added basic rooms and corridors

This commit is contained in:
grimsace
2026-03-06 08:41:39 -06:00
parent 57dd737637
commit 5606952c45
2 changed files with 268 additions and 15 deletions
+134
View File
@@ -0,0 +1,134 @@
#[derive(Debug, Clone)]
pub struct Room {
pub x: usize,
pub y: usize,
pub width: usize,
pub height: usize,
}
impl Room {
pub fn center_cell(&self) -> (usize, usize) {
(self.x + (self.width / 2), self.y + (self.height / 2))
}
}
#[derive(Debug, Clone)]
pub struct Corridor {
pub from: (usize, usize),
pub to: (usize, usize),
}
#[derive(Debug, Clone, Default)]
pub struct DungeonLayout {
pub rooms: Vec<Room>,
pub corridors: Vec<Corridor>,
}
pub fn generate_layout(cols: usize, rows: usize, target_room_count: usize, seed: u64) -> DungeonLayout {
let mut rng = SimpleRng::new(seed ^ ((cols as u64) << 32) ^ rows as u64);
let mut rooms = Vec::new();
let mut corridors = Vec::new();
let min_room_size = 2;
if cols < min_room_size || rows < min_room_size || target_room_count == 0 {
return DungeonLayout { rooms, corridors };
}
let max_room_width = (cols / 3).clamp(min_room_size, cols.min(12));
let max_room_height = (rows / 3).clamp(min_room_size, rows.min(12));
let max_attempts = target_room_count.saturating_mul(40).max(50);
for _ in 0..max_attempts {
if rooms.len() >= target_room_count {
break;
}
let width = rng.range_inclusive(min_room_size, max_room_width);
let height = rng.range_inclusive(min_room_size, max_room_height);
let x = rng.range_inclusive(0, cols - width);
let y = rng.range_inclusive(0, rows - height);
let candidate = Room {
x,
y,
width,
height,
};
if rooms
.iter()
.all(|existing| !overlaps_with_padding(&candidate, existing, 1))
{
rooms.push(candidate);
}
}
for idx in 1..rooms.len() {
let a = rooms[idx - 1].center_cell();
let b = rooms[idx].center_cell();
if rng.next_bool() {
push_corridor_if_nonzero(&mut corridors, (a.0, a.1), (b.0, a.1));
push_corridor_if_nonzero(&mut corridors, (b.0, a.1), (b.0, b.1));
} else {
push_corridor_if_nonzero(&mut corridors, (a.0, a.1), (a.0, b.1));
push_corridor_if_nonzero(&mut corridors, (a.0, b.1), (b.0, b.1));
}
}
DungeonLayout { rooms, corridors }
}
fn overlaps_with_padding(a: &Room, b: &Room, padding: usize) -> bool {
let a_left = a.x.saturating_sub(padding);
let a_top = a.y.saturating_sub(padding);
let a_right = a.x + a.width + padding;
let a_bottom = a.y + a.height + padding;
let b_left = b.x;
let b_top = b.y;
let b_right = b.x + b.width;
let b_bottom = b.y + b.height;
a_left < b_right && a_right > b_left && a_top < b_bottom && a_bottom > b_top
}
fn push_corridor_if_nonzero(
corridors: &mut Vec<Corridor>,
from: (usize, usize),
to: (usize, usize),
) {
if from != to {
corridors.push(Corridor { from, to });
}
}
struct SimpleRng {
state: u64,
}
impl SimpleRng {
fn new(seed: u64) -> Self {
let state = if seed == 0 { 0xA5A5_A5A5_1234_5678 } else { seed };
Self { state }
}
fn next_u32(&mut self) -> u32 {
self.state ^= self.state >> 12;
self.state ^= self.state << 25;
self.state ^= self.state >> 27;
(self.state.wrapping_mul(0x2545_F491_4F6C_DD1D) >> 32) as u32
}
fn next_bool(&mut self) -> bool {
(self.next_u32() & 1) == 0
}
fn range_inclusive(&mut self, min: usize, max: usize) -> usize {
if min >= max {
return min;
}
let width = max - min + 1;
min + (self.next_u32() as usize % width)
}
}
+134 -15
View File
@@ -1,5 +1,8 @@
mod layout;
use eframe::egui;
use egui::{Color32, Stroke};
use layout::{DungeonLayout, generate_layout};
fn main() -> eframe::Result<()> {
let options = eframe::NativeOptions::default();
@@ -14,16 +17,33 @@ fn main() -> eframe::Result<()> {
struct DungeonApp {
cols: usize,
rows: usize,
room_count: usize,
seed: u64,
layout: DungeonLayout,
}
impl Default for DungeonApp {
fn default() -> Self {
Self { cols: 12, rows: 8 }
let cols = 24;
let rows = 18;
let room_count = 8;
let seed = 1;
let layout = generate_layout(cols, rows, room_count, seed);
Self {
cols,
rows,
room_count,
seed,
layout,
}
}
}
impl eframe::App for DungeonApp {
fn update(&mut self, ctx: &egui::Context, _frame: &mut eframe::Frame) {
let mut settings_changed = false;
egui::SidePanel::left("options_panel")
.resizable(true)
.min_width(180.0)
@@ -35,36 +55,77 @@ impl eframe::App for DungeonApp {
ui.label("Columns");
ui.horizontal(|ui| {
ui.add(egui::Slider::new(&mut self.cols, 2..=100).show_value(false));
ui.add(
egui::DragValue::new(&mut self.cols)
.speed(1.0)
.range(2..=500),
);
settings_changed |= ui
.add(egui::Slider::new(&mut self.cols, 6..=100).show_value(false))
.changed();
settings_changed |= ui
.add(
egui::DragValue::new(&mut self.cols)
.speed(1.0)
.range(2..=500),
)
.changed();
});
ui.add_space(8.0);
ui.label("Rows");
ui.horizontal(|ui| {
ui.add(egui::Slider::new(&mut self.rows, 2..=100).show_value(false));
ui.add(
egui::DragValue::new(&mut self.rows)
.speed(1.0)
.range(2..=500),
);
settings_changed |= ui
.add(egui::Slider::new(&mut self.rows, 6..=100).show_value(false))
.changed();
settings_changed |= ui
.add(
egui::DragValue::new(&mut self.rows)
.speed(1.0)
.range(2..=500),
)
.changed();
});
ui.add_space(12.0);
ui.heading("Dungeon");
ui.add_space(8.0);
ui.label("Room Count");
ui.horizontal(|ui| {
settings_changed |= ui
.add(egui::Slider::new(&mut self.room_count, 1..=40).show_value(false))
.changed();
settings_changed |= ui
.add(
egui::DragValue::new(&mut self.room_count)
.speed(1.0)
.range(1..=200),
)
.changed();
});
ui.add_space(10.0);
if ui.button("Generate New Layout").clicked() {
self.seed = self.seed.wrapping_add(1);
self.layout = generate_layout(self.cols, self.rows, self.room_count, self.seed);
}
});
if settings_changed {
self.layout = generate_layout(self.cols, self.rows, self.room_count, self.seed);
}
egui::CentralPanel::default().show(ctx, |ui| {
let available = ui.available_size_before_wrap();
let (response, painter) = ui.allocate_painter(available, egui::Sense::hover());
let canvas = response.rect.shrink(12.0);
draw_grid(&painter, canvas, self.cols, self.rows);
let geometry = draw_grid(&painter, canvas, self.cols, self.rows);
draw_layout(&painter, &geometry, &self.layout);
});
}
}
fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize) {
struct GridGeometry {
rect: egui::Rect,
cell_size: f32,
}
fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize) -> GridGeometry {
let cols = cols.max(1);
let rows = rows.max(1);
@@ -104,4 +165,62 @@ fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize
stroke,
);
}
GridGeometry {
rect: grid_rect,
cell_size,
}
}
fn draw_layout(painter: &egui::Painter, geometry: &GridGeometry, layout: &DungeonLayout) {
let room_fill = Color32::from_rgb(70, 120, 160);
let room_stroke = Stroke::new(1.0, Color32::from_rgb(35, 65, 95));
let corridor_fill = Color32::from_rgb(210, 190, 120);
for corridor in &layout.corridors {
for (col, row) in corridor_cells(corridor.from, corridor.to) {
let cell_rect = cell_rect(geometry, col, row);
painter.rect_filled(cell_rect, 0.0, corridor_fill);
}
}
for room in &layout.rooms {
let left = geometry.rect.left() + room.x as f32 * geometry.cell_size;
let top = geometry.rect.top() + room.y as f32 * geometry.cell_size;
let right = left + room.width as f32 * geometry.cell_size;
let bottom = top + room.height as f32 * geometry.cell_size;
let room_rect = egui::Rect::from_min_max(egui::pos2(left, top), egui::pos2(right, bottom));
painter.rect_filled(room_rect, 0.0, room_fill);
painter.rect_stroke(room_rect, 0.0, room_stroke, egui::StrokeKind::Middle);
}
}
fn corridor_cells(from: (usize, usize), to: (usize, usize)) -> Vec<(usize, usize)> {
let mut cells = Vec::new();
if from.0 == to.0 {
let x = from.0;
let start = from.1.min(to.1);
let end = from.1.max(to.1);
for y in start..=end {
cells.push((x, y));
}
} else if from.1 == to.1 {
let y = from.1;
let start = from.0.min(to.0);
let end = from.0.max(to.0);
for x in start..=end {
cells.push((x, y));
}
}
cells
}
fn cell_rect(geometry: &GridGeometry, col: usize, row: usize) -> egui::Rect {
let left = geometry.rect.left() + col as f32 * geometry.cell_size;
let top = geometry.rect.top() + row as f32 * geometry.cell_size;
egui::Rect::from_min_size(
egui::pos2(left, top),
egui::vec2(geometry.cell_size, geometry.cell_size),
)
}