Collect wall points into walls and place them in a wall grid
[kaka/rust-sdl-test.git] / src / core / level / lvlgen.rs
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1use common::{Point, Dimension};
2use std::rc::Rc;
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3use noise::{NoiseFn, OpenSimplex, Seedable};
4use rand::Rng;
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5use super::{Grid, Level, WallRegion};
6use {point, time_scope};
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7
8////////// LEVEL GENERATOR /////////////////////////////////////////////////////
9
9a6d1261 10#[derive(Debug, Default)]
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11pub struct LevelGenerator {
12 pub seed: u32,
13 pub iterations: u8,
9a6d1261 14 pub wall_smooth_radius: u8,
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15}
16
17impl LevelGenerator {
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18 pub fn new(seed: u32) -> Self{
19 LevelGenerator {
20 seed,
21 iterations: 5,
22 wall_smooth_radius: 2,
23 }
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24 }
25
26 pub fn generate(&self) -> Level {
1f42d724 27 dbg!(self);
9a6d1261 28 time_scope!("level generation");
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29
30 let cell_size = 20;
31 let (width, height) = (2560 / cell_size, 1440 / cell_size);
32
33 let mut grid = Grid {
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34 cell_size: (cell_size, cell_size).into(),
35 size: (width, height).into(),
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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);
1f42d724 57 Level::new(point!(0.0, 0.1), grid, walls)
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58 }
59
60 #[allow(dead_code)]
37f3e1ed 61 fn simplex_noise(&self, grid: &mut Grid<bool>) {
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62 let noise = OpenSimplex::new().set_seed(self.seed);
63 self.set_each(grid, |x, y| noise.get([x as f64 / 12.0, y as f64 / 12.0]) > 0.055, 1);
64 }
65
66 #[allow(dead_code)]
37f3e1ed 67 fn random_noise(&self, grid: &mut Grid<bool>) {
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68 let mut rng: rand::prelude::StdRng = rand::SeedableRng::seed_from_u64(self.seed as u64);
69 let noise = OpenSimplex::new().set_seed(self.seed);
70 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
71 // let w = self.width as f64;
72 // self.set_each(|_x, _y| rng.gen_range(0, 100) > (45 + ((15 * _x) as f64 / w) as usize), 1); // opens up to the right
73 }
74
75 #[allow(dead_code)]
37f3e1ed 76 fn smooth(&self, grid: &mut Grid<bool>) {
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77 let distance = 1;
78 for _i in 0..self.iterations {
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79 let mut next = vec!(vec!(true; grid.size.height); grid.size.width);
80 for x in distance..(grid.size.width - distance) {
81 for y in distance..(grid.size.height - distance) {
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82 match self.neighbours(&grid.cells, x, y, distance) {
83 n if n < 4 => next[x][y] = false,
84 n if n > 4 => next[x][y] = true,
85 _ => next[x][y] = grid.cells[x][y]
86 }
87 }
88 }
89 if grid.cells == next {
90 break; // exit early
91 } else {
92 grid.cells = next;
93 }
94 }
95 }
96
97 #[allow(dead_code)]
37f3e1ed 98 fn smooth_until_equilibrium(&self, grid: &mut Grid<bool>) {
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99 let distance = 1;
100 let mut count = 0;
101 loop {
102 count += 1;
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103 let mut next = vec!(vec!(true; grid.size.height); grid.size.width);
104 for x in distance..(grid.size.width - distance) {
105 for y in distance..(grid.size.height - distance) {
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106 match self.neighbours(&grid.cells, x, y, distance) {
107 n if n < 4 => next[x][y] = false,
108 n if n > 4 => next[x][y] = true,
109 _ => next[x][y] = grid.cells[x][y]
110 };
111 }
112 }
113 if grid.cells == next {
114 break;
115 } else {
116 grid.cells = next;
117 }
118 }
9a6d1261 119 println!(" {} iterations needed", count);
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120 }
121
122 fn neighbours(&self, grid: &Vec<Vec<bool>>, px: usize, py: usize, distance: usize) -> u8 {
123 let mut count = 0;
124 for x in (px - distance)..=(px + distance) {
125 for y in (py - distance)..=(py + distance) {
126 if !(x == px && y == py) && grid[x][y] {
127 count += 1;
128 }
129 }
130 }
131 count
132 }
133
37f3e1ed 134 fn set_each<F: FnMut(usize, usize) -> bool>(&self, grid: &mut Grid<bool>, mut func: F, walls: usize) {
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135 for x in walls..(grid.size.width - walls) {
136 for y in walls..(grid.size.height - walls) {
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137 grid.cells[x][y] = func(x, y);
138 }
139 }
140 }
141
37f3e1ed 142 fn subdivide(&self, grid: &mut Grid<bool>) -> Grid<bool> {
1f42d724 143 let (width, height) = (grid.size.width * 2, grid.size.height * 2);
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144 let mut cells = vec!(vec!(true; height); width);
145 for x in 1..(width - 1) {
146 for y in 1..(height - 1) {
147 cells[x][y] = grid.cells[x / 2][y / 2];
148 }
149 }
150 Grid {
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151 cell_size: (grid.cell_size.width / 2, grid.cell_size.height / 2).into(),
152 size: (width, height).into(),
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153 cells
154 }
155 }
156
37f3e1ed 157 fn find_regions(&self, grid: &Grid<bool>) -> Vec<Region> {
9a6d1261 158 time_scope!(" finding all regions");
79914631 159 let mut regions = vec!();
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160 let mut marked = vec!(vec!(false; grid.size.height); grid.size.width);
161 for x in 0..grid.size.width {
162 for y in 0..grid.size.height {
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163 if !marked[x][y] {
164 regions.push(self.get_region_at_point(grid, x, y, &mut marked));
165 }
166 }
167 }
168 regions
169 }
170
37f3e1ed 171 fn get_region_at_point(&self, grid: &Grid<bool>, x: usize, y: usize, marked: &mut Vec<Vec<bool>>) -> Region {
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172 let value = grid.cells[x][y];
173 let mut cells = vec!();
174 let mut queue = vec!((x, y));
175 marked[x][y] = true;
176
177 while let Some(p) = queue.pop() {
178 cells.push(p);
179 for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] {
180 let ip = (p.0 as isize + i.0, p.1 as isize + i.1);
1f42d724 181 if ip.0 >= 0 && ip.0 < grid.size.width as isize && ip.1 >= 0 && ip.1 < grid.size.height as isize {
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182 let up = (ip.0 as usize, ip.1 as usize);
183 if grid.cells[up.0][up.1] == value && !marked[up.0][up.1] {
184 marked[up.0][up.1] = true;
185 queue.push(up);
186 }
187 }
188 }
189 }
190
191 Region { value, cells }
192 }
193
37f3e1ed 194 fn delete_region(&self, grid: &mut Grid<bool>, region: &Region) {
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195 for c in &region.cells {
196 grid.cells[c.0][c.1] = !region.value;
197 }
198 }
199
37f3e1ed 200 fn filter_regions(&self, grid: &mut Grid<bool>) {
79914631 201 let min_wall_size = 0.0015;
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202 println!(" grid size: ({}, {}) = {} cells", grid.size.width, grid.size.height, grid.size.width * grid.size.height);
203 println!(" min wall size: {}", (grid.size.width * grid.size.height) as f64 * min_wall_size);
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204
205 // delete all smaller wall regions
206 for r in self.find_regions(grid).iter().filter(|r| r.value) {
1f42d724 207 let percent = r.cells.len() as f64 / (grid.size.width * grid.size.height) as f64;
79914631 208 if percent < min_wall_size {
9a6d1261 209 // println!(" delete wall region of size {}", r.cells.len());
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210 self.delete_region(grid, r);
211 }
212 }
213
214 // delete all rooms but the largest
215 let regions = self.find_regions(grid); // check again, because if a removed room contains a removed wall, the removed wall will become a room
216 let mut rooms: Vec<&Region> = regions.iter().filter(|r| !r.value).collect();
217 rooms.sort_by_key(|r| r.cells.len());
218 rooms.reverse();
219 while rooms.len() > 1 {
220 self.delete_region(grid, rooms.pop().unwrap());
221 }
222 }
223
1f42d724 224 fn find_walls(&self, grid: &Grid<bool>) -> Vec<Rc<WallRegion>> {
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225 let mut walls = vec!();
226 for r in self.find_regions(&grid) {
227 if r.value {
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228 let outline = r.outline(&grid.cell_size);
229 let mut floats = outline.iter().map(|p| point!(p.x as f64, p.y as f64)).collect();
230 self.smooth_wall(&mut floats, self.wall_smooth_radius as isize);
231 let wall = WallRegion::new(floats);
232 walls.push(wall);
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233 }
234 }
235 walls
236 }
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237
238 fn smooth_wall(&self, points: &mut Vec<Point<f64>>, radius: isize) {
239 let idx = |n| (n as isize + points.len() as isize) as usize % points.len();
240 let mut new_points = points.clone();
241 for i in 0..points.len() {
242 new_points[i] = ((i as isize + 1 - radius)..=(i as isize + radius)) // aggregates all points from -radius to +radius
243 .fold(points[idx(i as isize - radius)], |acc, o| acc + points[idx(o)]) // with addition
244 / (radius * 2 + 1) as f64;
245 }
246 *points = new_points;
247 }
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248}
249
250////////// REGION //////////////////////////////////////////////////////////////
251
252struct Region {
253 value: bool,
254 cells: Vec<(usize, usize)>,
255}
256
257impl Region {
258 fn enclosing_rect(&self) -> (usize, usize, usize, usize) {
259 let mut min = (usize::MAX, usize::MAX);
260 let mut max = (0, 0);
261 for c in &self.cells {
262 if c.0 < min.0 { min.0 = c.0; }
263 else if c.0 > max.0 { max.0 = c.0; }
264 if c.1 < min.1 { min.1 = c.1; }
265 else if c.1 > max.1 { max.1 = c.1; }
266 }
267 (min.0, min.1, 1 + max.0 - min.0, 1 + max.1 - min.1)
268 }
269
1f42d724 270 pub fn outline(&self, scale: &Dimension<usize>) -> Vec<Point<isize>> {
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271 let rect = self.enclosing_rect();
272 let (ox, oy, w, h) = rect;
273 let grid = self.grid(&rect);
274 let mut marked = vec!(vec!(false; h); w);
275 let mut outline = vec!();
276 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
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277 let multiplier = (scale.width as isize, scale.height as isize);
278 let offset = (scale.width as isize / 2, scale.height as isize / 2);
79914631 279
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280 let start = self.find_first_point_of_outline(&rect, &grid);
281 let mut p = start;
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282 marked[p.x as usize][p.y as usize] = true;
283 loop {
1f42d724 284 outline.push((p + (ox as isize, oy as isize)) * multiplier + offset);
79914631 285 self.find_next_point_of_outline(&grid, &mut p, &mut directions);
9768e2bb 286 if p == start {
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287 break;
288 }
289 marked[p.x as usize][p.y as usize] = true;
290 }
291
292 outline
293 }
294
295 #[allow(dead_code)]
296 fn print_grid(&self, grid: &Vec<Vec<bool>>) {
297 let w = grid.len();
298 let h = grid[0].len();
299 let mut g = vec!(vec!(false; w); h);
300 for x in 0..w {
301 for y in 0..h {
302 g[y][x] = grid[x][y];
303 }
304 }
305 println!("grid {} x {}", w, h);
306 print!(" ");
307 for n in 0..w {
308 print!("{}", n % 10);
309 }
310 println!();
311 for (n, row) in g.iter().enumerate() {
312 print!("{:>3}|", n);
313 for col in row {
314 print!("{}", if *col { "#" } else { " " });
315 }
316 println!("|");
317 }
318 }
319
320 fn grid(&self, rect: &(usize, usize, usize, usize)) -> Vec<Vec<bool>> {
321 let (x, y, w, h) = rect;
322 let mut grid = vec!(vec!(false; *h); *w);
323 for c in &self.cells {
324 grid[c.0 - x][c.1 - y] = true;
325 }
326 grid
327 }
328
e570927a 329 fn find_first_point_of_outline(&self, rect: &(usize, usize, usize, usize), grid: &Vec<Vec<bool>>) -> Point<isize> {
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330 let (ox, oy, w, h) = rect;
331 let is_outer_wall = (ox, oy) == (&0, &0); // we know this is always the outer wall of the level
332 for x in 0..*w {
333 for y in 0..*h {
334 if is_outer_wall && !grid[x][y] {
335 return point!(x as isize, y as isize - 1); // one step back because we're not on a wall tile
336 }
337 else if !is_outer_wall && grid[x][y] {
338 return point!(x as isize, y as isize);
339 }
340 }
341 }
342 panic!("no wall found!");
343 }
344
e570927a 345 fn find_next_point_of_outline(&self, grid: &Vec<Vec<bool>>, p: &mut Point<isize>, directions: &mut Vec<(isize, isize)>) {
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346 directions.rotate_left(2);
347 loop {
348 let d = directions[0];
349 if self.check(*p + d, grid) {
350 *p += d;
351 break;
352 }
353 directions.rotate_right(1);
354 }
355 }
356
e570927a 357 fn check(&self, p: Point<isize>, grid: &Vec<Vec<bool>>) -> bool {
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358 if p.x < 0 || p.x >= grid.len() as isize || p.y < 0 || p.y >= grid[0].len() as isize {
359 false
360 } else {
361 grid[p.x as usize][p.y as usize]
362 }
363 }
364}