syncronized staircases on multiple levels and removed elevators as redundant

This commit is contained in:
grimsace
2026-04-27 10:57:31 -05:00
parent 182e2fe0a9
commit 277f8f5391
5 changed files with 225 additions and 163 deletions
+149 -43
View File
@@ -353,70 +353,171 @@ fn pick_random_corridor_cell(
// Constant for stair marker stream base
const STAIR_MARKER_STREAM_BASE: u64 = 21_000;
// Populate stairs (and optionally elevators) across all levels after markers are placed.
// Populate stairs across all levels after markers are placed.
pub fn populate_stairs(
mut layouts: Vec<DungeonLayout>,
settings: &UiSettings,
) -> Vec<DungeonLayout> {
if layouts.is_empty() {
return layouts;
}
// Clear existing stairs.
for layout in &mut layouts {
layout.stairs.clear();
}
if settings.min_stairs_per_level == 0 && settings.max_stairs_per_level == 0 {
return layouts;
}
let stair_count = if settings.min_stairs_per_level == settings.max_stairs_per_level {
settings.min_stairs_per_level
let num_levels = layouts.len();
let num_gaps = num_levels.saturating_sub(1);
// If we only have 1 level, we still generate one set of stairs (e.g. to a hypothetical level below).
let sets_to_gen = if num_gaps == 0 { 1 } else { num_gaps };
let mut all_stair_sets: Vec<Vec<layout::Staircase>> = Vec::new();
if settings.sync_stairs_across_levels {
// One set of positions for all gaps.
let stair_count = get_stair_count(settings, 0);
let base_layout = &layouts[0];
let synced_stairs = pick_stair_positions(base_layout, settings, stair_count, 0);
for _ in 0..sets_to_gen {
all_stair_sets.push(synced_stairs.clone());
}
} else {
let range_seed = seed::derive_seed(settings.seed, 0x2A_3B_4_u64);
(range_seed as usize % (settings.max_stairs_per_level - settings.min_stairs_per_level + 1))
+ settings.min_stairs_per_level
};
if stair_count == 0 {
return layouts;
// Independent positions for each gap.
for i in 0..sets_to_gen {
let stair_count = get_stair_count(settings, i);
// Use the layout of the upper level of the gap as a guide.
let layout_idx = i.min(num_levels - 1);
let stairs =
pick_stair_positions(&layouts[layout_idx], settings, stair_count, i as u64);
all_stair_sets.push(stairs);
}
}
let is_elevator = settings.windows_enabled;
// If syncing stairs, pick the same stair positions for all levels.
let mut sync_stair_cells: Vec<layout::Staircase> = Vec::new();
if settings.sync_stairs_across_levels && !layouts.is_empty() {
let base_settings = settings.clone();
let base_layout = layouts[0].clone();
sync_stair_cells =
pick_stair_positions(&base_layout, &base_settings, stair_count, is_elevator);
// Assign stairs to levels.
if num_levels == 1 {
layouts[0].stairs.extend(all_stair_sets[0].clone());
} else {
for i in 0..num_gaps {
let stairs = &all_stair_sets[i];
// These stairs connect level i to i+1.
layouts[i].stairs.extend(stairs.clone());
layouts[i + 1].stairs.extend(stairs.clone());
}
}
for (level_idx, layout) in layouts.iter_mut().enumerate() {
if settings.sync_stairs_across_levels && !sync_stair_cells.is_empty() {
// Use the synced stair positions.
layout.stairs = sync_stair_cells
.iter()
.map(|stair| layout::Staircase {
cell: stair.cell,
size: random_stair_size(
settings,
seed::derive_seed(
settings.seed,
STAIR_MARKER_STREAM_BASE + level_idx as u64,
),
),
is_elevator,
})
.collect();
} else {
// Generate independent stair positions for this level.
layout.stairs = pick_stair_positions(layout, settings, stair_count, is_elevator);
// De-duplicate stairs at the same location on the same level (can happen if synced).
for layout in &mut layouts {
let mut seen = HashSet::new();
layout.stairs.retain(|s| seen.insert(s.cell));
}
// Ensure every stair is inside a room on its level.
for layout in &mut layouts {
let stairs_clone = layout.stairs.clone();
for stair in &stairs_clone {
ensure_stair_in_room(layout, stair);
}
}
layouts
}
fn get_stair_count(settings: &UiSettings, gap_idx: usize) -> usize {
if settings.min_stairs_per_level == settings.max_stairs_per_level {
settings.min_stairs_per_level
} else {
let range_seed = seed::derive_seed(settings.seed, 0x2A_3B_4_u64 + gap_idx as u64);
(range_seed as usize % (settings.max_stairs_per_level - settings.min_stairs_per_level + 1))
+ settings.min_stairs_per_level
}
}
// Ensure a staircase is fully contained within a room. If not, extend the nearest existing room or create a new one.
fn ensure_stair_in_room(layout: &mut DungeonLayout, stair: &layout::Staircase) {
let stair_x = stair.cell.0;
let stair_y = stair.cell.1;
let stair_size = stair.size;
// Check if any room already contains the staircase.
for room in &layout.rooms {
if stair_x >= room.x
&& stair_y >= room.y
&& (stair_x + stair_size) <= (room.x + room.width)
&& (stair_y + stair_size) <= (room.y + room.height)
{
return;
}
}
// Find the nearest room to the staircase.
let mut nearest_room_idx = None;
let mut min_dist = usize::MAX;
for (idx, room) in layout.rooms.iter().enumerate() {
let dist = room_to_stair_min_dist(room, stair);
if dist < min_dist {
min_dist = dist;
nearest_room_idx = Some(idx);
}
}
// If a room is nearby (within 5 cells), extend it.
if let Some(idx) = nearest_room_idx
&& min_dist <= 5
{
let room = &mut layout.rooms[idx];
let new_x = room.x.min(stair_x);
let new_y = room.y.min(stair_y);
let new_right = (room.x + room.width).max(stair_x + stair_size);
let new_bottom = (room.y + room.height).max(stair_y + stair_size);
room.x = new_x;
room.y = new_y;
room.width = new_right - new_x;
room.height = new_bottom - new_y;
} else {
// Otherwise, create a new room for the staircase.
layout.rooms.push(layout::Room {
x: stair_x,
y: stair_y,
width: stair_size,
height: stair_size,
});
}
}
// Compute the minimum Manhattan distance between a room and a staircase.
fn room_to_stair_min_dist(room: &layout::Room, stair: &layout::Staircase) -> usize {
let dx = if stair.cell.0 + stair.size <= room.x {
room.x - (stair.cell.0 + stair.size)
} else if stair.cell.0 >= room.x + room.width {
stair.cell.0 - (room.x + room.width)
} else {
0
};
let dy = if stair.cell.1 + stair.size <= room.y {
room.y - (stair.cell.1 + stair.size)
} else if stair.cell.1 >= room.y + room.height {
stair.cell.1 - (room.y + room.height)
} else {
0
};
dx + dy
}
// Pick random cells within rooms that are valid for stair placement and return Staircase objects.
fn pick_stair_positions(
layout: &DungeonLayout,
settings: &UiSettings,
count: usize,
is_elevator: bool,
seed_offset: u64,
) -> Vec<layout::Staircase> {
if layout.rooms.is_empty() || count == 0 {
return Vec::new();
@@ -444,7 +545,10 @@ fn pick_stair_positions(
let mut shuffled = valid_cells.clone();
shuffle_with_seed(
&mut shuffled,
settings.seed.wrapping_add(STAIR_MARKER_STREAM_BASE),
settings
.seed
.wrapping_add(STAIR_MARKER_STREAM_BASE)
.wrapping_add(seed_offset),
);
let max_size = settings.max_stair_width.max(settings.max_stair_height);
@@ -486,9 +590,11 @@ fn pick_stair_positions(
cell,
size: random_stair_size(
settings,
seed::derive_seed(settings.seed, STAIR_MARKER_STREAM_BASE + i as u64),
seed::derive_seed(
settings.seed,
STAIR_MARKER_STREAM_BASE + i as u64 + seed_offset * 1000,
),
),
is_elevator,
})
.collect()
}