X-Git-Url: http://git.dolda2000.com/gitweb/?a=blobdiff_plain;f=src%2Fcore%2Flevel%2Flvlgen.rs;fp=src%2Fcore%2Flevel%2Flvlgen.rs;h=3dcc3a75ed7d5bb95f3ada92d515fccba1f7b031;hb=7991463123d291446f06630ae0fe0bbe2427ad23;hp=0000000000000000000000000000000000000000;hpb=1f8c3018c79993d7ec07dc5622016d78e3d71f50;p=kaka%2Frust-sdl-test.git diff --git a/src/core/level/lvlgen.rs b/src/core/level/lvlgen.rs new file mode 100644 index 0000000..3dcc3a7 --- /dev/null +++ b/src/core/level/lvlgen.rs @@ -0,0 +1,351 @@ +use {point, time_scope}; +use common::Point2D; +use super::{Grid, Level}; +use noise::{NoiseFn, OpenSimplex, Seedable}; +use rand::Rng; + +////////// LEVEL GENERATOR ///////////////////////////////////////////////////// + +#[derive(Default)] +pub struct LevelGenerator { + pub seed: u32, + pub iterations: u8, +} + +impl LevelGenerator { + pub fn new(seed: u32, iterations: u8) -> Self{ + LevelGenerator { seed, iterations } + } + + pub fn generate(&self) -> Level { + time_scope!("grid generation"); + + let cell_size = 20; + let (width, height) = (2560 / cell_size, 1440 / cell_size); + + let mut grid = Grid { + cell_size, + width, + height, + cells: vec!(vec!(true; height); width), + }; + + // start with some noise +// self.simplex_noise(&mut grid); + self.random_noise(&mut grid); + + // smooth with cellular automata + self.smooth(&mut grid); +// grid.smooth_until_equilibrium(&mut grid); + + // increase resolution + for _i in 0..1 { + grid = self.subdivide(&mut grid); + self.smooth(&mut grid); +// self.smooth_until_equilibrium(&mut grid); + } + + self.filter_regions(&mut grid); + + let walls = self.find_walls(&grid); + Level { + gravity: point!(0.0, 0.1), + grid, + walls, + } + } + + #[allow(dead_code)] + fn simplex_noise(&self, grid: &mut Grid) { + let noise = OpenSimplex::new().set_seed(self.seed); + self.set_each(grid, |x, y| noise.get([x as f64 / 12.0, y as f64 / 12.0]) > 0.055, 1); + } + + #[allow(dead_code)] + fn random_noise(&self, grid: &mut Grid) { + let mut rng: rand::prelude::StdRng = rand::SeedableRng::seed_from_u64(self.seed as u64); + let noise = OpenSimplex::new().set_seed(self.seed); + 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 + // let w = self.width as f64; + // self.set_each(|_x, _y| rng.gen_range(0, 100) > (45 + ((15 * _x) as f64 / w) as usize), 1); // opens up to the right + } + + #[allow(dead_code)] + fn smooth(&self, grid: &mut Grid) { + 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) { + match self.neighbours(&grid.cells, x, y, distance) { + n if n < 4 => next[x][y] = false, + n if n > 4 => next[x][y] = true, + _ => next[x][y] = grid.cells[x][y] + } + } + } + if grid.cells == next { + break; // exit early + } else { + grid.cells = next; + } + } + } + + #[allow(dead_code)] + fn smooth_until_equilibrium(&self, grid: &mut Grid) { + let distance = 1; + 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) { + match self.neighbours(&grid.cells, x, y, distance) { + n if n < 4 => next[x][y] = false, + n if n > 4 => next[x][y] = true, + _ => next[x][y] = grid.cells[x][y] + }; + } + } + if grid.cells == next { + break; + } else { + grid.cells = next; + } + } + println!("{} iterations needed", count); + } + + fn neighbours(&self, grid: &Vec>, 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) { + if !(x == px && y == py) && grid[x][y] { + count += 1; + } + } + } + count + } + + fn set_each bool>(&self, grid: &mut Grid, mut func: F, walls: usize) { + for x in walls..(grid.width - walls) { + for y in walls..(grid.height - walls) { + grid.cells[x][y] = func(x, y); + } + } + } + + fn subdivide(&self, grid: &mut Grid) -> Grid { + let (width, height) = (grid.width * 2, grid.height * 2); + let mut cells = vec!(vec!(true; height); width); + for x in 1..(width - 1) { + for y in 1..(height - 1) { + cells[x][y] = grid.cells[x / 2][y / 2]; + } + } + Grid { + cell_size: grid.cell_size / 2, + width, + height, + cells + } + } + + fn find_regions(&self, grid: &Grid) -> Vec { + 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 { + if !marked[x][y] { + regions.push(self.get_region_at_point(grid, x, y, &mut marked)); + } + } + } + regions + } + + fn get_region_at_point(&self, grid: &Grid, x: usize, y: usize, marked: &mut Vec>) -> Region { + let value = grid.cells[x][y]; + let mut cells = vec!(); + let mut queue = vec!((x, y)); + marked[x][y] = true; + + while let Some(p) = queue.pop() { + 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 { + 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; + queue.push(up); + } + } + } + } + + Region { value, cells } + } + + fn delete_region(&self, grid: &mut Grid, region: &Region) { + for c in ®ion.cells { + grid.cells[c.0][c.1] = !region.value; + } + } + + fn filter_regions(&self, grid: &mut Grid) { + 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); + + // 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; + if percent < min_wall_size { + // println!("delete wall region of size {}", r.cells.len()); + self.delete_region(grid, r); + } + } + + // delete all rooms but the largest + let regions = self.find_regions(grid); // check again, because if a removed room contains a removed wall, the removed wall will become a room + let mut rooms: Vec<&Region> = regions.iter().filter(|r| !r.value).collect(); + rooms.sort_by_key(|r| r.cells.len()); + rooms.reverse(); + while rooms.len() > 1 { + self.delete_region(grid, rooms.pop().unwrap()); + } + } + + fn find_walls(&self, grid: &Grid) -> Vec>> { + 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); + } + } + walls + } +} + +////////// REGION ////////////////////////////////////////////////////////////// + +struct Region { + value: bool, + cells: Vec<(usize, usize)>, +} + +impl Region { + fn enclosing_rect(&self) -> (usize, usize, usize, usize) { + let mut min = (usize::MAX, usize::MAX); + let mut max = (0, 0); + for c in &self.cells { + if c.0 < min.0 { min.0 = c.0; } + else if c.0 > max.0 { max.0 = c.0; } + if c.1 < min.1 { min.1 = c.1; } + else if c.1 > max.1 { max.1 = c.1; } + } + (min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1) + } + + pub fn outline(&self, scale: usize) -> Vec> { + 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 mut p = self.find_first_point_of_outline(&rect, &grid); + marked[p.x as usize][p.y as usize] = true; + loop { + outline.push((p + (ox as isize, oy as isize)) * scale as isize); + self.find_next_point_of_outline(&grid, &mut p, &mut directions); + if marked[p.x as usize][p.y as usize] { + // we're back at the beginning + break; + } + marked[p.x as usize][p.y as usize] = true; + } + + outline + } + + #[allow(dead_code)] + fn print_grid(&self, grid: &Vec>) { + let w = grid.len(); + let h = grid[0].len(); + let mut g = vec!(vec!(false; w); h); + for x in 0..w { + for y in 0..h { + g[y][x] = grid[x][y]; + } + } + println!("grid {} x {}", w, h); + print!(" "); + for n in 0..w { + print!("{}", n % 10); + } + println!(); + for (n, row) in g.iter().enumerate() { + print!("{:>3}|", n); + for col in row { + print!("{}", if *col { "#" } else { " " }); + } + println!("|"); + } + } + + fn grid(&self, rect: &(usize, usize, usize, usize)) -> Vec> { + let (x, y, w, h) = rect; + let mut grid = vec!(vec!(false; *h); *w); + for c in &self.cells { + grid[c.0 - x][c.1 - y] = true; + } + grid + } + + fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec>) -> Point2D { + 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 { + for y in 0..*h { + if is_outer_wall && !grid[x][y] { + return point!(x as isize, y as isize - 1); // one step back because we're not on a wall tile + } + else if !is_outer_wall && grid[x][y] { + return point!(x as isize, y as isize); + } + } + } + panic!("no wall found!"); + } + + fn find_next_point_of_outline(&self, grid: &Vec>, p: &mut Point2D, directions: &mut Vec<(isize, isize)>) { + directions.rotate_left(2); + loop { + let d = directions[0]; + if self.check(*p + d, grid) { + *p += d; + break; + } + directions.rotate_right(1); + } + } + + fn check(&self, p: Point2D, grid: &Vec>) -> bool { + if p.x < 0 || p.x >= grid.len() as isize || p.y < 0 || p.y >= grid[0].len() as isize { + false + } else { + grid[p.x as usize][p.y as usize] + } + } +}