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desktop_dungeon_generator/src/layout/utils.rs
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/*
* Geometric utilities and low-level layout helpers.
* Provides logic for Manhattan distance, room overlap testing,
* BFS-based shortest pathfinding, and custom deterministic RNG.
*/
use super::types::{DungeonLayout, Room};
use std::collections::{HashSet, VecDeque};
pub struct SimpleRng {
pub state: u64,
}
impl SimpleRng {
// Create a small deterministic RNG with a fallback seed.
pub fn new(seed: u64) -> Self {
let state = if seed == 0 {
0xA5A5_A5A5_1234_5678
} else {
seed
};
Self { state }
}
// Return the next random u32.
pub fn next_u32(&mut self) -> u32 {
self.state ^= self.state >> 12;
self.state ^= self.state << 25;
self.state ^= self.state >> 27;
(self.state.wrapping_mul(0x2545_F491_4F6C_DD1D) >> 32) as u32
}
// Return the next random f32 in [0,1].
pub fn next_f32(&mut self) -> f32 {
self.next_u32() as f32 / u32::MAX as f32
}
// Generate a random usize between min and max inclusive.
pub fn range_inclusive(&mut self, min: usize, max: usize) -> usize {
if min >= max {
return min;
}
let width = max - min + 1;
min + (self.next_u32() as usize % width)
}
}
// Collect all room cells except those belonging to excluded room ids.
pub fn blocked_room_cells(rooms: &[Room], excluded_room_ids: &[usize]) -> HashSet<(usize, usize)> {
let excluded: HashSet<usize> = excluded_room_ids.iter().copied().collect();
let mut blocked = HashSet::new();
for (room_idx, room) in rooms.iter().enumerate() {
if excluded.contains(&room_idx) {
continue;
}
for x in room.x..(room.x + room.width) {
for y in room.y..(room.y + room.height) {
blocked.insert((x, y));
}
}
}
blocked
}
// Compute corridor cells while excluding room cells.
pub fn corridor_cells(layout: &DungeonLayout, cols: usize, rows: usize) -> HashSet<(usize, usize)> {
let mut cells = HashSet::new();
if cols == 0 || rows == 0 {
return cells;
}
let mut room_cells = HashSet::new();
for room in &layout.rooms {
for x in room.x..(room.x + room.width) {
for y in room.y..(room.y + room.height) {
room_cells.insert((x, y));
}
}
}
for corridor in &layout.corridors {
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for cell in corridor.cells(cols, rows, &room_cells) {
cells.insert(cell);
}
}
cells
}
// Computes index at cell.
pub fn room_index_at_cell(rooms: &[Room], cell: (usize, usize)) -> Option<usize> {
rooms.iter().position(|room| {
cell.0 >= room.x
&& cell.0 < room.x + room.width
&& cell.1 >= room.y
&& cell.1 < room.y + room.height
})
}
// Normalize a cell edge ordering.
pub fn normalized_cell_edge(
a: (usize, usize),
b: (usize, usize),
) -> ((usize, usize), (usize, usize)) {
if a <= b { (a, b) } else { (b, a) }
}
// Compute Manhattan distance between two grid cells.
pub fn manhattan_distance(a: (usize, usize), b: (usize, usize)) -> usize {
a.0.abs_diff(b.0) + a.1.abs_diff(b.1)
}
// Test whether two rooms overlap with extra padding.
pub fn overlaps_with_padding(a: &Room, b: &Room, padding: usize) -> bool {
let a_left = a.x.saturating_sub(padding);
let a_top = a.y.saturating_sub(padding);
let a_right = a.x + a.width + padding;
let a_bottom = a.y + a.height + padding;
let b_left = b.x;
let b_top = b.y;
let b_right = b.x + b.width;
let b_bottom = b.y + b.height;
a_left < b_right && a_right > b_left && a_top < b_bottom && a_bottom > b_top
}
// Checks whether rects overlap.
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#[allow(clippy::too_many_arguments)]
pub fn rects_overlap(
ax: usize,
ay: usize,
aw: usize,
ah: usize,
bx: usize,
by: usize,
bw: usize,
bh: usize,
) -> bool {
let a_right = ax + aw;
let a_bottom = ay + ah;
let b_right = bx + bw;
let b_bottom = by + bh;
ax < b_right && a_right > bx && ay < b_bottom && a_bottom > by
}
// Checks whether rooms overlap.
pub fn rooms_overlap(a: &Room, b: &Room) -> bool {
rects_overlap(a.x, a.y, a.width, a.height, b.x, b.y, b.width, b.height)
}
// Checks whether rooms touch.
pub fn rooms_touch(a: &Room, b: &Room) -> bool {
!shared_boundary_edges(a, b).is_empty()
}
// Finds boundary edges.
pub fn shared_boundary_edges(a: &Room, b: &Room) -> Vec<((usize, usize), (usize, usize))> {
let mut edges = Vec::new();
if a.x + a.width == b.x || b.x + b.width == a.x {
let left = if a.x < b.x { a } else { b };
let right = if a.x < b.x { b } else { a };
let y0 = left.y.max(right.y);
let y1 = (left.y + left.height).min(right.y + right.height);
for y in y0..y1 {
edges.push(normalized_cell_edge(
(left.x + left.width - 1, y),
(right.x, y),
));
}
}
if a.y + a.height == b.y || b.y + b.height == a.y {
let top = if a.y < b.y { a } else { b };
let bottom = if a.y < b.y { b } else { a };
let x0 = top.x.max(bottom.x);
let x1 = (top.x + top.width).min(bottom.x + bottom.width);
for x in x0..x1 {
edges.push(normalized_cell_edge(
(x, top.y + top.height - 1),
(x, bottom.y),
));
}
}
edges
}
// Finds opening width.
pub fn shared_opening_width(a: &Room, b: &Room, span: usize, default_width: usize) -> usize {
let max_width = if a.x + a.width == b.x || b.x + b.width == a.x {
a.height.min(b.height)
} else {
a.width.min(b.width)
};
default_width.max(1).min(span).min(max_width.max(1))
}
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// Returns true if the edge between cell a and cell b is on the perimeter of at least one room.
pub fn is_room_boundary_edge(rooms: &[Room], a: (usize, usize), b: (usize, usize)) -> bool {
for room in rooms {
let rx_start = room.x;
let rx_end = room.x + room.width;
let ry_start = room.y;
let ry_end = room.y + room.height;
// But since we have overlapping rooms, we check if this specific edge is one of the 4 perimeters of THIS room.
let horizontal = a.1 == b.1 && a.0.abs_diff(b.0) == 1;
let vertical = a.0 == b.0 && a.1.abs_diff(b.1) == 1;
if horizontal {
let left = a.0.min(b.0);
let right = a.0.max(b.0);
let y = a.1;
if y >= ry_start && y < ry_end {
if right == rx_start || left == rx_end - 1 {
return true;
}
}
} else if vertical {
let top = a.1.min(b.1);
let bottom = a.1.max(b.1);
let x = a.0;
if x >= rx_start && x < rx_end {
if bottom == ry_start || top == ry_end - 1 {
return true;
}
}
}
}
false
}
// Compute the shortest grid path between two cells using BFS.
pub fn shortest_path_cells(
start: (usize, usize),
end: (usize, usize),
cols: usize,
rows: usize,
blocked: &HashSet<(usize, usize)>,
) -> Option<Vec<(usize, usize)>> {
if start == end {
return Some(vec![start]);
}
if blocked.contains(&start) || blocked.contains(&end) {
return None;
}
let total = cols.saturating_mul(rows);
if total == 0 {
return None;
}
let index = |p: (usize, usize)| -> usize { p.1 * cols + p.0 };
let coord = |idx: usize| -> (usize, usize) { (idx % cols, idx / cols) };
let start_idx = index(start);
let end_idx = index(end);
let mut queue = VecDeque::new();
let mut visited = vec![false; total];
let mut parent: Vec<Option<usize>> = vec![None; total];
visited[start_idx] = true;
queue.push_back(start_idx);
while let Some(current) = queue.pop_front() {
if current == end_idx {
break;
}
let (x, y) = coord(current);
let neighbors = [
x.checked_sub(1).map(|nx| (nx, y)),
(x + 1 < cols).then_some((x + 1, y)),
y.checked_sub(1).map(|ny| (x, ny)),
(y + 1 < rows).then_some((x, y + 1)),
];
for neighbor in neighbors.into_iter().flatten() {
if blocked.contains(&neighbor) {
continue;
}
let n_idx = index(neighbor);
if !visited[n_idx] {
visited[n_idx] = true;
parent[n_idx] = Some(current);
queue.push_back(n_idx);
}
}
}
if !visited[end_idx] {
return None;
}
let mut path = Vec::new();
let mut current = end_idx;
path.push(coord(current));
while let Some(prev) = parent[current] {
current = prev;
path.push(coord(current));
}
path.reverse();
Some(path)
}
// Generate a noisy path biased toward the target cell.
pub fn noisy_path(
start: (usize, usize),
end: (usize, usize),
cols: usize,
rows: usize,
randomness: f32,
blocked: &HashSet<(usize, usize)>,
rng: &mut SimpleRng,
) -> Vec<(usize, usize)> {
if start == end {
return vec![start];
}
let mut path = vec![start];
let mut visited = HashSet::new();
visited.insert(start);
let mut current = start;
let mut prev_dir = (0isize, 0isize);
let max_steps = cols.saturating_mul(rows).max(32);
for _ in 0..max_steps {
if current == end {
break;
}
let mut neighbors = Vec::with_capacity(4);
let (x, y) = current;
if x > 0 {
neighbors.push((x - 1, y));
}
if x + 1 < cols {
neighbors.push((x + 1, y));
}
if y > 0 {
neighbors.push((x, y - 1));
}
if y + 1 < rows {
neighbors.push((x, y + 1));
}
if neighbors.is_empty() {
break;
}
let mut best = neighbors[0];
let mut best_score = f32::INFINITY;
for &candidate in &neighbors {
if blocked.contains(&candidate) && candidate != end {
continue;
}
let step_dir = (
candidate.0 as isize - current.0 as isize,
candidate.1 as isize - current.1 as isize,
);
let dist = manhattan_distance(candidate, end) as f32;
let progress_weight = 1.0 - (0.85 * randomness);
let revisit_penalty = if visited.contains(&candidate) {
2.5 + (2.0 * randomness)
} else {
0.0
};
let turn_penalty = if prev_dir == (0, 0) || prev_dir == step_dir {
0.0
} else {
0.6 - (0.35 * randomness)
};
let noise = rng.next_f32() * 8.0 * randomness;
let score = (dist * progress_weight) + revisit_penalty + turn_penalty + noise;
if score < best_score {
best_score = score;
best = candidate;
}
}
prev_dir = (
best.0 as isize - current.0 as isize,
best.1 as isize - current.1 as isize,
);
current = best;
path.push(current);
visited.insert(current);
}
if current != end
&& let Some(tail) = shortest_path_cells(current, end, cols, rows, blocked)
{
for &cell in tail.iter().skip(1) {
path.push(cell);
}
}
path
}
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// Shuffle any mutable slice in place using the provided RNG.
pub fn shuffle_items<T>(items: &mut [T], rng: &mut SimpleRng) {
if items.len() <= 1 {
return;
}
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for i in (1..items.len()).rev() {
let j = rng.range_inclusive(0, i);
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items.swap(i, j);
}
}
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// Shuffle indices in place using the provided RNG.
pub fn shuffle_indices(indices: &mut [usize], rng: &mut SimpleRng) {
shuffle_items(indices, rng);
}