Reorganized mod common and added a smart scope timer
[kaka/rust-sdl-test.git] / src / core / level.rs
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a6b57e45 1use common::Point2D;
af18b07f 2use ::{point, time_scope};
a6b57e45 3use core::render::Renderer;
3fd8761b 4use noise::{NoiseFn, OpenSimplex, Seedable};
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5use rand::Rng;
6use sprites::SpriteManager;
7
8////////// LEVEL ///////////////////////////////////////////////////////////////
9
10#[derive(Default)]
11pub struct Level {
12 pub gravity: Point2D<f64>,
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13 pub grid: Grid,
14 iterations: u8,
15}
16
17impl Level {
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18 pub fn new(gravity: Point2D<f64>) -> Self {
19 Level { gravity, grid: Grid::generate(10), iterations: 10 }
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20 }
21
22 pub fn regenerate(&mut self) {
23 self.grid = Grid::generate(self.iterations);
24 }
25
26 pub fn increase_iteration(&mut self) {
27 self.iterations += 1;
28 self.regenerate();
29 println!("iterate {} time(s)", self.iterations);
30 }
31
32 pub fn decrease_iteration(&mut self) {
33 self.iterations -= 1;
34 self.regenerate();
35 println!("iterate {} time(s)", self.iterations);
36 }
37
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38 pub fn filter_regions(&mut self) {
39 self.grid.filter_regions();
40 }
41
a6b57e45 42 pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
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43 renderer.canvas().set_draw_color((64, 64, 64));
44 let size = self.grid.cell_size;
45 for x in 0..self.grid.width {
46 for y in 0..self.grid.height {
47 if self.grid.cells[x][y] {
48 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();
49 }
50 }
51 }
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52 }
53}
54
55////////// GRID ////////////////////////////////////////////////////////////////
56
57#[derive(Default)]
58pub struct Grid {
59 pub width: usize,
60 pub height: usize,
61 pub cell_size: usize,
62 pub cells: Vec<Vec<bool>>,
63}
64
65impl Grid {
66 fn generate(iterations: u8) -> Grid {
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67 time_scope!("grid generation");
68
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69 let cell_size = 20;
70 let (width, height) = (2560 / cell_size, 1440 / cell_size);
71
72 let mut grid = Grid {
73 cell_size,
74 width,
75 height,
76 cells: vec!(vec!(true; height); width),
77 };
78
79 // start with some noise
80// grid.simplex_noise();
81 grid.random_noise();
a6b57e45 82
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83 // smooth with cellular automata
84 grid.smooth(iterations);
85// grid.smooth_until_equilibrium();
86
87 // increase resolution
88 for _i in 0..1 {
89 grid = grid.subdivide();
90 grid.smooth(iterations);
91 }
92
93 grid
94 }
95
96 #[allow(dead_code)]
97 fn simplex_noise(&mut self) {
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98 let noise = OpenSimplex::new().set_seed(std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap().as_secs() as u32);
99 self.set_each(|x, y| noise.get([x as f64 / 12.0, y as f64 / 12.0]) > 0.055, 1);
100 }
101
102 #[allow(dead_code)]
103 fn random_noise(&mut self) {
a6b57e45 104 let mut rng = rand::thread_rng();
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105 let noise = OpenSimplex::new().set_seed(std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap().as_secs() as u32);
106 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
107 // let w = self.width as f64;
108 // 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 109 }
a6b57e45 110
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111 #[allow(dead_code)]
112 fn smooth(&mut self, iterations: u8) {
113 let distance = 1;
114 for _i in 0..iterations {
115 let mut next = vec!(vec!(true; self.height); self.width);
116 for x in distance..(self.width - distance) {
117 for y in distance..(self.height - distance) {
118 match Grid::neighbours(&self.cells, x, y, distance) {
119 n if n < 4 => next[x][y] = false,
120 n if n > 4 => next[x][y] = true,
121 _ => next[x][y] = self.cells[x][y]
122 }
123 }
124 }
125 if self.cells == next {
126 break; // exit early
127 } else {
128 self.cells = next;
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129 }
130 }
60276654 131 }
a6b57e45 132
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133 #[allow(dead_code)]
134 fn smooth_until_equilibrium(&mut self) {
135 let distance = 1;
136 let mut count = 0;
137 loop {
138 count += 1;
139 let mut next = vec!(vec!(true; self.height); self.width);
140 for x in distance..(self.width - distance) {
141 for y in distance..(self.height - distance) {
142 match Grid::neighbours(&self.cells, x, y, distance) {
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143 n if n < 4 => next[x][y] = false,
144 n if n > 4 => next[x][y] = true,
60276654 145 _ => next[x][y] = self.cells[x][y]
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146 };
147 }
148 }
60276654 149 if self.cells == next {
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150 break;
151 } else {
60276654 152 self.cells = next;
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153 }
154 }
60276654 155 println!("{} iterations needed", count);
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156 }
157
60276654 158 fn neighbours(grid: &Vec<Vec<bool>>, px: usize, py: usize, distance: usize) -> u8 {
a6b57e45 159 let mut count = 0;
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160 for x in (px - distance)..=(px + distance) {
161 for y in (py - distance)..=(py + distance) {
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162 if !(x == px && y == py) && grid[x][y] {
163 count += 1;
164 }
165 }
166 }
167 count
168 }
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169
170 fn set_each<F: FnMut(usize, usize) -> bool>(&mut self, mut func: F, walls: usize) {
171 for x in walls..(self.width - walls) {
172 for y in walls..(self.height - walls) {
173 self.cells[x][y] = func(x, y);
174 }
175 }
176 }
177
178 fn subdivide(&mut self) -> Grid {
179 let (width, height) = (self.width * 2, self.height * 2);
180 let mut cells = vec!(vec!(true; height); width);
181 for x in 1..(width - 1) {
182 for y in 1..(height - 1) {
183 cells[x][y] = self.cells[x / 2][y / 2];
184 }
185 }
186 Grid {
187 cell_size: self.cell_size / 2,
188 width,
189 height,
190 cells
191 }
192 }
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193
194 fn find_regions(&self) -> Vec<Region> {
af18b07f 195 time_scope!("finding all regions");
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196 let mut regions = vec!();
197 let mut marked = vec!(vec!(false; self.height); self.width);
198 for x in 0..self.width {
199 for y in 0..self.height {
200 if !marked[x][y] {
201 regions.push(self.get_region_at_point(x, y, &mut marked));
202 }
203 }
204 }
205 regions
206 }
207
208 fn get_region_at_point(&self, x: usize, y: usize, marked: &mut Vec<Vec<bool>>) -> Region {
209 let value = self.cells[x][y];
210 let mut cells = vec!();
211 let mut queue = vec!((x, y));
212 marked[x][y] = true;
213
214 while let Some(p) = queue.pop() {
215 cells.push(p);
216 for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] {
217 let ip = (p.0 as isize + i.0, p.1 as isize + i.1);
218 if ip.0 >= 0 && ip.0 < self.width as isize && ip.1 >= 0 && ip.1 < self.height as isize {
219 let up = (ip.0 as usize, ip.1 as usize);
220 if self.cells[up.0][up.1] == value && !marked[up.0][up.1] {
221 marked[up.0][up.1] = true;
222 queue.push(up);
223 }
224 }
225 }
226 }
227
228 Region { value, cells }
229 }
230
231 fn delete_region(&mut self, region: &Region) {
232 for c in &region.cells {
233 self.cells[c.0][c.1] = !region.value;
234 }
235 }
236
237 pub fn filter_regions(&mut self) {
238 let min_wall_size = 0.0015;
239 println!("grid size: ({}, {}) = {} cells", self.width, self.height, self.width * self.height);
240 println!("min wall size: {}", (self.width * self.height) as f64 * min_wall_size);
241
242 // delete all smaller wall regions
243 for r in self.find_regions().iter().filter(|r| r.value) {
244 let percent = r.cells.len() as f64 / (self.width * self.height) as f64;
245 if percent < min_wall_size {
246 println!("delete wall region of size {}", r.cells.len());
247 self.delete_region(r);
248 }
249 }
250
251 // delete all rooms but the largest
252 let regions = self.find_regions(); // check again, because if a removed room contains a removed wall, the removed wall will become a room
253 let mut rooms: Vec<&Region> = regions.iter().filter(|r| !r.value).collect();
254 rooms.sort_by_key(|r| r.cells.len());
255 rooms.reverse();
256 while rooms.len() > 1 {
257 self.delete_region(rooms.pop().unwrap());
258 }
259 }
260}
261
262////////// REGION //////////////////////////////////////////////////////////////
263
264struct Region {
265 value: bool,
266 cells: Vec<(usize, usize)>,
a6b57e45 267}