fixed corredor masks and added corredor width options
This commit is contained in:
+116
-33
@@ -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
|
||||
}
|
||||
|
||||
+176
-31
@@ -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();
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
if is_room_hallway {
|
||||
let door_chance = base * room_hall;
|
||||
let place_door = door_chance > 0.0 && rng.next_f32() <= door_chance;
|
||||
for corridor in &layout.corridors {
|
||||
if corridor.path.len() < 2 {
|
||||
continue;
|
||||
}
|
||||
|
||||
let start_room = &layout.rooms[corridor.start_room_id];
|
||||
let end_room = &layout.rooms[corridor.end_room_id];
|
||||
|
||||
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
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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| {
|
||||
|
||||
Reference in New Issue
Block a user