut(usize, usize) -> bool>(&self, grid: &mut Grid, mut func: F, walls: usize) { | |
133 | for x in walls..(grid.width - walls) { | |
134 | for y in walls..(grid.height - walls) { | |
135 | grid.cells[x][y] = func(x, y); | |
136 | } | |
137 | } | |
138 | } | |
139 | ||
140 | fn subdivide(&self, grid: &mut Grid) -> Grid { | |
141 | let (width, height) = (grid.width * 2, grid.height * 2); | |
142 | let mut cells = vec!(vec!(true; height); width); | |
143 | for x in 1..(width - 1) { | |
144 | for y in 1..(height - 1) { | |
145 | cells[x][y] = grid.cells[x / 2][y / 2]; | |
146 | } | |
147 | } | |
148 | Grid { | |
149 | cell_size: grid.cell_size / 2, | |
150 | width, | |
151 | height, | |
152 | cells | |
153 | } | |
154 | } | |
155 | ||
156 | fn find_regions(&self, grid: &Grid) -> Vec<Region> { | |
157 | time_scope!("finding all regions"); | |
158 | let mut regions = vec!(); | |
159 | let mut marked = vec!(vec!(false; grid.height); grid.width); | |
160 | for x in 0..grid.width { | |
161 | for y in 0..grid.height { | |
162 | if !marked[x][y] { | |
163 | regions.push(self.get_region_at_point(grid, x, y, &mut marked)); | |
164 | } | |
165 | } | |
166 | } | |
167 | regions | |
168 | } | |
169 | ||
170 | fn get_region_at_point(&self, grid: &Grid, x: usize, y: usize, marked: &mut Vec<Vec<bool>>) -> Region { | |
171 | let value = grid.cells[x][y]; | |
172 | let mut cells = vec!(); | |
173 | let mut queue = vec!((x, y)); | |
174 | marked[x][y] = true; | |
175 | ||
176 | while let Some(p) = queue.pop() { | |
177 | cells.push(p); | |
178 | for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] { | |
179 | let ip = (p.0 as isize + i.0, p.1 as isize + i.1); | |
180 | if ip.0 >= 0 && ip.0 < grid.width as isize && ip.1 >= 0 && ip.1 < grid.height as isize { | |
181 | let up = (ip.0 as usize, ip.1 as usize); | |
182 | if grid.cells[up.0][up.1] == value && !marked[up.0][up.1] { | |
183 | marked[up.0][up.1] = true; | |
184 | queue.push(up); | |
185 | } | |
186 | } | |
187 | } | |
188 | } | |
189 | ||
190 | Region { value, cells } | |
191 | } | |
192 | ||
193 | fn delete_region(&self, grid: &mut Grid, region: &Region) { | |
194 | for c in ®ion.cells { | |
195 | grid.cells[c.0][c.1] = !region.value; | |
196 | } | |
197 | } | |
198 | ||
199 | fn filter_regions(&self, grid: &mut Grid) { | |
200 | let min_wall_size = 0.0015; | |
201 | println!("grid size: ({}, {}) = {} cells", grid.width, grid.height, grid.width * grid.height); | |
202 | println!("min wall size: {}", (grid.width * grid.height) as f64 * min_wall_size); | |
203 | ||
204 | // delete all smaller wall regions | |
205 | for r in self.find_regions(grid).iter().filter(|r| r.value) { | |
206 | let percent = r.cells.len() as f64 / (grid.width * grid.height) as f64; | |
207 | if percent < min_wall_size { | |
208 | // println!("delete wall region of size {}", r.cells.len()); | |
209 | self.delete_region(grid, r); | |
210 | } | |
211 | } | |
212 | ||
213 | // delete all rooms but the largest | |
214 | let regions = self.find_regions(grid); // check again, because if a removed room contains a removed wall, the removed wall will become a room | |
215 | let mut rooms: Vec<&Region> = regions.iter().filter(|r| !r.value).collect(); | |
216 | rooms.sort_by_key(|r| r.cells.len()); | |
217 | rooms.reverse(); | |
218 | while rooms.len() > 1 { | |
219 | self.delete_region(grid, rooms.pop().unwrap()); | |
220 | } | |
221 | } | |
222 | ||
223 | fn find_walls(&self, grid: &Grid) -> Vec<Vec<Point2D<isize>>> { | |
224 | let mut walls = vec!(); | |
225 | for r in self.find_regions(&grid) { | |
226 | if r.value { | |
227 | let mut outline = r.outline(grid.cell_size); | |
228 | for i in 2..(outline.len() - 2) { | |
229 | // outline[i] = (outline[i - 1] + outline[i] + outline[i + 1]) / 3; | |
230 | outline[i] = (outline[i - 2] + outline[i - 1] + outline[i] + outline[i + 1] + outline[i + 2]) / 5; | |
231 | } | |
232 | walls.push(outline); | |
233 | } | |
234 | } | |
235 | walls | |
236 | } | |
237 | } | |
238 | ||
239 | ////////// REGION ////////////////////////////////////////////////////////////// | |
240 | ||
241 | struct Region { | |
242 | value: bool, | |
243 | cells: Vec<(usize, usize)>, | |
244 | } | |
245 | ||
246 | impl Region { | |
247 | fn enclosing_rect(&self) -> (usize, usize, usize, usize) { | |
248 | let mut min = (usize::MAX, usize::MAX); | |
249 | let mut max = (0, 0); | |
250 | for c in &self.cells { | |
251 | if c.0 < min.0 { min.0 = c.0; } | |
252 | else if c.0 > max.0 { max.0 = c.0; } | |
253 | if c.1 < min.1 { min.1 = c.1; } | |
254 | else if c.1 > max.1 { max.1 = c.1; } | |
255 | } | |
256 | (min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1) | |
257 | } | |
258 | ||
259 | pub fn outline(&self, scale: usize) -> Vec<Point2D<isize>> { | |
260 | let rect = self.enclosing_rect(); | |
261 | let (ox, oy, w, h) = rect; | |
262 | let grid = self.grid(&rect); | |
263 | let mut marked = vec!(vec!(false; h); w); | |
264 | let mut outline = vec!(); | |
265 | let mut directions = vec!((1, 0), (1, 1), (0, 1), (-1, 1), (-1, 0), (-1, -1), (0, -1), (1, -1)); // 8 directions rotating right from starting direction right | |
266 | ||
267 | let mut p = self.find_first_point_of_outline(&rect, &grid); | |
268 | marked[p.x as usize][p.y as usize] = true; | |
269 | loop { | |
270 | outline.push((p + (ox as isize, oy as isize)) * scale as isize); | |
271 | self.find_next_point_of_outline(&grid, &mut p, &mut directions); | |
272 | if marked[p.x as usize][p.y as usize] { | |
273 | // we're back at the beginning | |
274 | break; | |
275 | } | |
276 | marked[p.x as usize][p.y as usize] = true; | |
277 | } | |
278 | ||
279 | outline | |
280 | } | |
281 | ||
282 | #[allow(dead_code)] | |
283 | fn print_grid(&self, grid: &Vec<Vec<bool>>) { | |
284 | let w = grid.len(); | |
285 | let h = grid[0].len(); | |
286 | let mut g = vec!(vec!(false; w); h); | |
287 | for x in 0..w { | |
288 | for y in 0..h { | |
289 | g[y][x] = grid[x][y]; | |
290 | } | |
291 | } | |
292 | println!("grid {} x {}", w, h); | |
293 | print!(" "); | |
294 | for n in 0..w { | |
295 | print!("{}", n % 10); | |
296 | } | |
297 | println!(); | |
298 | for (n, row) in g.iter().enumerate() { | |
299 | print!("{:>3}|", n); | |
300 | for col in row { | |
301 | print!("{}", if *col { "#" } else { " " }); | |
302 | } | |
303 | println!("|"); | |
304 | } | |
305 | } | |
306 | ||
307 | fn grid(&self, rect: &(usize, usize, usize, usize)) -> Vec<Vec<bool>> { | |
308 | let (x, y, w, h) = rect; | |
309 | let mut grid = vec!(vec!(false; *h); *w); | |
310 | for c in &self.cells { | |
311 | grid[c.0 - x][c.1 - y] = true; | |
312 | } | |
313 | grid | |
314 | } | |
315 | ||
316 | fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec<Vec<bool>>) -> Point2D<isize> { | |
317 | let (ox, oy, w, h) = rect; | |
318 | let is_outer_wall = (ox, oy) == (&0, &0); // we know this is always the outer wall of the level | |
319 | for x in 0..*w { | |
320 | for y in 0..*h { | |
321 | if is_outer_wall && !grid[x][y] { | |
322 | return point!(x as isize, y as isize - 1); // one step back because we're not on a wall tile | |
323 | } | |
324 | else if !is_outer_wall && grid[x][y] { | |
325 | return point!(x as isize, y as isize); | |
326 | } | |
327 | } | |
328 | } | |
329 | panic!("no wall found!"); | |
330 | } | |
331 | ||
332 | fn find_next_point_of_outline(&self, grid: &Vec<Vec<bool>>, p: &mut Point2D<isize>, directions: &mut Vec<(isize, isize)>) { | |
333 | directions.rotate_left(2); | |
334 | loop { | |
335 | let d = directions[0]; | |
336 | if self.check(*p + d, grid) { | |
337 | *p += d; | |
338 | break; | |
339 | } | |
340 | directions.rotate_right(1); | |
341 | } | |
342 | } | |
343 | ||
344 | fn check(&self, p: Point2D<isize>, grid: &Vec<Vec<bool>>) -> bool { | |
345 | if p.x < 0 || p.x >= grid.len() as isize || p.y < 0 || p.y >= grid[0].len() as isize { | |
346 | false | |
347 | } else { | |
348 | grid[p.x as usize][p.y as usize] | |
349 | } | |
350 | } | |
351 | } |