Files
desktop_dungeon_generator/src/main.rs
T

498 lines
15 KiB
Rust
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mod layout;
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mod seed;
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mod settings;
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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, shortest_path_cells};
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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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layout: DungeonLayout,
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drag_state: Option<DragState>,
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}
impl Default for DungeonApp {
fn default() -> Self {
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let settings = settings::load_settings().unwrap_or_default();
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let layout = layout::generate_layout(
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settings.cols,
settings.rows,
settings.room_count,
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settings.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 {
settings,
layout,
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drag_state: None,
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}
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}
}
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impl Drop for DungeonApp {
fn drop(&mut self) {
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if let Err(err) = settings::save_settings(&self.settings) {
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eprintln!("Failed to save settings: {err}");
}
}
}
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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.reset_clicked || panel_result.settings_changed {
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self.regenerate_layout();
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}
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egui::CentralPanel::default().show(ctx, |ui| {
let available = ui.available_size_before_wrap();
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let (response, painter) = ui.allocate_painter(available, egui::Sense::click_and_drag());
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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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self.handle_drag(&response, &geometry);
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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) {
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self.drag_state = None;
self.layout = layout::generate_layout(
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self.settings.cols,
self.settings.rows,
self.settings.room_count,
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self.settings.seed,
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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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fn handle_drag(&mut self, response: &egui::Response, geometry: &GridGeometry) {
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if response.drag_started()
&& let Some(pointer_pos) = response.interact_pointer_pos()
&& let Some((room_idx, offset_x, offset_y)) =
self.room_at_pointer(pointer_pos, geometry)
{
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self.drag_state = Some(DragState::Room(RoomDragState {
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room_idx,
offset_x,
offset_y,
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}));
} else if response.drag_started()
&& let Some(pointer_pos) = response.interact_pointer_pos()
&& let Some(corridor_drag) = self.corridor_drag_at_pointer(pointer_pos, geometry)
{
self.drag_state = Some(DragState::Corridor(corridor_drag));
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}
if response.dragged()
&& let Some(pointer_pos) = response.interact_pointer_pos()
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&& let Some(drag_state) = self.drag_state.clone()
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{
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match drag_state {
DragState::Room(drag) => self.drag_room_to_pointer(drag, pointer_pos, geometry),
DragState::Corridor(drag) => {
self.drag_corridor_to_pointer(drag, pointer_pos, geometry)
}
}
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}
if response.drag_stopped() || !response.ctx.input(|i| i.pointer.primary_down()) {
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self.drag_state = None;
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}
}
fn room_at_pointer(
&self,
pointer_pos: egui::Pos2,
geometry: &GridGeometry,
) -> Option<(usize, f32, f32)> {
let (grid_x, grid_y) = pointer_to_grid(pointer_pos, geometry)?;
for (room_idx, room) in self.layout.rooms.iter().enumerate().rev() {
let room_x = room.x as f32;
let room_y = room.y as f32;
let room_right = room_x + room.width as f32;
let room_bottom = room_y + room.height as f32;
if grid_x >= room_x && grid_x < room_right && grid_y >= room_y && grid_y < room_bottom {
return Some((room_idx, grid_x - room_x, grid_y - room_y));
}
}
None
}
fn drag_room_to_pointer(
&mut self,
drag: RoomDragState,
pointer_pos: egui::Pos2,
geometry: &GridGeometry,
) {
let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry) else {
return;
};
if drag.room_idx >= self.layout.rooms.len() {
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self.drag_state = None;
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return;
}
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let (width, height, old_x, old_y) = {
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let room = &self.layout.rooms[drag.room_idx];
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(room.width, room.height, room.x, room.y)
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};
let max_x = self.settings.cols.saturating_sub(width);
let max_y = self.settings.rows.saturating_sub(height);
let target_x = (grid_x - drag.offset_x).floor().max(0.0) as usize;
let target_y = (grid_y - drag.offset_y).floor().max(0.0) as usize;
let new_x = target_x.min(max_x);
let new_y = target_y.min(max_y);
if new_x == old_x && new_y == old_y {
return;
}
self.layout.rooms[drag.room_idx].x = new_x;
self.layout.rooms[drag.room_idx].y = new_y;
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self.reroute_corridors_for_room(drag.room_idx);
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}
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fn reroute_corridors_for_room(&mut self, room_idx: usize) {
let empty = HashSet::new();
for corridor in &mut self.layout.corridors {
if corridor.start_room_id != room_idx && corridor.end_room_id != room_idx {
continue;
}
let start = self.layout.rooms[corridor.start_room_id].center_cell();
let end = self.layout.rooms[corridor.end_room_id].center_cell();
corridor.path =
shortest_path_cells(start, end, self.settings.cols, self.settings.rows, &empty)
.unwrap_or_else(|| vec![start, end]);
}
}
fn corridor_drag_at_pointer(
&self,
pointer_pos: egui::Pos2,
geometry: &GridGeometry,
) -> Option<CorridorDragState> {
let (grid_x, grid_y) = pointer_to_grid(pointer_pos, geometry)?;
let clicked = (grid_x.floor() as usize, grid_y.floor() as usize);
let corridor_index = self
.layout
.corridors
.iter()
.position(|corridor| corridor.path.contains(&clicked))?;
Some(CorridorDragState {
corridor_index,
original_path: self.layout.corridors[corridor_index].path.clone(),
original_cell: clicked,
})
}
fn drag_corridor_to_pointer(
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&mut self,
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drag: CorridorDragState,
pointer_pos: egui::Pos2,
geometry: &GridGeometry,
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) {
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let Some((grid_x, grid_y)) = pointer_to_grid(pointer_pos, geometry) else {
return;
};
if drag.corridor_index >= self.layout.corridors.len() {
self.drag_state = None;
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return;
}
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let target = (
(grid_x.floor().max(0.0) as usize).min(self.settings.cols.saturating_sub(1)),
(grid_y.floor().max(0.0) as usize).min(self.settings.rows.saturating_sub(1)),
);
let Some(new_path) = reroute_path_through_cell(
&drag.original_path,
drag.original_cell,
target,
self.settings.cols,
self.settings.rows,
) else {
return;
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};
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self.layout.corridors[drag.corridor_index].path = new_path;
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}
}
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#[derive(Debug, Clone)]
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struct RoomDragState {
room_idx: usize,
offset_x: f32,
offset_y: f32,
}
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#[derive(Debug, Clone)]
struct CorridorDragState {
corridor_index: usize,
original_path: Vec<(usize, usize)>,
original_cell: (usize, usize),
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}
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#[derive(Debug, Clone)]
enum DragState {
Room(RoomDragState),
Corridor(CorridorDragState),
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}
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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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for &cell in &corridor.path {
corridor_cells_set.insert(cell);
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}
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for pair in corridor.path.windows(2) {
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corridor_edges_set.insert(normalized_edge(pair[0], pair[1]));
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}
}
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 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) }
}
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fn pointer_to_grid(pointer_pos: egui::Pos2, geometry: &GridGeometry) -> Option<(f32, f32)> {
if !geometry.rect.contains(pointer_pos) {
return None;
}
let x = (pointer_pos.x - geometry.rect.left()) / geometry.cell_size;
let y = (pointer_pos.y - geometry.rect.top()) / geometry.cell_size;
Some((x, y))
}
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fn reroute_path_through_cell(
original_path: &[(usize, usize)],
original_cell: (usize, usize),
target_cell: (usize, usize),
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cols: usize,
rows: usize,
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) -> Option<Vec<(usize, usize)>> {
let (&start, &end) = (original_path.first()?, original_path.last()?);
if start == end {
return None;
}
let mut blocked = HashSet::new();
blocked.insert(original_cell);
blocked.remove(&start);
blocked.remove(&end);
blocked.remove(&target_cell);
let first_leg = shortest_path_cells(start, target_cell, cols, rows, &blocked)?;
let mut blocked_second = blocked.clone();
for &cell in first_leg
.iter()
.skip(1)
.take(first_leg.len().saturating_sub(2))
{
if cell != target_cell && cell != end {
blocked_second.insert(cell);
}
}
let second_leg = shortest_path_cells(target_cell, end, cols, rows, &blocked_second)
.or_else(|| shortest_path_cells(target_cell, end, cols, rows, &blocked))?;
let mut full_path = first_leg;
for cell in second_leg.into_iter().skip(1) {
if full_path.last().copied() != Some(cell) {
full_path.push(cell);
}
}
simplify_path_loops(&mut full_path);
if full_path.len() < 2 || !full_path.contains(&target_cell) {
return None;
}
if original_cell != start && original_cell != end && full_path.contains(&original_cell) {
return None;
}
Some(full_path)
}
fn simplify_path_loops(path: &mut Vec<(usize, usize)>) {
let mut out = Vec::new();
for &cell in path.iter() {
if let Some(pos) = out.iter().position(|&c| c == cell) {
out.truncate(pos + 1);
} else {
out.push(cell);
}
}
*path = out;
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}