added setting for generation without corredors

This commit is contained in:
grimsace
2026-03-23 11:46:52 -05:00
parent 1e117decea
commit f46a9d5b90
3 changed files with 429 additions and 2 deletions
+415 -2
View File
@@ -45,11 +45,23 @@ pub struct DoorSettings {
pub allow_middle_corridor_doors: bool,
}
#[derive(Debug, Clone, Default)]
#[derive(Debug, Clone)]
pub struct DungeonLayout {
pub rooms: Vec<Room>,
pub corridors: Vec<Corridor>,
pub doors: Vec<Door>,
pub packed_rooms: bool,
}
impl Default for DungeonLayout {
fn default() -> Self {
Self {
rooms: Vec::new(),
corridors: Vec::new(),
doors: Vec::new(),
packed_rooms: false,
}
}
}
// Collect all room cells except those belonging to excluded room ids.
@@ -85,6 +97,7 @@ pub fn generate_layout(
max_corridor_width: usize,
corridor_randomness_percent: usize,
dead_end_room_percent: usize,
pack_rooms_without_corridors: bool,
door_settings: DoorSettings,
) -> DungeonLayout {
let layout_salt = ((cols as u64) << 48)
@@ -110,6 +123,7 @@ pub fn generate_layout(
rooms,
corridors,
doors: Vec::new(),
packed_rooms: pack_rooms_without_corridors,
};
}
@@ -130,9 +144,38 @@ pub fn generate_layout(
rooms,
corridors,
doors: Vec::new(),
packed_rooms: pack_rooms_without_corridors,
};
}
let room_sizes = generate_room_sizes(
target_room_count,
cols,
rows,
min_size,
max_size,
square_rooms_only,
&mut room_rng,
);
let room_count = room_sizes.len();
let centers = random_centers(room_count, cols, rows, &mut graph_rng);
let randomness = (corridor_randomness_percent.min(100) as f32) / 100.0;
let target_dead_end_rooms = ((room_count * dead_end_room_percent.min(50)) + 50) / 100;
let room_edges =
build_room_connection_edges(&centers, randomness, target_dead_end_rooms, &mut graph_rng);
if pack_rooms_without_corridors {
rooms = place_packed_rooms(&room_sizes, &room_edges, cols, rows, &mut room_rng);
let mut layout = DungeonLayout {
rooms,
corridors,
doors: Vec::new(),
packed_rooms: true,
};
apply_doors(&mut layout, seed, door_settings, cols, rows);
return layout;
}
let max_attempts = target_room_count.saturating_mul(40).max(50);
for _ in 0..max_attempts {
@@ -181,10 +224,10 @@ pub fn generate_layout(
rooms,
corridors,
doors: Vec::new(),
packed_rooms: false,
};
}
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);
@@ -233,6 +276,7 @@ pub fn generate_layout(
rooms,
corridors,
doors: Vec::new(),
packed_rooms: false,
};
apply_doors(&mut layout, seed, door_settings, cols, rows);
layout
@@ -248,6 +292,11 @@ pub fn apply_doors(
) {
layout.doors.clear();
if layout.packed_rooms {
apply_packed_room_doors(layout, seed, settings);
return;
}
let mut rng = SimpleRng::new(seed::derive_seed(seed, 0xD005_5EED_u64));
let base = (settings.frequency_percent.min(100) as f32) / 100.0;
let room_hall = (settings.room_hallway_percent.min(100) as f32) / 100.0;
@@ -347,6 +396,38 @@ pub fn apply_doors(
}
}
fn apply_packed_room_doors(layout: &mut DungeonLayout, seed: u64, settings: DoorSettings) {
let mut rng = SimpleRng::new(seed::derive_seed(seed, 0xD005_5EED_u64));
let door_chance = ((settings.frequency_percent.min(100) as f32) / 100.0)
* ((settings.room_hallway_percent.min(100) as f32) / 100.0);
let locked = (settings.locked_percent.min(100) as f32) / 100.0;
for (a_idx, b_idx, shared_edges) in shared_room_boundaries(&layout.rooms) {
let edge_idx = if shared_edges.len() <= 1 {
0
} else {
rng.range_inclusive(0, shared_edges.len() - 1)
};
let edge = shared_edges[edge_idx];
let place_door = door_chance > 0.0 && rng.next_f32() <= door_chance;
let width = shared_opening_width(
&layout.rooms[a_idx],
&layout.rooms[b_idx],
shared_edges.len(),
1,
);
layout.doors.push(Door {
from: edge.0,
to: edge.1,
width,
span_width: width > 1,
locked: place_door && rng.next_f32() <= locked,
archway: !place_door,
});
}
}
// Find the edge where a corridor path exits a room.
fn room_exit_edge(
path: &[(usize, usize)],
@@ -407,6 +488,53 @@ fn room_collision_edges(
edges
}
fn shared_room_boundaries(
rooms: &[Room],
) -> Vec<(usize, usize, Vec<((usize, usize), (usize, usize))>)> {
let mut boundaries = Vec::new();
for a_idx in 0..rooms.len() {
for b_idx in (a_idx + 1)..rooms.len() {
let shared_edges = shared_boundary_edges(&rooms[a_idx], &rooms[b_idx]);
if !shared_edges.is_empty() {
boundaries.push((a_idx, b_idx, shared_edges));
}
}
}
boundaries
}
fn shared_boundary_edges(a: &Room, b: &Room) -> Vec<((usize, usize), (usize, usize))> {
let mut edges = Vec::new();
if a.x + a.width == b.x || b.x + b.width == a.x {
let left = if a.x < b.x { a } else { b };
let right = if a.x < b.x { b } else { a };
let y0 = left.y.max(right.y);
let y1 = (left.y + left.height).min(right.y + right.height);
for y in y0..y1 {
edges.push(normalized_cell_edge(
(left.x + left.width - 1, y),
(right.x, y),
));
}
}
if a.y + a.height == b.y || b.y + b.height == a.y {
let top = if a.y < b.y { a } else { b };
let bottom = if a.y < b.y { b } else { a };
let x0 = top.x.max(bottom.x);
let x1 = (top.x + top.width).min(bottom.x + bottom.width);
for x in x0..x1 {
edges.push(normalized_cell_edge(
(x, top.y + top.height - 1),
(x, bottom.y),
));
}
}
edges
}
// Compute corridor cells while excluding room cells.
pub fn corridor_cells(layout: &DungeonLayout, cols: usize, rows: usize) -> HashSet<(usize, usize)> {
let mut cells = HashSet::new();
@@ -523,6 +651,291 @@ pub fn corridor_cells(layout: &DungeonLayout, cols: usize, rows: usize) -> HashS
cells
}
fn generate_room_sizes(
target_room_count: usize,
cols: usize,
rows: usize,
min_size: usize,
max_size: usize,
square_rooms_only: bool,
rng: &mut SimpleRng,
) -> Vec<(usize, usize)> {
let mut sizes = Vec::new();
let max_attempts = target_room_count.saturating_mul(40).max(50);
for _ in 0..max_attempts {
if sizes.len() >= target_room_count {
break;
}
let (width, height) = if square_rooms_only {
let side = rng.range_inclusive(min_size, max_size.min(cols.min(rows)));
(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;
}
(
rng.range_inclusive(min_size, width_max),
rng.range_inclusive(min_size, height_max),
)
};
if width <= cols && height <= rows {
sizes.push((width, height));
}
}
sizes
}
fn random_centers(
count: usize,
cols: usize,
rows: usize,
rng: &mut SimpleRng,
) -> Vec<(usize, usize)> {
let mut centers = Vec::with_capacity(count);
for _ in 0..count {
centers.push((
rng.range_inclusive(0, cols.saturating_sub(1)),
rng.range_inclusive(0, rows.saturating_sub(1)),
));
}
centers
}
fn place_packed_rooms(
room_sizes: &[(usize, usize)],
room_edges: &[(usize, usize)],
cols: usize,
rows: usize,
rng: &mut SimpleRng,
) -> Vec<Room> {
if room_sizes.is_empty() || cols == 0 || rows == 0 {
return Vec::new();
}
let mut placed: Vec<Option<Room>> = vec![None; room_sizes.len()];
let (first_w, first_h) = room_sizes[0];
if first_w > cols || first_h > rows {
return Vec::new();
}
placed[0] = Some(Room {
x: (cols.saturating_sub(first_w)) / 2,
y: (rows.saturating_sub(first_h)) / 2,
width: first_w,
height: first_h,
});
let mut order = placement_order(room_sizes.len(), room_edges);
if !order.contains(&0) {
order.insert(0, 0);
}
for room_idx in order.into_iter().skip(1) {
let Some(room) =
try_place_packed_room(room_idx, room_sizes, room_edges, &placed, cols, rows, rng)
else {
continue;
};
placed[room_idx] = Some(room);
}
for room_idx in 0..room_sizes.len() {
if placed[room_idx].is_some() {
continue;
}
if let Some(room) =
try_place_packed_room(room_idx, room_sizes, room_edges, &placed, cols, rows, rng)
{
placed[room_idx] = Some(room);
}
}
placed.into_iter().flatten().collect()
}
fn placement_order(room_count: usize, room_edges: &[(usize, usize)]) -> Vec<usize> {
if room_count == 0 {
return Vec::new();
}
let mut adjacency = vec![Vec::new(); room_count];
for &(a, b) in room_edges {
adjacency[a].push(b);
adjacency[b].push(a);
}
let mut visited = vec![false; room_count];
let mut queue = VecDeque::new();
let mut order = Vec::with_capacity(room_count);
queue.push_back(0);
visited[0] = true;
while let Some(idx) = queue.pop_front() {
order.push(idx);
for &next in &adjacency[idx] {
if !visited[next] {
visited[next] = true;
queue.push_back(next);
}
}
}
for idx in 0..room_count {
if !visited[idx] {
order.push(idx);
}
}
order
}
fn try_place_packed_room(
room_idx: usize,
room_sizes: &[(usize, usize)],
room_edges: &[(usize, usize)],
placed: &[Option<Room>],
cols: usize,
rows: usize,
rng: &mut SimpleRng,
) -> Option<Room> {
let (width, height) = *room_sizes.get(room_idx)?;
if width > cols || height > rows {
return None;
}
let mut anchors: Vec<usize> = room_edges
.iter()
.filter_map(|&(a, b)| {
if a == room_idx && placed.get(b)?.is_some() {
Some(b)
} else if b == room_idx && placed.get(a)?.is_some() {
Some(a)
} else {
None
}
})
.collect();
if anchors.is_empty() {
anchors = placed
.iter()
.enumerate()
.filter_map(|(idx, room)| room.as_ref().map(|_| idx))
.collect();
}
shuffle_indices(&mut anchors, rng);
for anchor_idx in anchors {
let Some(anchor) = placed.get(anchor_idx).and_then(|room| room.as_ref()) else {
continue;
};
let mut candidates = packed_room_candidates(anchor, width, height, cols, rows);
shuffle_rooms(&mut candidates, rng);
for candidate in candidates {
if placed
.iter()
.flatten()
.all(|existing| !rooms_overlap(&candidate, existing))
&& placed
.iter()
.flatten()
.any(|existing| rooms_touch(&candidate, existing))
{
return Some(candidate);
}
}
}
None
}
fn packed_room_candidates(
anchor: &Room,
width: usize,
height: usize,
cols: usize,
rows: usize,
) -> Vec<Room> {
let mut candidates = Vec::new();
let min_y = anchor.y.saturating_sub(height.saturating_sub(1));
let max_y = (anchor.y + anchor.height).saturating_sub(1);
for y in min_y..=max_y {
candidates.push(Room {
x: anchor.x.saturating_sub(width),
y,
width,
height,
});
candidates.push(Room {
x: anchor.x + anchor.width,
y,
width,
height,
});
}
let min_x = anchor.x.saturating_sub(width.saturating_sub(1));
let max_x = (anchor.x + anchor.width).saturating_sub(1);
for x in min_x..=max_x {
candidates.push(Room {
x,
y: anchor.y.saturating_sub(height),
width,
height,
});
candidates.push(Room {
x,
y: anchor.y + anchor.height,
width,
height,
});
}
candidates.retain(|room| room.x + room.width <= cols && room.y + room.height <= rows);
candidates
}
fn shuffle_rooms(rooms: &mut [Room], rng: &mut SimpleRng) {
if rooms.len() <= 1 {
return;
}
for i in (1..rooms.len()).rev() {
let j = rng.range_inclusive(0, i);
rooms.swap(i, j);
}
}
fn rooms_overlap(a: &Room, b: &Room) -> bool {
let a_right = a.x + a.width;
let a_bottom = a.y + a.height;
let b_right = b.x + b.width;
let b_bottom = b.y + b.height;
a.x < b_right && a_right > b.x && a.y < b_bottom && a_bottom > b.y
}
fn rooms_touch(a: &Room, b: &Room) -> bool {
!shared_boundary_edges(a, b).is_empty()
}
fn shared_opening_width(a: &Room, b: &Room, span: usize, default_width: usize) -> usize {
let max_width = if a.x + a.width == b.x || b.x + b.width == a.x {
a.height.min(b.height)
} else {
a.width.min(b.width)
};
default_width.max(1).min(span).min(max_width.max(1))
}
// Create a connected graph of room-to-room edges with optional dead ends.
fn build_room_connection_edges(
centers: &[(usize, usize)],