Files
desktop_dungeon_generator/src/layout.rs
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use std::collections::HashSet;
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#[derive(Debug, Clone)]
pub struct Room {
pub x: usize,
pub y: usize,
pub width: usize,
pub height: usize,
}
impl Room {
pub fn center_cell(&self) -> (usize, usize) {
(self.x + (self.width / 2), self.y + (self.height / 2))
}
}
#[derive(Debug, Clone)]
pub struct Corridor {
pub from: (usize, usize),
pub to: (usize, usize),
}
#[derive(Debug, Clone, Default)]
pub struct DungeonLayout {
pub rooms: Vec<Room>,
pub corridors: Vec<Corridor>,
}
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pub fn generate_layout(
cols: usize,
rows: usize,
target_room_count: usize,
seed: u64,
) -> DungeonLayout {
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let mut rng = SimpleRng::new(seed ^ ((cols as u64) << 32) ^ rows as u64);
let mut rooms = Vec::new();
let mut corridors = Vec::new();
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let mut occupied_corridor_cells = HashSet::new();
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let min_room_size = 2;
if cols < min_room_size || rows < min_room_size || target_room_count == 0 {
return DungeonLayout { rooms, corridors };
}
let max_room_width = (cols / 3).clamp(min_room_size, cols.min(12));
let max_room_height = (rows / 3).clamp(min_room_size, rows.min(12));
let max_attempts = target_room_count.saturating_mul(40).max(50);
for _ in 0..max_attempts {
if rooms.len() >= target_room_count {
break;
}
let width = rng.range_inclusive(min_room_size, max_room_width);
let height = rng.range_inclusive(min_room_size, max_room_height);
let x = rng.range_inclusive(0, cols - width);
let y = rng.range_inclusive(0, rows - height);
let candidate = Room {
x,
y,
width,
height,
};
if rooms
.iter()
.all(|existing| !overlaps_with_padding(&candidate, existing, 1))
{
rooms.push(candidate);
}
}
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if !rooms.is_empty() {
let mut connected = vec![false; rooms.len()];
connected[0] = true;
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loop {
let mut progress = false;
let connected_indices: Vec<usize> = connected
.iter()
.enumerate()
.filter_map(|(idx, is_connected)| if *is_connected { Some(idx) } else { None })
.collect();
for room_idx in 0..rooms.len() {
if connected[room_idx] {
continue;
}
let mut anchors = connected_indices.clone();
anchors.sort_by_key(|anchor_idx| {
manhattan_distance(
rooms[*anchor_idx].center_cell(),
rooms[room_idx].center_cell(),
)
});
let mut did_connect = false;
for &anchor_idx in &anchors {
if try_connect_rooms(
rooms[anchor_idx].center_cell(),
rooms[room_idx].center_cell(),
true,
&mut rng,
&mut occupied_corridor_cells,
&mut corridors,
) {
did_connect = true;
break;
}
}
if !did_connect {
for &anchor_idx in &anchors {
if try_connect_rooms(
rooms[anchor_idx].center_cell(),
rooms[room_idx].center_cell(),
false,
&mut rng,
&mut occupied_corridor_cells,
&mut corridors,
) {
did_connect = true;
break;
}
}
}
if did_connect {
connected[room_idx] = true;
progress = true;
}
}
if connected.iter().all(|is_connected| *is_connected) || !progress {
break;
}
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}
}
DungeonLayout { rooms, corridors }
}
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
}
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fn make_l_path(
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from: (usize, usize),
to: (usize, usize),
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horizontal_first: bool,
) -> Vec<(usize, usize)> {
let mut path = Vec::new();
if horizontal_first {
append_segment_cells(&mut path, from, (to.0, from.1));
append_segment_cells(&mut path, (to.0, from.1), to);
} else {
append_segment_cells(&mut path, from, (from.0, to.1));
append_segment_cells(&mut path, (from.0, to.1), to);
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}
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path
}
fn append_segment_cells(path: &mut Vec<(usize, usize)>, from: (usize, usize), to: (usize, usize)) {
if from.0 == to.0 {
let x = from.0;
let start = from.1.min(to.1);
let end = from.1.max(to.1);
for y in start..=end {
if path.last().copied() != Some((x, y)) {
path.push((x, y));
}
}
} else if from.1 == to.1 {
let y = from.1;
let start = from.0.min(to.0);
let end = from.0.max(to.0);
for x in start..=end {
if path.last().copied() != Some((x, y)) {
path.push((x, y));
}
}
}
}
fn try_connect_rooms(
from: (usize, usize),
to: (usize, usize),
enforce_gap: bool,
rng: &mut SimpleRng,
occupied: &mut HashSet<(usize, usize)>,
corridors: &mut Vec<Corridor>,
) -> bool {
let horizontal_first = rng.next_bool();
let first_try = make_l_path(from, to, horizontal_first);
let second_try = make_l_path(from, to, !horizontal_first);
try_place_path(&first_try, occupied, corridors, enforce_gap)
|| try_place_path(&second_try, occupied, corridors, enforce_gap)
}
fn try_place_path(
path: &[(usize, usize)],
occupied: &mut HashSet<(usize, usize)>,
corridors: &mut Vec<Corridor>,
enforce_gap: bool,
) -> bool {
if path.len() < 2 || (enforce_gap && !has_required_corridor_gap(path, occupied)) {
return false;
}
for cell in path {
occupied.insert(*cell);
}
for segment in path.windows(2) {
corridors.push(Corridor {
from: segment[0],
to: segment[1],
});
}
true
}
fn has_required_corridor_gap(path: &[(usize, usize)], occupied: &HashSet<(usize, usize)>) -> bool {
for &(x, y) in path {
let x = x as isize;
let y = y as isize;
for dx in -1..=1 {
for dy in -1..=1 {
let nx = x + dx;
let ny = y + dy;
if nx < 0 || ny < 0 {
continue;
}
if occupied.contains(&(nx as usize, ny as usize)) {
return false;
}
}
}
}
true
}
fn manhattan_distance(a: (usize, usize), b: (usize, usize)) -> usize {
a.0.abs_diff(b.0) + a.1.abs_diff(b.1)
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}
struct SimpleRng {
state: u64,
}
impl SimpleRng {
fn new(seed: u64) -> Self {
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let state = if seed == 0 {
0xA5A5_A5A5_1234_5678
} else {
seed
};
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Self { state }
}
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
}
fn next_bool(&mut self) -> bool {
(self.next_u32() & 1) == 0
}
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)
}
}