rust/landgen/src/maze.rs
branchtransitional_engine
changeset 16063 09beeec033ba
parent 16062 1860852892c0
child 16064 0caa3dfb3ba2
equal deleted inserted replaced
16062:1860852892c0 16063:09beeec033ba
     7     pub width: usize,
     7     pub width: usize,
     8     pub height: usize,
     8     pub height: usize,
     9     pub cell_size: usize,
     9     pub cell_size: usize,
    10     pub inverted: bool,
    10     pub inverted: bool,
    11     pub distortion_limiting_factor: u32,
    11     pub distortion_limiting_factor: u32,
    12     pub braidness: usize,
    12     pub braidness: u32,
       
    13 }
       
    14 
       
    15 struct Maze {
       
    16     inverted: bool,
       
    17     braidness: u32,
       
    18     off_y: i32,
       
    19     num_cells: Size,
       
    20     num_edges: Size,
       
    21     seen_cells: Size,
       
    22     cell_size: usize,
       
    23     seen_list: Vec<Vec<Option<usize>>>,
       
    24     walls: Vec<Vec<Vec<bool>>>,
       
    25     edge_list: Vec<Vec<Vec<bool>>>,
       
    26     last_cell: Vec<Point>,
       
    27     came_from: Vec<Vec<Point>>,
       
    28     came_from_pos: Vec<i32>,
       
    29 }
       
    30 
       
    31 fn in_line(p1: &Point, p2: &Point, p3: &Point) -> bool {
       
    32     p1.x == p2.x && p2.x == p3.x || p1.y == p2.y && p2.y == p3.y
       
    33 }
       
    34 
       
    35 #[derive(Clone, Copy)]
       
    36 struct Direction(Point);
       
    37 
       
    38 impl Direction {
       
    39     #[inline]
       
    40     pub fn new(direction: usize) -> Self {
       
    41         match direction % 4 {
       
    42             0 => Self(Point::new(0, -1)),
       
    43             1 => Self(Point::new(1, 0)),
       
    44             2 => Self(Point::new(0, 1)),
       
    45             3 => Self(Point::new(-1, 0)),
       
    46             _ => panic!("Impossible"),
       
    47         }
       
    48     }
       
    49 
       
    50     #[inline]
       
    51     pub fn rotate_right(self) -> Self {
       
    52         Self(self.0.rotate90())
       
    53     }
       
    54 
       
    55     #[inline]
       
    56     pub fn rotate_left(self) -> Self {
       
    57         Self(self.0.rotate270())
       
    58     }
       
    59 
       
    60     #[inline]
       
    61     pub fn to_edge(self) -> Self {
       
    62         Self(Point::new(
       
    63             if self.0.x < 0 { 0 } else { self.0.x },
       
    64             if self.0.y < 0 { 0 } else { self.0.y },
       
    65         ))
       
    66     }
       
    67 
       
    68     #[inline]
       
    69     pub fn orientation(&self) -> usize {
       
    70         if self.0.x == 0 {
       
    71             0
       
    72         } else {
       
    73             1
       
    74         }
       
    75     }
       
    76 }
       
    77 
       
    78 impl Maze {
       
    79     pub fn new<I: Iterator<Item = u32>>(
       
    80         size: &Size,
       
    81         cell_size: usize,
       
    82         num_steps: usize,
       
    83         inverted: bool,
       
    84         braidness: u32,
       
    85         random_numbers: &mut I,
       
    86     ) -> Self {
       
    87         let num_cells = Size::new(
       
    88             prev_odd(size.width / cell_size),
       
    89             prev_odd(size.height / cell_size),
       
    90         );
       
    91 
       
    92         let num_edges = Size::new(num_cells.width - 1, num_cells.height - 1);
       
    93         let seen_cells = Size::new(num_cells.width / 2, num_cells.height / 2);
       
    94 
       
    95         let mut last_cell = vec![Point::diag(0); num_steps];
       
    96         let came_from_pos = vec![0; num_steps];
       
    97         let came_from = vec![vec![Point::diag(0); num_steps]; num_cells.area()];
       
    98 
       
    99         let seen_list = vec![vec![None as Option<usize>; seen_cells.width]; seen_cells.height];
       
   100         let walls = vec![vec![vec![true; seen_cells.width]; seen_cells.height]; 2];
       
   101         let edge_list = vec![vec![vec![false; num_cells.width]; num_cells.height]; 2];
       
   102 
       
   103         for current_step in 0..num_steps {
       
   104             let x = random_numbers.next().unwrap_or_default() as usize % (seen_cells.width - 1)
       
   105                 / num_steps;
       
   106             last_cell[current_step] = Point::new(
       
   107                 (x + current_step * seen_cells.width / num_steps) as i32,
       
   108                 random_numbers.next().unwrap_or_default() as i32 % seen_cells.height as i32,
       
   109             );
       
   110         }
       
   111 
       
   112         Self {
       
   113             inverted,
       
   114             braidness,
       
   115             off_y: ((size.height - num_cells.height * cell_size) / 2) as i32,
       
   116             num_cells,
       
   117             num_edges,
       
   118             seen_cells,
       
   119             cell_size,
       
   120             seen_list,
       
   121             walls,
       
   122             edge_list,
       
   123             last_cell,
       
   124             came_from,
       
   125             came_from_pos,
       
   126         }
       
   127     }
       
   128 
       
   129     fn see_cell<I: Iterator<Item = u32>>(
       
   130         &mut self,
       
   131         current_step: usize,
       
   132         start_dir: Direction,
       
   133         random_numbers: &mut I,
       
   134     ) -> bool {
       
   135         let mut dir = start_dir;
       
   136         loop {
       
   137             let p = self.last_cell[current_step];
       
   138             self.seen_list[p.y as usize][p.x as usize] = Some(current_step);
       
   139 
       
   140             let next_dir_clockwise = random_numbers.next().unwrap_or_default() % 2 == 0;
       
   141 
       
   142             for _ in 0..5 {
       
   143                 let sp = p + dir.0;
       
   144                 let when_seen = if sp.x < 0
       
   145                     || sp.x >= self.seen_cells.width as i32
       
   146                     || sp.y < 0
       
   147                     || sp.y >= self.seen_cells.height as i32
       
   148                 {
       
   149                     Some(current_step)
       
   150                 } else {
       
   151                     self.seen_list[sp.y as usize][sp.x as usize]
       
   152                 };
       
   153 
       
   154                 match when_seen {
       
   155                     Some(a) if a == current_step => {
       
   156                         // try another direction
       
   157                         if !self.inverted
       
   158                             && random_numbers.next().unwrap_or_default() % self.braidness == 0
       
   159                         {
       
   160                             if dir.0.x == -1 && p.x > 0 {
       
   161                                 self.walls[dir.orientation()][p.y as usize][p.x as usize - 1] =
       
   162                                     false;
       
   163                             }
       
   164                             if dir.0.x == 1 && p.x < self.seen_cells.width as i32 - 1 {
       
   165                                 self.walls[dir.orientation()][p.y as usize][p.x as usize] = false;
       
   166                             }
       
   167                             if dir.0.y == -1 && p.y > 0 {
       
   168                                 self.walls[dir.orientation()][p.y as usize - 1][p.x as usize] =
       
   169                                     false;
       
   170                             }
       
   171                             if dir.0.y == 1 && p.y < self.seen_cells.height as i32 - 1 {
       
   172                                 self.walls[dir.orientation()][p.y as usize][p.x as usize] = false;
       
   173                             }
       
   174                         }
       
   175 
       
   176                         if next_dir_clockwise {
       
   177                             dir = dir.rotate_right();
       
   178                         } else {
       
   179                             dir = dir.rotate_left();
       
   180                         }
       
   181                     }
       
   182                     None => {
       
   183                         // cell was not seen yet, go there
       
   184                         let o_dir = dir.rotate_right().rotate_right();
       
   185                         let op = p - o_dir.to_edge().0;
       
   186                         self.walls[o_dir.orientation()][op.y as usize][op.x as usize] = false;
       
   187                         self.last_cell[current_step] = sp;
       
   188                         self.came_from_pos[current_step] += 1;
       
   189                         self.came_from[self.came_from_pos[current_step] as usize][current_step] = p;
       
   190                         return false;
       
   191                     }
       
   192                     _ => {
       
   193                         return true;
       
   194                     }
       
   195                 }
       
   196             }
       
   197 
       
   198             self.last_cell[current_step] =
       
   199                 self.came_from[self.came_from_pos[current_step] as usize][current_step];
       
   200             self.came_from_pos[current_step] -= 1;
       
   201 
       
   202             if self.came_from_pos[current_step] < 0 {
       
   203                 return true;
       
   204             }
       
   205         }
       
   206     }
       
   207 
       
   208     fn add_vertex(&mut self, p: Point, polygon: &mut Vec<Point>) {
       
   209         let [x, y] = [p.x, p.y].map(|i| {
       
   210             if self.inverted || i & 1 == 0 {
       
   211                 self.cell_size
       
   212             } else {
       
   213                 self.cell_size * 2 / 3
       
   214             }
       
   215         });
       
   216         let new_point = Point::new(
       
   217             (p.x - 1) * self.cell_size as i32 + x as i32,
       
   218             (p.y - 1) * self.cell_size as i32 + y as i32 + self.off_y,
       
   219         );
       
   220 
       
   221         let nv = polygon.len();
       
   222         if nv > 2 {
       
   223             if in_line(&polygon[nv - 2], &polygon[nv - 1], &new_point) {
       
   224                 polygon.pop();
       
   225             }
       
   226         }
       
   227 
       
   228         polygon.push(new_point);
       
   229     }
       
   230 
       
   231     fn add_edge(&mut self, p: Point, mut dir: Direction, polygon: &mut Vec<Point>) {
       
   232         let mut next_p = Some(p);
       
   233 
       
   234         while let Some(p) = next_p {
       
   235             next_p = None;
       
   236 
       
   237             for _ in 0..4 {
       
   238                 let cdir = dir.to_edge();
       
   239 
       
   240                 let np = p + cdir.0;
       
   241 
       
   242                 if np.x >= 0
       
   243                     && np.y >= 0
       
   244                     && np.x < self.num_cells.width as i32
       
   245                     && np.y < self.num_cells.height as i32
       
   246                     && self.edge_list[dir.orientation()][np.y as usize][np.x as usize]
       
   247                 {
       
   248                     self.edge_list[dir.orientation()][np.y as usize][np.x as usize] = false;
       
   249                     self.add_vertex(p + dir.0 + Point::new(1, 1), polygon);
       
   250                     next_p = Some(p + dir.0);
       
   251                     break;
       
   252                 }
       
   253 
       
   254                 dir = dir.rotate_right();
       
   255             }
       
   256         }
       
   257     }
       
   258 
       
   259     pub fn to_islands(mut self) -> (Vec<Polygon>, Vec<Point>) {
       
   260         let mut islands: Vec<Polygon> = vec![];
       
   261         let mut polygon: Vec<Point> = vec![];
       
   262         let mut maze = vec![vec![false; self.num_cells.width]; self.num_cells.height];
       
   263 
       
   264         for x in 0..self.seen_cells.width {
       
   265             for y in 0..self.seen_cells.height {
       
   266                 if self.seen_list[y][x].is_some() {
       
   267                     maze[y * 2 + 1][x * 2 + 1] = true;
       
   268                 }
       
   269             }
       
   270 
       
   271             for y in 0..self.seen_cells.height - 1 {
       
   272                 if !self.walls[0][y][x] {
       
   273                     maze[y * 2 + 2][x * 2 + 1] = true;
       
   274                 }
       
   275             }
       
   276         }
       
   277 
       
   278         for x in 0..self.seen_cells.width - 1 {
       
   279             for y in 0..self.seen_cells.height {
       
   280                 if !self.walls[1][y][x] {
       
   281                     maze[y * 2 + 1][x * 2 + 2] = true;
       
   282                 }
       
   283             }
       
   284         }
       
   285 
       
   286         for x in 0..self.num_edges.width {
       
   287             for y in 0..self.num_cells.height {
       
   288                 self.edge_list[0][y][x] = maze[y][x] != maze[y][x + 1];
       
   289             }
       
   290         }
       
   291 
       
   292         for x in 0..self.num_cells.width {
       
   293             for y in 0..self.num_edges.height {
       
   294                 self.edge_list[1][y][x] = maze[y][x] != maze[y + 1][x];
       
   295             }
       
   296         }
       
   297 
       
   298         let mut fill_points = vec![];
       
   299 
       
   300         for y in 0..self.num_cells.height {
       
   301             for x in 0..self.num_cells.width {
       
   302                 if maze[y][x] {
       
   303                     let half_cell = self.cell_size / 2;
       
   304                     let fill_point = Point::new(
       
   305                         (x * self.cell_size + half_cell) as i32,
       
   306                         (y * self.cell_size + half_cell) as i32 + self.off_y,
       
   307                     );
       
   308                     islands.push(Polygon::new(&[fill_point]));
       
   309                     fill_points.push(fill_point);
       
   310                 }
       
   311             }
       
   312         }
       
   313 
       
   314         for x in 0..self.num_edges.width {
       
   315             for y in 0..self.num_cells.height {
       
   316                 if self.edge_list[0][y][x] {
       
   317                     self.edge_list[0][y][x] = false;
       
   318                     self.add_vertex(Point::new(x as i32 + 1, y as i32 + 1), &mut polygon);
       
   319                     self.add_vertex(Point::new(x as i32 + 1, y as i32), &mut polygon);
       
   320                     self.add_edge(
       
   321                         Point::new(x as i32, y as i32 - 1),
       
   322                         Direction::new(0),
       
   323                         &mut polygon,
       
   324                     );
       
   325 
       
   326                     if polygon.len() > 4 {
       
   327                         if in_line(polygon.last().unwrap(), &polygon[0], &polygon[1]) {
       
   328                             polygon.pop();
       
   329                         }
       
   330 
       
   331                         /*
       
   332                                                 for p in &polygon {
       
   333                                                     println!("{} {}", p.x, p.y);
       
   334                                                 }
       
   335                                                 println!("\ne\n");
       
   336                         */
       
   337 
       
   338                         islands.push(Polygon::new(&polygon));
       
   339                     }
       
   340                     polygon.clear();
       
   341                 }
       
   342             }
       
   343         }
       
   344 
       
   345         (islands, fill_points)
       
   346     }
    13 }
   347 }
    14 
   348 
    15 pub struct MazeLandGenerator {
   349 pub struct MazeLandGenerator {
    16     maze_template: MazeTemplate,
   350     maze_template: MazeTemplate,
    17 }
   351 }
    34         size: &Size,
   368         size: &Size,
    35         play_box: Rect,
   369         play_box: Rect,
    36         intersections_box: Rect,
   370         intersections_box: Rect,
    37         random_numbers: &mut I,
   371         random_numbers: &mut I,
    38     ) -> OutlinePoints {
   372     ) -> OutlinePoints {
    39         let num_cells = Size::new(
       
    40             prev_odd(size.width / self.maze_template.cell_size),
       
    41             prev_odd(size.height / self.maze_template.cell_size),
       
    42         );
       
    43 
       
    44         let num_edges = Size::new(num_cells.width - 1, num_cells.height - 1);
       
    45         let seen_cells = Size::new(num_cells.width / 2, num_cells.height / 2);
       
    46 
       
    47         let num_steps = if self.maze_template.inverted { 3 } else { 1 };
   373         let num_steps = if self.maze_template.inverted { 3 } else { 1 };
    48         let mut step_done = vec![false; num_steps];
   374         let mut step_done = vec![false; num_steps];
    49         let mut last_cell = vec![Point::diag(0); num_steps];
       
    50         let mut came_from_pos = vec![0; num_steps];
       
    51         let mut came_from = vec![vec![Point::diag(0); num_steps]; num_cells.area()];
       
    52 
       
    53         let mut done = false;
   375         let mut done = false;
    54         let mut seen_list = vec![vec![None as Option<usize>; seen_cells.width]; seen_cells.height];
   376 
    55         let mut x_walls = vec![vec![true; seen_cells.width]; seen_cells.height - 1];
   377         let mut maze = Maze::new(
    56         let mut y_walls = vec![vec![true; seen_cells.width - 1]; seen_cells.height];
   378             &size,
    57         let mut x_edge_list = vec![vec![false; num_edges.width]; num_cells.height];
   379             self.maze_template.cell_size,
    58         let mut y_edge_list = vec![vec![false; num_cells.width]; num_edges.height];
   380             num_steps,
    59 
   381             self.maze_template.inverted,
    60         let mut maze = vec![vec![false; num_cells.width]; num_cells.height];
   382             self.maze_template.braidness,
    61 
   383             random_numbers,
    62         let off_y = 0;
   384         );
    63 
       
    64         for current_step in 0..num_steps {
       
    65             let x = random_numbers.next().unwrap_or_default() as usize % (seen_cells.width - 1)
       
    66                 / num_steps;
       
    67             last_cell[current_step] = Point::new(
       
    68                 (x + current_step * seen_cells.width / num_steps) as i32,
       
    69                 random_numbers.next().unwrap_or_default() as i32 % seen_cells.height as i32,
       
    70             );
       
    71         }
       
    72 
       
    73         let see_cell = |current_step: usize, start_dir: Point, seen_list: &mut Vec<Vec<Option<usize>>>, x_walls: &mut Vec<Vec<bool>>, y_walls: &mut Vec<Vec<bool>>,
       
    74                         last_cell: &mut Vec<Point>, came_from: &mut Vec<Vec<Point>>, came_from_pos: &mut Vec<i32>| {
       
    75             let mut dir = start_dir;
       
    76             loop {
       
    77                 let p = dbg!(last_cell[current_step]);
       
    78                 seen_list[p.y as usize][p.x as usize] = Some(dbg!(current_step));
       
    79 
       
    80                 let next_dir_clockwise = true;//random_numbers.next().unwrap_or_default() % 2 == 0;
       
    81 
       
    82                 for _ in 0..5 {
       
    83                     let sp = dbg!(p) + dbg!(dir);
       
    84                     let when_seen =
       
    85                         if sp.x < 0
       
    86                             || sp.x >= seen_cells.width as i32
       
    87                             || sp.y < 0
       
    88                             || sp.y >= seen_cells.height as i32
       
    89                         {
       
    90                             None
       
    91                         } else {
       
    92                             Some(seen_list[sp.y as usize][sp.x as usize])
       
    93                         }
       
    94                     ;
       
    95 
       
    96                     match when_seen {
       
    97                         None => {
       
    98                             // try another direction
       
    99                             if dir.x == -1 && p.x > 0 {
       
   100                                 y_walls[p.y as usize][p.x as usize - 1] = false;
       
   101                             }
       
   102                             if dir.x == 1 && p.x < seen_cells.width as i32 - 1 {
       
   103                                 y_walls[p.y as usize][p.x as usize] = false;
       
   104                             }
       
   105                             if dir.y == -1 && p.y > 0 {
       
   106                                 x_walls[p.y as usize][p.x as usize] = false;
       
   107                             }
       
   108                             if dir.y == 1 && p.y < seen_cells.height as i32 - 1 {
       
   109                                 x_walls[p.y as usize][p.x as usize] = false;
       
   110                             }
       
   111 
       
   112                             if next_dir_clockwise {
       
   113                                 dir = dir.rotate90();
       
   114                             } else {
       
   115                                 dir = dir.rotate270();
       
   116                             }
       
   117                         }
       
   118                         Some(None) => {
       
   119                             // cell was not seen yet, go there
       
   120                             if dir.y == -1 {
       
   121                                 x_walls[p.y as usize - 1][p.x as usize] = false;
       
   122                             }
       
   123                             if dir.y == 1 {
       
   124                                 x_walls[p.y as usize][p.x as usize] = false;
       
   125                             }
       
   126                             if dir.x == -1 {
       
   127                                 y_walls[p.y as usize][p.x as usize - 1] = false;
       
   128                             }
       
   129                             if dir.x == 1 {
       
   130                                 y_walls[p.y as usize][p.x as usize] = false;
       
   131                             }
       
   132                             last_cell[current_step] = dbg!(sp);
       
   133                             came_from_pos[current_step] += 1;
       
   134                             came_from[came_from_pos[current_step] as usize][current_step] = p;
       
   135                             return true;
       
   136                         }
       
   137                         _ => {
       
   138                             return true;
       
   139                         }
       
   140                     }
       
   141                 }
       
   142 
       
   143                 last_cell[current_step] = came_from[came_from_pos[current_step] as usize][current_step];
       
   144                 came_from_pos[current_step] -= 1;
       
   145 
       
   146                 return came_from_pos[current_step] < 0;
       
   147             }
       
   148         };
       
   149 
       
   150         let mut islands: Vec<Polygon> = vec![];
       
   151         let mut polygon: Vec<Point> = vec![];
       
   152         let add_vertex = |p: Point, polygon: &mut Vec<Point>| {
       
   153             let cell_size = self.maze_template.cell_size as i32;
       
   154             let [x, y] = [p.x, p.y].map(|i| {
       
   155                 if self.maze_template.inverted || i & 1 == 0 {
       
   156                     cell_size
       
   157                 } else {
       
   158                     cell_size * 2 / 3
       
   159                 }
       
   160             });
       
   161             let new_point =
       
   162                 Point::new((p.x - 1) * cell_size + x, (p.y - 1) * cell_size + y + off_y);
       
   163 
       
   164             let nv = polygon.len();
       
   165             if nv > 2 {
       
   166                 if polygon[nv - 2].x == polygon[nv - 1].x && polygon[nv - 1].x == new_point.x
       
   167                     || polygon[nv - 2].y == polygon[nv - 1].y && polygon[nv - 1].y == new_point.y
       
   168                 {
       
   169                     polygon.pop();
       
   170                 }
       
   171             }
       
   172 
       
   173             polygon.push(new_point);
       
   174         };
       
   175 
       
   176         let add_edge = |p: Point, dir: Point, polygon: &mut Vec<Point>, x_edge_list: &mut Vec<Vec<bool>>, y_edge_list: &mut Vec<Vec<bool>>| {
       
   177             let mut dir = dir.rotate270();
       
   178             let mut next_p = Some(p);
       
   179 
       
   180             while let Some(p) = next_p {
       
   181                 next_p = None;
       
   182 
       
   183                 for _ in 0..4 {
       
   184                     dir = dir.rotate90();
       
   185                     let cdir = Point::new(
       
   186                         if dir.x < 0 { 0 } else { dir.x },
       
   187                         if dir.y < 0 { 0 } else { dir.y },
       
   188                     );
       
   189 
       
   190                     let np = p + cdir;
       
   191                     let edge_list = if dir.x == 0 {
       
   192                         &mut *x_edge_list
       
   193                     } else {
       
   194                         &mut *y_edge_list
       
   195                     };
       
   196                     if np.x >= 0
       
   197                         && np.y > 0
       
   198                         && np.x < num_cells.width as i32
       
   199                         && np.y < num_cells.height as i32
       
   200                         && edge_list[np.y as usize][np.x as usize]
       
   201                     {
       
   202                         (*edge_list)[np.y as usize][np.x as usize] = false;
       
   203                         add_vertex(p + dir + Point::new(1, 1), polygon);
       
   204                         next_p = Some(p + dir);
       
   205                         break;
       
   206                     }
       
   207                 }
       
   208             }
       
   209         };
       
   210 
   385 
   211         while !done {
   386         while !done {
   212             done = true;
   387             done = true;
   213 
   388 
   214             for current_step in 0..num_steps {
   389             for current_step in 0..num_steps {
   215                 if !step_done[current_step] {
   390                 if !step_done[current_step] {
   216                     let dir = match random_numbers.next().unwrap_or_default() % 4 {
   391                     let dir = Direction::new(random_numbers.next().unwrap_or_default() as usize);
   217                         0 => Point::new(0, -1),
   392                     step_done[current_step] = maze.see_cell(current_step, dir, random_numbers);
   218                         1 => Point::new(1, 0),
       
   219                         2 => Point::new(0, 1),
       
   220                         3 => Point::new(-1, 0),
       
   221                         _ => panic!(),
       
   222                     };
       
   223                     step_done[current_step] =
       
   224                         see_cell(current_step, dir, &mut seen_list, &mut x_walls, &mut y_walls, &mut last_cell, &mut came_from, &mut came_from_pos);
       
   225                     done = false;
   393                     done = false;
   226                 }
   394                 }
   227             }
   395             }
   228         }
   396         }
   229 
   397 
   230         for x in 0..seen_cells.width {
   398         let (islands, fill_points) = maze.to_islands();
   231             for y in 0..seen_cells.height {
       
   232                 if seen_list[y][x].is_some() {
       
   233                     maze[y * 2 + 1][x * 2 + 1] = true;
       
   234                 }
       
   235             }
       
   236 
       
   237             for y in 0..seen_cells.height - 1 {
       
   238                 if !x_walls[y][x] {
       
   239                     maze[y * 2 + 2][x * 2 + 1] = true;
       
   240                 }
       
   241             }
       
   242         }
       
   243 
       
   244         for x in 0..seen_cells.width - 1 {
       
   245             for y in 0..seen_cells.height {
       
   246                 if !y_walls[y][x] {
       
   247                     maze[y * 2 + 1][x * 2 + 2] = true;
       
   248                 }
       
   249             }
       
   250         }
       
   251 
       
   252         for x in 0..num_edges.width {
       
   253             for y in 0..num_cells.height {
       
   254                 x_edge_list[y][x] = maze[y][x] != maze[y][x + 1];
       
   255             }
       
   256         }
       
   257 
       
   258         for x in 0..num_cells.width {
       
   259             for y in 0..num_edges.height {
       
   260                 y_edge_list[y][x] = maze[y][x] != maze[y + 1][x];
       
   261             }
       
   262         }
       
   263 
       
   264         for x in 0..num_edges.width {
       
   265             for y in 0..num_cells.height {
       
   266                 if x_edge_list[y][x] {
       
   267                     x_edge_list[y][x] = false;
       
   268                     add_vertex(Point::new(x as i32 + 1, y as i32 + 1), &mut polygon);
       
   269                     add_vertex(Point::new(x as i32 + 1, y as i32), &mut polygon);
       
   270                     add_edge(Point::new(x as i32, y as i32 - 1), Point::new(0, -1), &mut polygon, &mut x_edge_list, &mut y_edge_list);
       
   271 
       
   272                     islands.push(Polygon::new(&polygon));
       
   273                     polygon.clear();
       
   274                 }
       
   275             }
       
   276         }
       
   277 
   399 
   278         OutlinePoints {
   400         OutlinePoints {
   279             islands,
   401             islands,
   280             fill_points: vec![Point::new(1, 1 + off_y)],
   402             fill_points,
   281             size: *size,
   403             size: *size,
   282             play_box,
   404             play_box,
   283             intersections_box,
   405             intersections_box,
   284         }
   406         }
   285     }
   407     }
   289     fn generate_land<T: Copy + PartialEq + Default, I: Iterator<Item = u32>>(
   411     fn generate_land<T: Copy + PartialEq + Default, I: Iterator<Item = u32>>(
   290         &self,
   412         &self,
   291         parameters: &LandGenerationParameters<T>,
   413         parameters: &LandGenerationParameters<T>,
   292         random_numbers: &mut I,
   414         random_numbers: &mut I,
   293     ) -> Land2D<T> {
   415     ) -> Land2D<T> {
   294         let do_invert = false;
   416         let do_invert = self.maze_template.inverted;
   295         let (basic, zero) = if do_invert {
   417         let (basic, zero) = if do_invert {
   296             (parameters.zero, parameters.basic)
   418             (parameters.zero, parameters.basic)
   297         } else {
   419         } else {
   298             (parameters.basic, parameters.zero)
   420             (parameters.basic, parameters.zero)
   299         };
   421         };
   301         let land_size = Size::new(self.maze_template.width, self.maze_template.height);
   423         let land_size = Size::new(self.maze_template.width, self.maze_template.height);
   302         let mut land = Land2D::new(&land_size, basic);
   424         let mut land = Land2D::new(&land_size, basic);
   303 
   425 
   304         let mut points = self.generate_outline(
   426         let mut points = self.generate_outline(
   305             &land.size().size(),
   427             &land.size().size(),
   306             Rect::at_origin(land_size).with_margin(land_size.to_square().width as i32 * -2),
   428             land.play_box(), //??? Rect::at_origin(land_size).with_margin(land_size.to_square().width as i32 * -2),
   307             land.play_box(),
   429             land.play_box(),
   308             random_numbers,
   430             random_numbers,
   309         );
   431         );
   310 
   432 
   311         if !parameters.skip_distort {
   433         if !parameters.skip_distort {
   320 
   442 
   321         for p in &points.fill_points {
   443         for p in &points.fill_points {
   322             land.fill(*p, zero, zero)
   444             land.fill(*p, zero, zero)
   323         }
   445         }
   324 
   446 
   325         points.draw(&mut land, basic);
       
   326 
       
   327         land
   447         land
   328     }
   448     }
   329 }
   449 }