added settings for corredor generation
This commit is contained in:
@@ -1,2 +1,55 @@
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# desktop_dungeon_generator
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# Desktop Dungeon Generator
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A Rust + `egui` desktop app for generating simple tabletop dungeon layouts on a scalable grid.
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## Current Features
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- Resizable split layout:
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- Left panel: generation settings
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- Right panel: vector-rendered grid + dungeon preview
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- Grid controls:
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- Columns
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- Rows
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- Room controls:
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- Room count
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- Minimum room size (in grid cells)
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- Maximum room size (in grid cells)
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- `Square Rooms Only` toggle
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- Corridor controls:
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- `Corridor Randomness (%)` from `0` to `100`
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- `Dead-End Rooms (%)` from `0` to `50`
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- Generate control:
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- `Generate New Layout` button increments seed and creates a new layout
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## Generation Behavior
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- Rooms are stored as rectangles (`x`, `y`, `width`, `height`) and placed without overlap.
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- Corridors are stored separately as vector line segments between grid cells.
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- Every generated room is connected into one navigable network when possible.
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### Corridor Randomness
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- `0%` randomness:
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- Uses shortest-path routing for room-to-room corridor paths.
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- Produces cleaner, direct corridor routes.
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- `100%` randomness:
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- Uses noisy/randomized routing while still ensuring room connectivity.
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- Produces more wandering, less direct routes.
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- Intermediate values blend between the two behaviors.
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### Dead-End Rooms
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- Controls how many rooms should end up as dead ends (rooms with only one room-to-room connection).
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- `0%` targets no dead-end rooms (except tiny edge cases where topology makes this impossible, such as only 2 rooms).
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- `50%` is the upper cap to avoid over-constraining connectivity.
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## Run
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```bash
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cargo run
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```
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## Notes
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- Rendering is vector-based in-app (`egui` painter), so zooming/scaling the preview remains crisp.
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- Room and corridor vectors are stored separately to support future export workflows (for example, SVG export).
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+378
-176
@@ -1,4 +1,4 @@
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use std::collections::HashSet;
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use std::collections::{HashSet, VecDeque};
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#[derive(Debug, Clone)]
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#[derive(Debug, Clone)]
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pub struct Room {
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pub struct Room {
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@@ -34,11 +34,12 @@ pub fn generate_layout(
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min_room_size: usize,
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min_room_size: usize,
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max_room_size: usize,
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max_room_size: usize,
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square_rooms_only: bool,
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square_rooms_only: bool,
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corridor_randomness_percent: usize,
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dead_end_room_percent: usize,
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) -> DungeonLayout {
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) -> DungeonLayout {
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let mut rng = SimpleRng::new(seed ^ ((cols as u64) << 32) ^ rows as u64);
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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 rooms = Vec::new();
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let mut corridors = Vec::new();
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let mut corridors = Vec::new();
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let mut occupied_corridor_cells = HashSet::new();
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if cols < 2 || rows < 2 || target_room_count == 0 {
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if cols < 2 || rows < 2 || target_room_count == 0 {
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return DungeonLayout { rooms, corridors };
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return DungeonLayout { rooms, corridors };
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@@ -49,12 +50,8 @@ pub fn generate_layout(
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if square_rooms_only {
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if square_rooms_only {
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let hard_max = cols.min(rows);
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let hard_max = cols.min(rows);
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if min_size > hard_max {
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min_size = min_size.min(hard_max);
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min_size = hard_max;
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max_size = max_size.min(hard_max);
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}
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if max_size > hard_max {
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max_size = hard_max;
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}
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} else {
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} else {
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min_size = min_size.min(cols.min(rows));
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min_size = min_size.min(cols.min(rows));
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max_size = max_size.min(cols.max(rows));
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max_size = max_size.min(cols.max(rows));
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@@ -71,29 +68,27 @@ pub fn generate_layout(
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break;
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break;
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}
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}
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let width;
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let (width, height) = if square_rooms_only {
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let height;
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if square_rooms_only {
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let side = rng.range_inclusive(min_size, max_size.min(cols.min(rows)));
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let side = rng.range_inclusive(min_size, max_size.min(cols.min(rows)));
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width = side;
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(side, side)
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height = side;
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} else {
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} else {
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let width_max = max_size.min(cols);
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let width_max = max_size.min(cols);
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let height_max = max_size.min(rows);
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let height_max = max_size.min(rows);
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if min_size > width_max || min_size > height_max {
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if min_size > width_max || min_size > height_max {
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continue;
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continue;
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}
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}
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width = rng.range_inclusive(min_size, width_max);
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(
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height = rng.range_inclusive(min_size, height_max);
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rng.range_inclusive(min_size, width_max),
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}
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rng.range_inclusive(min_size, height_max),
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)
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};
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if width > cols || height > rows {
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if width > cols || height > rows {
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continue;
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continue;
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}
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}
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let x = rng.range_inclusive(0, cols - width);
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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 y = rng.range_inclusive(0, rows - height);
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let candidate = Room {
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let candidate = Room {
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x,
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x,
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y,
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y,
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@@ -109,78 +104,383 @@ pub fn generate_layout(
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}
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}
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}
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}
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if !rooms.is_empty() {
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if rooms.len() < 2 {
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let mut connected = vec![false; rooms.len()];
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return DungeonLayout { rooms, corridors };
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connected[0] = true;
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loop {
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let mut progress = false;
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let connected_indices: Vec<usize> = connected
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.iter()
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.enumerate()
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.filter_map(|(idx, is_connected)| if *is_connected { Some(idx) } else { None })
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.collect();
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for room_idx in 0..rooms.len() {
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if connected[room_idx] {
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continue;
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}
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}
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let mut anchors = connected_indices.clone();
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let randomness = (corridor_randomness_percent.min(100) as f32) / 100.0;
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anchors.sort_by_key(|anchor_idx| {
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let centers: Vec<(usize, usize)> = rooms.iter().map(Room::center_cell).collect();
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manhattan_distance(
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let target_dead_end_rooms = ((rooms.len() * dead_end_room_percent.min(50)) + 50) / 100;
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rooms[*anchor_idx].center_cell(),
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let room_edges =
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rooms[room_idx].center_cell(),
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build_room_connection_edges(¢ers, randomness, target_dead_end_rooms, &mut rng);
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)
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let mut occupied_corridor_cells = HashSet::new();
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});
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let mut did_connect = false;
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for (a_idx, b_idx) in room_edges {
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let a = centers[a_idx];
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let b = centers[b_idx];
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for &anchor_idx in &anchors {
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let preferred = if randomness <= 0.001 {
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if try_connect_rooms(
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shortest_path(a, b, cols, rows).unwrap_or_else(|| vec![a, b])
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rooms[anchor_idx].center_cell(),
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} else {
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rooms[room_idx].center_cell(),
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noisy_path(a, b, cols, rows, randomness, &mut rng)
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};
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if !try_place_cell_path(
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&preferred,
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&mut occupied_corridor_cells,
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&mut corridors,
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true,
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true,
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&mut rng,
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) {
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let fallback = shortest_path(a, b, cols, rows).unwrap_or_else(|| vec![a, b]);
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let _ = try_place_cell_path(
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&fallback,
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&mut occupied_corridor_cells,
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&mut occupied_corridor_cells,
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&mut corridors,
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&mut corridors,
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) {
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did_connect = true;
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break;
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}
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}
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if !did_connect {
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for &anchor_idx in &anchors {
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if try_connect_rooms(
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rooms[anchor_idx].center_cell(),
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rooms[room_idx].center_cell(),
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false,
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false,
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&mut rng,
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);
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&mut occupied_corridor_cells,
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&mut corridors,
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) {
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did_connect = true;
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break;
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}
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}
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}
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if did_connect {
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connected[room_idx] = true;
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progress = true;
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}
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}
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if connected.iter().all(|is_connected| *is_connected) || !progress {
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break;
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}
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}
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}
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}
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}
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DungeonLayout { rooms, corridors }
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DungeonLayout { rooms, corridors }
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}
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}
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fn build_room_connection_edges(
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centers: &[(usize, usize)],
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randomness: f32,
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target_dead_end_rooms: usize,
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rng: &mut SimpleRng,
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) -> Vec<(usize, usize)> {
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if centers.len() < 2 {
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return Vec::new();
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}
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let room_count = centers.len();
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let max_dead_ends = room_count / 2;
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let desired_dead_ends = target_dead_end_rooms.min(max_dead_ends);
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let core_count = (room_count - desired_dead_ends).max(1);
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let mut room_indices: Vec<usize> = (0..room_count).collect();
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shuffle_indices(&mut room_indices, rng);
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let mut core_rooms = room_indices[..core_count].to_vec();
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let leaf_rooms = room_indices[core_count..].to_vec();
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core_rooms = ordered_core_rooms(&core_rooms, centers, randomness, rng);
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let mut edges = Vec::new();
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let mut edge_set = HashSet::new();
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if core_rooms.len() >= 2 {
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for pair in core_rooms.windows(2) {
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push_unique_room_edge(pair[0], pair[1], &mut edges, &mut edge_set);
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}
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if core_rooms.len() >= 3 {
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push_unique_room_edge(
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core_rooms[core_rooms.len() - 1],
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core_rooms[0],
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&mut edges,
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&mut edge_set,
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);
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}
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}
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for leaf in leaf_rooms {
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let mut best_anchor = core_rooms[0];
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let mut best_score = f32::INFINITY;
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for &core in &core_rooms {
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let dist = manhattan_distance(centers[leaf], centers[core]) as f32;
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let score = (dist * (1.0 - 0.8 * randomness)) + (rng.next_f32() * 30.0 * randomness);
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if score < best_score {
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best_score = score;
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best_anchor = core;
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}
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}
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push_unique_room_edge(leaf, best_anchor, &mut edges, &mut edge_set);
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}
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edges
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}
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fn ordered_core_rooms(
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core_rooms: &[usize],
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centers: &[(usize, usize)],
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randomness: f32,
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rng: &mut SimpleRng,
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) -> Vec<usize> {
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if core_rooms.len() <= 2 {
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return core_rooms.to_vec();
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}
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let mut remaining = core_rooms.to_vec();
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let start_idx = rng.range_inclusive(0, remaining.len() - 1);
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let mut ordered = vec![remaining.swap_remove(start_idx)];
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while !remaining.is_empty() {
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let last = *ordered.last().unwrap_or(&remaining[0]);
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let mut best_idx = 0usize;
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let mut best_score = f32::INFINITY;
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for (idx, candidate) in remaining.iter().enumerate() {
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let dist = manhattan_distance(centers[last], centers[*candidate]) as f32;
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let score = (dist * (1.0 - 0.85 * randomness)) + (rng.next_f32() * 20.0 * randomness);
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if score < best_score {
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best_score = score;
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best_idx = idx;
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}
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}
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ordered.push(remaining.swap_remove(best_idx));
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}
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ordered
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}
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fn push_unique_room_edge(
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a: usize,
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|
b: usize,
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edges: &mut Vec<(usize, usize)>,
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edge_set: &mut HashSet<(usize, usize)>,
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|
) {
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if a == b {
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|
return;
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}
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let normalized = if a < b { (a, b) } else { (b, a) };
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|
if edge_set.insert(normalized) {
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edges.push((a, b));
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|
}
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}
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|
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fn shuffle_indices(indices: &mut [usize], rng: &mut SimpleRng) {
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|
if indices.len() <= 1 {
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|
return;
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|
}
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for i in (1..indices.len()).rev() {
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let j = rng.range_inclusive(0, i);
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indices.swap(i, j);
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}
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}
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|
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fn try_place_cell_path(
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|
path: &[(usize, usize)],
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|
occupied: &mut HashSet<(usize, usize)>,
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|
corridors: &mut Vec<Corridor>,
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|
enforce_gap: bool,
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|
) -> bool {
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|
if path.len() < 2 {
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|
return false;
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}
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|
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if enforce_gap && !has_required_corridor_gap(path, occupied) {
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return false;
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}
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|
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for segment in path.windows(2) {
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if segment[0] != segment[1] {
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corridors.push(Corridor {
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|
from: segment[0],
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|
to: segment[1],
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|
});
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|
}
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}
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for &cell in path {
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occupied.insert(cell);
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|
}
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|
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|
true
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|
}
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|
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|
fn has_required_corridor_gap(path: &[(usize, usize)], occupied: &HashSet<(usize, usize)>) -> bool {
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|
if path.len() < 3 {
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|
return true;
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|
}
|
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|
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|
for idx in 1..(path.len() - 1) {
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|
let (x, y) = path[idx];
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|
let x = x as isize;
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|
let y = y as isize;
|
||||||
|
|
||||||
|
for dx in -1..=1 {
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|
for dy in -1..=1 {
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|
let nx = x + dx;
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|
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 {
|
fn overlaps_with_padding(a: &Room, b: &Room, padding: usize) -> bool {
|
||||||
let a_left = a.x.saturating_sub(padding);
|
let a_left = a.x.saturating_sub(padding);
|
||||||
let a_top = a.y.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
|
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 {
|
fn manhattan_distance(a: (usize, usize), b: (usize, usize)) -> usize {
|
||||||
a.0.abs_diff(b.0) + a.1.abs_diff(b.1)
|
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
|
(self.state.wrapping_mul(0x2545_F491_4F6C_DD1D) >> 32) as u32
|
||||||
}
|
}
|
||||||
|
|
||||||
fn next_bool(&mut self) -> bool {
|
fn next_f32(&mut self) -> f32 {
|
||||||
(self.next_u32() & 1) == 0
|
self.next_u32() as f32 / u32::MAX as f32
|
||||||
}
|
}
|
||||||
|
|
||||||
fn range_inclusive(&mut self, min: usize, max: usize) -> usize {
|
fn range_inclusive(&mut self, min: usize, max: usize) -> usize {
|
||||||
|
|||||||
+51
-2
@@ -21,6 +21,8 @@ struct DungeonApp {
|
|||||||
min_room_size: usize,
|
min_room_size: usize,
|
||||||
max_room_size: usize,
|
max_room_size: usize,
|
||||||
square_rooms_only: bool,
|
square_rooms_only: bool,
|
||||||
|
corridor_randomness: usize,
|
||||||
|
dead_end_rooms_percent: usize,
|
||||||
seed: u64,
|
seed: u64,
|
||||||
layout: DungeonLayout,
|
layout: DungeonLayout,
|
||||||
}
|
}
|
||||||
@@ -33,6 +35,8 @@ impl Default for DungeonApp {
|
|||||||
let min_room_size = 2;
|
let min_room_size = 2;
|
||||||
let max_room_size = 6;
|
let max_room_size = 6;
|
||||||
let square_rooms_only = false;
|
let square_rooms_only = false;
|
||||||
|
let corridor_randomness = 0;
|
||||||
|
let dead_end_rooms_percent = 0;
|
||||||
let seed = 1;
|
let seed = 1;
|
||||||
let layout = generate_layout(
|
let layout = generate_layout(
|
||||||
cols,
|
cols,
|
||||||
@@ -42,6 +46,8 @@ impl Default for DungeonApp {
|
|||||||
min_room_size,
|
min_room_size,
|
||||||
max_room_size,
|
max_room_size,
|
||||||
square_rooms_only,
|
square_rooms_only,
|
||||||
|
corridor_randomness,
|
||||||
|
dead_end_rooms_percent,
|
||||||
);
|
);
|
||||||
|
|
||||||
Self {
|
Self {
|
||||||
@@ -51,6 +57,8 @@ impl Default for DungeonApp {
|
|||||||
min_room_size,
|
min_room_size,
|
||||||
max_room_size,
|
max_room_size,
|
||||||
square_rooms_only,
|
square_rooms_only,
|
||||||
|
corridor_randomness,
|
||||||
|
dead_end_rooms_percent,
|
||||||
seed,
|
seed,
|
||||||
layout,
|
layout,
|
||||||
}
|
}
|
||||||
@@ -151,6 +159,42 @@ impl eframe::App for DungeonApp {
|
|||||||
.checkbox(&mut self.square_rooms_only, "Square Rooms Only")
|
.checkbox(&mut self.square_rooms_only, "Square Rooms Only")
|
||||||
.changed();
|
.changed();
|
||||||
|
|
||||||
|
ui.add_space(8.0);
|
||||||
|
ui.label("Corridor Randomness (%)");
|
||||||
|
ui.horizontal(|ui| {
|
||||||
|
settings_changed |= ui
|
||||||
|
.add(
|
||||||
|
egui::Slider::new(&mut self.corridor_randomness, 0..=100)
|
||||||
|
.show_value(false),
|
||||||
|
)
|
||||||
|
.changed();
|
||||||
|
settings_changed |= ui
|
||||||
|
.add(
|
||||||
|
egui::DragValue::new(&mut self.corridor_randomness)
|
||||||
|
.speed(1.0)
|
||||||
|
.range(0..=100),
|
||||||
|
)
|
||||||
|
.changed();
|
||||||
|
});
|
||||||
|
|
||||||
|
ui.add_space(8.0);
|
||||||
|
ui.label("Dead-End Rooms (%)");
|
||||||
|
ui.horizontal(|ui| {
|
||||||
|
settings_changed |= ui
|
||||||
|
.add(
|
||||||
|
egui::Slider::new(&mut self.dead_end_rooms_percent, 0..=50)
|
||||||
|
.show_value(false),
|
||||||
|
)
|
||||||
|
.changed();
|
||||||
|
settings_changed |= ui
|
||||||
|
.add(
|
||||||
|
egui::DragValue::new(&mut self.dead_end_rooms_percent)
|
||||||
|
.speed(1.0)
|
||||||
|
.range(0..=50),
|
||||||
|
)
|
||||||
|
.changed();
|
||||||
|
});
|
||||||
|
|
||||||
ui.add_space(10.0);
|
ui.add_space(10.0);
|
||||||
if ui.button("Generate New Layout").clicked() {
|
if ui.button("Generate New Layout").clicked() {
|
||||||
self.seed = self.seed.wrapping_add(1);
|
self.seed = self.seed.wrapping_add(1);
|
||||||
@@ -162,6 +206,8 @@ impl eframe::App for DungeonApp {
|
|||||||
self.min_room_size,
|
self.min_room_size,
|
||||||
self.max_room_size,
|
self.max_room_size,
|
||||||
self.square_rooms_only,
|
self.square_rooms_only,
|
||||||
|
self.corridor_randomness,
|
||||||
|
self.dead_end_rooms_percent,
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
@@ -179,6 +225,8 @@ impl eframe::App for DungeonApp {
|
|||||||
self.min_room_size,
|
self.min_room_size,
|
||||||
self.max_room_size,
|
self.max_room_size,
|
||||||
self.square_rooms_only,
|
self.square_rooms_only,
|
||||||
|
self.corridor_randomness,
|
||||||
|
self.dead_end_rooms_percent,
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -246,13 +294,14 @@ fn draw_grid(painter: &egui::Painter, area: egui::Rect, cols: usize, rows: usize
|
|||||||
|
|
||||||
fn draw_layout(painter: &egui::Painter, geometry: &GridGeometry, layout: &DungeonLayout) {
|
fn draw_layout(painter: &egui::Painter, geometry: &GridGeometry, layout: &DungeonLayout) {
|
||||||
let room_fill = Color32::from_rgb(70, 120, 160);
|
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);
|
let corridor_fill = Color32::from_rgb(210, 190, 120);
|
||||||
|
let outline_stroke = Stroke::new(1.0, Color32::BLACK);
|
||||||
|
|
||||||
for corridor in &layout.corridors {
|
for corridor in &layout.corridors {
|
||||||
for (col, row) in corridor_cells(corridor.from, corridor.to) {
|
for (col, row) in corridor_cells(corridor.from, corridor.to) {
|
||||||
let cell_rect = cell_rect(geometry, col, row);
|
let cell_rect = cell_rect(geometry, col, row);
|
||||||
painter.rect_filled(cell_rect, 0.0, corridor_fill);
|
painter.rect_filled(cell_rect, 0.0, corridor_fill);
|
||||||
|
painter.rect_stroke(cell_rect, 0.0, outline_stroke, egui::StrokeKind::Middle);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -264,7 +313,7 @@ fn draw_layout(painter: &egui::Painter, geometry: &GridGeometry, layout: &Dungeo
|
|||||||
let room_rect = egui::Rect::from_min_max(egui::pos2(left, top), egui::pos2(right, bottom));
|
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_filled(room_rect, 0.0, room_fill);
|
||||||
painter.rect_stroke(room_rect, 0.0, room_stroke, egui::StrokeKind::Middle);
|
painter.rect_stroke(room_rect, 0.0, outline_stroke, egui::StrokeKind::Middle);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user