Files
desktop_dungeon_generator/src/main.rs
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Rust
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mod layout;
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mod ui;
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use std::collections::HashSet;
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use eframe::egui;
use egui::{Color32, Stroke};
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use layout::{DungeonLayout, generate_layout};
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use ui::{UiSettings, draw_side_panel};
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fn main() -> eframe::Result<()> {
let options = eframe::NativeOptions::default();
eframe::run_native(
"Desktop Dungeon Generator",
options,
Box::new(|_cc| Ok(Box::new(DungeonApp::default()))),
)
}
struct DungeonApp {
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settings: UiSettings,
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seed: u64,
layout: DungeonLayout,
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}
impl Default for DungeonApp {
fn default() -> Self {
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let settings = UiSettings::default();
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let seed = 1;
let layout = generate_layout(
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settings.cols,
settings.rows,
settings.room_count,
seed,
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settings.min_room_size,
settings.max_room_size,
settings.square_rooms_only,
settings.corridor_randomness,
settings.dead_end_rooms_percent,
);
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Self {
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settings,
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seed,
layout,
}
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}
}
impl eframe::App for DungeonApp {
fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
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let panel_result = draw_side_panel(ctx, &mut self.settings);
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if self.settings.min_room_size > self.settings.max_room_size {
self.settings.max_room_size = self.settings.min_room_size;
}
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if panel_result.generate_clicked {
self.seed = self.seed.wrapping_add(1);
self.regenerate_layout();
}
if panel_result.settings_changed {
self.regenerate_layout();
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}
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egui::CentralPanel::default().show(ctx, |ui| {
let available = ui.available_size_before_wrap();
let (response, painter) = ui.allocate_painter(available, egui::Sense::hover());
let canvas = response.rect.shrink(12.0);
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let geometry = draw_grid(&painter, canvas, self.settings.cols, self.settings.rows);
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draw_layout(&painter, &geometry, &self.layout);
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});
}
}
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impl DungeonApp {
fn regenerate_layout(&mut self) {
self.layout = generate_layout(
self.settings.cols,
self.settings.rows,
self.settings.room_count,
self.seed,
self.settings.min_room_size,
self.settings.max_room_size,
self.settings.square_rooms_only,
self.settings.corridor_randomness,
self.settings.dead_end_rooms_percent,
);
}
}
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struct GridGeometry {
rect: egui::Rect,
cell_size: f32,
}
fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize) -> GridGeometry {
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let cols = cols.max(1);
let rows = rows.max(1);
let cell_size = (area.width() / cols as f32).min(area.height() / rows as f32);
let grid_width = cell_size * cols as f32;
let grid_height = cell_size * rows as f32;
let grid_rect = egui::Rect::from_min_size(
egui::pos2(
area.center().x - (grid_width * 0.5),
area.center().y - (grid_height * 0.5),
),
egui::vec2(grid_width, grid_height),
);
let stroke = Stroke::new(1.0, Color32::from_gray(160));
painter.rect_stroke(grid_rect, 0.0, stroke, egui::StrokeKind::Middle);
for col in 1..cols {
let x = grid_rect.left() + (col as f32 * cell_size);
painter.line_segment(
[
egui::pos2(x, grid_rect.top()),
egui::pos2(x, grid_rect.bottom()),
],
stroke,
);
}
for row in 1..rows {
let y = grid_rect.top() + (row as f32 * cell_size);
painter.line_segment(
[
egui::pos2(grid_rect.left(), y),
egui::pos2(grid_rect.right(), y),
],
stroke,
);
}
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GridGeometry {
rect: grid_rect,
cell_size,
}
}
fn draw_layout(painter: &egui::Painter, geometry: &GridGeometry, layout: &DungeonLayout) {
let room_fill = Color32::from_rgb(70, 120, 160);
let corridor_fill = Color32::from_rgb(210, 190, 120);
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let outline_stroke = Stroke::new(3.0, Color32::BLACK);
let mut corridor_cells_set = HashSet::new();
let mut corridor_edges_set = HashSet::new();
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for corridor in &layout.corridors {
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corridor_edges_set.insert(normalized_edge(corridor.from, corridor.to));
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for (col, row) in corridor_cells(corridor.from, corridor.to) {
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corridor_cells_set.insert((col, row));
}
}
for &(col, row) in &corridor_cells_set {
painter.rect_filled(cell_rect(geometry, col, row), 0.0, corridor_fill);
}
for &(col, row) in &corridor_cells_set {
let rect = cell_rect(geometry, col, row);
let right = (col + 1, row);
let bottom = (col, row + 1);
if col == 0 || !corridor_cells_set.contains(&(col - 1, row)) {
painter.line_segment(
[
egui::pos2(rect.left(), rect.top()),
egui::pos2(rect.left(), rect.bottom()),
],
outline_stroke,
);
}
if !corridor_cells_set.contains(&right)
|| !corridor_edges_set.contains(&normalized_edge((col, row), right))
{
painter.line_segment(
[
egui::pos2(rect.right(), rect.top()),
egui::pos2(rect.right(), rect.bottom()),
],
outline_stroke,
);
}
if row == 0 || !corridor_cells_set.contains(&(col, row - 1)) {
painter.line_segment(
[
egui::pos2(rect.left(), rect.top()),
egui::pos2(rect.right(), rect.top()),
],
outline_stroke,
);
}
if !corridor_cells_set.contains(&bottom)
|| !corridor_edges_set.contains(&normalized_edge((col, row), bottom))
{
painter.line_segment(
[
egui::pos2(rect.left(), rect.bottom()),
egui::pos2(rect.right(), rect.bottom()),
],
outline_stroke,
);
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}
}
for room in &layout.rooms {
let left = geometry.rect.left() + room.x as f32 * geometry.cell_size;
let top = geometry.rect.top() + room.y as f32 * geometry.cell_size;
let right = left + room.width as f32 * geometry.cell_size;
let bottom = top + room.height as f32 * geometry.cell_size;
let room_rect = egui::Rect::from_min_max(egui::pos2(left, top), egui::pos2(right, bottom));
painter.rect_filled(room_rect, 0.0, room_fill);
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painter.rect_stroke(room_rect, 0.0, outline_stroke, egui::StrokeKind::Middle);
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}
}
fn corridor_cells(from: (usize, usize), to: (usize, usize)) -> Vec<(usize, usize)> {
let mut cells = Vec::new();
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 {
cells.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 {
cells.push((x, y));
}
}
cells
}
fn cell_rect(geometry: &GridGeometry, col: usize, row: usize) -> egui::Rect {
let left = geometry.rect.left() + col as f32 * geometry.cell_size;
let top = geometry.rect.top() + row as f32 * geometry.cell_size;
egui::Rect::from_min_size(
egui::pos2(left, top),
egui::vec2(geometry.cell_size, geometry.cell_size),
)
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}
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fn normalized_edge(a: (usize, usize), b: (usize, usize)) -> ((usize, usize), (usize, usize)) {
if a <= b { (a, b) } else { (b, a) }
}