Made wall smoothness adjustable
[kaka/rust-sdl-test.git] / src / core / level / lvlgen.rs
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79914631 1use {point, time_scope};
e570927a 2use common::Point;
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3use super::{Grid, Level};
4use noise::{NoiseFn, OpenSimplex, Seedable};
5use rand::Rng;
6
7////////// LEVEL GENERATOR /////////////////////////////////////////////////////
8
9a6d1261 9#[derive(Debug, Default)]
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10pub struct LevelGenerator {
11 pub seed: u32,
12 pub iterations: u8,
9a6d1261 13 pub wall_smooth_radius: u8,
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14}
15
16impl LevelGenerator {
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17 pub fn new(seed: u32) -> Self{
18 LevelGenerator {
19 seed,
20 iterations: 5,
21 wall_smooth_radius: 2,
22 }
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23 }
24
25 pub fn generate(&self) -> Level {
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26 println!("new level from {:?}", self);
27 time_scope!("level generation");
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28
29 let cell_size = 20;
30 let (width, height) = (2560 / cell_size, 1440 / cell_size);
31
32 let mut grid = Grid {
33 cell_size,
34 width,
35 height,
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 {
58 gravity: point!(0.0, 0.1),
59 grid,
60 walls,
61 }
62 }
63
64 #[allow(dead_code)]
37f3e1ed 65 fn simplex_noise(&self, grid: &mut Grid<bool>) {
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66 let noise = OpenSimplex::new().set_seed(self.seed);
67 self.set_each(grid, |x, y| noise.get([x as f64 / 12.0, y as f64 / 12.0]) > 0.055, 1);
68 }
69
70 #[allow(dead_code)]
37f3e1ed 71 fn random_noise(&self, grid: &mut Grid<bool>) {
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72 let mut rng: rand::prelude::StdRng = rand::SeedableRng::seed_from_u64(self.seed as u64);
73 let noise = OpenSimplex::new().set_seed(self.seed);
74 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
75 // let w = self.width as f64;
76 // self.set_each(|_x, _y| rng.gen_range(0, 100) > (45 + ((15 * _x) as f64 / w) as usize), 1); // opens up to the right
77 }
78
79 #[allow(dead_code)]
37f3e1ed 80 fn smooth(&self, grid: &mut Grid<bool>) {
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81 let distance = 1;
82 for _i in 0..self.iterations {
83 let mut next = vec!(vec!(true; grid.height); grid.width);
84 for x in distance..(grid.width - distance) {
85 for y in distance..(grid.height - distance) {
86 match self.neighbours(&grid.cells, x, y, distance) {
87 n if n < 4 => next[x][y] = false,
88 n if n > 4 => next[x][y] = true,
89 _ => next[x][y] = grid.cells[x][y]
90 }
91 }
92 }
93 if grid.cells == next {
94 break; // exit early
95 } else {
96 grid.cells = next;
97 }
98 }
99 }
100
101 #[allow(dead_code)]
37f3e1ed 102 fn smooth_until_equilibrium(&self, grid: &mut Grid<bool>) {
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103 let distance = 1;
104 let mut count = 0;
105 loop {
106 count += 1;
107 let mut next = vec!(vec!(true; grid.height); grid.width);
108 for x in distance..(grid.width - distance) {
109 for y in distance..(grid.height - distance) {
110 match self.neighbours(&grid.cells, x, y, distance) {
111 n if n < 4 => next[x][y] = false,
112 n if n > 4 => next[x][y] = true,
113 _ => next[x][y] = grid.cells[x][y]
114 };
115 }
116 }
117 if grid.cells == next {
118 break;
119 } else {
120 grid.cells = next;
121 }
122 }
9a6d1261 123 println!(" {} iterations needed", count);
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124 }
125
126 fn neighbours(&self, grid: &Vec<Vec<bool>>, px: usize, py: usize, distance: usize) -> u8 {
127 let mut count = 0;
128 for x in (px - distance)..=(px + distance) {
129 for y in (py - distance)..=(py + distance) {
130 if !(x == px && y == py) && grid[x][y] {
131 count += 1;
132 }
133 }
134 }
135 count
136 }
137
37f3e1ed 138 fn set_each<F: FnMut(usize, usize) -> bool>(&self, grid: &mut Grid<bool>, mut func: F, walls: usize) {
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139 for x in walls..(grid.width - walls) {
140 for y in walls..(grid.height - walls) {
141 grid.cells[x][y] = func(x, y);
142 }
143 }
144 }
145
37f3e1ed 146 fn subdivide(&self, grid: &mut Grid<bool>) -> Grid<bool> {
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147 let (width, height) = (grid.width * 2, grid.height * 2);
148 let mut cells = vec!(vec!(true; height); width);
149 for x in 1..(width - 1) {
150 for y in 1..(height - 1) {
151 cells[x][y] = grid.cells[x / 2][y / 2];
152 }
153 }
154 Grid {
155 cell_size: grid.cell_size / 2,
156 width,
157 height,
158 cells
159 }
160 }
161
37f3e1ed 162 fn find_regions(&self, grid: &Grid<bool>) -> Vec<Region> {
9a6d1261 163 time_scope!(" finding all regions");
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164 let mut regions = vec!();
165 let mut marked = vec!(vec!(false; grid.height); grid.width);
166 for x in 0..grid.width {
167 for y in 0..grid.height {
168 if !marked[x][y] {
169 regions.push(self.get_region_at_point(grid, x, y, &mut marked));
170 }
171 }
172 }
173 regions
174 }
175
37f3e1ed 176 fn get_region_at_point(&self, grid: &Grid<bool>, x: usize, y: usize, marked: &mut Vec<Vec<bool>>) -> Region {
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177 let value = grid.cells[x][y];
178 let mut cells = vec!();
179 let mut queue = vec!((x, y));
180 marked[x][y] = true;
181
182 while let Some(p) = queue.pop() {
183 cells.push(p);
184 for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] {
185 let ip = (p.0 as isize + i.0, p.1 as isize + i.1);
186 if ip.0 >= 0 && ip.0 < grid.width as isize && ip.1 >= 0 && ip.1 < grid.height as isize {
187 let up = (ip.0 as usize, ip.1 as usize);
188 if grid.cells[up.0][up.1] == value && !marked[up.0][up.1] {
189 marked[up.0][up.1] = true;
190 queue.push(up);
191 }
192 }
193 }
194 }
195
196 Region { value, cells }
197 }
198
37f3e1ed 199 fn delete_region(&self, grid: &mut Grid<bool>, region: &Region) {
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200 for c in &region.cells {
201 grid.cells[c.0][c.1] = !region.value;
202 }
203 }
204
37f3e1ed 205 fn filter_regions(&self, grid: &mut Grid<bool>) {
79914631 206 let min_wall_size = 0.0015;
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207 println!(" grid size: ({}, {}) = {} cells", grid.width, grid.height, grid.width * grid.height);
208 println!(" min wall size: {}", (grid.width * grid.height) as f64 * min_wall_size);
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209
210 // delete all smaller wall regions
211 for r in self.find_regions(grid).iter().filter(|r| r.value) {
212 let percent = r.cells.len() as f64 / (grid.width * grid.height) as f64;
213 if percent < min_wall_size {
9a6d1261 214 // println!(" delete wall region of size {}", r.cells.len());
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215 self.delete_region(grid, r);
216 }
217 }
218
219 // delete all rooms but the largest
220 let regions = self.find_regions(grid); // check again, because if a removed room contains a removed wall, the removed wall will become a room
221 let mut rooms: Vec<&Region> = regions.iter().filter(|r| !r.value).collect();
222 rooms.sort_by_key(|r| r.cells.len());
223 rooms.reverse();
224 while rooms.len() > 1 {
225 self.delete_region(grid, rooms.pop().unwrap());
226 }
227 }
228
37f3e1ed 229 fn find_walls(&self, grid: &Grid<bool>) -> Vec<Vec<Point<isize>>> {
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230 let mut walls = vec!();
231 for r in self.find_regions(&grid) {
232 if r.value {
233 let mut outline = r.outline(grid.cell_size);
234 for i in 2..(outline.len() - 2) {
235// outline[i] = (outline[i - 1] + outline[i] + outline[i + 1]) / 3;
236 outline[i] = (outline[i - 2] + outline[i - 1] + outline[i] + outline[i + 1] + outline[i + 2]) / 5;
237 }
238 walls.push(outline);
239 }
240 }
241 walls
242 }
243}
244
245////////// REGION //////////////////////////////////////////////////////////////
246
247struct Region {
248 value: bool,
249 cells: Vec<(usize, usize)>,
250}
251
252impl Region {
253 fn enclosing_rect(&self) -> (usize, usize, usize, usize) {
254 let mut min = (usize::MAX, usize::MAX);
255 let mut max = (0, 0);
256 for c in &self.cells {
257 if c.0 < min.0 { min.0 = c.0; }
258 else if c.0 > max.0 { max.0 = c.0; }
259 if c.1 < min.1 { min.1 = c.1; }
260 else if c.1 > max.1 { max.1 = c.1; }
261 }
262 (min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1)
263 }
264
e570927a 265 pub fn outline(&self, scale: usize) -> Vec<Point<isize>> {
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266 let rect = self.enclosing_rect();
267 let (ox, oy, w, h) = rect;
268 let grid = self.grid(&rect);
269 let mut marked = vec!(vec!(false; h); w);
270 let mut outline = vec!();
271 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
272
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273 let start = self.find_first_point_of_outline(&rect, &grid);
274 let mut p = start;
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275 marked[p.x as usize][p.y as usize] = true;
276 loop {
277 outline.push((p + (ox as isize, oy as isize)) * scale as isize);
278 self.find_next_point_of_outline(&grid, &mut p, &mut directions);
9768e2bb 279 if p == start {
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280 break;
281 }
282 marked[p.x as usize][p.y as usize] = true;
283 }
284
285 outline
286 }
287
288 #[allow(dead_code)]
289 fn print_grid(&self, grid: &Vec<Vec<bool>>) {
290 let w = grid.len();
291 let h = grid[0].len();
292 let mut g = vec!(vec!(false; w); h);
293 for x in 0..w {
294 for y in 0..h {
295 g[y][x] = grid[x][y];
296 }
297 }
298 println!("grid {} x {}", w, h);
299 print!(" ");
300 for n in 0..w {
301 print!("{}", n % 10);
302 }
303 println!();
304 for (n, row) in g.iter().enumerate() {
305 print!("{:>3}|", n);
306 for col in row {
307 print!("{}", if *col { "#" } else { " " });
308 }
309 println!("|");
310 }
311 }
312
313 fn grid(&self, rect: &(usize, usize, usize, usize)) -> Vec<Vec<bool>> {
314 let (x, y, w, h) = rect;
315 let mut grid = vec!(vec!(false; *h); *w);
316 for c in &self.cells {
317 grid[c.0 - x][c.1 - y] = true;
318 }
319 grid
320 }
321
e570927a 322 fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec<Vec<bool>>) -> Point<isize> {
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323 let (ox, oy, w, h) = rect;
324 let is_outer_wall = (ox, oy) == (&0, &0); // we know this is always the outer wall of the level
325 for x in 0..*w {
326 for y in 0..*h {
327 if is_outer_wall && !grid[x][y] {
328 return point!(x as isize, y as isize - 1); // one step back because we're not on a wall tile
329 }
330 else if !is_outer_wall && grid[x][y] {
331 return point!(x as isize, y as isize);
332 }
333 }
334 }
335 panic!("no wall found!");
336 }
337
e570927a 338 fn find_next_point_of_outline(&self, grid: &Vec<Vec<bool>>, p: &mut Point<isize>, directions: &mut Vec<(isize, isize)>) {
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339 directions.rotate_left(2);
340 loop {
341 let d = directions[0];
342 if self.check(*p + d, grid) {
343 *p += d;
344 break;
345 }
346 directions.rotate_right(1);
347 }
348 }
349
e570927a 350 fn check(&self, p: Point<isize>, grid: &Vec<Vec<bool>>) -> bool {
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351 if p.x < 0 || p.x >= grid.len() as isize || p.y < 0 || p.y >= grid[0].len() as isize {
352 false
353 } else {
354 grid[p.x as usize][p.y as usize]
355 }
356 }
357}