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
+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) }
}