| 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 | } |