| 1 | use common::{Point, Dimension}; |
| 2 | use std::rc::Rc; |
| 3 | use noise::{NoiseFn, OpenSimplex, Seedable}; |
| 4 | use rand::Rng; |
| 5 | use super::{Grid, Level, WallRegion}; |
| 6 | use {point, time_scope}; |
| 7 | |
| 8 | ////////// LEVEL GENERATOR ///////////////////////////////////////////////////// |
| 9 | |
| 10 | #[derive(Debug, Default)] |
| 11 | pub struct LevelGenerator { |
| 12 | pub seed: u32, |
| 13 | pub iterations: u8, |
| 14 | pub wall_smooth_radius: u8, |
| 15 | } |
| 16 | |
| 17 | impl LevelGenerator { |
| 18 | pub fn new(seed: u32) -> Self{ |
| 19 | LevelGenerator { |
| 20 | seed, |
| 21 | iterations: 5, |
| 22 | wall_smooth_radius: 2, |
| 23 | } |
| 24 | } |
| 25 | |
| 26 | pub fn generate(&self) -> Level { |
| 27 | dbg!(self); |
| 28 | time_scope!("level generation"); |
| 29 | |
| 30 | let cell_size = 20; |
| 31 | let (width, height) = (2560 / cell_size, 1440 / cell_size); |
| 32 | |
| 33 | let mut grid = Grid { |
| 34 | cell_size: (cell_size, cell_size).into(), |
| 35 | size: (width, height).into(), |
| 36 | cells: vec!(vec!(true; height); width), |
| 37 | }; |
| 38 | |
| 39 | // start with some noise |
| 40 | // self.simplex_noise(&mut grid); |
| 41 | self.random_noise(&mut grid); |
| 42 | |
| 43 | // smooth with cellular automata |
| 44 | self.smooth(&mut grid); |
| 45 | // grid.smooth_until_equilibrium(&mut grid); |
| 46 | |
| 47 | // increase resolution |
| 48 | for _i in 0..1 { |
| 49 | grid = self.subdivide(&mut grid); |
| 50 | self.smooth(&mut grid); |
| 51 | // self.smooth_until_equilibrium(&mut grid); |
| 52 | } |
| 53 | |
| 54 | self.filter_regions(&mut grid); |
| 55 | |
| 56 | let walls = self.find_walls(&grid); |
| 57 | Level::new(point!(0.0, 0.1), grid, walls) |
| 58 | } |
| 59 | |
| 60 | #[allow(dead_code)] |
| 61 | fn simplex_noise(&self, grid: &mut Grid<bool>) { |
| 62 | let noise = OpenSimplex::new().set_seed(self.seed); |
| 63 | self.set_each(grid, |x, y| noise.get([x as f64 / 12.0, y as f64 / 12.0]) > 0.055, 1); |
| 64 | } |
| 65 | |
| 66 | #[allow(dead_code)] |
| 67 | fn random_noise(&self, grid: &mut Grid<bool>) { |
| 68 | let mut rng: rand::prelude::StdRng = rand::SeedableRng::seed_from_u64(self.seed as u64); |
| 69 | let noise = OpenSimplex::new().set_seed(self.seed); |
| 70 | 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 |
| 71 | // let w = self.width as f64; |
| 72 | // self.set_each(|_x, _y| rng.gen_range(0, 100) > (45 + ((15 * _x) as f64 / w) as usize), 1); // opens up to the right |
| 73 | } |
| 74 | |
| 75 | #[allow(dead_code)] |
| 76 | fn smooth(&self, grid: &mut Grid<bool>) { |
| 77 | let distance = 1; |
| 78 | for _i in 0..self.iterations { |
| 79 | let mut next = vec!(vec!(true; grid.size.height); grid.size.width); |
| 80 | for x in distance..(grid.size.width - distance) { |
| 81 | for y in distance..(grid.size.height - distance) { |
| 82 | match self.neighbours(&grid.cells, x, y, distance) { |
| 83 | n if n < 4 => next[x][y] = false, |
| 84 | n if n > 4 => next[x][y] = true, |
| 85 | _ => next[x][y] = grid.cells[x][y] |
| 86 | } |
| 87 | } |
| 88 | } |
| 89 | if grid.cells == next { |
| 90 | break; // exit early |
| 91 | } else { |
| 92 | grid.cells = next; |
| 93 | } |
| 94 | } |
| 95 | } |
| 96 | |
| 97 | #[allow(dead_code)] |
| 98 | fn smooth_until_equilibrium(&self, grid: &mut Grid<bool>) { |
| 99 | let distance = 1; |
| 100 | let mut count = 0; |
| 101 | loop { |
| 102 | count += 1; |
| 103 | let mut next = vec!(vec!(true; grid.size.height); grid.size.width); |
| 104 | for x in distance..(grid.size.width - distance) { |
| 105 | for y in distance..(grid.size.height - distance) { |
| 106 | match self.neighbours(&grid.cells, x, y, distance) { |
| 107 | n if n < 4 => next[x][y] = false, |
| 108 | n if n > 4 => next[x][y] = true, |
| 109 | _ => next[x][y] = grid.cells[x][y] |
| 110 | }; |
| 111 | } |
| 112 | } |
| 113 | if grid.cells == next { |
| 114 | break; |
| 115 | } else { |
| 116 | grid.cells = next; |
| 117 | } |
| 118 | } |
| 119 | println!(" {} iterations needed", count); |
| 120 | } |
| 121 | |
| 122 | fn neighbours(&self, grid: &Vec<Vec<bool>>, px: usize, py: usize, distance: usize) -> u8 { |
| 123 | let mut count = 0; |
| 124 | for x in (px - distance)..=(px + distance) { |
| 125 | for y in (py - distance)..=(py + distance) { |
| 126 | if !(x == px && y == py) && grid[x][y] { |
| 127 | count += 1; |
| 128 | } |
| 129 | } |
| 130 | } |
| 131 | count |
| 132 | } |
| 133 | |
| 134 | fn set_each<F: FnMut(usize, usize) -> bool>(&self, grid: &mut Grid<bool>, mut func: F, walls: usize) { |
| 135 | for x in walls..(grid.size.width - walls) { |
| 136 | for y in walls..(grid.size.height - walls) { |
| 137 | grid.cells[x][y] = func(x, y); |
| 138 | } |
| 139 | } |
| 140 | } |
| 141 | |
| 142 | fn subdivide(&self, grid: &mut Grid<bool>) -> Grid<bool> { |
| 143 | let (width, height) = (grid.size.width * 2, grid.size.height * 2); |
| 144 | let mut cells = vec!(vec!(true; height); width); |
| 145 | for x in 1..(width - 1) { |
| 146 | for y in 1..(height - 1) { |
| 147 | cells[x][y] = grid.cells[x / 2][y / 2]; |
| 148 | } |
| 149 | } |
| 150 | Grid { |
| 151 | cell_size: (grid.cell_size.width / 2, grid.cell_size.height / 2).into(), |
| 152 | size: (width, height).into(), |
| 153 | cells |
| 154 | } |
| 155 | } |
| 156 | |
| 157 | fn find_regions(&self, grid: &Grid<bool>) -> Vec<Region> { |
| 158 | time_scope!(" finding all regions"); |
| 159 | let mut regions = vec!(); |
| 160 | let mut marked = vec!(vec!(false; grid.size.height); grid.size.width); |
| 161 | for x in 0..grid.size.width { |
| 162 | for y in 0..grid.size.height { |
| 163 | if !marked[x][y] { |
| 164 | regions.push(self.get_region_at_point(grid, x, y, &mut marked)); |
| 165 | } |
| 166 | } |
| 167 | } |
| 168 | regions |
| 169 | } |
| 170 | |
| 171 | fn get_region_at_point(&self, grid: &Grid<bool>, x: usize, y: usize, marked: &mut Vec<Vec<bool>>) -> Region { |
| 172 | let value = grid.cells[x][y]; |
| 173 | let mut cells = vec!(); |
| 174 | let mut queue = vec!((x, y)); |
| 175 | marked[x][y] = true; |
| 176 | |
| 177 | while let Some(p) = queue.pop() { |
| 178 | cells.push(p); |
| 179 | for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] { |
| 180 | let ip = (p.0 as isize + i.0, p.1 as isize + i.1); |
| 181 | if ip.0 >= 0 && ip.0 < grid.size.width as isize && ip.1 >= 0 && ip.1 < grid.size.height as isize { |
| 182 | let up = (ip.0 as usize, ip.1 as usize); |
| 183 | if grid.cells[up.0][up.1] == value && !marked[up.0][up.1] { |
| 184 | marked[up.0][up.1] = true; |
| 185 | queue.push(up); |
| 186 | } |
| 187 | } |
| 188 | } |
| 189 | } |
| 190 | |
| 191 | Region { value, cells } |
| 192 | } |
| 193 | |
| 194 | fn delete_region(&self, grid: &mut Grid<bool>, region: &Region) { |
| 195 | for c in ®ion.cells { |
| 196 | grid.cells[c.0][c.1] = !region.value; |
| 197 | } |
| 198 | } |
| 199 | |
| 200 | fn filter_regions(&self, grid: &mut Grid<bool>) { |
| 201 | let min_wall_size = 0.0015; |
| 202 | println!(" grid size: ({}, {}) = {} cells", grid.size.width, grid.size.height, grid.size.width * grid.size.height); |
| 203 | println!(" min wall size: {}", (grid.size.width * grid.size.height) as f64 * min_wall_size); |
| 204 | |
| 205 | // delete all smaller wall regions |
| 206 | for r in self.find_regions(grid).iter().filter(|r| r.value) { |
| 207 | let percent = r.cells.len() as f64 / (grid.size.width * grid.size.height) as f64; |
| 208 | if percent < min_wall_size { |
| 209 | // println!(" delete wall region of size {}", r.cells.len()); |
| 210 | self.delete_region(grid, r); |
| 211 | } |
| 212 | } |
| 213 | |
| 214 | // delete all rooms but the largest |
| 215 | let regions = self.find_regions(grid); // check again, because if a removed room contains a removed wall, the removed wall will become a room |
| 216 | let mut rooms: Vec<&Region> = regions.iter().filter(|r| !r.value).collect(); |
| 217 | rooms.sort_by_key(|r| r.cells.len()); |
| 218 | rooms.reverse(); |
| 219 | while rooms.len() > 1 { |
| 220 | self.delete_region(grid, rooms.pop().unwrap()); |
| 221 | } |
| 222 | } |
| 223 | |
| 224 | fn find_walls(&self, grid: &Grid<bool>) -> Vec<Rc<WallRegion>> { |
| 225 | let mut walls = vec!(); |
| 226 | for r in self.find_regions(&grid) { |
| 227 | if r.value { |
| 228 | let outline = r.outline(&grid.cell_size); |
| 229 | let mut floats = outline.iter().map(|p| point!(p.x as f64, p.y as f64)).collect(); |
| 230 | self.smooth_wall(&mut floats, self.wall_smooth_radius as isize); |
| 231 | let wall = WallRegion::new(floats); |
| 232 | walls.push(wall); |
| 233 | } |
| 234 | } |
| 235 | walls |
| 236 | } |
| 237 | |
| 238 | fn smooth_wall(&self, points: &mut Vec<Point<f64>>, radius: isize) { |
| 239 | let idx = |n| (n as isize + points.len() as isize) as usize % points.len(); |
| 240 | let mut new_points = points.clone(); |
| 241 | for i in 0..points.len() { |
| 242 | new_points[i] = ((i as isize + 1 - radius)..=(i as isize + radius)) // aggregates all points from -radius to +radius |
| 243 | .fold(points[idx(i as isize - radius)], |acc, o| acc + points[idx(o)]) // with addition |
| 244 | / (radius * 2 + 1) as f64; |
| 245 | } |
| 246 | *points = new_points; |
| 247 | } |
| 248 | } |
| 249 | |
| 250 | ////////// REGION ////////////////////////////////////////////////////////////// |
| 251 | |
| 252 | struct Region { |
| 253 | value: bool, |
| 254 | cells: Vec<(usize, usize)>, |
| 255 | } |
| 256 | |
| 257 | impl Region { |
| 258 | fn enclosing_rect(&self) -> (usize, usize, usize, usize) { |
| 259 | let mut min = (usize::MAX, usize::MAX); |
| 260 | let mut max = (0, 0); |
| 261 | for c in &self.cells { |
| 262 | if c.0 < min.0 { min.0 = c.0; } |
| 263 | else if c.0 > max.0 { max.0 = c.0; } |
| 264 | if c.1 < min.1 { min.1 = c.1; } |
| 265 | else if c.1 > max.1 { max.1 = c.1; } |
| 266 | } |
| 267 | (min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1) |
| 268 | } |
| 269 | |
| 270 | pub fn outline(&self, scale: &Dimension<usize>) -> Vec<Point<isize>> { |
| 271 | let rect = self.enclosing_rect(); |
| 272 | let (ox, oy, w, h) = rect; |
| 273 | let grid = self.grid(&rect); |
| 274 | let mut marked = vec!(vec!(false; h); w); |
| 275 | let mut outline = vec!(); |
| 276 | 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 |
| 277 | let multiplier = (scale.width as isize, scale.height as isize); |
| 278 | let offset = (scale.width as isize / 2, scale.height as isize / 2); |
| 279 | |
| 280 | let start = self.find_first_point_of_outline(&rect, &grid); |
| 281 | let mut p = start; |
| 282 | marked[p.x as usize][p.y as usize] = true; |
| 283 | loop { |
| 284 | outline.push((p + (ox as isize, oy as isize)) * multiplier + offset); |
| 285 | self.find_next_point_of_outline(&grid, &mut p, &mut directions); |
| 286 | if p == start { |
| 287 | break; |
| 288 | } |
| 289 | marked[p.x as usize][p.y as usize] = true; |
| 290 | } |
| 291 | |
| 292 | outline |
| 293 | } |
| 294 | |
| 295 | #[allow(dead_code)] |
| 296 | fn print_grid(&self, grid: &Vec<Vec<bool>>) { |
| 297 | let w = grid.len(); |
| 298 | let h = grid[0].len(); |
| 299 | let mut g = vec!(vec!(false; w); h); |
| 300 | for x in 0..w { |
| 301 | for y in 0..h { |
| 302 | g[y][x] = grid[x][y]; |
| 303 | } |
| 304 | } |
| 305 | println!("grid {} x {}", w, h); |
| 306 | print!(" "); |
| 307 | for n in 0..w { |
| 308 | print!("{}", n % 10); |
| 309 | } |
| 310 | println!(); |
| 311 | for (n, row) in g.iter().enumerate() { |
| 312 | print!("{:>3}|", n); |
| 313 | for col in row { |
| 314 | print!("{}", if *col { "#" } else { " " }); |
| 315 | } |
| 316 | println!("|"); |
| 317 | } |
| 318 | } |
| 319 | |
| 320 | fn grid(&self, rect: &(usize, usize, usize, usize)) -> Vec<Vec<bool>> { |
| 321 | let (x, y, w, h) = rect; |
| 322 | let mut grid = vec!(vec!(false; *h); *w); |
| 323 | for c in &self.cells { |
| 324 | grid[c.0 - x][c.1 - y] = true; |
| 325 | } |
| 326 | grid |
| 327 | } |
| 328 | |
| 329 | fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec<Vec<bool>>) -> Point<isize> { |
| 330 | let (ox, oy, w, h) = rect; |
| 331 | let is_outer_wall = (ox, oy) == (&0, &0); // we know this is always the outer wall of the level |
| 332 | for x in 0..*w { |
| 333 | for y in 0..*h { |
| 334 | if is_outer_wall && !grid[x][y] { |
| 335 | return point!(x as isize, y as isize - 1); // one step back because we're not on a wall tile |
| 336 | } |
| 337 | else if !is_outer_wall && grid[x][y] { |
| 338 | return point!(x as isize, y as isize); |
| 339 | } |
| 340 | } |
| 341 | } |
| 342 | panic!("no wall found!"); |
| 343 | } |
| 344 | |
| 345 | fn find_next_point_of_outline(&self, grid: &Vec<Vec<bool>>, p: &mut Point<isize>, directions: &mut Vec<(isize, isize)>) { |
| 346 | directions.rotate_left(2); |
| 347 | loop { |
| 348 | let d = directions[0]; |
| 349 | if self.check(*p + d, grid) { |
| 350 | *p += d; |
| 351 | break; |
| 352 | } |
| 353 | directions.rotate_right(1); |
| 354 | } |
| 355 | } |
| 356 | |
| 357 | fn check(&self, p: Point<isize>, grid: &Vec<Vec<bool>>) -> bool { |
| 358 | if p.x < 0 || p.x >= grid.len() as isize || p.y < 0 || p.y >= grid[0].len() as isize { |
| 359 | false |
| 360 | } else { |
| 361 | grid[p.x as usize][p.y as usize] |
| 362 | } |
| 363 | } |
| 364 | } |