-use {point, time_scope};
-use common::Point;
-use super::{Grid, Level};
+use geometry::{Point, Dimension};
use noise::{NoiseFn, OpenSimplex, Seedable};
use rand::Rng;
+use super::{Grid, Level, WallRegion};
+use {point, dimen, time_scope};
////////// LEVEL GENERATOR /////////////////////////////////////////////////////
}
pub fn generate(&self) -> Level {
- println!("new level from {:?}", self);
+ dbg!(self);
time_scope!("level generation");
- let cell_size = 20;
- let (width, height) = (2560 / cell_size, 1440 / cell_size);
+ let scale = 20.0;
+ let size = dimen!((2560.0 / scale) as usize, (1440.0 / scale) as usize);
let mut grid = Grid {
- cell_size,
- width,
- height,
- cells: vec!(vec!(true; height); width),
+ scale: (scale, scale).into(),
+ cells: vec!(vec!(true; size.height); size.width),
+ size,
};
// start with some noise
self.filter_regions(&mut grid);
let walls = self.find_walls(&grid);
- Level {
- gravity: point!(0.0, 0.1),
- grid,
- walls,
- }
+ Level::new(point!(0.0, 0.1), grid, walls)
}
#[allow(dead_code)]
fn smooth(&self, grid: &mut Grid<bool>) {
let distance = 1;
for _i in 0..self.iterations {
- let mut next = vec!(vec!(true; grid.height); grid.width);
- for x in distance..(grid.width - distance) {
- for y in distance..(grid.height - distance) {
+ let mut next = vec!(vec!(true; grid.size.height); grid.size.width);
+ for x in distance..(grid.size.width - distance) {
+ for y in distance..(grid.size.height - distance) {
match self.neighbours(&grid.cells, x, y, distance) {
n if n < 4 => next[x][y] = false,
n if n > 4 => next[x][y] = true,
let mut count = 0;
loop {
count += 1;
- let mut next = vec!(vec!(true; grid.height); grid.width);
- for x in distance..(grid.width - distance) {
- for y in distance..(grid.height - distance) {
+ let mut next = vec!(vec!(true; grid.size.height); grid.size.width);
+ for x in distance..(grid.size.width - distance) {
+ for y in distance..(grid.size.height - distance) {
match self.neighbours(&grid.cells, x, y, distance) {
n if n < 4 => next[x][y] = false,
n if n > 4 => next[x][y] = true,
println!(" {} iterations needed", count);
}
- fn neighbours(&self, grid: &Vec<Vec<bool>>, px: usize, py: usize, distance: usize) -> u8 {
+ fn neighbours(&self, grid: &[Vec<bool>], px: usize, py: usize, distance: usize) -> u8 {
let mut count = 0;
for x in (px - distance)..=(px + distance) {
for y in (py - distance)..=(py + distance) {
}
fn set_each<F: FnMut(usize, usize) -> bool>(&self, grid: &mut Grid<bool>, mut func: F, walls: usize) {
- for x in walls..(grid.width - walls) {
- for y in walls..(grid.height - walls) {
+ for x in walls..(grid.size.width - walls) {
+ for y in walls..(grid.size.height - walls) {
grid.cells[x][y] = func(x, y);
}
}
}
fn subdivide(&self, grid: &mut Grid<bool>) -> Grid<bool> {
- let (width, height) = (grid.width * 2, grid.height * 2);
+ let (width, height) = (grid.size.width * 2, grid.size.height * 2);
let mut cells = vec!(vec!(true; height); width);
for x in 1..(width - 1) {
for y in 1..(height - 1) {
}
}
Grid {
- cell_size: grid.cell_size / 2,
- width,
- height,
+ scale: (grid.scale.width / 2.0, grid.scale.height / 2.0).into(),
+ size: (width, height).into(),
cells
}
}
fn find_regions(&self, grid: &Grid<bool>) -> Vec<Region> {
time_scope!(" finding all regions");
let mut regions = vec!();
- let mut marked = vec!(vec!(false; grid.height); grid.width);
- for x in 0..grid.width {
- for y in 0..grid.height {
+ let mut marked = vec!(vec!(false; grid.size.height); grid.size.width);
+ for x in 0..grid.size.width {
+ for y in 0..grid.size.height {
if !marked[x][y] {
regions.push(self.get_region_at_point(grid, x, y, &mut marked));
}
cells.push(p);
for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] {
let ip = (p.0 as isize + i.0, p.1 as isize + i.1);
- if ip.0 >= 0 && ip.0 < grid.width as isize && ip.1 >= 0 && ip.1 < grid.height as isize {
+ if ip.0 >= 0 && ip.0 < grid.size.width as isize && ip.1 >= 0 && ip.1 < grid.size.height as isize {
let up = (ip.0 as usize, ip.1 as usize);
if grid.cells[up.0][up.1] == value && !marked[up.0][up.1] {
marked[up.0][up.1] = true;
fn filter_regions(&self, grid: &mut Grid<bool>) {
let min_wall_size = 0.0015;
- println!(" grid size: ({}, {}) = {} cells", grid.width, grid.height, grid.width * grid.height);
- println!(" min wall size: {}", (grid.width * grid.height) as f64 * min_wall_size);
+ println!(" grid size: ({}, {}) = {} cells", grid.size.width, grid.size.height, grid.size.width * grid.size.height);
+ println!(" min wall size: {}", (grid.size.width * grid.size.height) as f64 * min_wall_size);
// delete all smaller wall regions
for r in self.find_regions(grid).iter().filter(|r| r.value) {
- let percent = r.cells.len() as f64 / (grid.width * grid.height) as f64;
+ let percent = r.cells.len() as f64 / (grid.size.width * grid.size.height) as f64;
if percent < min_wall_size {
// println!(" delete wall region of size {}", r.cells.len());
self.delete_region(grid, r);
}
}
- fn find_walls(&self, grid: &Grid<bool>) -> Vec<Vec<Point<isize>>> {
+ fn find_walls(&self, grid: &Grid<bool>) -> Vec<WallRegion> {
let mut walls = vec!();
for r in self.find_regions(&grid) {
if r.value {
- let mut outline = r.outline(grid.cell_size);
- for i in 2..(outline.len() - 2) {
-// outline[i] = (outline[i - 1] + outline[i] + outline[i + 1]) / 3;
- outline[i] = (outline[i - 2] + outline[i - 1] + outline[i] + outline[i + 1] + outline[i + 2]) / 5;
- }
- walls.push(outline);
+ let outline = r.outline(&grid.scale);
+ let mut floats = outline.iter().map(|p| point!(p.x as f64, p.y as f64)).collect();
+ self.smooth_wall(&mut floats, self.wall_smooth_radius as isize);
+ let wall = WallRegion::new(floats);
+ walls.push(wall);
}
}
walls
}
+
+ fn smooth_wall(&self, points: &mut Vec<Point<f64>>, radius: isize) {
+ let idx = |n| (n as isize + points.len() as isize) as usize % points.len();
+ let mut new_points = points.clone();
+ for i in 0..points.len() {
+ new_points[i] = ((i as isize + 1 - radius)..=(i as isize + radius)) // aggregates all points from -radius to +radius
+ .fold(points[idx(i as isize - radius)], |acc, o| acc + points[idx(o)]) // with addition
+ / (radius * 2 + 1) as f64;
+ }
+ *points = new_points;
+ }
}
////////// REGION //////////////////////////////////////////////////////////////
(min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1)
}
- pub fn outline(&self, scale: usize) -> Vec<Point<isize>> {
+ pub fn outline(&self, scale: &Dimension<f64>) -> Vec<Point<isize>> {
let rect = self.enclosing_rect();
let (ox, oy, w, h) = rect;
let grid = self.grid(&rect);
let mut marked = vec!(vec!(false; h); w);
let mut outline = vec!();
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
+ let multiplier = (scale.width as isize, scale.height as isize);
+ let offset = (scale.width as isize / 2, scale.height as isize / 2);
let start = self.find_first_point_of_outline(&rect, &grid);
let mut p = start;
marked[p.x as usize][p.y as usize] = true;
loop {
- outline.push((p + (ox as isize, oy as isize)) * scale as isize);
+ outline.push((p + (ox as isize, oy as isize)) * multiplier + offset);
self.find_next_point_of_outline(&grid, &mut p, &mut directions);
if p == start {
break;
}
#[allow(dead_code)]
- fn print_grid(&self, grid: &Vec<Vec<bool>>) {
+ fn print_grid(&self, grid: &[Vec<bool>]) {
let w = grid.len();
let h = grid[0].len();
let mut g = vec!(vec!(false; w); h);
grid
}
- fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec<Vec<bool>>) -> Point<isize> {
+ fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &[Vec<bool>]) -> Point<isize> {
let (ox, oy, w, h) = rect;
let is_outer_wall = (ox, oy) == (&0, &0); // we know this is always the outer wall of the level
for x in 0..*w {
panic!("no wall found!");
}
- fn find_next_point_of_outline(&self, grid: &Vec<Vec<bool>>, p: &mut Point<isize>, directions: &mut Vec<(isize, isize)>) {
+ fn find_next_point_of_outline(&self, grid: &[Vec<bool>], p: &mut Point<isize>, directions: &mut Vec<(isize, isize)>) {
directions.rotate_left(2);
loop {
let d = directions[0];
}
}
- fn check(&self, p: Point<isize>, grid: &Vec<Vec<bool>>) -> bool {
+ fn check(&self, p: Point<isize>, grid: &[Vec<bool>]) -> bool {
if p.x < 0 || p.x >= grid.len() as isize || p.y < 0 || p.y >= grid[0].len() as isize {
false
} else {