refactor to remove duplicate/redundant code

This commit is contained in:
grimsace
2026-04-28 14:36:03 -05:00
parent 94d0a6db92
commit 074fdbfb60
3 changed files with 188 additions and 221 deletions
+29 -65
View File
@@ -128,6 +128,30 @@ impl Default for DungeonLayout {
} }
} }
impl DungeonLayout {
// Build an empty layout for the current packing mode.
pub(crate) fn empty(packed_rooms: bool) -> Self {
Self {
packed_rooms,
..Self::default()
}
}
// Build a layout from generated rooms and corridors.
fn from_generated_parts(
rooms: Vec<Room>,
corridors: Vec<Corridor>,
packed_rooms: bool,
) -> Self {
Self {
rooms,
corridors,
packed_rooms,
..Self::default()
}
}
}
// Collect all room cells except those belonging to excluded room ids. // 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)> { 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 excluded: HashSet<usize> = excluded_room_ids.iter().copied().collect();
@@ -184,19 +208,7 @@ pub fn generate_layout(
let mut corridors = Vec::new(); let mut corridors = Vec::new();
if cols < 2 || rows < 2 || target_room_count == 0 { if cols < 2 || rows < 2 || target_room_count == 0 {
return DungeonLayout { return DungeonLayout::empty(pack_rooms_without_corridors);
rooms,
corridors,
doors: Vec::new(),
windows: Vec::new(),
text_labels: Vec::new(),
start_markers: Vec::new(),
end_markers: Vec::new(),
trap_markers: Vec::new(),
monster_markers: Vec::new(),
packed_rooms: pack_rooms_without_corridors,
stairs: Vec::new(),
};
} }
let mut min_size = min_room_size.max(2); let mut min_size = min_room_size.max(2);
@@ -212,19 +224,7 @@ pub fn generate_layout(
} }
if min_size == 0 || max_size < min_size { if min_size == 0 || max_size < min_size {
return DungeonLayout { return DungeonLayout::empty(pack_rooms_without_corridors);
rooms,
corridors,
doors: Vec::new(),
windows: Vec::new(),
text_labels: Vec::new(),
start_markers: Vec::new(),
end_markers: Vec::new(),
trap_markers: Vec::new(),
monster_markers: Vec::new(),
packed_rooms: pack_rooms_without_corridors,
stairs: Vec::new(),
};
} }
let room_sizes = generate_room_sizes( let room_sizes = generate_room_sizes(
@@ -245,19 +245,7 @@ pub fn generate_layout(
if pack_rooms_without_corridors { if pack_rooms_without_corridors {
rooms = place_packed_rooms(&room_sizes, &room_edges, cols, rows, &mut room_rng); rooms = place_packed_rooms(&room_sizes, &room_edges, cols, rows, &mut room_rng);
let mut layout = DungeonLayout { let mut layout = DungeonLayout::from_generated_parts(rooms, corridors, true);
stairs: Vec::new(),
rooms,
corridors,
doors: Vec::new(),
windows: Vec::new(),
text_labels: Vec::new(),
start_markers: Vec::new(),
end_markers: Vec::new(),
trap_markers: Vec::new(),
monster_markers: Vec::new(),
packed_rooms: true,
};
apply_doors(&mut layout, seed, door_settings, cols, rows); apply_doors(&mut layout, seed, door_settings, cols, rows);
apply_windows(&mut layout, seed, window_settings, cols, rows); apply_windows(&mut layout, seed, window_settings, cols, rows);
return layout; return layout;
@@ -307,19 +295,7 @@ pub fn generate_layout(
} }
if rooms.len() < 2 { if rooms.len() < 2 {
return DungeonLayout { return DungeonLayout::from_generated_parts(rooms, corridors, false);
rooms,
corridors,
doors: Vec::new(),
windows: Vec::new(),
text_labels: Vec::new(),
start_markers: Vec::new(),
end_markers: Vec::new(),
trap_markers: Vec::new(),
monster_markers: Vec::new(),
packed_rooms: false,
stairs: Vec::new(),
};
} }
let mut min_width = min_corridor_width.max(1); let mut min_width = min_corridor_width.max(1);
@@ -366,19 +342,7 @@ pub fn generate_layout(
} }
} }
let mut layout = DungeonLayout { let mut layout = DungeonLayout::from_generated_parts(rooms, corridors, false);
stairs: Vec::new(),
rooms,
corridors,
doors: Vec::new(),
windows: Vec::new(),
text_labels: Vec::new(),
start_markers: Vec::new(),
end_markers: Vec::new(),
trap_markers: Vec::new(),
monster_markers: Vec::new(),
packed_rooms: false,
};
apply_doors(&mut layout, seed, door_settings, cols, rows); apply_doors(&mut layout, seed, door_settings, cols, rows);
apply_windows(&mut layout, seed, window_settings, cols, rows); apply_windows(&mut layout, seed, window_settings, cols, rows);
layout layout
+32 -52
View File
@@ -72,11 +72,9 @@ impl Default for DungeonApp {
// Build the app with persisted settings and a generated layout. // Build the app with persisted settings and a generated layout.
fn default() -> Self { fn default() -> Self {
let settings = settings::load_settings().unwrap_or_default(); let settings = settings::load_settings().unwrap_or_default();
let layouts = generate_all_levels(&settings);
let results = populate_stairs(layouts, &settings);
let mut app = Self { let mut app = Self {
settings, settings,
levels: results.iter().map(|(l, _)| l.clone()).collect(), levels: Vec::new(),
suppressed_auto_door_edges: HashSet::new(), suppressed_auto_door_edges: HashSet::new(),
undo_stack: Vec::new(), undo_stack: Vec::new(),
redo_stack: Vec::new(), redo_stack: Vec::new(),
@@ -93,11 +91,8 @@ impl Default for DungeonApp {
hover_level_idx: None, hover_level_idx: None,
hover_stair_idx: None, hover_stair_idx: None,
}; };
for (i, (_, modified)) in results.into_iter().enumerate() { app.levels = generate_all_levels(&app.settings);
if modified { app.refresh_stairs();
app.refresh_level(i);
}
}
app app
} }
} }
@@ -170,33 +165,9 @@ impl eframe::App for DungeonApp {
} }
} else if panel_result.new_level_clicked { } else if panel_result.new_level_clicked {
self.push_undo_snapshot(); self.push_undo_snapshot();
let level_index = self.levels.len(); self.levels
let level_seed = seed::derive_seed(self.settings.seed, level_index as u64); .push(generate_level(&self.settings, self.levels.len()));
let layout = layout::generate_layout( self.refresh_stairs();
self.settings.cols,
self.settings.rows,
self.settings.room_count,
level_seed,
self.settings.min_room_size,
self.settings.max_room_size,
self.settings.square_rooms_only,
self.settings.min_corridor_width,
self.settings.max_corridor_width,
self.settings.corridor_randomness,
self.settings.dead_end_rooms_percent,
self.settings.pack_rooms_without_corridors,
door_settings_from_ui(&self.settings),
window_settings_from_ui(&self.settings),
);
let layout = populate_random_markers(layout, &self.settings);
self.levels.push(layout);
let results = populate_stairs(self.levels.clone(), &self.settings);
self.levels = results.iter().map(|(l, _)| l.clone()).collect();
for (i, (_, modified)) in results.into_iter().enumerate() {
if modified {
self.refresh_level(i);
}
}
self.settings.active_level_index = self.levels.len() - 1; self.settings.active_level_index = self.levels.len() - 1;
} }
if ctx.input(|i| i.key_pressed(egui::Key::Delete) || i.key_pressed(egui::Key::Backspace)) { if ctx.input(|i| i.key_pressed(egui::Key::Delete) || i.key_pressed(egui::Key::Backspace)) {
@@ -385,7 +356,14 @@ fn generate_all_levels(settings: &UiSettings) -> Vec<DungeonLayout> {
let mut levels = Vec::with_capacity(level_count); let mut levels = Vec::with_capacity(level_count);
for i in 0..level_count { for i in 0..level_count {
let level_seed = seed::derive_seed(settings.seed, i as u64); levels.push(generate_level(settings, i));
}
levels
}
// Generate one dungeon level from the current settings.
fn generate_level(settings: &UiSettings, level_index: usize) -> DungeonLayout {
let level_seed = seed::derive_seed(settings.seed, level_index as u64);
let layout = layout::generate_layout( let layout = layout::generate_layout(
settings.cols, settings.cols,
settings.rows, settings.rows,
@@ -402,10 +380,8 @@ fn generate_all_levels(settings: &UiSettings) -> Vec<DungeonLayout> {
door_settings_from_ui(settings), door_settings_from_ui(settings),
window_settings_from_ui(settings), window_settings_from_ui(settings),
); );
let layout = populate_random_markers(layout, settings);
levels.push(layout); populate_random_markers(layout, settings)
}
levels
} }
fn clamp_dependent_settings(settings: &mut UiSettings) { fn clamp_dependent_settings(settings: &mut UiSettings) {
@@ -514,10 +490,8 @@ impl DungeonApp {
if self.settings.active_level_index >= self.levels.len() { if self.settings.active_level_index >= self.levels.len() {
return; return;
} }
self.levels[self.settings.active_level_index] = DungeonLayout { self.levels[self.settings.active_level_index] =
packed_rooms: self.settings.pack_rooms_without_corridors, DungeonLayout::empty(self.settings.pack_rooms_without_corridors);
..DungeonLayout::default()
};
self.suppressed_auto_door_edges.clear(); self.suppressed_auto_door_edges.clear();
self.reset_transient_state(); self.reset_transient_state();
} }
@@ -526,14 +500,8 @@ impl DungeonApp {
fn regenerate_layout(&mut self) { fn regenerate_layout(&mut self) {
self.drag_state = None; self.drag_state = None;
self.suppressed_auto_door_edges.clear(); self.suppressed_auto_door_edges.clear();
let layouts = generate_all_levels(&self.settings); self.levels = generate_all_levels(&self.settings);
let results = populate_stairs(layouts, &self.settings); self.refresh_stairs();
self.levels = results.iter().map(|(l, _)| l.clone()).collect();
for (i, (_, modified)) in results.into_iter().enumerate() {
if modified {
self.refresh_level(i);
}
}
if self.settings.active_level_index >= self.levels.len() { if self.settings.active_level_index >= self.levels.len() {
self.settings.active_level_index = 0; self.settings.active_level_index = 0;
} }
@@ -882,6 +850,18 @@ impl DungeonApp {
); );
} }
// Sync stair placement across all generated levels.
fn refresh_stairs(&mut self) {
let results = populate_stairs(self.levels.clone(), &self.settings);
self.levels = results.iter().map(|(layout, _)| layout.clone()).collect();
for (level_idx, (_, modified)) in results.into_iter().enumerate() {
if modified {
self.refresh_level(level_idx);
}
}
}
fn refresh_doors(&mut self) { fn refresh_doors(&mut self) {
if self.settings.active_level_index >= self.levels.len() { if self.settings.active_level_index >= self.levels.len() {
return; return;
+97 -74
View File
@@ -242,101 +242,124 @@ fn pick_room_index(available_rooms: &[usize], room_count: usize, seed_value: u64
} }
pub fn populate_random_traps(mut layout: DungeonLayout, settings: &UiSettings) -> DungeonLayout { pub fn populate_random_traps(mut layout: DungeonLayout, settings: &UiSettings) -> DungeonLayout {
if settings.trap_frequency_percent == 0 { layout.trap_markers = populate_random_area_markers(
return layout; &layout,
} settings.seed,
settings.trap_frequency_percent,
let mut trap_markers = Vec::new();
// Rooms
for (idx, room) in layout.rooms.iter().enumerate() {
let seed = seed::derive_seed(settings.seed, TRAP_ROOM_STREAM_BASE + idx as u64);
if (seed % 100) < settings.trap_frequency_percent as u64 {
let count = random_range_inclusive(
settings.min_traps_per_area, settings.min_traps_per_area,
settings.max_traps_per_area, settings.max_traps_per_area,
seed.rotate_left(13), TRAP_ROOM_STREAM_BASE,
TRAP_CORRIDOR_STREAM_BASE,
); );
for i in 0..count {
trap_markers.push(marker_in_room(
room,
1,
1,
seed.wrapping_add(i as u64).rotate_right(7),
));
}
}
}
// Corridors
for (idx, corridor) in layout.corridors.iter().enumerate() {
let seed = seed::derive_seed(settings.seed, TRAP_CORRIDOR_STREAM_BASE + idx as u64);
if (seed % 100) < settings.trap_frequency_percent as u64 {
let count = random_range_inclusive(
settings.min_traps_per_area,
settings.max_traps_per_area,
seed.rotate_left(13),
);
for i in 0..count {
if let Some(cell) = pick_random_corridor_cell(corridor, seed.wrapping_add(i as u64))
{
trap_markers.push(layout::AreaMarker { cell, size: 1 });
}
}
}
}
layout.trap_markers = trap_markers;
layout layout
} }
pub fn populate_random_monsters(mut layout: DungeonLayout, settings: &UiSettings) -> DungeonLayout { pub fn populate_random_monsters(mut layout: DungeonLayout, settings: &UiSettings) -> DungeonLayout {
if settings.monster_frequency_percent == 0 { layout.monster_markers = populate_random_area_markers(
return layout; &layout,
} settings.seed,
settings.monster_frequency_percent,
let mut monster_markers = Vec::new();
// Rooms
for (idx, room) in layout.rooms.iter().enumerate() {
let seed = seed::derive_seed(settings.seed, MONSTER_ROOM_STREAM_BASE + idx as u64);
if (seed % 100) < settings.monster_frequency_percent as u64 {
let count = random_range_inclusive(
settings.min_monsters_per_area, settings.min_monsters_per_area,
settings.max_monsters_per_area, settings.max_monsters_per_area,
seed.rotate_left(13), MONSTER_ROOM_STREAM_BASE,
MONSTER_CORRIDOR_STREAM_BASE,
); );
for i in 0..count { layout
monster_markers.push(marker_in_room( }
// Populate simple one-cell area markers in rooms and corridors.
fn populate_random_area_markers(
layout: &DungeonLayout,
master_seed: u64,
frequency_percent: usize,
min_count: usize,
max_count: usize,
room_stream_base: u64,
corridor_stream_base: u64,
) -> Vec<layout::AreaMarker> {
if frequency_percent == 0 {
return Vec::new();
}
let mut markers = Vec::new();
for (idx, room) in layout.rooms.iter().enumerate() {
let area_seed = seed::derive_seed(master_seed, room_stream_base + idx as u64);
append_room_markers(
&mut markers,
room,
area_seed,
frequency_percent,
min_count,
max_count,
);
}
for (idx, corridor) in layout.corridors.iter().enumerate() {
let area_seed = seed::derive_seed(master_seed, corridor_stream_base + idx as u64);
append_corridor_markers(
&mut markers,
corridor,
area_seed,
frequency_percent,
min_count,
max_count,
);
}
markers
}
// Add room markers when the room passes the frequency roll.
fn append_room_markers(
markers: &mut Vec<layout::AreaMarker>,
room: &layout::Room,
area_seed: u64,
frequency_percent: usize,
min_count: usize,
max_count: usize,
) {
if !passes_frequency_roll(area_seed, frequency_percent) {
return;
}
let count = random_range_inclusive(min_count, max_count, area_seed.rotate_left(13));
for offset in 0..count {
markers.push(marker_in_room(
room, room,
1, 1,
1, 1,
seed.wrapping_add(i as u64).rotate_right(7), area_seed.wrapping_add(offset as u64).rotate_right(7),
)); ));
} }
} }
// Add corridor markers when the corridor passes the frequency roll.
fn append_corridor_markers(
markers: &mut Vec<layout::AreaMarker>,
corridor: &layout::Corridor,
area_seed: u64,
frequency_percent: usize,
min_count: usize,
max_count: usize,
) {
if !passes_frequency_roll(area_seed, frequency_percent) {
return;
} }
// Corridors let count = random_range_inclusive(min_count, max_count, area_seed.rotate_left(13));
for (idx, corridor) in layout.corridors.iter().enumerate() { for offset in 0..count {
let seed = seed::derive_seed(settings.seed, MONSTER_CORRIDOR_STREAM_BASE + idx as u64); if let Some(cell) =
if (seed % 100) < settings.monster_frequency_percent as u64 { pick_random_corridor_cell(corridor, area_seed.wrapping_add(offset as u64))
let count = random_range_inclusive(
settings.min_monsters_per_area,
settings.max_monsters_per_area,
seed.rotate_left(13),
);
for i in 0..count {
if let Some(cell) = pick_random_corridor_cell(corridor, seed.wrapping_add(i as u64))
{ {
monster_markers.push(layout::AreaMarker { cell, size: 1 }); markers.push(layout::AreaMarker { cell, size: 1 });
}
}
} }
} }
}
layout.monster_markers = monster_markers; // Check whether an area spawns markers.
layout fn passes_frequency_roll(area_seed: u64, frequency_percent: usize) -> bool {
(area_seed % 100) < frequency_percent as u64
} }
fn pick_random_corridor_cell( fn pick_random_corridor_cell(