added basic rooms and corridors
This commit is contained in:
+134
@@ -0,0 +1,134 @@
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#[derive(Debug, Clone)]
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pub struct Room {
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pub x: usize,
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pub y: usize,
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pub width: usize,
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pub height: usize,
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}
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impl Room {
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pub fn center_cell(&self) -> (usize, usize) {
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(self.x + (self.width / 2), self.y + (self.height / 2))
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}
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}
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#[derive(Debug, Clone)]
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pub struct Corridor {
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pub from: (usize, usize),
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pub to: (usize, usize),
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}
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#[derive(Debug, Clone, Default)]
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pub struct DungeonLayout {
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pub rooms: Vec<Room>,
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pub corridors: Vec<Corridor>,
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}
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pub fn generate_layout(cols: usize, rows: usize, target_room_count: usize, seed: u64) -> DungeonLayout {
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let mut rng = SimpleRng::new(seed ^ ((cols as u64) << 32) ^ rows as u64);
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let mut rooms = Vec::new();
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let mut corridors = Vec::new();
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let min_room_size = 2;
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if cols < min_room_size || rows < min_room_size || target_room_count == 0 {
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return DungeonLayout { rooms, corridors };
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}
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let max_room_width = (cols / 3).clamp(min_room_size, cols.min(12));
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let max_room_height = (rows / 3).clamp(min_room_size, rows.min(12));
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let max_attempts = target_room_count.saturating_mul(40).max(50);
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for _ in 0..max_attempts {
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if rooms.len() >= target_room_count {
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break;
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}
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let width = rng.range_inclusive(min_room_size, max_room_width);
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let height = rng.range_inclusive(min_room_size, max_room_height);
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let x = rng.range_inclusive(0, cols - width);
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let y = rng.range_inclusive(0, rows - height);
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let candidate = Room {
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x,
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y,
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width,
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height,
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};
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if rooms
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.iter()
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.all(|existing| !overlaps_with_padding(&candidate, existing, 1))
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{
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rooms.push(candidate);
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}
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}
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for idx in 1..rooms.len() {
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let a = rooms[idx - 1].center_cell();
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let b = rooms[idx].center_cell();
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if rng.next_bool() {
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push_corridor_if_nonzero(&mut corridors, (a.0, a.1), (b.0, a.1));
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push_corridor_if_nonzero(&mut corridors, (b.0, a.1), (b.0, b.1));
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} else {
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push_corridor_if_nonzero(&mut corridors, (a.0, a.1), (a.0, b.1));
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push_corridor_if_nonzero(&mut corridors, (a.0, b.1), (b.0, b.1));
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}
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}
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DungeonLayout { rooms, corridors }
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}
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fn overlaps_with_padding(a: &Room, b: &Room, padding: usize) -> bool {
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let a_left = a.x.saturating_sub(padding);
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let a_top = a.y.saturating_sub(padding);
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let a_right = a.x + a.width + padding;
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let a_bottom = a.y + a.height + padding;
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let b_left = b.x;
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let b_top = b.y;
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let b_right = b.x + b.width;
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let b_bottom = b.y + b.height;
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a_left < b_right && a_right > b_left && a_top < b_bottom && a_bottom > b_top
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}
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fn push_corridor_if_nonzero(
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corridors: &mut Vec<Corridor>,
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from: (usize, usize),
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to: (usize, usize),
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) {
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if from != to {
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corridors.push(Corridor { from, to });
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}
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}
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struct SimpleRng {
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state: u64,
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}
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impl SimpleRng {
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fn new(seed: u64) -> Self {
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let state = if seed == 0 { 0xA5A5_A5A5_1234_5678 } else { seed };
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Self { state }
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}
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fn next_u32(&mut self) -> u32 {
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self.state ^= self.state >> 12;
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self.state ^= self.state << 25;
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self.state ^= self.state >> 27;
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(self.state.wrapping_mul(0x2545_F491_4F6C_DD1D) >> 32) as u32
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}
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fn next_bool(&mut self) -> bool {
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(self.next_u32() & 1) == 0
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}
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fn range_inclusive(&mut self, min: usize, max: usize) -> usize {
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if min >= max {
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return min;
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}
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let width = max - min + 1;
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min + (self.next_u32() as usize % width)
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}
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}
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+134
-15
@@ -1,5 +1,8 @@
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mod layout;
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use eframe::egui;
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use egui::{Color32, Stroke};
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use layout::{DungeonLayout, generate_layout};
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fn main() -> eframe::Result<()> {
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let options = eframe::NativeOptions::default();
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@@ -14,16 +17,33 @@ fn main() -> eframe::Result<()> {
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struct DungeonApp {
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cols: usize,
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rows: usize,
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room_count: usize,
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seed: u64,
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layout: DungeonLayout,
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}
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impl Default for DungeonApp {
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fn default() -> Self {
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Self { cols: 12, rows: 8 }
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let cols = 24;
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let rows = 18;
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let room_count = 8;
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let seed = 1;
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let layout = generate_layout(cols, rows, room_count, seed);
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Self {
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cols,
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rows,
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room_count,
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seed,
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layout,
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}
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}
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}
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impl eframe::App for DungeonApp {
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fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
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let mut settings_changed = false;
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egui::SidePanel::left("options_panel")
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.resizable(true)
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.min_width(180.0)
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@@ -35,36 +55,77 @@ impl eframe::App for DungeonApp {
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ui.label("Columns");
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ui.horizontal(|ui| {
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ui.add(egui::Slider::new(&mut self.cols, 2..=100).show_value(false));
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ui.add(
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egui::DragValue::new(&mut self.cols)
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.speed(1.0)
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.range(2..=500),
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);
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settings_changed |= ui
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.add(egui::Slider::new(&mut self.cols, 6..=100).show_value(false))
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.changed();
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settings_changed |= ui
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.add(
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egui::DragValue::new(&mut self.cols)
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.speed(1.0)
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.range(2..=500),
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)
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.changed();
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});
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ui.add_space(8.0);
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ui.label("Rows");
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ui.horizontal(|ui| {
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ui.add(egui::Slider::new(&mut self.rows, 2..=100).show_value(false));
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ui.add(
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egui::DragValue::new(&mut self.rows)
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.speed(1.0)
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.range(2..=500),
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);
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settings_changed |= ui
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.add(egui::Slider::new(&mut self.rows, 6..=100).show_value(false))
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.changed();
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settings_changed |= ui
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.add(
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egui::DragValue::new(&mut self.rows)
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.speed(1.0)
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.range(2..=500),
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)
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.changed();
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});
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ui.add_space(12.0);
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ui.heading("Dungeon");
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ui.add_space(8.0);
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ui.label("Room Count");
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ui.horizontal(|ui| {
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settings_changed |= ui
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.add(egui::Slider::new(&mut self.room_count, 1..=40).show_value(false))
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.changed();
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settings_changed |= ui
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.add(
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egui::DragValue::new(&mut self.room_count)
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.speed(1.0)
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.range(1..=200),
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)
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.changed();
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});
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ui.add_space(10.0);
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if ui.button("Generate New Layout").clicked() {
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self.seed = self.seed.wrapping_add(1);
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self.layout = generate_layout(self.cols, self.rows, self.room_count, self.seed);
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}
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});
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if settings_changed {
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self.layout = generate_layout(self.cols, self.rows, self.room_count, self.seed);
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}
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egui::CentralPanel::default().show(ctx, |ui| {
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let available = ui.available_size_before_wrap();
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let (response, painter) = ui.allocate_painter(available, egui::Sense::hover());
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let canvas = response.rect.shrink(12.0);
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draw_grid(&painter, canvas, self.cols, self.rows);
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let geometry = draw_grid(&painter, canvas, self.cols, self.rows);
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draw_layout(&painter, &geometry, &self.layout);
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});
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}
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}
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fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize) {
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struct GridGeometry {
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rect: egui::Rect,
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cell_size: f32,
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}
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fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize) -> GridGeometry {
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let cols = cols.max(1);
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let rows = rows.max(1);
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@@ -104,4 +165,62 @@ fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize
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stroke,
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);
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}
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GridGeometry {
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rect: grid_rect,
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cell_size,
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}
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}
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fn draw_layout(painter: &egui::Painter, geometry: &GridGeometry, layout: &DungeonLayout) {
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let room_fill = Color32::from_rgb(70, 120, 160);
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let room_stroke = Stroke::new(1.0, Color32::from_rgb(35, 65, 95));
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let corridor_fill = Color32::from_rgb(210, 190, 120);
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for corridor in &layout.corridors {
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for (col, row) in corridor_cells(corridor.from, corridor.to) {
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let cell_rect = cell_rect(geometry, col, row);
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painter.rect_filled(cell_rect, 0.0, corridor_fill);
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}
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}
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for room in &layout.rooms {
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let left = geometry.rect.left() + room.x as f32 * geometry.cell_size;
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let top = geometry.rect.top() + room.y as f32 * geometry.cell_size;
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let right = left + room.width as f32 * geometry.cell_size;
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let bottom = top + room.height as f32 * geometry.cell_size;
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let room_rect = egui::Rect::from_min_max(egui::pos2(left, top), egui::pos2(right, bottom));
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painter.rect_filled(room_rect, 0.0, room_fill);
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painter.rect_stroke(room_rect, 0.0, room_stroke, egui::StrokeKind::Middle);
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}
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}
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fn corridor_cells(from: (usize, usize), to: (usize, usize)) -> Vec<(usize, usize)> {
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let mut cells = Vec::new();
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if from.0 == to.0 {
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let x = from.0;
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let start = from.1.min(to.1);
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let end = from.1.max(to.1);
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for y in start..=end {
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cells.push((x, y));
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}
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} else if from.1 == to.1 {
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let y = from.1;
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let start = from.0.min(to.0);
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let end = from.0.max(to.0);
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for x in start..=end {
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cells.push((x, y));
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}
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}
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cells
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}
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fn cell_rect(geometry: &GridGeometry, col: usize, row: usize) -> egui::Rect {
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let left = geometry.rect.left() + col as f32 * geometry.cell_size;
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let top = geometry.rect.top() + row as f32 * geometry.cell_size;
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egui::Rect::from_min_size(
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egui::pos2(left, top),
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egui::vec2(geometry.cell_size, geometry.cell_size),
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)
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}
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