added settings for corredor generation

This commit is contained in:
grimsace
2026-03-06 09:10:40 -06:00
parent b668abf744
commit 9310bc2e41
3 changed files with 487 additions and 183 deletions
+382 -180
View File
@@ -1,4 +1,4 @@
use std::collections::HashSet;
use std::collections::{HashSet, VecDeque};
#[derive(Debug, Clone)]
pub struct Room {
@@ -34,11 +34,12 @@ pub fn generate_layout(
min_room_size: usize,
max_room_size: usize,
square_rooms_only: bool,
corridor_randomness_percent: usize,
dead_end_room_percent: usize,
) -> 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 mut occupied_corridor_cells = HashSet::new();
if cols < 2 || rows < 2 || target_room_count == 0 {
return DungeonLayout { rooms, corridors };
@@ -49,12 +50,8 @@ pub fn generate_layout(
if square_rooms_only {
let hard_max = cols.min(rows);
if min_size > hard_max {
min_size = hard_max;
}
if max_size > hard_max {
max_size = hard_max;
}
min_size = min_size.min(hard_max);
max_size = max_size.min(hard_max);
} else {
min_size = min_size.min(cols.min(rows));
max_size = max_size.min(cols.max(rows));
@@ -71,29 +68,27 @@ pub fn generate_layout(
break;
}
let width;
let height;
if square_rooms_only {
let (width, height) = if square_rooms_only {
let side = rng.range_inclusive(min_size, max_size.min(cols.min(rows)));
width = side;
height = side;
(side, side)
} else {
let width_max = max_size.min(cols);
let height_max = max_size.min(rows);
if min_size > width_max || min_size > height_max {
continue;
}
width = rng.range_inclusive(min_size, width_max);
height = rng.range_inclusive(min_size, height_max);
}
(
rng.range_inclusive(min_size, width_max),
rng.range_inclusive(min_size, height_max),
)
};
if width > cols || height > rows {
continue;
}
let x = rng.range_inclusive(0, cols - width);
let y = rng.range_inclusive(0, rows - height);
let candidate = Room {
x,
y,
@@ -109,78 +104,383 @@ pub fn generate_layout(
}
}
if !rooms.is_empty() {
let mut connected = vec![false; rooms.len()];
connected[0] = true;
if rooms.len() < 2 {
return DungeonLayout { rooms, corridors };
}
loop {
let mut progress = false;
let connected_indices: Vec<usize> = connected
.iter()
.enumerate()
.filter_map(|(idx, is_connected)| if *is_connected { Some(idx) } else { None })
.collect();
let randomness = (corridor_randomness_percent.min(100) as f32) / 100.0;
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 =
build_room_connection_edges(&centers, randomness, target_dead_end_rooms, &mut rng);
let mut occupied_corridor_cells = HashSet::new();
for room_idx in 0..rooms.len() {
if connected[room_idx] {
continue;
}
for (a_idx, b_idx) in room_edges {
let a = centers[a_idx];
let b = centers[b_idx];
let mut anchors = connected_indices.clone();
anchors.sort_by_key(|anchor_idx| {
manhattan_distance(
rooms[*anchor_idx].center_cell(),
rooms[room_idx].center_cell(),
)
});
let preferred = if randomness <= 0.001 {
shortest_path(a, b, cols, rows).unwrap_or_else(|| vec![a, b])
} else {
noisy_path(a, b, cols, rows, randomness, &mut rng)
};
let mut did_connect = false;
for &anchor_idx in &anchors {
if try_connect_rooms(
rooms[anchor_idx].center_cell(),
rooms[room_idx].center_cell(),
true,
&mut rng,
&mut occupied_corridor_cells,
&mut corridors,
) {
did_connect = true;
break;
}
}
if !did_connect {
for &anchor_idx in &anchors {
if try_connect_rooms(
rooms[anchor_idx].center_cell(),
rooms[room_idx].center_cell(),
false,
&mut rng,
&mut occupied_corridor_cells,
&mut corridors,
) {
did_connect = true;
break;
}
}
}
if did_connect {
connected[room_idx] = true;
progress = true;
}
}
if connected.iter().all(|is_connected| *is_connected) || !progress {
break;
}
if !try_place_cell_path(
&preferred,
&mut occupied_corridor_cells,
&mut corridors,
true,
) {
let fallback = shortest_path(a, b, cols, rows).unwrap_or_else(|| vec![a, b]);
let _ = try_place_cell_path(
&fallback,
&mut occupied_corridor_cells,
&mut corridors,
false,
);
}
}
DungeonLayout { rooms, corridors }
}
fn build_room_connection_edges(
centers: &[(usize, usize)],
randomness: f32,
target_dead_end_rooms: usize,
rng: &mut SimpleRng,
) -> Vec<(usize, usize)> {
if centers.len() < 2 {
return Vec::new();
}
let room_count = centers.len();
let max_dead_ends = room_count / 2;
let desired_dead_ends = target_dead_end_rooms.min(max_dead_ends);
let core_count = (room_count - desired_dead_ends).max(1);
let mut room_indices: Vec<usize> = (0..room_count).collect();
shuffle_indices(&mut room_indices, rng);
let mut core_rooms = room_indices[..core_count].to_vec();
let leaf_rooms = room_indices[core_count..].to_vec();
core_rooms = ordered_core_rooms(&core_rooms, centers, randomness, rng);
let mut edges = Vec::new();
let mut edge_set = HashSet::new();
if core_rooms.len() >= 2 {
for pair in core_rooms.windows(2) {
push_unique_room_edge(pair[0], pair[1], &mut edges, &mut edge_set);
}
if core_rooms.len() >= 3 {
push_unique_room_edge(
core_rooms[core_rooms.len() - 1],
core_rooms[0],
&mut edges,
&mut edge_set,
);
}
}
for leaf in leaf_rooms {
let mut best_anchor = core_rooms[0];
let mut best_score = f32::INFINITY;
for &core in &core_rooms {
let dist = manhattan_distance(centers[leaf], centers[core]) as f32;
let score = (dist * (1.0 - 0.8 * randomness)) + (rng.next_f32() * 30.0 * randomness);
if score < best_score {
best_score = score;
best_anchor = core;
}
}
push_unique_room_edge(leaf, best_anchor, &mut edges, &mut edge_set);
}
edges
}
fn ordered_core_rooms(
core_rooms: &[usize],
centers: &[(usize, usize)],
randomness: f32,
rng: &mut SimpleRng,
) -> Vec<usize> {
if core_rooms.len() <= 2 {
return core_rooms.to_vec();
}
let mut remaining = core_rooms.to_vec();
let start_idx = rng.range_inclusive(0, remaining.len() - 1);
let mut ordered = vec![remaining.swap_remove(start_idx)];
while !remaining.is_empty() {
let last = *ordered.last().unwrap_or(&remaining[0]);
let mut best_idx = 0usize;
let mut best_score = f32::INFINITY;
for (idx, candidate) in remaining.iter().enumerate() {
let dist = manhattan_distance(centers[last], centers[*candidate]) as f32;
let score = (dist * (1.0 - 0.85 * randomness)) + (rng.next_f32() * 20.0 * randomness);
if score < best_score {
best_score = score;
best_idx = idx;
}
}
ordered.push(remaining.swap_remove(best_idx));
}
ordered
}
fn push_unique_room_edge(
a: usize,
b: usize,
edges: &mut Vec<(usize, usize)>,
edge_set: &mut HashSet<(usize, usize)>,
) {
if a == b {
return;
}
let normalized = if a < b { (a, b) } else { (b, a) };
if edge_set.insert(normalized) {
edges.push((a, b));
}
}
fn shuffle_indices(indices: &mut [usize], rng: &mut SimpleRng) {
if indices.len() <= 1 {
return;
}
for i in (1..indices.len()).rev() {
let j = rng.range_inclusive(0, i);
indices.swap(i, j);
}
}
fn try_place_cell_path(
path: &[(usize, usize)],
occupied: &mut HashSet<(usize, usize)>,
corridors: &mut Vec<Corridor>,
enforce_gap: bool,
) -> bool {
if path.len() < 2 {
return false;
}
if enforce_gap && !has_required_corridor_gap(path, occupied) {
return false;
}
for segment in path.windows(2) {
if segment[0] != segment[1] {
corridors.push(Corridor {
from: segment[0],
to: segment[1],
});
}
}
for &cell in path {
occupied.insert(cell);
}
true
}
fn has_required_corridor_gap(path: &[(usize, usize)], occupied: &HashSet<(usize, usize)>) -> bool {
if path.len() < 3 {
return true;
}
for idx in 1..(path.len() - 1) {
let (x, y) = path[idx];
let x = x as isize;
let y = y as isize;
for dx in -1..=1 {
for dy in -1..=1 {
let nx = x + dx;
let ny = y + dy;
if nx < 0 || ny < 0 {
continue;
}
if occupied.contains(&(nx as usize, ny as usize)) {
return false;
}
}
}
}
true
}
fn shortest_path(
start: (usize, usize),
end: (usize, usize),
cols: usize,
rows: usize,
) -> Option<Vec<(usize, usize)>> {
if start == end {
return Some(vec![start]);
}
let total = cols.saturating_mul(rows);
if total == 0 {
return None;
}
let index = |p: (usize, usize)| -> usize { p.1 * cols + p.0 };
let coord = |idx: usize| -> (usize, usize) { (idx % cols, idx / cols) };
let start_idx = index(start);
let end_idx = index(end);
let mut queue = VecDeque::new();
let mut visited = vec![false; total];
let mut parent: Vec<Option<usize>> = vec![None; total];
visited[start_idx] = true;
queue.push_back(start_idx);
while let Some(current) = queue.pop_front() {
if current == end_idx {
break;
}
let (x, y) = coord(current);
let neighbors = [
x.checked_sub(1).map(|nx| (nx, y)),
(x + 1 < cols).then_some((x + 1, y)),
y.checked_sub(1).map(|ny| (x, ny)),
(y + 1 < rows).then_some((x, y + 1)),
];
for neighbor in neighbors.into_iter().flatten() {
let n_idx = index(neighbor);
if !visited[n_idx] {
visited[n_idx] = true;
parent[n_idx] = Some(current);
queue.push_back(n_idx);
}
}
}
if !visited[end_idx] {
return None;
}
let mut path = Vec::new();
let mut current = end_idx;
path.push(coord(current));
while let Some(prev) = parent[current] {
current = prev;
path.push(coord(current));
}
path.reverse();
Some(path)
}
fn noisy_path(
start: (usize, usize),
end: (usize, usize),
cols: usize,
rows: usize,
randomness: f32,
rng: &mut SimpleRng,
) -> Vec<(usize, usize)> {
if start == end {
return vec![start];
}
let mut path = vec![start];
let mut visited = HashSet::new();
visited.insert(start);
let mut current = start;
let mut prev_dir = (0isize, 0isize);
let max_steps = cols.saturating_mul(rows).max(32);
for _ in 0..max_steps {
if current == end {
break;
}
let mut neighbors = Vec::with_capacity(4);
let (x, y) = current;
if x > 0 {
neighbors.push((x - 1, y));
}
if x + 1 < cols {
neighbors.push((x + 1, y));
}
if y > 0 {
neighbors.push((x, y - 1));
}
if y + 1 < rows {
neighbors.push((x, y + 1));
}
if neighbors.is_empty() {
break;
}
let mut best = neighbors[0];
let mut best_score = f32::INFINITY;
for &candidate in &neighbors {
let step_dir = (
candidate.0 as isize - current.0 as isize,
candidate.1 as isize - current.1 as isize,
);
let dist = manhattan_distance(candidate, end) as f32;
let progress_weight = 1.0 - (0.85 * randomness);
let revisit_penalty = if visited.contains(&candidate) {
2.5 + (2.0 * randomness)
} else {
0.0
};
let turn_penalty = if prev_dir == (0, 0) || prev_dir == step_dir {
0.0
} else {
0.6 - (0.35 * randomness)
};
let noise = rng.next_f32() * 8.0 * randomness;
let score = (dist * progress_weight) + revisit_penalty + turn_penalty + noise;
if score < best_score {
best_score = score;
best = candidate;
}
}
prev_dir = (
best.0 as isize - current.0 as isize,
best.1 as isize - current.1 as isize,
);
current = best;
path.push(current);
visited.insert(current);
}
if current != end
&& let Some(tail) = shortest_path(current, end, cols, rows)
{
for &cell in tail.iter().skip(1) {
path.push(cell);
}
}
path
}
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);
@@ -195,104 +495,6 @@ fn overlaps_with_padding(a: &Room, b: &Room, padding: usize) -> bool {
a_left < b_right && a_right > b_left && a_top < b_bottom && a_bottom > b_top
}
fn make_l_path(
from: (usize, usize),
to: (usize, usize),
horizontal_first: bool,
) -> Vec<(usize, usize)> {
let mut path = Vec::new();
if horizontal_first {
append_segment_cells(&mut path, from, (to.0, from.1));
append_segment_cells(&mut path, (to.0, from.1), to);
} else {
append_segment_cells(&mut path, from, (from.0, to.1));
append_segment_cells(&mut path, (from.0, to.1), to);
}
path
}
fn append_segment_cells(path: &mut Vec<(usize, usize)>, from: (usize, usize), to: (usize, usize)) {
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 {
if path.last().copied() != Some((x, y)) {
path.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 {
if path.last().copied() != Some((x, y)) {
path.push((x, y));
}
}
}
}
fn try_connect_rooms(
from: (usize, usize),
to: (usize, usize),
enforce_gap: bool,
rng: &mut SimpleRng,
occupied: &mut HashSet<(usize, usize)>,
corridors: &mut Vec<Corridor>,
) -> bool {
let horizontal_first = rng.next_bool();
let first_try = make_l_path(from, to, horizontal_first);
let second_try = make_l_path(from, to, !horizontal_first);
try_place_path(&first_try, occupied, corridors, enforce_gap)
|| try_place_path(&second_try, occupied, corridors, enforce_gap)
}
fn try_place_path(
path: &[(usize, usize)],
occupied: &mut HashSet<(usize, usize)>,
corridors: &mut Vec<Corridor>,
enforce_gap: bool,
) -> bool {
if path.len() < 2 || (enforce_gap && !has_required_corridor_gap(path, occupied)) {
return false;
}
for cell in path {
occupied.insert(*cell);
}
for segment in path.windows(2) {
corridors.push(Corridor {
from: segment[0],
to: segment[1],
});
}
true
}
fn has_required_corridor_gap(path: &[(usize, usize)], occupied: &HashSet<(usize, usize)>) -> bool {
for &(x, y) in path {
let x = x as isize;
let y = y as isize;
for dx in -1..=1 {
for dy in -1..=1 {
let nx = x + dx;
let ny = y + dy;
if nx < 0 || ny < 0 {
continue;
}
if occupied.contains(&(nx as usize, ny as usize)) {
return false;
}
}
}
}
true
}
fn manhattan_distance(a: (usize, usize), b: (usize, usize)) -> usize {
a.0.abs_diff(b.0) + a.1.abs_diff(b.1)
}
@@ -318,8 +520,8 @@ impl SimpleRng {
(self.state.wrapping_mul(0x2545_F491_4F6C_DD1D) >> 32) as u32
}
fn next_bool(&mut self) -> bool {
(self.next_u32() & 1) == 0
fn next_f32(&mut self) -> f32 {
self.next_u32() as f32 / u32::MAX as f32
}
fn range_inclusive(&mut self, min: usize, max: usize) -> usize {