Delete smaller wall regions and leave only one room
[kaka/rust-sdl-test.git] / src / core / level.rs
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1use common::Point2D;
2use core::render::Renderer;
3use rand::Rng;
4use sprites::SpriteManager;
5
6////////// LEVEL ///////////////////////////////////////////////////////////////
7
8#[derive(Default)]
9pub struct Level {
10 pub gravity: Point2D<f64>,
11 pub ground: f64, // just to have something
12 pub grid: Grid,
13 iterations: u8,
14}
15
16impl Level {
17 pub fn new(gravity: Point2D<f64>, ground: f64) -> Self {
18 Level { gravity, ground, grid: Grid::generate(10), iterations: 10 }
19 }
20
21 pub fn regenerate(&mut self) {
22 self.grid = Grid::generate(self.iterations);
23 }
24
25 pub fn increase_iteration(&mut self) {
26 self.iterations += 1;
27 self.regenerate();
28 println!("iterate {} time(s)", self.iterations);
29 }
30
31 pub fn decrease_iteration(&mut self) {
32 self.iterations -= 1;
33 self.regenerate();
34 println!("iterate {} time(s)", self.iterations);
35 }
36
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37 pub fn filter_regions(&mut self) {
38 self.grid.filter_regions();
39 }
40
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41 pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) {
42 let w = renderer.viewport().0 as i32;
43
44 renderer.canvas().set_draw_color((64, 64, 64));
45 let size = self.grid.cell_size;
46 for x in 0..self.grid.width {
47 for y in 0..self.grid.height {
48 if self.grid.cells[x][y] {
49 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();
50 }
51 }
52 }
53
54 for i in 1..11 {
55 let y = (i * i - 1) as i32 + self.ground as i32;
56 renderer.canvas().set_draw_color((255 - i * 20, 255 - i * 20, 0));
57 renderer.canvas().draw_line((0, y), (w, y)).unwrap();
58 }
59 }
60}
61
62////////// GRID ////////////////////////////////////////////////////////////////
63
64#[derive(Default)]
65pub struct Grid {
66 pub width: usize,
67 pub height: usize,
68 pub cell_size: usize,
69 pub cells: Vec<Vec<bool>>,
70}
71
72impl Grid {
73 fn generate(iterations: u8) -> Grid {
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74 let cell_size = 20;
75 let (width, height) = (2560 / cell_size, 1440 / cell_size);
76
77 let mut grid = Grid {
78 cell_size,
79 width,
80 height,
81 cells: vec!(vec!(true; height); width),
82 };
83
84 // start with some noise
85// grid.simplex_noise();
86 grid.random_noise();
a6b57e45 87
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88 // smooth with cellular automata
89 grid.smooth(iterations);
90// grid.smooth_until_equilibrium();
91
92 // increase resolution
93 for _i in 0..1 {
94 grid = grid.subdivide();
95 grid.smooth(iterations);
96 }
97
98 grid
99 }
100
101 #[allow(dead_code)]
102 fn simplex_noise(&mut self) {
103 use noise::{NoiseFn, OpenSimplex, Seedable};
104 let noise = OpenSimplex::new().set_seed(std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap().as_secs() as u32);
105 self.set_each(|x, y| noise.get([x as f64 / 12.0, y as f64 / 12.0]) > 0.055, 1);
106 }
107
108 #[allow(dead_code)]
109 fn random_noise(&mut self) {
a6b57e45 110 let mut rng = rand::thread_rng();
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111 self.set_each(|_x, _y| rng.gen_range(0, 100) > 55, 1);
112 }
a6b57e45 113
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114 #[allow(dead_code)]
115 fn smooth(&mut self, iterations: u8) {
116 let distance = 1;
117 for _i in 0..iterations {
118 let mut next = vec!(vec!(true; self.height); self.width);
119 for x in distance..(self.width - distance) {
120 for y in distance..(self.height - distance) {
121 match Grid::neighbours(&self.cells, x, y, distance) {
122 n if n < 4 => next[x][y] = false,
123 n if n > 4 => next[x][y] = true,
124 _ => next[x][y] = self.cells[x][y]
125 }
126 }
127 }
128 if self.cells == next {
129 break; // exit early
130 } else {
131 self.cells = next;
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132 }
133 }
60276654 134 }
a6b57e45 135
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136 #[allow(dead_code)]
137 fn smooth_until_equilibrium(&mut self) {
138 let distance = 1;
139 let mut count = 0;
140 loop {
141 count += 1;
142 let mut next = vec!(vec!(true; self.height); self.width);
143 for x in distance..(self.width - distance) {
144 for y in distance..(self.height - distance) {
145 match Grid::neighbours(&self.cells, x, y, distance) {
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146 n if n < 4 => next[x][y] = false,
147 n if n > 4 => next[x][y] = true,
60276654 148 _ => next[x][y] = self.cells[x][y]
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149 };
150 }
151 }
60276654 152 if self.cells == next {
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153 break;
154 } else {
60276654 155 self.cells = next;
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156 }
157 }
60276654 158 println!("{} iterations needed", count);
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159 }
160
60276654 161 fn neighbours(grid: &Vec<Vec<bool>>, px: usize, py: usize, distance: usize) -> u8 {
a6b57e45 162 let mut count = 0;
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163 for x in (px - distance)..=(px + distance) {
164 for y in (py - distance)..=(py + distance) {
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165 if !(x == px && y == py) && grid[x][y] {
166 count += 1;
167 }
168 }
169 }
170 count
171 }
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172
173 fn set_each<F: FnMut(usize, usize) -> bool>(&mut self, mut func: F, walls: usize) {
174 for x in walls..(self.width - walls) {
175 for y in walls..(self.height - walls) {
176 self.cells[x][y] = func(x, y);
177 }
178 }
179 }
180
181 fn subdivide(&mut self) -> Grid {
182 let (width, height) = (self.width * 2, self.height * 2);
183 let mut cells = vec!(vec!(true; height); width);
184 for x in 1..(width - 1) {
185 for y in 1..(height - 1) {
186 cells[x][y] = self.cells[x / 2][y / 2];
187 }
188 }
189 Grid {
190 cell_size: self.cell_size / 2,
191 width,
192 height,
193 cells
194 }
195 }
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196
197 fn find_regions(&self) -> Vec<Region> {
198 let mut regions = vec!();
199 let mut marked = vec!(vec!(false; self.height); self.width);
200 for x in 0..self.width {
201 for y in 0..self.height {
202 if !marked[x][y] {
203 regions.push(self.get_region_at_point(x, y, &mut marked));
204 }
205 }
206 }
207 regions
208 }
209
210 fn get_region_at_point(&self, x: usize, y: usize, marked: &mut Vec<Vec<bool>>) -> Region {
211 let value = self.cells[x][y];
212 let mut cells = vec!();
213 let mut queue = vec!((x, y));
214 marked[x][y] = true;
215
216 while let Some(p) = queue.pop() {
217 cells.push(p);
218 for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] {
219 let ip = (p.0 as isize + i.0, p.1 as isize + i.1);
220 if ip.0 >= 0 && ip.0 < self.width as isize && ip.1 >= 0 && ip.1 < self.height as isize {
221 let up = (ip.0 as usize, ip.1 as usize);
222 if self.cells[up.0][up.1] == value && !marked[up.0][up.1] {
223 marked[up.0][up.1] = true;
224 queue.push(up);
225 }
226 }
227 }
228 }
229
230 Region { value, cells }
231 }
232
233 fn delete_region(&mut self, region: &Region) {
234 for c in &region.cells {
235 self.cells[c.0][c.1] = !region.value;
236 }
237 }
238
239 pub fn filter_regions(&mut self) {
240 let min_wall_size = 0.0015;
241 println!("grid size: ({}, {}) = {} cells", self.width, self.height, self.width * self.height);
242 println!("min wall size: {}", (self.width * self.height) as f64 * min_wall_size);
243
244 // delete all smaller wall regions
245 for r in self.find_regions().iter().filter(|r| r.value) {
246 let percent = r.cells.len() as f64 / (self.width * self.height) as f64;
247 if percent < min_wall_size {
248 println!("delete wall region of size {}", r.cells.len());
249 self.delete_region(r);
250 }
251 }
252
253 // delete all rooms but the largest
254 let regions = self.find_regions(); // check again, because if a removed room contains a removed wall, the removed wall will become a room
255 let mut rooms: Vec<&Region> = regions.iter().filter(|r| !r.value).collect();
256 rooms.sort_by_key(|r| r.cells.len());
257 rooms.reverse();
258 while rooms.len() > 1 {
259 self.delete_region(rooms.pop().unwrap());
260 }
261 }
262}
263
264////////// REGION //////////////////////////////////////////////////////////////
265
266struct Region {
267 value: bool,
268 cells: Vec<(usize, usize)>,
a6b57e45 269}