fixed corredor masks and added corredor width options

This commit is contained in:
grimsace
2026-03-12 08:25:37 -05:00
parent 7336614493
commit 2f91824d72
4 changed files with 455 additions and 88 deletions
+116 -33
View File
@@ -6,7 +6,7 @@ use image::{DynamicImage, ImageFormat, RgbaImage, imageops::FilterType};
use rfd::FileDialog;
use tiny_skia::{FillRule, Paint, PathBuilder, Pixmap, Rect, Stroke, StrokeDash, Transform};
use crate::layout::{Door, DungeonLayout, Room};
use crate::layout::{Door, DungeonLayout, Room, corridor_cells};
use crate::ui::{ExportFormat, MaskFormat, UiSettings};
const BG: (u8, u8, u8, u8) = (24, 24, 26, 255);
@@ -83,24 +83,21 @@ struct SceneData {
corridor_cells: HashSet<(usize, usize)>,
corridor_edges: HashSet<((usize, usize), (usize, usize))>,
room_cells: HashSet<(usize, usize)>,
room_edges: HashSet<((usize, usize), (usize, usize))>,
door_edges: HashSet<((usize, usize), (usize, usize))>,
}
fn collect_scene_data(layout: &DungeonLayout) -> SceneData {
fn collect_scene_data(layout: &DungeonLayout, settings: &UiSettings) -> SceneData {
let mut scene = SceneData::default();
for door in &layout.doors {
scene.door_edges.insert(norm_edge(door.from, door.to));
for edge in door_edges_for(door, settings.cols, settings.rows) {
scene.door_edges.insert(edge);
}
}
for corridor in &layout.corridors {
for &cell in &corridor.path {
scene.corridor_cells.insert(cell);
}
for pair in corridor.path.windows(2) {
scene.corridor_edges.insert(norm_edge(pair[0], pair[1]));
}
}
scene.corridor_cells = corridor_cells(layout, settings.cols, settings.rows);
scene.corridor_edges = corridor_edges_from_cells(&scene.corridor_cells);
for room in &layout.rooms {
for x in room.x..(room.x + room.width) {
@@ -109,6 +106,7 @@ fn collect_scene_data(layout: &DungeonLayout) -> SceneData {
}
}
}
scene.room_edges = room_edges_from_rooms(&layout.rooms);
scene
}
@@ -168,7 +166,7 @@ pub fn export_with_dialog(
fn render_pixmap(layout: &DungeonLayout, settings: &UiSettings) -> Result<Pixmap, String> {
let g = ExportGeometry::new(settings.cols, settings.rows);
let scene = collect_scene_data(layout);
let scene = collect_scene_data(layout, settings);
let mut pixmap =
Pixmap::new(g.width, g.height).ok_or_else(|| "Failed to allocate canvas".to_string())?;
fill_bg(&mut pixmap, BG);
@@ -206,7 +204,7 @@ fn render_pixmap(layout: &DungeonLayout, settings: &UiSettings) -> Result<Pixmap
&mut pixmap,
&g,
&scene.room_cells,
None,
Some(&scene.room_edges),
&scene.door_edges,
wall_w,
BLACK,
@@ -243,7 +241,7 @@ fn export_composite_masks(
std::fs::create_dir_all(folder).map_err(|e| format!("Failed creating folder: {e}"))?;
let g = ExportGeometry::new(settings.cols, settings.rows);
let scene = collect_scene_data(layout);
let scene = collect_scene_data(layout, settings);
let wall_w = (g.cell / 5.0).max(1.0);
let door_w = (g.cell / 10.0).max(1.0);
@@ -401,22 +399,18 @@ fn build_svg(layout: &DungeonLayout, settings: &UiSettings) -> String {
);
}
let mut corridor_cells = HashSet::new();
let mut corridor_edges = HashSet::new();
let corridor_cells = corridor_cells(layout, settings.cols, settings.rows);
let corridor_edges = corridor_edges_from_cells(&corridor_cells);
let mut room_cells = HashSet::new();
let room_edges = room_edges_from_rooms(&layout.rooms);
let mut door_edges = HashSet::new();
for door in &layout.doors {
door_edges.insert(norm_edge(door.from, door.to));
}
for corridor in &layout.corridors {
for &cell in &corridor.path {
corridor_cells.insert(cell);
}
for pair in corridor.path.windows(2) {
corridor_edges.insert(norm_edge(pair[0], pair[1]));
for edge in door_edges_for(door, settings.cols, settings.rows) {
door_edges.insert(edge);
}
}
// corridor_cells/corridor_edges already populated with corridor widths
for room in &layout.rooms {
for x in room.x..(room.x + room.width) {
for y in room.y..(room.y + room.height) {
@@ -486,7 +480,14 @@ fn build_svg(layout: &DungeonLayout, settings: &UiSettings) -> String {
&door_edges,
wall_w,
);
append_svg_walls(&mut s, &g, &room_cells, None, &door_edges, wall_w);
append_svg_walls(
&mut s,
&g,
&room_cells,
Some(&room_edges),
&door_edges,
wall_w,
);
for door in &layout.doors {
let (color, dash) = if settings.colorblind_mode {
@@ -505,7 +506,7 @@ fn build_svg(layout: &DungeonLayout, settings: &UiSettings) -> String {
("rgb(220,70,70)", None)
};
if let Some((x1, y1, x2, y2)) = door_line_points(&g, door.from, door.to) {
if let Some((x1, y1, x2, y2)) = door_line_points(&g, door.from, door.to, door.width) {
if let Some(pattern) = dash {
let _ = writeln!(
s,
@@ -847,7 +848,7 @@ fn draw_door(
color: (u8, u8, u8, u8),
style: DoorStyle,
) {
let Some((x1, y1, x2, y2)) = door_line_points(g, door.from, door.to) else {
let Some((x1, y1, x2, y2)) = door_line_points(g, door.from, door.to, door.width) else {
return;
};
draw_line(pixmap, x1, y1, x2, y2, width, color, style);
@@ -857,22 +858,31 @@ fn door_line_points(
g: &ExportGeometry,
a: (usize, usize),
b: (usize, usize),
width_cells: usize,
) -> Option<(f32, f32, f32, f32)> {
if a.0.abs_diff(b.0) + a.1.abs_diff(b.1) != 1 {
return None;
}
let width_cells = width_cells.max(1) as isize;
let min_offset = -((width_cells - 1) / 2);
let max_offset = width_cells / 2;
if a.0 != b.0 {
let x = g.left() + (a.0.max(b.0) as f32) * g.cell;
let row = a.1;
let y0 = g.top() + row as f32 * g.cell;
let y1 = y0 + g.cell;
let row = a.1 as isize;
let y0_cell = (row + min_offset).clamp(0, g.rows.saturating_sub(1) as isize);
let y1_cell = (row + max_offset).clamp(0, g.rows.saturating_sub(1) as isize);
let y0 = g.top() + y0_cell as f32 * g.cell;
let y1 = g.top() + (y1_cell as f32 + 1.0) * g.cell;
Some((x, y0, x, y1))
} else {
let y = g.top() + (a.1.max(b.1) as f32) * g.cell;
let col = a.0;
let x0 = g.left() + col as f32 * g.cell;
let x1 = x0 + g.cell;
let col = a.0 as isize;
let x0_cell = (col + min_offset).clamp(0, g.cols.saturating_sub(1) as isize);
let x1_cell = (col + max_offset).clamp(0, g.cols.saturating_sub(1) as isize);
let x0 = g.left() + x0_cell as f32 * g.cell;
let x1 = g.left() + (x1_cell as f32 + 1.0) * g.cell;
Some((x0, y, x1, y))
}
}
@@ -954,3 +964,76 @@ fn dotted_line(
fn norm_edge(a: (usize, usize), b: (usize, usize)) -> ((usize, usize), (usize, usize)) {
if a <= b { (a, b) } else { (b, a) }
}
fn corridor_edges_from_cells(
corridor_cells: &HashSet<(usize, usize)>,
) -> HashSet<((usize, usize), (usize, usize))> {
let mut edges = HashSet::new();
for &(col, row) in corridor_cells {
let right = (col + 1, row);
let bottom = (col, row + 1);
if corridor_cells.contains(&right) {
edges.insert(norm_edge((col, row), right));
}
if corridor_cells.contains(&bottom) {
edges.insert(norm_edge((col, row), bottom));
}
}
edges
}
fn room_edges_from_rooms(rooms: &[Room]) -> HashSet<((usize, usize), (usize, usize))> {
let mut edges = HashSet::new();
for room in rooms {
let x_end = room.x + room.width;
let y_end = room.y + room.height;
for x in room.x..x_end {
for y in room.y..y_end {
if x + 1 < x_end {
edges.insert(norm_edge((x, y), (x + 1, y)));
}
if y + 1 < y_end {
edges.insert(norm_edge((x, y), (x, y + 1)));
}
}
}
}
edges
}
fn door_edges_for(door: &Door, cols: usize, rows: usize) -> Vec<((usize, usize), (usize, usize))> {
let mut edges = Vec::new();
if door.from.0.abs_diff(door.to.0) + door.from.1.abs_diff(door.to.1) != 1 {
return edges;
}
let width = door.width.max(1) as isize;
let min_offset = -((width - 1) / 2);
let max_offset = width / 2;
if door.from.0 != door.to.0 {
let y = door.from.1 as isize;
for dy in min_offset..=max_offset {
let ny = y + dy;
if ny < 0 || ny >= rows as isize {
continue;
}
let a = (door.from.0, ny as usize);
let b = (door.to.0, ny as usize);
edges.push(norm_edge(a, b));
}
} else {
let x = door.from.0 as isize;
for dx in min_offset..=max_offset {
let nx = x + dx;
if nx < 0 || nx >= cols as isize {
continue;
}
let a = (nx as usize, door.from.1);
let b = (nx as usize, door.to.1);
edges.push(norm_edge(a, b));
}
}
edges
}
+174 -29
View File
@@ -23,12 +23,14 @@ pub struct Corridor {
pub start_room_id: usize,
pub end_room_id: usize,
pub path: Vec<(usize, usize)>,
pub width: usize,
}
#[derive(Debug, Clone)]
pub struct Door {
pub from: (usize, usize),
pub to: (usize, usize),
pub width: usize,
pub locked: bool,
pub archway: bool,
}
@@ -56,6 +58,8 @@ pub fn generate_layout(
min_room_size: usize,
max_room_size: usize,
square_rooms_only: bool,
min_corridor_width: usize,
max_corridor_width: usize,
corridor_randomness_percent: usize,
dead_end_room_percent: usize,
door_settings: DoorSettings,
@@ -65,12 +69,15 @@ pub fn generate_layout(
^ ((target_room_count as u64) << 16)
^ (min_room_size as u64)
^ ((max_room_size as u64) << 8)
^ ((min_corridor_width as u64) << 24)
^ ((max_corridor_width as u64) << 28)
^ ((corridor_randomness_percent as u64) << 56)
^ ((dead_end_room_percent as u64) << 40);
let base_seed = seed::derive_seed(seed, layout_salt);
let mut room_rng = SimpleRng::new(seed::derive_seed(base_seed, 1));
let mut graph_rng = SimpleRng::new(seed::derive_seed(base_seed, 2));
let mut path_rng = SimpleRng::new(seed::derive_seed(base_seed, 3));
let mut corridor_rng = SimpleRng::new(seed::derive_seed(base_seed, 4));
let mut rooms = Vec::new();
let mut corridors = Vec::new();
@@ -155,6 +162,10 @@ pub fn generate_layout(
}
let randomness = (corridor_randomness_percent.min(100) as f32) / 100.0;
let mut min_width = min_corridor_width.max(1);
let max_grid_width = cols.max(1).min(rows.max(1));
let max_width = max_corridor_width.max(min_width).min(max_grid_width);
min_width = min_width.min(max_width);
let centers: Vec<(usize, usize)> = rooms.iter().map(Room::center_cell).collect();
let target_dead_end_rooms = ((rooms.len() * dead_end_room_percent.min(50)) + 50) / 100;
let room_edges =
@@ -187,6 +198,7 @@ pub fn generate_layout(
start_room_id,
end_room_id,
path,
width: corridor_rng.range_inclusive(min_width, max_width),
});
next_corridor_id = next_corridor_id.wrapping_add(1);
}
@@ -197,11 +209,17 @@ pub fn generate_layout(
corridors,
doors: Vec::new(),
};
apply_doors(&mut layout, seed, door_settings);
apply_doors(&mut layout, seed, door_settings, cols, rows);
layout
}
pub fn apply_doors(layout: &mut DungeonLayout, seed: u64, settings: DoorSettings) {
pub fn apply_doors(
layout: &mut DungeonLayout,
seed: u64,
settings: DoorSettings,
cols: usize,
rows: usize,
) {
layout.doors.clear();
let mut rng = SimpleRng::new(seed::derive_seed(seed, 0xD005_5EED_u64));
@@ -209,40 +227,67 @@ pub fn apply_doors(layout: &mut DungeonLayout, seed: u64, settings: DoorSettings
let room_hall = (settings.room_hallway_percent.min(100) as f32) / 100.0;
let locked = (settings.locked_percent.min(100) as f32) / 100.0;
let corridor_cells = corridor_cells(layout, cols, rows);
let mut seen_edges = HashSet::new();
let door_chance = base * room_hall;
for corridor in &layout.corridors {
for pair in corridor.path.windows(2) {
if pair[0] == pair[1] {
continue;
}
let edge = normalized_cell_edge(pair[0], pair[1]);
if !seen_edges.insert(edge) {
continue;
}
if corridor.path.len() < 2 {
continue;
}
let a_in_room = room_index_at_cell(&layout.rooms, edge.0).is_some();
let b_in_room = room_index_at_cell(&layout.rooms, edge.1).is_some();
let is_room_hallway = a_in_room ^ b_in_room;
let is_middle = !a_in_room && !b_in_room;
let start_room = &layout.rooms[corridor.start_room_id];
let end_room = &layout.rooms[corridor.end_room_id];
if is_room_hallway {
let door_chance = base * room_hall;
if let Some(edge) = room_exit_edge(&corridor.path, start_room, true) {
if seen_edges.insert(edge) {
let place_door = door_chance > 0.0 && rng.next_f32() <= door_chance;
layout.doors.push(Door {
from: edge.0,
to: edge.1,
width: corridor.width.max(1),
locked: place_door && rng.next_f32() <= locked,
archway: !place_door,
});
continue;
}
}
if is_middle && settings.allow_middle_corridor_doors {
if base > 0.0 && rng.next_f32() <= base {
if let Some(edge) = room_exit_edge(&corridor.path, end_room, false) {
if seen_edges.insert(edge) {
let place_door = door_chance > 0.0 && rng.next_f32() <= door_chance;
layout.doors.push(Door {
from: edge.0,
to: edge.1,
width: corridor.width.max(1),
locked: place_door && rng.next_f32() <= locked,
archway: !place_door,
});
}
}
}
if settings.allow_middle_corridor_doors {
for &(x, y) in &corridor_cells {
let right = (x + 1, y);
let bottom = (x, y + 1);
if x + 1 < cols && corridor_cells.contains(&right) {
let edge = normalized_cell_edge((x, y), right);
if seen_edges.insert(edge) && base > 0.0 && rng.next_f32() <= base {
layout.doors.push(Door {
from: edge.0,
to: edge.1,
width: 1,
locked: rng.next_f32() <= locked,
archway: false,
});
}
}
if y + 1 < rows && corridor_cells.contains(&bottom) {
let edge = normalized_cell_edge((x, y), bottom);
if seen_edges.insert(edge) && base > 0.0 && rng.next_f32() <= base {
layout.doors.push(Door {
from: edge.0,
to: edge.1,
width: 1,
locked: rng.next_f32() <= locked,
archway: false,
});
@@ -252,6 +297,115 @@ pub fn apply_doors(layout: &mut DungeonLayout, seed: u64, settings: DoorSettings
}
}
fn room_exit_edge(
path: &[(usize, usize)],
room: &Room,
from_start: bool,
) -> Option<((usize, usize), (usize, usize))> {
let in_room = |cell: (usize, usize)| {
cell.0 >= room.x
&& cell.0 < room.x + room.width
&& cell.1 >= room.y
&& cell.1 < room.y + room.height
};
if from_start {
for pair in path.windows(2) {
if in_room(pair[0]) && !in_room(pair[1]) {
return Some(normalized_cell_edge(pair[0], pair[1]));
}
}
} else {
for pair in path.windows(2).rev() {
if in_room(pair[1]) && !in_room(pair[0]) {
return Some(normalized_cell_edge(pair[0], pair[1]));
}
}
}
None
}
pub fn corridor_cells(layout: &DungeonLayout, cols: usize, rows: usize) -> HashSet<(usize, usize)> {
let mut cells = HashSet::new();
if cols == 0 || rows == 0 {
return cells;
}
let mut room_cells = HashSet::new();
for room in &layout.rooms {
for x in room.x..(room.x + room.width) {
for y in room.y..(room.y + room.height) {
room_cells.insert((x, y));
}
}
}
for corridor in &layout.corridors {
let width = corridor.width.max(1);
let min_offset = -((width as isize - 1) / 2);
let max_offset = width as isize / 2;
if corridor.path.len() == 1 {
let (x, y) = corridor.path[0];
for dy in min_offset..=max_offset {
let ny = y as isize + dy;
if ny < 0 || ny >= rows as isize {
continue;
}
let cell = (x, ny as usize);
if !room_cells.contains(&cell) {
cells.insert(cell);
}
}
continue;
}
for pair in corridor.path.windows(2) {
let a = pair[0];
let b = pair[1];
if a == b {
continue;
}
if a.0 != b.0 {
let x0 = a.0.min(b.0);
let x1 = a.0.max(b.0);
let y = a.1 as isize;
for x in x0..=x1 {
for dy in min_offset..=max_offset {
let ny = y + dy;
if ny < 0 || ny >= rows as isize {
continue;
}
let cell = (x, ny as usize);
if !room_cells.contains(&cell) {
cells.insert(cell);
}
}
}
} else {
let y0 = a.1.min(b.1);
let y1 = a.1.max(b.1);
let x = a.0 as isize;
for y in y0..=y1 {
for dx in min_offset..=max_offset {
let nx = x + dx;
if nx < 0 || nx >= cols as isize {
continue;
}
let cell = (nx as usize, y);
if !room_cells.contains(&cell) {
cells.insert(cell);
}
}
}
}
}
}
cells
}
fn build_room_connection_edges(
centers: &[(usize, usize)],
randomness: f32,
@@ -557,15 +711,6 @@ fn manhattan_distance(a: (usize, usize), b: (usize, usize)) -> usize {
a.0.abs_diff(b.0) + a.1.abs_diff(b.1)
}
fn room_index_at_cell(rooms: &[Room], cell: (usize, usize)) -> Option<usize> {
rooms.iter().position(|room| {
cell.0 >= room.x
&& cell.0 < room.x + room.width
&& cell.1 >= room.y
&& cell.1 < room.y + room.height
})
}
fn normalized_cell_edge(a: (usize, usize), b: (usize, usize)) -> ((usize, usize), (usize, usize)) {
if a <= b { (a, b) } else { (b, a) }
}
+131 -26
View File
@@ -8,7 +8,7 @@ use std::collections::HashSet;
use eframe::egui;
use egui::{Color32, Stroke};
use layout::{DoorSettings, DungeonLayout, shortest_path_cells};
use layout::{DoorSettings, DungeonLayout, corridor_cells, shortest_path_cells};
use ui::{UiSettings, draw_side_panel};
fn main() -> eframe::Result<()> {
@@ -38,6 +38,8 @@ impl Default for DungeonApp {
settings.min_room_size,
settings.max_room_size,
settings.square_rooms_only,
settings.min_corridor_width,
settings.max_corridor_width,
settings.corridor_randomness,
settings.dead_end_rooms_percent,
door_settings_from_ui(&settings),
@@ -65,6 +67,12 @@ impl eframe::App for DungeonApp {
if self.settings.min_room_size > self.settings.max_room_size {
self.settings.max_room_size = self.settings.min_room_size;
}
if self.settings.min_corridor_width == 0 {
self.settings.min_corridor_width = 1;
}
if self.settings.min_corridor_width > self.settings.max_corridor_width {
self.settings.max_corridor_width = self.settings.min_corridor_width;
}
if panel_result.reset_clicked || panel_result.settings_changed {
self.regenerate_layout();
@@ -133,6 +141,8 @@ impl DungeonApp {
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,
door_settings_from_ui(&self.settings),
@@ -306,6 +316,8 @@ impl DungeonApp {
&mut self.layout,
self.settings.seed,
door_settings_from_ui(&self.settings),
self.settings.cols,
self.settings.rows,
);
}
}
@@ -333,6 +345,8 @@ enum DragState {
struct GridGeometry {
rect: egui::Rect,
cell_size: f32,
cols: usize,
rows: usize,
}
fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize) -> GridGeometry {
@@ -379,6 +393,8 @@ fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize
GridGeometry {
rect: grid_rect,
cell_size,
cols,
rows,
}
}
@@ -394,21 +410,15 @@ fn draw_layout(
let room_fill = Color32::from_rgb(70, 120, 160);
let corridor_fill = Color32::from_rgb(210, 190, 120);
let wall_color = Color32::BLACK;
let mut corridor_cells_set = HashSet::new();
let mut corridor_edges_set = HashSet::new();
let corridor_cells_set = corridor_cells(layout, geometry.cols, geometry.rows);
let corridor_edges_set = corridor_edges_from_cells(&corridor_cells_set);
let mut room_cells_set = HashSet::new();
let room_edges_set = room_edges_from_rooms(&layout.rooms);
let mut door_edges_set = HashSet::new();
for door in &layout.doors {
door_edges_set.insert(normalized_edge(door.from, door.to));
}
for corridor in &layout.corridors {
for &cell in &corridor.path {
corridor_cells_set.insert(cell);
}
for pair in corridor.path.windows(2) {
corridor_edges_set.insert(normalized_edge(pair[0], pair[1]));
for edge in door_edges_for(door, geometry.cols, geometry.rows) {
door_edges_set.insert(edge);
}
}
@@ -510,12 +520,15 @@ fn draw_layout(
let left = col.checked_sub(1).map(|x| (x, row));
let top = row.checked_sub(1).map(|y| (col, y));
if col == 0
let left_edge = col == 0
|| (!room_cells_set.contains(&(col - 1, row))
|| left
.map(|n| !room_edges_set.contains(&normalized_edge((col, row), n)))
.unwrap_or(true))
&& left
.map(|n| !door_edges_set.contains(&normalized_edge((col, row), n)))
.unwrap_or(true))
{
.unwrap_or(true);
if left_edge {
draw_wall_segment(
painter,
egui::pos2(rect.left(), rect.top()),
@@ -524,7 +537,8 @@ fn draw_layout(
wall_color,
);
}
if !room_cells_set.contains(&right)
if (!room_cells_set.contains(&right)
|| !room_edges_set.contains(&normalized_edge((col, row), right)))
&& !door_edges_set.contains(&normalized_edge((col, row), right))
{
draw_wall_segment(
@@ -535,12 +549,15 @@ fn draw_layout(
wall_color,
);
}
if row == 0
let top_edge = row == 0
|| (!room_cells_set.contains(&(col, row - 1))
|| top
.map(|n| !room_edges_set.contains(&normalized_edge((col, row), n)))
.unwrap_or(true))
&& top
.map(|n| !door_edges_set.contains(&normalized_edge((col, row), n)))
.unwrap_or(true))
{
.unwrap_or(true);
if top_edge {
draw_wall_segment(
painter,
egui::pos2(rect.left(), rect.top()),
@@ -549,7 +566,8 @@ fn draw_layout(
wall_color,
);
}
if !room_cells_set.contains(&bottom)
if (!room_cells_set.contains(&bottom)
|| !room_edges_set.contains(&normalized_edge((col, row), bottom)))
&& !door_edges_set.contains(&normalized_edge((col, row), bottom))
{
draw_wall_segment(
@@ -588,6 +606,7 @@ fn draw_layout(
geometry,
door.from,
door.to,
door.width,
Stroke::new(door_width_px, color),
style,
);
@@ -636,6 +655,83 @@ fn normalized_edge(a: (usize, usize), b: (usize, usize)) -> ((usize, usize), (us
if a <= b { (a, b) } else { (b, a) }
}
fn corridor_edges_from_cells(
corridor_cells: &HashSet<(usize, usize)>,
) -> HashSet<((usize, usize), (usize, usize))> {
let mut edges = HashSet::new();
for &(col, row) in corridor_cells {
let right = (col + 1, row);
let bottom = (col, row + 1);
if corridor_cells.contains(&right) {
edges.insert(normalized_edge((col, row), right));
}
if corridor_cells.contains(&bottom) {
edges.insert(normalized_edge((col, row), bottom));
}
}
edges
}
fn room_edges_from_rooms(rooms: &[layout::Room]) -> HashSet<((usize, usize), (usize, usize))> {
let mut edges = HashSet::new();
for room in rooms {
let x_end = room.x + room.width;
let y_end = room.y + room.height;
for x in room.x..x_end {
for y in room.y..y_end {
if x + 1 < x_end {
edges.insert(normalized_edge((x, y), (x + 1, y)));
}
if y + 1 < y_end {
edges.insert(normalized_edge((x, y), (x, y + 1)));
}
}
}
}
edges
}
fn door_edges_for(
door: &layout::Door,
cols: usize,
rows: usize,
) -> Vec<((usize, usize), (usize, usize))> {
let mut edges = Vec::new();
if door.from.0.abs_diff(door.to.0) + door.from.1.abs_diff(door.to.1) != 1 {
return edges;
}
let width = door.width.max(1) as isize;
let min_offset = -((width - 1) / 2);
let max_offset = width / 2;
if door.from.0 != door.to.0 {
let y = door.from.1 as isize;
for dy in min_offset..=max_offset {
let ny = y + dy;
if ny < 0 || ny >= rows as isize {
continue;
}
let a = (door.from.0, ny as usize);
let b = (door.to.0, ny as usize);
edges.push(normalized_edge(a, b));
}
} else {
let x = door.from.0 as isize;
for dx in min_offset..=max_offset {
let nx = x + dx;
if nx < 0 || nx >= cols as isize {
continue;
}
let a = (nx as usize, door.from.1);
let b = (nx as usize, door.to.1);
edges.push(normalized_edge(a, b));
}
}
edges
}
fn pointer_to_grid(pointer_pos: egui::Pos2, geometry: &GridGeometry) -> Option<(f32, f32)> {
if !geometry.rect.contains(pointer_pos) {
return None;
@@ -726,6 +822,7 @@ fn draw_door_line(
geometry: &GridGeometry,
a: (usize, usize),
b: (usize, usize),
width_cells: usize,
stroke: Stroke,
style: DoorLineStyle,
) {
@@ -733,17 +830,25 @@ fn draw_door_line(
return;
}
let width_cells = width_cells.max(1);
let min_offset = -((width_cells as isize - 1) / 2);
let max_offset = width_cells as isize / 2;
if a.0 != b.0 {
let x = geometry.rect.left() + (a.0.max(b.0) as f32) * geometry.cell_size;
let row = a.1;
let y0 = geometry.rect.top() + row as f32 * geometry.cell_size;
let y1 = y0 + geometry.cell_size;
let row = a.1 as isize;
let y0_cell = (row + min_offset).clamp(0, geometry.rows.saturating_sub(1) as isize);
let y1_cell = (row + max_offset).clamp(0, geometry.rows.saturating_sub(1) as isize);
let y0 = geometry.rect.top() + y0_cell as f32 * geometry.cell_size;
let y1 = geometry.rect.top() + (y1_cell as f32 + 1.0) * geometry.cell_size;
draw_styled_line(painter, egui::pos2(x, y0), egui::pos2(x, y1), stroke, style);
} else {
let y = geometry.rect.top() + (a.1.max(b.1) as f32) * geometry.cell_size;
let col = a.0;
let x0 = geometry.rect.left() + col as f32 * geometry.cell_size;
let x1 = x0 + geometry.cell_size;
let col = a.0 as isize;
let x0_cell = (col + min_offset).clamp(0, geometry.cols.saturating_sub(1) as isize);
let x1_cell = (col + max_offset).clamp(0, geometry.cols.saturating_sub(1) as isize);
let x0 = geometry.rect.left() + x0_cell as f32 * geometry.cell_size;
let x1 = geometry.rect.left() + (x1_cell as f32 + 1.0) * geometry.cell_size;
draw_styled_line(painter, egui::pos2(x0, y), egui::pos2(x1, y), stroke, style);
}
}
+34
View File
@@ -97,6 +97,8 @@ pub struct UiSettings {
pub min_room_size: usize,
pub max_room_size: usize,
pub square_rooms_only: bool,
pub min_corridor_width: usize,
pub max_corridor_width: usize,
pub corridor_randomness: usize,
pub dead_end_rooms_percent: usize,
pub door_frequency_percent: usize,
@@ -122,6 +124,8 @@ impl Default for UiSettings {
min_room_size: 2,
max_room_size: 6,
square_rooms_only: false,
min_corridor_width: 1,
max_corridor_width: 2,
corridor_randomness: 0,
dead_end_rooms_percent: 0,
door_frequency_percent: 30,
@@ -403,6 +407,36 @@ fn draw_layout_tab(ui: &mut egui::Ui, settings: &mut UiSettings, result: &mut Si
.changed();
});
ui.add_space(8.0);
ui.label("Min Corridor Width");
ui.horizontal(|ui| {
result.settings_changed |= ui
.add(egui::Slider::new(&mut settings.min_corridor_width, 1..=10).show_value(false))
.changed();
result.settings_changed |= ui
.add(
egui::DragValue::new(&mut settings.min_corridor_width)
.speed(1.0)
.range(1..=50),
)
.changed();
});
ui.add_space(8.0);
ui.label("Max Corridor Width");
ui.horizontal(|ui| {
result.settings_changed |= ui
.add(egui::Slider::new(&mut settings.max_corridor_width, 1..=10).show_value(false))
.changed();
result.settings_changed |= ui
.add(
egui::DragValue::new(&mut settings.max_corridor_width)
.speed(1.0)
.range(1..=50),
)
.changed();
});
ui.add_space(8.0);
ui.label("Dead-End Rooms (%)");
ui.horizontal(|ui| {