Find, filter and outline regions
[kaka/rust-sdl-test.git] / src / core / level.rs
CommitLineData
a6b57e45 1use common::Point2D;
af18b07f 2use ::{point, time_scope};
a6b57e45 3use core::render::Renderer;
3fd8761b 4use noise::{NoiseFn, OpenSimplex, Seedable};
a6b57e45
TW
5use rand::Rng;
6use sprites::SpriteManager;
7
8////////// LEVEL ///////////////////////////////////////////////////////////////
9
10#[derive(Default)]
11pub struct Level {
12 pub gravity: Point2D<f64>,
a6b57e45
TW
13 pub grid: Grid,
14 iterations: u8,
1f8c3018 15 walls: Vec<Vec<Point2D<isize>>>,
a6b57e45
TW
16}
17
18impl Level {
3fd8761b 19 pub fn new(gravity: Point2D<f64>) -> Self {
1f8c3018
TW
20 let mut lvl = Level { gravity, grid: Grid::generate(10), iterations: 10, walls: vec!() };
21 lvl.filter_regions();
22 lvl
a6b57e45
TW
23 }
24
1f8c3018 25 fn generate(&mut self) {
a6b57e45
TW
26 self.grid = Grid::generate(self.iterations);
27 }
28
29 pub fn increase_iteration(&mut self) {
30 self.iterations += 1;
1f8c3018 31 self.generate();
a6b57e45
TW
32 println!("iterate {} time(s)", self.iterations);
33 }
34
35 pub fn decrease_iteration(&mut self) {
36 self.iterations -= 1;
1f8c3018 37 self.generate();
a6b57e45
TW
38 println!("iterate {} time(s)", self.iterations);
39 }
40
c80ba7f7
TW
41 pub fn filter_regions(&mut self) {
42 self.grid.filter_regions();
1f8c3018
TW
43 let mut walls = vec!();
44 for mut r in self.grid.find_regions() {
45 if r.value {
46 let mut outline = r.outline(self.grid.cell_size);
47 for i in 2..(outline.len() - 2) {
48// outline[i] = (outline[i - 1] + outline[i] + outline[i + 1]) / 3;
49 outline[i] = (outline[i - 2] + outline[i - 1] + outline[i] + outline[i + 1] + outline[i + 2]) / 5;
50 }
51 walls.push(outline);
52 }
53 }
54 self.walls = walls;
c80ba7f7
TW
55 }
56
a6b57e45 57 pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
a6b57e45
TW
58 renderer.canvas().set_draw_color((64, 64, 64));
59 let size = self.grid.cell_size;
60 for x in 0..self.grid.width {
61 for y in 0..self.grid.height {
62 if self.grid.cells[x][y] {
63 renderer.canvas().fill_rect(sdl2::rect::Rect::new(x as i32 * size as i32, y as i32 * size as i32, size as u32, size as u32)).unwrap();
64 }
65 }
66 }
1f8c3018
TW
67
68 let off = (size / 2) as i32;
69 for wall in &self.walls {
70 for w in wall.windows(2) {
71 renderer.draw_line((w[0].x as i32 + off, w[0].y as i32 + off), (w[1].x as i32 + off, w[1].y as i32 + off), (255, 255, 0));
72 }
73 let last = wall.len() - 1;
74 renderer.draw_line((wall[0].x as i32 + off, wall[0].y as i32 + off), (wall[last].x as i32 + off, wall[last].y as i32 + off), (255, 255, 0));
75 }
a6b57e45
TW
76 }
77}
78
79////////// GRID ////////////////////////////////////////////////////////////////
80
1f8c3018 81
a6b57e45
TW
82#[derive(Default)]
83pub struct Grid {
84 pub width: usize,
85 pub height: usize,
86 pub cell_size: usize,
87 pub cells: Vec<Vec<bool>>,
88}
89
90impl Grid {
91 fn generate(iterations: u8) -> Grid {
af18b07f
TW
92 time_scope!("grid generation");
93
60276654
TW
94 let cell_size = 20;
95 let (width, height) = (2560 / cell_size, 1440 / cell_size);
96
97 let mut grid = Grid {
98 cell_size,
99 width,
100 height,
101 cells: vec!(vec!(true; height); width),
102 };
103
104 // start with some noise
105// grid.simplex_noise();
106 grid.random_noise();
a6b57e45 107
60276654
TW
108 // smooth with cellular automata
109 grid.smooth(iterations);
110// grid.smooth_until_equilibrium();
111
112 // increase resolution
113 for _i in 0..1 {
114 grid = grid.subdivide();
115 grid.smooth(iterations);
116 }
117
118 grid
119 }
120
121 #[allow(dead_code)]
122 fn simplex_noise(&mut self) {
60276654
TW
123 let noise = OpenSimplex::new().set_seed(std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap().as_secs() as u32);
124 self.set_each(|x, y| noise.get([x as f64 / 12.0, y as f64 / 12.0]) > 0.055, 1);
125 }
126
127 #[allow(dead_code)]
128 fn random_noise(&mut self) {
a6b57e45 129 let mut rng = rand::thread_rng();
3fd8761b
TW
130 let noise = OpenSimplex::new().set_seed(std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap().as_secs() as u32);
131 self.set_each(|_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
132 // let w = self.width as f64;
133 // self.set_each(|_x, _y| rng.gen_range(0, 100) > (45 + ((15 * _x) as f64 / w) as usize), 1); // opens up to the right
60276654 134 }
a6b57e45 135
60276654
TW
136 #[allow(dead_code)]
137 fn smooth(&mut self, iterations: u8) {
138 let distance = 1;
139 for _i in 0..iterations {
140 let mut next = vec!(vec!(true; self.height); self.width);
141 for x in distance..(self.width - distance) {
142 for y in distance..(self.height - distance) {
143 match Grid::neighbours(&self.cells, x, y, distance) {
144 n if n < 4 => next[x][y] = false,
145 n if n > 4 => next[x][y] = true,
146 _ => next[x][y] = self.cells[x][y]
147 }
148 }
149 }
150 if self.cells == next {
151 break; // exit early
152 } else {
153 self.cells = next;
a6b57e45
TW
154 }
155 }
60276654 156 }
a6b57e45 157
60276654
TW
158 #[allow(dead_code)]
159 fn smooth_until_equilibrium(&mut self) {
160 let distance = 1;
161 let mut count = 0;
162 loop {
163 count += 1;
164 let mut next = vec!(vec!(true; self.height); self.width);
165 for x in distance..(self.width - distance) {
166 for y in distance..(self.height - distance) {
167 match Grid::neighbours(&self.cells, x, y, distance) {
a6b57e45
TW
168 n if n < 4 => next[x][y] = false,
169 n if n > 4 => next[x][y] = true,
60276654 170 _ => next[x][y] = self.cells[x][y]
a6b57e45
TW
171 };
172 }
173 }
60276654 174 if self.cells == next {
a6b57e45
TW
175 break;
176 } else {
60276654 177 self.cells = next;
a6b57e45
TW
178 }
179 }
60276654 180 println!("{} iterations needed", count);
a6b57e45
TW
181 }
182
60276654 183 fn neighbours(grid: &Vec<Vec<bool>>, px: usize, py: usize, distance: usize) -> u8 {
a6b57e45 184 let mut count = 0;
60276654
TW
185 for x in (px - distance)..=(px + distance) {
186 for y in (py - distance)..=(py + distance) {
a6b57e45
TW
187 if !(x == px && y == py) && grid[x][y] {
188 count += 1;
189 }
190 }
191 }
192 count
193 }
60276654
TW
194
195 fn set_each<F: FnMut(usize, usize) -> bool>(&mut self, mut func: F, walls: usize) {
196 for x in walls..(self.width - walls) {
197 for y in walls..(self.height - walls) {
198 self.cells[x][y] = func(x, y);
199 }
200 }
201 }
202
203 fn subdivide(&mut self) -> Grid {
204 let (width, height) = (self.width * 2, self.height * 2);
205 let mut cells = vec!(vec!(true; height); width);
206 for x in 1..(width - 1) {
207 for y in 1..(height - 1) {
208 cells[x][y] = self.cells[x / 2][y / 2];
209 }
210 }
211 Grid {
212 cell_size: self.cell_size / 2,
213 width,
214 height,
215 cells
216 }
217 }
c80ba7f7
TW
218
219 fn find_regions(&self) -> Vec<Region> {
af18b07f 220 time_scope!("finding all regions");
c80ba7f7
TW
221 let mut regions = vec!();
222 let mut marked = vec!(vec!(false; self.height); self.width);
223 for x in 0..self.width {
224 for y in 0..self.height {
225 if !marked[x][y] {
226 regions.push(self.get_region_at_point(x, y, &mut marked));
227 }
228 }
229 }
230 regions
231 }
232
233 fn get_region_at_point(&self, x: usize, y: usize, marked: &mut Vec<Vec<bool>>) -> Region {
234 let value = self.cells[x][y];
235 let mut cells = vec!();
236 let mut queue = vec!((x, y));
237 marked[x][y] = true;
238
239 while let Some(p) = queue.pop() {
240 cells.push(p);
241 for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] {
242 let ip = (p.0 as isize + i.0, p.1 as isize + i.1);
243 if ip.0 >= 0 && ip.0 < self.width as isize && ip.1 >= 0 && ip.1 < self.height as isize {
244 let up = (ip.0 as usize, ip.1 as usize);
245 if self.cells[up.0][up.1] == value && !marked[up.0][up.1] {
246 marked[up.0][up.1] = true;
247 queue.push(up);
248 }
249 }
250 }
251 }
252
253 Region { value, cells }
254 }
255
256 fn delete_region(&mut self, region: &Region) {
257 for c in &region.cells {
258 self.cells[c.0][c.1] = !region.value;
259 }
260 }
261
262 pub fn filter_regions(&mut self) {
263 let min_wall_size = 0.0015;
264 println!("grid size: ({}, {}) = {} cells", self.width, self.height, self.width * self.height);
265 println!("min wall size: {}", (self.width * self.height) as f64 * min_wall_size);
266
267 // delete all smaller wall regions
268 for r in self.find_regions().iter().filter(|r| r.value) {
269 let percent = r.cells.len() as f64 / (self.width * self.height) as f64;
270 if percent < min_wall_size {
271 println!("delete wall region of size {}", r.cells.len());
272 self.delete_region(r);
273 }
274 }
275
276 // delete all rooms but the largest
277 let regions = self.find_regions(); // check again, because if a removed room contains a removed wall, the removed wall will become a room
278 let mut rooms: Vec<&Region> = regions.iter().filter(|r| !r.value).collect();
279 rooms.sort_by_key(|r| r.cells.len());
280 rooms.reverse();
281 while rooms.len() > 1 {
282 self.delete_region(rooms.pop().unwrap());
283 }
284 }
285}
286
287////////// REGION //////////////////////////////////////////////////////////////
288
289struct Region {
290 value: bool,
291 cells: Vec<(usize, usize)>,
a6b57e45 292}
1f8c3018
TW
293
294impl Region {
295 fn enclosing_rect(&self) -> (usize, usize, usize, usize) {
296 let mut min = (usize::MAX, usize::MAX);
297 let mut max = (0, 0);
298 for c in &self.cells {
299 if c.0 < min.0 { min.0 = c.0; }
300 else if c.0 > max.0 { max.0 = c.0; }
301 if c.1 < min.1 { min.1 = c.1; }
302 else if c.1 > max.1 { max.1 = c.1; }
303 }
304 (min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1)
305 }
306
307 pub fn outline(&mut self, scale: usize) -> Vec<Point2D<isize>> {
308 let rect = self.enclosing_rect();
309 let (ox, oy, w, h) = rect;
310 let grid = self.grid(&rect);
311 let mut marked = vec!(vec!(false; h); w);
312 let mut outline = vec!();
313
314 let (mut p, mut dir) = self.find_first_point_of_outline(&rect, &grid);
315// println!("starting at {:?} with dir {:?}", p, dir);
316 marked[p.x as usize][p.y as usize] = true;
317 loop {
318 outline.push((p + (ox as isize, oy as isize)) * scale as isize);
319 let result = self.find_next_point_of_outline(&grid, p, dir);
320 p = result.0;
321 dir = result.1;
322// println!("next at {:?} with dir {:?}", p, dir);
323 if marked[p.x as usize][p.y as usize] {
324 // we're back at the beginning
325 break;
326 }
327 marked[p.x as usize][p.y as usize] = true;
328 }
329
330 outline
331 }
332
333 fn grid(&self, rect: &(usize, usize, usize, usize)) -> Vec<Vec<bool>> {
334 let (x, y, w, h) = rect;
335 let mut grid = vec!(vec!(false; *h); *w);
336 for c in &self.cells {
337 grid[c.0 - x][c.1 - y] = true;
338 }
339 grid
340 }
341
342 fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec<Vec<bool>>) -> (Point2D<isize>, Point2D<isize>) {
343 let (ox, oy, w, h) = rect;
344 let is_outer_wall = (ox, oy) == (&0, &0); // we know this is always the outer wall of the level
345 for x in 0..*w {
346 for y in 0..*h {
347 if is_outer_wall && !grid[x][y] {
348 return (point!(x as isize, y as isize - 1), point!(0, 1)) // one step back because we're not on a wall tile
349 }
350 else if !is_outer_wall && grid[x][y] {
351 return (point!(x as isize, y as isize), point!(1, 0))
352 }
353 }
354 }
355 panic!("no wall found!");
356 }
357
358 fn find_next_point_of_outline(&self, grid: &Vec<Vec<bool>>, p: Point2D<isize>, dir: Point2D<isize>) -> (Point2D<isize>, Point2D<isize>) {
359 let left = match dir.into() {
360 (-1, 0) => (0, 1),
361 (0, 1) => (1, 0),
362 (1, 0) => (0, -1),
363 (0, -1) => (-1, 0),
364 _ => (0, 0),
365 };
366 let right = match dir.into() {
367 (0, 1) => (-1, 0),
368 (1, 0) => (0, 1),
369 (0, -1) => (1, 0),
370 (-1, 0) => (0, -1),
371 _ => (0, 0),
372 };
373 if self.check(p + dir, grid) {
374// println!("{:?} is true", p + dir);
375 if self.check(p + dir + left, grid) {
376// println!("going left to {:?}", p + dir + left);
377 return (p + dir + left, left.into())
378 } else {
379 return (p + dir, dir)
380 }
381 } else {
382// println!("{:?} is false", p + dir);
383 if self.check(p + dir + right, grid) {
384// println!("going right to {:?}", p + dir + right);
385 return (p + dir + right, dir)
386 } else {
387// println!("going right from p to {:?}", p + right);
388 return (p + right, right.into())
389 }
390 }
391 }
392
393 fn check(&self, p: Point2D<isize>, grid: &Vec<Vec<bool>>) -> bool {
394 if p.x < 0 || p.x >= grid.len() as isize || p.y < 0 || p.y >= grid[0].len() as isize {
395 false
396 } else {
397 grid[p.x as usize][p.y as usize]
398 }
399 }
400}