merged start/end into layout to make things consistant
This commit is contained in:
+657
@@ -2,6 +2,7 @@ use serde::{Deserialize, Serialize};
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use std::collections::{HashSet, VecDeque};
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use crate::seed;
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use crate::ui::UiSettings;
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#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
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pub struct Room {
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@@ -1086,6 +1087,662 @@ pub fn corridor_cells(layout: &DungeonLayout, cols: usize, rows: usize) -> HashS
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cells
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}
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const START_COUNT_STREAM: u64 = 10_001;
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const END_COUNT_STREAM: u64 = 10_002;
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const START_ROOM_STREAM_BASE: u64 = 11_000;
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const END_ROOM_STREAM_BASE: u64 = 12_000;
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const EXTRA_START_ROOM_STREAM_BASE: u64 = 13_000;
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const EXTRA_START_MARKER_STREAM_BASE: u64 = 14_000;
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const EXTRA_END_ROOM_STREAM_BASE: u64 = 15_000;
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const EXTRA_END_MARKER_STREAM_BASE: u64 = 16_000;
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const TRAP_ROOM_STREAM_BASE: u64 = 17_000;
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const TRAP_CORRIDOR_STREAM_BASE: u64 = 18_000;
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const MONSTER_ROOM_STREAM_BASE: u64 = 19_000;
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const MONSTER_CORRIDOR_STREAM_BASE: u64 = 20_000;
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const STAIR_MARKER_STREAM_BASE: u64 = 21_000;
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// Populate generated start and end markers.
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pub fn populate_random_markers(mut layout: DungeonLayout, settings: &UiSettings) -> DungeonLayout {
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layout.start_markers.clear();
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layout.end_markers.clear();
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layout.trap_markers.clear();
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layout.monster_markers.clear();
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if layout.rooms.is_empty() {
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return layout;
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}
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let start_count = random_range_inclusive(
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settings.min_start_marker_count,
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settings.max_start_marker_count,
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seed::derive_seed(settings.seed, START_COUNT_STREAM),
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);
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let end_count = random_range_inclusive(
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settings.min_end_marker_count,
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settings.max_end_marker_count,
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seed::derive_seed(settings.seed, END_COUNT_STREAM),
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);
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let pair_count = start_count.min(end_count);
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let mut available_start_rooms: Vec<usize> = (0..layout.rooms.len()).collect();
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let mut available_end_rooms: Vec<usize> = (0..layout.rooms.len()).collect();
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for pair_idx in 0..pair_count {
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let (start_room_idx, end_room_idx) =
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farthest_room_pair(&layout.rooms, &available_start_rooms, &available_end_rooms);
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let start_room = &layout.rooms[start_room_idx];
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let end_room = &layout.rooms[end_room_idx];
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layout.start_markers.push(marker_in_room(
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start_room,
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settings.min_start_marker_size,
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settings.max_start_marker_size,
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seed::derive_seed(settings.seed, START_ROOM_STREAM_BASE + pair_idx as u64),
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));
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layout.end_markers.push(marker_in_room(
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end_room,
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settings.min_end_marker_size,
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settings.max_end_marker_size,
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seed::derive_seed(settings.seed, END_ROOM_STREAM_BASE + pair_idx as u64),
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));
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consume_room(&mut available_start_rooms, start_room_idx);
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consume_room(&mut available_end_rooms, end_room_idx);
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}
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assign_extra_markers(
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&mut layout.start_markers,
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&layout.rooms,
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&mut available_start_rooms,
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pair_count,
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start_count,
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settings.min_start_marker_size,
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settings.max_start_marker_size,
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settings.seed,
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EXTRA_START_ROOM_STREAM_BASE,
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EXTRA_START_MARKER_STREAM_BASE,
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);
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assign_extra_markers(
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&mut layout.end_markers,
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&layout.rooms,
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&mut available_end_rooms,
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pair_count,
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end_count,
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settings.min_end_marker_size,
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settings.max_end_marker_size,
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settings.seed,
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EXTRA_END_ROOM_STREAM_BASE,
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EXTRA_END_MARKER_STREAM_BASE,
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);
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layout = populate_random_traps(layout, settings);
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layout = populate_random_monsters(layout, settings);
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layout
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}
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// Return the manual marker size.
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pub fn manual_marker_size(settings: &UiSettings, is_start: bool) -> usize {
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if is_start {
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settings
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.min_start_marker_size
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.min(settings.max_start_marker_size)
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} else {
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settings
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.min_end_marker_size
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.min(settings.max_end_marker_size)
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}
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.clamp(1, 10)
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}
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// Return the manual trap size.
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pub fn manual_trap_marker_size(_settings: &UiSettings) -> usize {
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1
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}
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// Return the manual monster size.
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pub fn manual_monster_marker_size(_settings: &UiSettings) -> usize {
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1
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}
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// Pick a deterministic inclusive random value.
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fn random_range_inclusive(min: usize, max: usize, seed_value: u64) -> usize {
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let min = min.max(1);
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let max = max.max(min);
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let span = max - min + 1;
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min + (seed_value as usize % span)
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}
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// Fit a marker inside a room.
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fn marker_in_room(room: &Room, min_size: usize, max_size: usize, seed_value: u64) -> AreaMarker {
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let room_limit = room.width.min(room.height).max(1);
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let min_size = min_size.clamp(1, 10).min(room_limit);
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let max_size = max_size.clamp(min_size, 10).min(room_limit);
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let size = random_range_inclusive(min_size, max_size, seed_value.rotate_left(7));
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let x_span = room.width.saturating_sub(size);
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let y_span = room.height.saturating_sub(size);
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let x = room.x
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+ if x_span == 0 {
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0
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} else {
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seed_value as usize % (x_span + 1)
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};
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let y = room.y
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+ if y_span == 0 {
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0
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} else {
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seed_value.rotate_left(19) as usize % (y_span + 1)
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};
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AreaMarker { cell: (x, y), size }
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}
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fn assign_extra_markers(
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markers: &mut Vec<AreaMarker>,
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rooms: &[Room],
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available_rooms: &mut Vec<usize>,
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start_idx: usize,
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end_idx: usize,
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min_size: usize,
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max_size: usize,
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seed_base: u64,
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room_stream_base: u64,
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marker_stream_base: u64,
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) {
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for idx in start_idx..end_idx {
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let room_idx = pick_room_index(
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available_rooms,
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rooms.len(),
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seed::derive_seed(seed_base, room_stream_base + idx as u64),
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);
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markers.push(marker_in_room(
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&rooms[room_idx],
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min_size,
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max_size,
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seed::derive_seed(seed_base, marker_stream_base + idx as u64),
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));
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consume_room(available_rooms, room_idx);
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}
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}
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// Match each start and end pair.
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fn farthest_room_pair(
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rooms: &[Room],
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available_start_rooms: &[usize],
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available_end_rooms: &[usize],
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) -> (usize, usize) {
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let start_rooms = if available_start_rooms.is_empty() {
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(0..rooms.len()).collect::<Vec<_>>()
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} else {
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available_start_rooms.to_vec()
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};
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let end_rooms = if available_end_rooms.is_empty() {
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(0..rooms.len()).collect::<Vec<_>>()
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} else {
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available_end_rooms.to_vec()
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};
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let mut best = (start_rooms[0], end_rooms[0]);
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let mut best_dist = 0usize;
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for &start_idx in &start_rooms {
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for &end_idx in &end_rooms {
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if rooms.len() > 1 && start_idx == end_idx {
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continue;
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}
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let dist = room_distance_sq(&rooms[start_idx], &rooms[end_idx]);
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if dist > best_dist {
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best = (start_idx, end_idx);
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best_dist = dist;
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}
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}
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}
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best
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}
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fn room_distance_sq(a: &Room, b: &Room) -> usize {
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let ac = a.center_cell();
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let bc = b.center_cell();
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let dx = ac.0.abs_diff(bc.0);
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let dy = ac.1.abs_diff(bc.1);
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dx * dx + dy * dy
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}
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// Remove a consumed room.
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fn consume_room(available_rooms: &mut Vec<usize>, room_idx: usize) {
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if let Some(pos) = available_rooms.iter().position(|&idx| idx == room_idx) {
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available_rooms.remove(pos);
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}
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}
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// Pick a room index from the pool.
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fn pick_room_index(available_rooms: &[usize], room_count: usize, seed_value: u64) -> usize {
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if !available_rooms.is_empty() {
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available_rooms[seed_value as usize % available_rooms.len()]
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} else {
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seed_value as usize % room_count.max(1)
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}
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}
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// Populate random trap markers.
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pub fn populate_random_traps(mut layout: DungeonLayout, settings: &UiSettings) -> DungeonLayout {
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layout.trap_markers = populate_random_area_markers(
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&layout,
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settings.seed,
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settings.trap_frequency_percent,
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settings.min_traps_per_area,
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settings.max_traps_per_area,
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TRAP_ROOM_STREAM_BASE,
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TRAP_CORRIDOR_STREAM_BASE,
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);
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layout
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}
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// Populate random monster markers.
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pub fn populate_random_monsters(mut layout: DungeonLayout, settings: &UiSettings) -> DungeonLayout {
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layout.monster_markers = populate_random_area_markers(
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&layout,
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settings.seed,
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settings.monster_frequency_percent,
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settings.min_monsters_per_area,
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settings.max_monsters_per_area,
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MONSTER_ROOM_STREAM_BASE,
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MONSTER_CORRIDOR_STREAM_BASE,
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);
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layout
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}
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// Populate one-cell area markers.
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fn populate_random_area_markers(
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layout: &DungeonLayout,
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master_seed: u64,
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frequency_percent: usize,
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min_count: usize,
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max_count: usize,
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room_stream_base: u64,
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corridor_stream_base: u64,
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) -> Vec<AreaMarker> {
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if frequency_percent == 0 {
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return Vec::new();
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}
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let mut markers = Vec::new();
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for (idx, room) in layout.rooms.iter().enumerate() {
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let area_seed = seed::derive_seed(master_seed, room_stream_base + idx as u64);
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append_room_markers(
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&mut markers,
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room,
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area_seed,
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frequency_percent,
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min_count,
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max_count,
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);
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}
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for (idx, corridor) in layout.corridors.iter().enumerate() {
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let area_seed = seed::derive_seed(master_seed, corridor_stream_base + idx as u64);
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append_corridor_markers(
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&mut markers,
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corridor,
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area_seed,
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frequency_percent,
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min_count,
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max_count,
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);
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}
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markers
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}
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// Add room markers after a frequency roll.
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fn append_room_markers(
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markers: &mut Vec<AreaMarker>,
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room: &Room,
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area_seed: u64,
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frequency_percent: usize,
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min_count: usize,
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max_count: usize,
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) {
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if !passes_frequency_roll(area_seed, frequency_percent) {
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return;
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}
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let count = random_range_inclusive(min_count, max_count, area_seed.rotate_left(13));
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for offset in 0..count {
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markers.push(marker_in_room(
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room,
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1,
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1,
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area_seed.wrapping_add(offset as u64).rotate_right(7),
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));
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}
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}
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// Add corridor markers after a frequency roll.
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fn append_corridor_markers(
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markers: &mut Vec<AreaMarker>,
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corridor: &Corridor,
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area_seed: u64,
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frequency_percent: usize,
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min_count: usize,
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max_count: usize,
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) {
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if !passes_frequency_roll(area_seed, frequency_percent) {
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return;
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}
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let count = random_range_inclusive(min_count, max_count, area_seed.rotate_left(13));
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for offset in 0..count {
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if let Some(cell) =
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pick_random_corridor_cell(corridor, area_seed.wrapping_add(offset as u64))
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{
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markers.push(AreaMarker { cell, size: 1 });
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}
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}
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}
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// Check whether an area spawns markers.
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fn passes_frequency_roll(area_seed: u64, frequency_percent: usize) -> bool {
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(area_seed % 100) < frequency_percent as u64
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}
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fn pick_random_corridor_cell(corridor: &Corridor, seed_value: u64) -> Option<(usize, usize)> {
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if corridor.path.is_empty() {
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return None;
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}
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let idx = seed_value as usize % corridor.path.len();
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Some(corridor.path[idx])
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}
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// Populate stairs across all levels.
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pub fn populate_stairs(
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mut layouts: Vec<DungeonLayout>,
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settings: &UiSettings,
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) -> Vec<(DungeonLayout, bool)> {
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if layouts.is_empty() {
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return Vec::new();
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}
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for layout in &mut layouts {
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layout.stairs.clear();
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}
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if settings.min_stairs_per_level == 0 && settings.max_stairs_per_level == 0 {
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return layouts.into_iter().map(|layout| (layout, false)).collect();
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}
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let num_levels = layouts.len();
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let num_gaps = num_levels.saturating_sub(1);
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let sets_to_gen = if num_gaps == 0 { 1 } else { num_gaps };
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let mut all_stair_sets: Vec<Vec<Staircase>> = Vec::new();
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if settings.sync_stairs_across_levels {
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let stair_count = get_stair_count(settings, 0);
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let synced_stairs = pick_stair_positions(&layouts[0], settings, stair_count, 0);
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for _ in 0..sets_to_gen {
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all_stair_sets.push(synced_stairs.clone());
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}
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} else {
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for gap_idx in 0..sets_to_gen {
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let stair_count = get_stair_count(settings, gap_idx);
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let layout_idx = gap_idx.min(num_levels - 1);
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let stairs =
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pick_stair_positions(&layouts[layout_idx], settings, stair_count, gap_idx as u64);
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all_stair_sets.push(stairs);
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}
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}
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if num_levels == 1 {
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layouts[0].stairs.extend(all_stair_sets[0].clone());
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} else {
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for gap_idx in 0..num_gaps {
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let stairs = &all_stair_sets[gap_idx];
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layouts[gap_idx].stairs.extend(stairs.clone());
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layouts[gap_idx + 1].stairs.extend(stairs.clone());
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}
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}
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for layout in &mut layouts {
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let mut seen = HashSet::new();
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layout.stairs.retain(|stair| seen.insert(stair.cell));
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}
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let mut result = Vec::new();
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for mut layout in layouts {
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let mut modified = false;
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let stairs = layout.stairs.clone();
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for stair in &stairs {
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if ensure_stair_in_room(&mut layout, stair) {
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modified = true;
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}
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}
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result.push((layout, modified));
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}
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result
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}
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fn get_stair_count(settings: &UiSettings, gap_idx: usize) -> usize {
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if settings.min_stairs_per_level == settings.max_stairs_per_level {
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settings.min_stairs_per_level
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} else {
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let range_seed = seed::derive_seed(settings.seed, 0x2A_3B_4_u64 + gap_idx as u64);
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(range_seed as usize % (settings.max_stairs_per_level - settings.min_stairs_per_level + 1))
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+ settings.min_stairs_per_level
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}
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}
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// Ensure a stair is inside a room.
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pub fn ensure_stair_in_room(layout: &mut DungeonLayout, stair: &Staircase) -> bool {
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let stair_x = stair.cell.0;
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let stair_y = stair.cell.1;
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let stair_width = stair.width;
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let stair_height = stair.height;
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for room in &layout.rooms {
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if stair_x >= room.x
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&& stair_y >= room.y
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&& (stair_x + stair_width) <= room.x + room.width
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&& (stair_y + stair_height) <= room.y + room.height
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{
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return false;
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}
|
||||
}
|
||||
|
||||
let mut nearest_room_idx = None;
|
||||
let mut min_dist = usize::MAX;
|
||||
|
||||
for (idx, room) in layout.rooms.iter().enumerate() {
|
||||
let dist = room_to_stair_min_dist(room, stair);
|
||||
if dist < min_dist {
|
||||
min_dist = dist;
|
||||
nearest_room_idx = Some(idx);
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(idx) = nearest_room_idx
|
||||
&& min_dist <= 5
|
||||
{
|
||||
let room = &mut layout.rooms[idx];
|
||||
let new_x = room.x.min(stair_x);
|
||||
let new_y = room.y.min(stair_y);
|
||||
let new_right = (room.x + room.width).max(stair_x + stair_width);
|
||||
let new_bottom = (room.y + room.height).max(stair_y + stair_height);
|
||||
|
||||
room.x = new_x;
|
||||
room.y = new_y;
|
||||
room.width = new_right - new_x;
|
||||
room.height = new_bottom - new_y;
|
||||
true
|
||||
} else {
|
||||
layout.rooms.push(Room {
|
||||
x: stair_x,
|
||||
y: stair_y,
|
||||
width: stair_width,
|
||||
height: stair_height,
|
||||
});
|
||||
true
|
||||
}
|
||||
}
|
||||
|
||||
// Compute room distance from a stair.
|
||||
fn room_to_stair_min_dist(room: &Room, stair: &Staircase) -> usize {
|
||||
let dx = if stair.cell.0 + stair.width <= room.x {
|
||||
room.x - (stair.cell.0 + stair.width)
|
||||
} else if stair.cell.0 >= room.x + room.width {
|
||||
stair.cell.0 - (room.x + room.width)
|
||||
} else {
|
||||
0
|
||||
};
|
||||
|
||||
let dy = if stair.cell.1 + stair.height <= room.y {
|
||||
room.y - (stair.cell.1 + stair.height)
|
||||
} else if stair.cell.1 >= room.y + room.height {
|
||||
stair.cell.1 - (room.y + room.height)
|
||||
} else {
|
||||
0
|
||||
};
|
||||
|
||||
dx + dy
|
||||
}
|
||||
|
||||
// Pick valid stair positions.
|
||||
fn pick_stair_positions(
|
||||
layout: &DungeonLayout,
|
||||
settings: &UiSettings,
|
||||
count: usize,
|
||||
seed_offset: u64,
|
||||
) -> Vec<Staircase> {
|
||||
if layout.rooms.is_empty() || count == 0 {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
let mut valid_cells = Vec::new();
|
||||
for room in &layout.rooms {
|
||||
let blocked_bottom_row =
|
||||
has_start_or_end_on_bottom_row(room, &layout.start_markers, &layout.end_markers);
|
||||
if !blocked_bottom_row {
|
||||
for x in room.x..(room.x + room.width) {
|
||||
for y in room.y..(room.y + room.height) {
|
||||
valid_cells.push((x, y));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if valid_cells.is_empty() {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
let mut shuffled = valid_cells.clone();
|
||||
shuffle_with_seed(
|
||||
&mut shuffled,
|
||||
settings
|
||||
.seed
|
||||
.wrapping_add(STAIR_MARKER_STREAM_BASE)
|
||||
.wrapping_add(seed_offset),
|
||||
);
|
||||
|
||||
let max_size = settings.max_stair_width.max(settings.max_stair_height);
|
||||
let mut stair_cells = Vec::new();
|
||||
let mut used_cells = HashSet::new();
|
||||
|
||||
for cell in shuffled {
|
||||
if stair_cells.len() >= count || used_cells.contains(&cell) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if let Some(room_idx) = room_index_at_cell(&layout.rooms, cell) {
|
||||
let room = &layout.rooms[room_idx];
|
||||
let available_w = room.x + room.width - cell.0;
|
||||
let available_h = room.y + room.height - cell.1;
|
||||
if available_w >= settings.min_stair_width && available_h >= settings.min_stair_height {
|
||||
stair_cells.push(cell);
|
||||
for dx in 0..max_size {
|
||||
for dy in 0..max_size {
|
||||
used_cells.insert((cell.0 + dx, cell.1 + dy));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stair_cells
|
||||
.into_iter()
|
||||
.enumerate()
|
||||
.map(|(idx, cell)| {
|
||||
let (width, height) = random_stair_size(
|
||||
settings,
|
||||
seed::derive_seed(
|
||||
settings.seed,
|
||||
STAIR_MARKER_STREAM_BASE + idx as u64 + seed_offset * 1000,
|
||||
),
|
||||
);
|
||||
Staircase {
|
||||
cell,
|
||||
width,
|
||||
height,
|
||||
}
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
||||
// Check whether markers overlap a room bottom row.
|
||||
fn has_start_or_end_on_bottom_row(
|
||||
room: &Room,
|
||||
start_markers: &[AreaMarker],
|
||||
end_markers: &[AreaMarker],
|
||||
) -> bool {
|
||||
let bottom_row = room.y + room.height - 1;
|
||||
for marker in start_markers.iter().chain(end_markers.iter()) {
|
||||
let marker_bottom = marker.cell.1 + marker.size;
|
||||
if marker.cell.1 <= bottom_row && marker_bottom > bottom_row {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
false
|
||||
}
|
||||
|
||||
// Pick a random stair size.
|
||||
fn random_stair_size(settings: &UiSettings, seed_value: u64) -> (usize, usize) {
|
||||
let w_span = settings
|
||||
.max_stair_width
|
||||
.saturating_sub(settings.min_stair_width)
|
||||
+ 1;
|
||||
let h_span = settings
|
||||
.max_stair_height
|
||||
.saturating_sub(settings.min_stair_height)
|
||||
+ 1;
|
||||
let width = settings.min_stair_width + (seed_value as usize % w_span);
|
||||
let height = settings.min_stair_height + (seed_value.rotate_left(17) as usize % h_span);
|
||||
(width, height)
|
||||
}
|
||||
|
||||
// Shuffle cells deterministically.
|
||||
fn shuffle_with_seed<T>(items: &mut [T], seed: u64) {
|
||||
let mut rng = StairShuffleRng::new(seed);
|
||||
for idx in (1..items.len()).rev() {
|
||||
let swap_idx = rng.next_u32() as usize % (idx + 1);
|
||||
items.swap(idx, swap_idx);
|
||||
}
|
||||
}
|
||||
|
||||
struct StairShuffleRng {
|
||||
state: u64,
|
||||
}
|
||||
|
||||
impl StairShuffleRng {
|
||||
// Create the original stair shuffle RNG.
|
||||
fn new(seed: u64) -> Self {
|
||||
Self { state: seed }
|
||||
}
|
||||
|
||||
// Return the next shuffled value.
|
||||
fn next_u32(&mut self) -> u32 {
|
||||
self.state = self
|
||||
.state
|
||||
.wrapping_mul(6364136223846793005)
|
||||
.wrapping_add(1442695040888963407);
|
||||
(self.state >> 32) as u32
|
||||
}
|
||||
}
|
||||
|
||||
fn generate_room_sizes(
|
||||
target_room_count: usize,
|
||||
cols: usize,
|
||||
|
||||
+1
-5
@@ -3,7 +3,6 @@ mod layout;
|
||||
mod saveandload;
|
||||
mod seed;
|
||||
mod settings;
|
||||
mod startend;
|
||||
mod ui;
|
||||
|
||||
use std::collections::HashSet;
|
||||
@@ -14,11 +13,8 @@ use eframe::egui;
|
||||
use egui::{Color32, Stroke};
|
||||
use layout::{
|
||||
DoorSettings, DungeonLayout, WindowSettings, blocked_room_cells, corridor_cells,
|
||||
shortest_path_cells,
|
||||
};
|
||||
use startend::{
|
||||
manual_marker_size, manual_monster_marker_size, manual_trap_marker_size,
|
||||
populate_random_markers, populate_stairs,
|
||||
populate_random_markers, populate_stairs, shortest_path_cells,
|
||||
};
|
||||
use ui::{AddTool, UiSettings, draw_side_panel};
|
||||
|
||||
|
||||
-698
@@ -1,698 +0,0 @@
|
||||
use crate::layout::{self, DungeonLayout};
|
||||
use crate::seed;
|
||||
use crate::ui::UiSettings;
|
||||
use std::collections::HashSet;
|
||||
|
||||
// Import room_index_at_cell from layout module.
|
||||
use crate::layout::room_index_at_cell;
|
||||
|
||||
const START_COUNT_STREAM: u64 = 10_001;
|
||||
const END_COUNT_STREAM: u64 = 10_002;
|
||||
const START_ROOM_STREAM_BASE: u64 = 11_000;
|
||||
const END_ROOM_STREAM_BASE: u64 = 12_000;
|
||||
const EXTRA_START_ROOM_STREAM_BASE: u64 = 13_000;
|
||||
const EXTRA_START_MARKER_STREAM_BASE: u64 = 14_000;
|
||||
const EXTRA_END_ROOM_STREAM_BASE: u64 = 15_000;
|
||||
const EXTRA_END_MARKER_STREAM_BASE: u64 = 16_000;
|
||||
const TRAP_ROOM_STREAM_BASE: u64 = 17_000;
|
||||
const TRAP_CORRIDOR_STREAM_BASE: u64 = 18_000;
|
||||
const MONSTER_ROOM_STREAM_BASE: u64 = 19_000;
|
||||
const MONSTER_CORRIDOR_STREAM_BASE: u64 = 20_000;
|
||||
|
||||
// Populate generated start/end markers after the core dungeon layout exists.
|
||||
pub fn populate_random_markers(mut layout: DungeonLayout, settings: &UiSettings) -> DungeonLayout {
|
||||
layout.start_markers.clear();
|
||||
layout.end_markers.clear();
|
||||
layout.trap_markers.clear();
|
||||
layout.monster_markers.clear();
|
||||
|
||||
if layout.rooms.is_empty() {
|
||||
return layout;
|
||||
}
|
||||
|
||||
let start_count = random_range_inclusive(
|
||||
settings.min_start_marker_count,
|
||||
settings.max_start_marker_count,
|
||||
seed::derive_seed(settings.seed, START_COUNT_STREAM),
|
||||
);
|
||||
let end_count = random_range_inclusive(
|
||||
settings.min_end_marker_count,
|
||||
settings.max_end_marker_count,
|
||||
seed::derive_seed(settings.seed, END_COUNT_STREAM),
|
||||
);
|
||||
let pair_count = start_count.min(end_count);
|
||||
|
||||
let mut available_start_rooms: Vec<usize> = (0..layout.rooms.len()).collect();
|
||||
let mut available_end_rooms: Vec<usize> = (0..layout.rooms.len()).collect();
|
||||
|
||||
for pair_idx in 0..pair_count {
|
||||
let (start_room_idx, end_room_idx) =
|
||||
farthest_room_pair(&layout.rooms, &available_start_rooms, &available_end_rooms);
|
||||
let start_room = &layout.rooms[start_room_idx];
|
||||
let end_room = &layout.rooms[end_room_idx];
|
||||
layout.start_markers.push(marker_in_room(
|
||||
start_room,
|
||||
settings.min_start_marker_size,
|
||||
settings.max_start_marker_size,
|
||||
seed::derive_seed(settings.seed, START_ROOM_STREAM_BASE + pair_idx as u64),
|
||||
));
|
||||
layout.end_markers.push(marker_in_room(
|
||||
end_room,
|
||||
settings.min_end_marker_size,
|
||||
settings.max_end_marker_size,
|
||||
seed::derive_seed(settings.seed, END_ROOM_STREAM_BASE + pair_idx as u64),
|
||||
));
|
||||
consume_room(&mut available_start_rooms, start_room_idx);
|
||||
consume_room(&mut available_end_rooms, end_room_idx);
|
||||
}
|
||||
|
||||
assign_extra_markers(
|
||||
&mut layout.start_markers,
|
||||
&layout.rooms,
|
||||
&mut available_start_rooms,
|
||||
pair_count,
|
||||
start_count,
|
||||
settings.min_start_marker_size,
|
||||
settings.max_start_marker_size,
|
||||
settings.seed,
|
||||
EXTRA_START_ROOM_STREAM_BASE,
|
||||
EXTRA_START_MARKER_STREAM_BASE,
|
||||
);
|
||||
assign_extra_markers(
|
||||
&mut layout.end_markers,
|
||||
&layout.rooms,
|
||||
&mut available_end_rooms,
|
||||
pair_count,
|
||||
end_count,
|
||||
settings.min_end_marker_size,
|
||||
settings.max_end_marker_size,
|
||||
settings.seed,
|
||||
EXTRA_END_ROOM_STREAM_BASE,
|
||||
EXTRA_END_MARKER_STREAM_BASE,
|
||||
);
|
||||
|
||||
layout = populate_random_traps(layout, settings);
|
||||
layout = populate_random_monsters(layout, settings);
|
||||
|
||||
layout
|
||||
}
|
||||
|
||||
// Manual marker placement uses the configured minimum size for the chosen marker type.
|
||||
pub fn manual_marker_size(settings: &UiSettings, is_start: bool) -> usize {
|
||||
if is_start {
|
||||
settings
|
||||
.min_start_marker_size
|
||||
.min(settings.max_start_marker_size)
|
||||
} else {
|
||||
settings
|
||||
.min_end_marker_size
|
||||
.min(settings.max_end_marker_size)
|
||||
}
|
||||
.clamp(1, 10)
|
||||
}
|
||||
|
||||
pub fn manual_trap_marker_size(_settings: &UiSettings) -> usize {
|
||||
1
|
||||
}
|
||||
|
||||
pub fn manual_monster_marker_size(_settings: &UiSettings) -> usize {
|
||||
1
|
||||
}
|
||||
|
||||
// Pick a deterministic inclusive random value from a seed-derived stream.
|
||||
fn random_range_inclusive(min: usize, max: usize, seed_value: u64) -> usize {
|
||||
let min = min.max(1);
|
||||
let max = max.max(min);
|
||||
let span = max - min + 1;
|
||||
min + (seed_value as usize % span)
|
||||
}
|
||||
|
||||
// Fit a marker inside a room and choose a deterministic offset within that room.
|
||||
fn marker_in_room(
|
||||
room: &layout::Room,
|
||||
min_size: usize,
|
||||
max_size: usize,
|
||||
seed_value: u64,
|
||||
) -> layout::AreaMarker {
|
||||
let room_limit = room.width.min(room.height).max(1);
|
||||
let min_size = min_size.clamp(1, 10).min(room_limit);
|
||||
let max_size = max_size.clamp(min_size, 10).min(room_limit);
|
||||
let size = random_range_inclusive(min_size, max_size, seed_value.rotate_left(7));
|
||||
let x_span = room.width.saturating_sub(size);
|
||||
let y_span = room.height.saturating_sub(size);
|
||||
let x = room.x
|
||||
+ if x_span == 0 {
|
||||
0
|
||||
} else {
|
||||
(seed_value as usize) % (x_span + 1)
|
||||
};
|
||||
let y = room.y
|
||||
+ if y_span == 0 {
|
||||
0
|
||||
} else {
|
||||
(seed_value.rotate_left(19) as usize) % (y_span + 1)
|
||||
};
|
||||
layout::AreaMarker { cell: (x, y), size }
|
||||
}
|
||||
|
||||
fn assign_extra_markers(
|
||||
markers: &mut Vec<layout::AreaMarker>,
|
||||
rooms: &[layout::Room],
|
||||
available_rooms: &mut Vec<usize>,
|
||||
start_idx: usize,
|
||||
end_idx: usize,
|
||||
min_size: usize,
|
||||
max_size: usize,
|
||||
seed_base: u64,
|
||||
room_stream_base: u64,
|
||||
marker_stream_base: u64,
|
||||
) {
|
||||
for idx in start_idx..end_idx {
|
||||
let room_idx = pick_room_index(
|
||||
available_rooms,
|
||||
rooms.len(),
|
||||
seed::derive_seed(seed_base, room_stream_base + idx as u64),
|
||||
);
|
||||
markers.push(marker_in_room(
|
||||
&rooms[room_idx],
|
||||
min_size,
|
||||
max_size,
|
||||
seed::derive_seed(seed_base, marker_stream_base + idx as u64),
|
||||
));
|
||||
consume_room(available_rooms, room_idx);
|
||||
}
|
||||
}
|
||||
|
||||
// Match each start/end pair to the farthest available room combination.
|
||||
fn farthest_room_pair(
|
||||
rooms: &[layout::Room],
|
||||
available_start_rooms: &[usize],
|
||||
available_end_rooms: &[usize],
|
||||
) -> (usize, usize) {
|
||||
let start_rooms = if available_start_rooms.is_empty() {
|
||||
(0..rooms.len()).collect::<Vec<_>>()
|
||||
} else {
|
||||
available_start_rooms.to_vec()
|
||||
};
|
||||
let end_rooms = if available_end_rooms.is_empty() {
|
||||
(0..rooms.len()).collect::<Vec<_>>()
|
||||
} else {
|
||||
available_end_rooms.to_vec()
|
||||
};
|
||||
|
||||
let mut best = (start_rooms[0], end_rooms[0]);
|
||||
let mut best_dist = 0usize;
|
||||
for &start_idx in &start_rooms {
|
||||
for &end_idx in &end_rooms {
|
||||
if rooms.len() > 1 && start_idx == end_idx {
|
||||
continue;
|
||||
}
|
||||
let dist = room_distance_sq(&rooms[start_idx], &rooms[end_idx]);
|
||||
if dist > best_dist {
|
||||
best = (start_idx, end_idx);
|
||||
best_dist = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
best
|
||||
}
|
||||
|
||||
fn room_distance_sq(a: &layout::Room, b: &layout::Room) -> usize {
|
||||
let ac = a.center_cell();
|
||||
let bc = b.center_cell();
|
||||
let dx = ac.0.abs_diff(bc.0);
|
||||
let dy = ac.1.abs_diff(bc.1);
|
||||
dx * dx + dy * dy
|
||||
}
|
||||
|
||||
// Remove a room from the available set once it has been consumed by a marker assignment.
|
||||
fn consume_room(available_rooms: &mut Vec<usize>, room_idx: usize) {
|
||||
if let Some(pos) = available_rooms.iter().position(|&idx| idx == room_idx) {
|
||||
available_rooms.remove(pos);
|
||||
}
|
||||
}
|
||||
|
||||
// Fall back to any room when all candidates for a side have been exhausted.
|
||||
fn pick_room_index(available_rooms: &[usize], room_count: usize, seed_value: u64) -> usize {
|
||||
if !available_rooms.is_empty() {
|
||||
available_rooms[seed_value as usize % available_rooms.len()]
|
||||
} else {
|
||||
seed_value as usize % room_count.max(1)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn populate_random_traps(mut layout: DungeonLayout, settings: &UiSettings) -> DungeonLayout {
|
||||
layout.trap_markers = populate_random_area_markers(
|
||||
&layout,
|
||||
settings.seed,
|
||||
settings.trap_frequency_percent,
|
||||
settings.min_traps_per_area,
|
||||
settings.max_traps_per_area,
|
||||
TRAP_ROOM_STREAM_BASE,
|
||||
TRAP_CORRIDOR_STREAM_BASE,
|
||||
);
|
||||
layout
|
||||
}
|
||||
|
||||
pub fn populate_random_monsters(mut layout: DungeonLayout, settings: &UiSettings) -> DungeonLayout {
|
||||
layout.monster_markers = populate_random_area_markers(
|
||||
&layout,
|
||||
settings.seed,
|
||||
settings.monster_frequency_percent,
|
||||
settings.min_monsters_per_area,
|
||||
settings.max_monsters_per_area,
|
||||
MONSTER_ROOM_STREAM_BASE,
|
||||
MONSTER_CORRIDOR_STREAM_BASE,
|
||||
);
|
||||
layout
|
||||
}
|
||||
|
||||
// Populate simple one-cell area markers in rooms and corridors.
|
||||
fn populate_random_area_markers(
|
||||
layout: &DungeonLayout,
|
||||
master_seed: u64,
|
||||
frequency_percent: usize,
|
||||
min_count: usize,
|
||||
max_count: usize,
|
||||
room_stream_base: u64,
|
||||
corridor_stream_base: u64,
|
||||
) -> Vec<layout::AreaMarker> {
|
||||
if frequency_percent == 0 {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
let mut markers = Vec::new();
|
||||
|
||||
for (idx, room) in layout.rooms.iter().enumerate() {
|
||||
let area_seed = seed::derive_seed(master_seed, room_stream_base + idx as u64);
|
||||
append_room_markers(
|
||||
&mut markers,
|
||||
room,
|
||||
area_seed,
|
||||
frequency_percent,
|
||||
min_count,
|
||||
max_count,
|
||||
);
|
||||
}
|
||||
|
||||
for (idx, corridor) in layout.corridors.iter().enumerate() {
|
||||
let area_seed = seed::derive_seed(master_seed, corridor_stream_base + idx as u64);
|
||||
append_corridor_markers(
|
||||
&mut markers,
|
||||
corridor,
|
||||
area_seed,
|
||||
frequency_percent,
|
||||
min_count,
|
||||
max_count,
|
||||
);
|
||||
}
|
||||
|
||||
markers
|
||||
}
|
||||
|
||||
// Add room markers when the room passes the frequency roll.
|
||||
fn append_room_markers(
|
||||
markers: &mut Vec<layout::AreaMarker>,
|
||||
room: &layout::Room,
|
||||
area_seed: u64,
|
||||
frequency_percent: usize,
|
||||
min_count: usize,
|
||||
max_count: usize,
|
||||
) {
|
||||
if !passes_frequency_roll(area_seed, frequency_percent) {
|
||||
return;
|
||||
}
|
||||
|
||||
let count = random_range_inclusive(min_count, max_count, area_seed.rotate_left(13));
|
||||
for offset in 0..count {
|
||||
markers.push(marker_in_room(
|
||||
room,
|
||||
1,
|
||||
1,
|
||||
area_seed.wrapping_add(offset as u64).rotate_right(7),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
// Add corridor markers when the corridor passes the frequency roll.
|
||||
fn append_corridor_markers(
|
||||
markers: &mut Vec<layout::AreaMarker>,
|
||||
corridor: &layout::Corridor,
|
||||
area_seed: u64,
|
||||
frequency_percent: usize,
|
||||
min_count: usize,
|
||||
max_count: usize,
|
||||
) {
|
||||
if !passes_frequency_roll(area_seed, frequency_percent) {
|
||||
return;
|
||||
}
|
||||
|
||||
let count = random_range_inclusive(min_count, max_count, area_seed.rotate_left(13));
|
||||
for offset in 0..count {
|
||||
if let Some(cell) =
|
||||
pick_random_corridor_cell(corridor, area_seed.wrapping_add(offset as u64))
|
||||
{
|
||||
markers.push(layout::AreaMarker { cell, size: 1 });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check whether an area spawns markers.
|
||||
fn passes_frequency_roll(area_seed: u64, frequency_percent: usize) -> bool {
|
||||
(area_seed % 100) < frequency_percent as u64
|
||||
}
|
||||
|
||||
fn pick_random_corridor_cell(
|
||||
corridor: &layout::Corridor,
|
||||
seed_value: u64,
|
||||
) -> Option<(usize, usize)> {
|
||||
if corridor.path.is_empty() {
|
||||
return None;
|
||||
}
|
||||
let idx = (seed_value as usize) % corridor.path.len();
|
||||
Some(corridor.path[idx])
|
||||
}
|
||||
|
||||
// Constant for stair marker stream base
|
||||
const STAIR_MARKER_STREAM_BASE: u64 = 21_000;
|
||||
|
||||
// Populate stairs across all levels after markers are placed.
|
||||
// Returns a vector of tuples: (DungeonLayout, room_modified)
|
||||
pub fn populate_stairs(
|
||||
mut layouts: Vec<DungeonLayout>,
|
||||
settings: &UiSettings,
|
||||
) -> Vec<(DungeonLayout, bool)> {
|
||||
if layouts.is_empty() {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
// Clear existing stairs.
|
||||
for layout in &mut layouts {
|
||||
layout.stairs.clear();
|
||||
}
|
||||
|
||||
if settings.min_stairs_per_level == 0 && settings.max_stairs_per_level == 0 {
|
||||
return layouts.into_iter().map(|l| (l, false)).collect();
|
||||
}
|
||||
|
||||
let num_levels = layouts.len();
|
||||
let num_gaps = num_levels.saturating_sub(1);
|
||||
|
||||
// If we only have 1 level, we still generate one set of stairs (e.g. to a hypothetical level below).
|
||||
let sets_to_gen = if num_gaps == 0 { 1 } else { num_gaps };
|
||||
let mut all_stair_sets: Vec<Vec<layout::Staircase>> = Vec::new();
|
||||
|
||||
if settings.sync_stairs_across_levels {
|
||||
// One set of positions for all gaps.
|
||||
let stair_count = get_stair_count(settings, 0);
|
||||
let base_layout = &layouts[0];
|
||||
let synced_stairs = pick_stair_positions(base_layout, settings, stair_count, 0);
|
||||
for _ in 0..sets_to_gen {
|
||||
all_stair_sets.push(synced_stairs.clone());
|
||||
}
|
||||
} else {
|
||||
// Independent positions for each gap.
|
||||
for i in 0..sets_to_gen {
|
||||
let stair_count = get_stair_count(settings, i);
|
||||
// Use the layout of the upper level of the gap as a guide.
|
||||
let layout_idx = i.min(num_levels - 1);
|
||||
let stairs =
|
||||
pick_stair_positions(&layouts[layout_idx], settings, stair_count, i as u64);
|
||||
all_stair_sets.push(stairs);
|
||||
}
|
||||
}
|
||||
|
||||
// Assign stairs to levels.
|
||||
if num_levels == 1 {
|
||||
layouts[0].stairs.extend(all_stair_sets[0].clone());
|
||||
} else {
|
||||
for i in 0..num_gaps {
|
||||
let stairs = &all_stair_sets[i];
|
||||
// These stairs connect level i to i+1.
|
||||
layouts[i].stairs.extend(stairs.clone());
|
||||
layouts[i + 1].stairs.extend(stairs.clone());
|
||||
}
|
||||
}
|
||||
|
||||
// De-duplicate stairs at the same location on the same level (can happen if synced).
|
||||
for layout in &mut layouts {
|
||||
let mut seen = HashSet::new();
|
||||
layout.stairs.retain(|s| seen.insert(s.cell));
|
||||
}
|
||||
|
||||
let mut result = Vec::new();
|
||||
// Ensure every stair is inside a room on its level.
|
||||
for mut layout in layouts {
|
||||
let mut modified = false;
|
||||
let stairs_clone = layout.stairs.clone();
|
||||
for stair in &stairs_clone {
|
||||
if ensure_stair_in_room(&mut layout, stair) {
|
||||
modified = true;
|
||||
}
|
||||
}
|
||||
result.push((layout, modified));
|
||||
}
|
||||
|
||||
result
|
||||
}
|
||||
|
||||
fn get_stair_count(settings: &UiSettings, gap_idx: usize) -> usize {
|
||||
if settings.min_stairs_per_level == settings.max_stairs_per_level {
|
||||
settings.min_stairs_per_level
|
||||
} else {
|
||||
let range_seed = seed::derive_seed(settings.seed, 0x2A_3B_4_u64 + gap_idx as u64);
|
||||
(range_seed as usize % (settings.max_stairs_per_level - settings.min_stairs_per_level + 1))
|
||||
+ settings.min_stairs_per_level
|
||||
}
|
||||
}
|
||||
|
||||
// Ensure a staircase is fully contained within a room. If not, extend the nearest existing room or create a new one.
|
||||
// Returns true if a room was modified or created.
|
||||
pub fn ensure_stair_in_room(layout: &mut DungeonLayout, stair: &layout::Staircase) -> bool {
|
||||
let stair_x = stair.cell.0;
|
||||
let stair_y = stair.cell.1;
|
||||
let stair_width = stair.width;
|
||||
let stair_height = stair.height;
|
||||
|
||||
// Check if any room already contains the staircase.
|
||||
for room in &layout.rooms {
|
||||
if stair_x >= room.x
|
||||
&& stair_y >= room.y
|
||||
&& (stair_x + stair_width) <= (room.x + room.width)
|
||||
&& (stair_y + stair_height) <= (room.y + room.height)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// Find the nearest room to the staircase.
|
||||
let mut nearest_room_idx = None;
|
||||
let mut min_dist = usize::MAX;
|
||||
|
||||
for (idx, room) in layout.rooms.iter().enumerate() {
|
||||
let dist = room_to_stair_min_dist(room, stair);
|
||||
if dist < min_dist {
|
||||
min_dist = dist;
|
||||
nearest_room_idx = Some(idx);
|
||||
}
|
||||
}
|
||||
|
||||
// If a room is nearby (within 5 cells), extend it.
|
||||
if let Some(idx) = nearest_room_idx
|
||||
&& min_dist <= 5
|
||||
{
|
||||
let room = &mut layout.rooms[idx];
|
||||
let new_x = room.x.min(stair_x);
|
||||
let new_y = room.y.min(stair_y);
|
||||
let new_right = (room.x + room.width).max(stair_x + stair_width);
|
||||
let new_bottom = (room.y + room.height).max(stair_y + stair_height);
|
||||
|
||||
room.x = new_x;
|
||||
room.y = new_y;
|
||||
room.width = new_right - new_x;
|
||||
room.height = new_bottom - new_y;
|
||||
true
|
||||
} else {
|
||||
// Otherwise, create a new room for the staircase.
|
||||
layout.rooms.push(layout::Room {
|
||||
x: stair_x,
|
||||
y: stair_y,
|
||||
width: stair_width,
|
||||
height: stair_height,
|
||||
});
|
||||
true
|
||||
}
|
||||
}
|
||||
|
||||
// Compute the minimum Manhattan distance between a room and a staircase.
|
||||
fn room_to_stair_min_dist(room: &layout::Room, stair: &layout::Staircase) -> usize {
|
||||
let dx = if stair.cell.0 + stair.width <= room.x {
|
||||
room.x - (stair.cell.0 + stair.width)
|
||||
} else if stair.cell.0 >= room.x + room.width {
|
||||
stair.cell.0 - (room.x + room.width)
|
||||
} else {
|
||||
0
|
||||
};
|
||||
|
||||
let dy = if stair.cell.1 + stair.height <= room.y {
|
||||
room.y - (stair.cell.1 + stair.height)
|
||||
} else if stair.cell.1 >= room.y + room.height {
|
||||
stair.cell.1 - (room.y + room.height)
|
||||
} else {
|
||||
0
|
||||
};
|
||||
|
||||
dx + dy
|
||||
}
|
||||
|
||||
// Pick random cells within rooms that are valid for stair placement and return Staircase objects.
|
||||
fn pick_stair_positions(
|
||||
layout: &DungeonLayout,
|
||||
settings: &UiSettings,
|
||||
count: usize,
|
||||
seed_offset: u64,
|
||||
) -> Vec<layout::Staircase> {
|
||||
if layout.rooms.is_empty() || count == 0 {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
// Collect valid room cells (rooms without start/end markers on bottom row).
|
||||
let mut valid_cells: Vec<(usize, usize)> = Vec::new();
|
||||
for room in &layout.rooms {
|
||||
let has_start_end_bottom =
|
||||
has_start_or_end_on_bottom_row(room, &layout.start_markers, &layout.end_markers);
|
||||
if !has_start_end_bottom {
|
||||
for x in room.x..(room.x + room.width) {
|
||||
for y in room.y..(room.y + room.height) {
|
||||
valid_cells.push((x, y));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if valid_cells.is_empty() {
|
||||
return Vec::new();
|
||||
}
|
||||
|
||||
// Shuffle valid cells deterministically based on seed.
|
||||
let mut shuffled = valid_cells.clone();
|
||||
shuffle_with_seed(
|
||||
&mut shuffled,
|
||||
settings
|
||||
.seed
|
||||
.wrapping_add(STAIR_MARKER_STREAM_BASE)
|
||||
.wrapping_add(seed_offset),
|
||||
);
|
||||
|
||||
let max_size = settings.max_stair_width.max(settings.max_stair_height);
|
||||
let mut stair_cells: Vec<(usize, usize)> = Vec::new();
|
||||
let mut used_cells: HashSet<(usize, usize)> = HashSet::new();
|
||||
|
||||
for cell in shuffled {
|
||||
if stair_cells.len() >= count {
|
||||
break;
|
||||
}
|
||||
if used_cells.contains(&cell) {
|
||||
continue;
|
||||
}
|
||||
// Check if this cell can accommodate a stair of at least min size.
|
||||
let min_w = settings.min_stair_width;
|
||||
let min_h = settings.min_stair_height;
|
||||
let room_idx = room_index_at_cell(&layout.rooms, cell);
|
||||
if let Some(ri) = room_idx {
|
||||
let room = &layout.rooms[ri];
|
||||
let available_w = room.x + room.width - cell.0;
|
||||
let available_h = room.y + room.height - cell.1;
|
||||
if available_w >= min_w && available_h >= min_h {
|
||||
stair_cells.push(cell);
|
||||
// Mark occupied cells to avoid overlap.
|
||||
for dx in 0..max_size {
|
||||
for dy in 0..max_size {
|
||||
used_cells.insert((cell.0 + dx, cell.1 + dy));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Convert cells to Staircase objects with random sizes.
|
||||
stair_cells
|
||||
.into_iter()
|
||||
.enumerate()
|
||||
.map(|(i, cell)| {
|
||||
let (width, height) = random_stair_size(
|
||||
settings,
|
||||
seed::derive_seed(
|
||||
settings.seed,
|
||||
STAIR_MARKER_STREAM_BASE + i as u64 + seed_offset * 1000,
|
||||
),
|
||||
);
|
||||
layout::Staircase {
|
||||
cell,
|
||||
width,
|
||||
height,
|
||||
}
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
||||
// Check if a room has a start or end marker on its bottom row.
|
||||
fn has_start_or_end_on_bottom_row(
|
||||
room: &layout::Room,
|
||||
start_markers: &[layout::AreaMarker],
|
||||
end_markers: &[layout::AreaMarker],
|
||||
) -> bool {
|
||||
let bottom_row = room.y + room.height - 1;
|
||||
for marker in start_markers.iter().chain(end_markers.iter()) {
|
||||
let marker_bottom = marker.cell.1 + marker.size;
|
||||
if marker.cell.1 <= bottom_row && marker_bottom > bottom_row {
|
||||
// Marker overlaps with bottom row.
|
||||
return true;
|
||||
}
|
||||
}
|
||||
false
|
||||
}
|
||||
|
||||
// Pick a random stair size within settings range.
|
||||
fn random_stair_size(settings: &UiSettings, seed_value: u64) -> (usize, usize) {
|
||||
let w_span = settings
|
||||
.max_stair_width
|
||||
.saturating_sub(settings.min_stair_width)
|
||||
+ 1;
|
||||
let h_span = settings
|
||||
.max_stair_height
|
||||
.saturating_sub(settings.min_stair_height)
|
||||
+ 1;
|
||||
let width = settings.min_stair_width + (seed_value as usize % w_span);
|
||||
let height = settings.min_stair_height + (seed_value.rotate_left(17) as usize % h_span);
|
||||
(width, height)
|
||||
}
|
||||
|
||||
// Shuffle a vector deterministically using a seed.
|
||||
fn shuffle_with_seed<T: Clone>(vec: &mut [T], seed: u64) {
|
||||
let mut rng = SimpleRng::new(seed);
|
||||
for i in (1..vec.len()).rev() {
|
||||
let j = (rng.next_u32() as usize) % (i + 1);
|
||||
vec.swap(i, j);
|
||||
}
|
||||
}
|
||||
|
||||
// Simple RNG for deterministic shuffling.
|
||||
struct SimpleRng {
|
||||
state: u64,
|
||||
}
|
||||
|
||||
impl SimpleRng {
|
||||
fn new(seed: u64) -> Self {
|
||||
Self { state: seed }
|
||||
}
|
||||
|
||||
fn next_u32(&mut self) -> u32 {
|
||||
// Simple LCG for deterministic shuffling.
|
||||
self.state = self
|
||||
.state
|
||||
.wrapping_mul(6364136223846793005)
|
||||
.wrapping_add(1442695040888963407);
|
||||
(self.state >> 32) as u32
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user