rust/landgen/src/maze.rs
branchtransitional_engine
changeset 16032 31cc1e450273
child 16033 1860852892c0
equal deleted inserted replaced
16031:1b1d5729ff3e 16032:31cc1e450273
       
     1 use crate::outline_template_based::outline::OutlinePoints;
       
     2 use crate::{LandGenerationParameters, LandGenerator};
       
     3 use integral_geometry::{Point, Polygon, Rect, Size};
       
     4 use land2d::Land2D;
       
     5 
       
     6 pub struct MazeTemplate {
       
     7     width: usize,
       
     8     height: usize,
       
     9     cell_size: usize,
       
    10     inverted: bool,
       
    11     distortion_limiting_factor: u32,
       
    12     braidness: usize,
       
    13 }
       
    14 
       
    15 pub struct MazeLandGenerator {
       
    16     maze_template: MazeTemplate,
       
    17 }
       
    18 
       
    19 fn prev_odd(num: usize) -> usize {
       
    20     if num & 1 == 0 {
       
    21         num - 1
       
    22     } else {
       
    23         num
       
    24     }
       
    25 }
       
    26 
       
    27 impl MazeLandGenerator {
       
    28     pub fn new(maze_template: MazeTemplate) -> Self {
       
    29         Self { maze_template }
       
    30     }
       
    31 
       
    32     fn generate_outline<I: Iterator<Item = u32>>(
       
    33         &self,
       
    34         size: &Size,
       
    35         play_box: Rect,
       
    36         intersections_box: Rect,
       
    37         random_numbers: &mut I,
       
    38     ) -> 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 };
       
    48         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_cells.area()]; num_steps];
       
    52 
       
    53         let mut done = false;
       
    54         let mut seen_list = vec![vec![None as Option<usize>; seen_cells.width]; seen_cells.height];
       
    55         let mut x_walls = vec![vec![true; seen_cells.width]; seen_cells.height - 1];
       
    56         let mut y_walls = vec![vec![true; seen_cells.width - 1]; seen_cells.height];
       
    57         let mut x_edge_list = vec![vec![false; num_edges.width]; num_cells.height];
       
    58         let mut y_edge_list = vec![vec![false; num_cells.width]; num_edges.height];
       
    59 
       
    60         let mut maze = vec![vec![false; num_cells.width]; num_cells.height];
       
    61 
       
    62         let off_y = 0;
       
    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 / num_steps 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             loop {
       
    76                 let p = last_cell[current_step];
       
    77                 seen_list[p.y as usize][p.x as usize] = Some(current_step);
       
    78 
       
    79                 let mut dir = start_dir;
       
    80 
       
    81                 let next_dir_clockwise = true;//random_numbers.next().unwrap_or_default() % 2 == 0;
       
    82 
       
    83                 for _ in 0..5 {
       
    84                     let sp = p + dir;
       
    85                     let when_seen =
       
    86                         if sp.x < 0
       
    87                             || sp.x >= seen_cells.width as i32
       
    88                             || sp.y < 0
       
    89                             || sp.y >= seen_cells.height as i32
       
    90                         {
       
    91                             None
       
    92                         } else {
       
    93                             Some(seen_list[sp.y as usize][sp.x as usize])
       
    94                         }
       
    95                     ;
       
    96 
       
    97                     match when_seen {
       
    98                         None => {
       
    99                             // try another direction
       
   100                             if dir.x == -1 && p.x > 0 {
       
   101                                 y_walls[p.y as usize][p.x as usize - 1] = false;
       
   102                             }
       
   103                             if dir.x == 1 && p.x < seen_cells.width as i32 - 1 {
       
   104                                 y_walls[p.y as usize][p.x as usize] = false;
       
   105                             }
       
   106                             if dir.y == -1 && p.y > 0 {
       
   107                                 x_walls[p.y as usize][p.x as usize] = false;
       
   108                             }
       
   109                             if dir.y == 1 && p.y < seen_cells.height as i32 - 1 {
       
   110                                 x_walls[p.y as usize][p.x as usize] = false;
       
   111                             }
       
   112 
       
   113                             if next_dir_clockwise {
       
   114                                 dir = dir.rotate90();
       
   115                             } else {
       
   116                                 dir = dir.rotate270();
       
   117                             }
       
   118                         }
       
   119                         Some(None) => {
       
   120                             // cell was not seen yet, go there
       
   121                             if dir.y == -1 {
       
   122                                 x_walls[p.y as usize - 1][p.x as usize] = false;
       
   123                             }
       
   124                             if dir.y == 1 {
       
   125                                 x_walls[p.y as usize][p.x as usize] = false;
       
   126                             }
       
   127                             if dir.x == -1 {
       
   128                                 y_walls[p.y as usize][p.x as usize - 1] = false;
       
   129                             }
       
   130                             if dir.x == 1 {
       
   131                                 y_walls[p.y as usize][p.x as usize] = false;
       
   132                             }
       
   133                             last_cell[current_step] = p + dir;
       
   134                             came_from_pos[current_step] += 1;
       
   135                             came_from[came_from_pos[current_step] as usize][current_step] = p;
       
   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 
       
   211         while !done {
       
   212             done = true;
       
   213 
       
   214             for current_step in 0..num_steps {
       
   215                 if !step_done[current_step] {
       
   216                     let dir = match random_numbers.next().unwrap_or_default() % 4 {
       
   217                         0 => Point::new(0, -1),
       
   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;
       
   226                 }
       
   227             }
       
   228         }
       
   229 
       
   230         for x in 0..seen_cells.width {
       
   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 
       
   278         OutlinePoints {
       
   279             islands,
       
   280             fill_points: vec![],
       
   281             size: *size,
       
   282             play_box,
       
   283             intersections_box,
       
   284         }
       
   285     }
       
   286 }
       
   287 
       
   288 impl LandGenerator for MazeLandGenerator {
       
   289     fn generate_land<T: Copy + PartialEq + Default, I: Iterator<Item = u32>>(
       
   290         &self,
       
   291         parameters: &LandGenerationParameters<T>,
       
   292         random_numbers: &mut I,
       
   293     ) -> Land2D<T> {
       
   294         let do_invert = false;
       
   295         let (basic, zero) = if do_invert {
       
   296             (parameters.zero, parameters.basic)
       
   297         } else {
       
   298             (parameters.basic, parameters.zero)
       
   299         };
       
   300 
       
   301         let land_size = Size::new(self.maze_template.width, self.maze_template.height);
       
   302         let mut land = Land2D::new(&land_size, basic);
       
   303 
       
   304         let mut points = self.generate_outline(
       
   305             &land.size().size(),
       
   306             Rect::at_origin(land_size).with_margin(land_size.to_square().width as i32 * -2),
       
   307             land.play_box(),
       
   308             random_numbers,
       
   309         );
       
   310 
       
   311         if !parameters.skip_distort {
       
   312             points.distort(parameters.distance_divisor, random_numbers);
       
   313         }
       
   314 
       
   315         if !parameters.skip_bezier {
       
   316             points.bezierize(5);
       
   317         }
       
   318 
       
   319         points.draw(&mut land, zero);
       
   320 
       
   321         for p in &points.fill_points {
       
   322             land.fill(*p, zero, zero)
       
   323         }
       
   324 
       
   325         points.draw(&mut land, basic);
       
   326 
       
   327         land
       
   328     }
       
   329 }