| 1 | use common::Point2D; |
| 2 | use core::render::Renderer; |
| 3 | use noise::{NoiseFn, OpenSimplex, Seedable}; |
| 4 | use rand::Rng; |
| 5 | use sprites::SpriteManager; |
| 6 | |
| 7 | ////////// LEVEL /////////////////////////////////////////////////////////////// |
| 8 | |
| 9 | #[derive(Default)] |
| 10 | pub struct Level { |
| 11 | pub gravity: Point2D<f64>, |
| 12 | pub grid: Grid, |
| 13 | iterations: u8, |
| 14 | } |
| 15 | |
| 16 | impl Level { |
| 17 | pub fn new(gravity: Point2D<f64>) -> Self { |
| 18 | Level { gravity, grid: Grid::generate(10), iterations: 10 } |
| 19 | } |
| 20 | |
| 21 | pub fn regenerate(&mut self) { |
| 22 | self.grid = Grid::generate(self.iterations); |
| 23 | } |
| 24 | |
| 25 | pub fn increase_iteration(&mut self) { |
| 26 | self.iterations += 1; |
| 27 | self.regenerate(); |
| 28 | println!("iterate {} time(s)", self.iterations); |
| 29 | } |
| 30 | |
| 31 | pub fn decrease_iteration(&mut self) { |
| 32 | self.iterations -= 1; |
| 33 | self.regenerate(); |
| 34 | println!("iterate {} time(s)", self.iterations); |
| 35 | } |
| 36 | |
| 37 | pub fn filter_regions(&mut self) { |
| 38 | self.grid.filter_regions(); |
| 39 | } |
| 40 | |
| 41 | pub fn render(&mut self, renderer: &mut Renderer, _sprites: &SpriteManager) { |
| 42 | renderer.canvas().set_draw_color((64, 64, 64)); |
| 43 | let size = self.grid.cell_size; |
| 44 | for x in 0..self.grid.width { |
| 45 | for y in 0..self.grid.height { |
| 46 | if self.grid.cells[x][y] { |
| 47 | renderer.canvas().fill_rect(sdl2::rect::Rect::new(x as i32 * size as i32, y as i32 * size as i32, size as u32, size as u32)).unwrap(); |
| 48 | } |
| 49 | } |
| 50 | } |
| 51 | } |
| 52 | } |
| 53 | |
| 54 | ////////// GRID //////////////////////////////////////////////////////////////// |
| 55 | |
| 56 | #[derive(Default)] |
| 57 | pub struct Grid { |
| 58 | pub width: usize, |
| 59 | pub height: usize, |
| 60 | pub cell_size: usize, |
| 61 | pub cells: Vec<Vec<bool>>, |
| 62 | } |
| 63 | |
| 64 | impl Grid { |
| 65 | fn generate(iterations: u8) -> Grid { |
| 66 | let cell_size = 20; |
| 67 | let (width, height) = (2560 / cell_size, 1440 / cell_size); |
| 68 | |
| 69 | let mut grid = Grid { |
| 70 | cell_size, |
| 71 | width, |
| 72 | height, |
| 73 | cells: vec!(vec!(true; height); width), |
| 74 | }; |
| 75 | |
| 76 | // start with some noise |
| 77 | // grid.simplex_noise(); |
| 78 | grid.random_noise(); |
| 79 | |
| 80 | // smooth with cellular automata |
| 81 | grid.smooth(iterations); |
| 82 | // grid.smooth_until_equilibrium(); |
| 83 | |
| 84 | // increase resolution |
| 85 | for _i in 0..1 { |
| 86 | grid = grid.subdivide(); |
| 87 | grid.smooth(iterations); |
| 88 | } |
| 89 | |
| 90 | grid |
| 91 | } |
| 92 | |
| 93 | #[allow(dead_code)] |
| 94 | fn simplex_noise(&mut self) { |
| 95 | let noise = OpenSimplex::new().set_seed(std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap().as_secs() as u32); |
| 96 | self.set_each(|x, y| noise.get([x as f64 / 12.0, y as f64 / 12.0]) > 0.055, 1); |
| 97 | } |
| 98 | |
| 99 | #[allow(dead_code)] |
| 100 | fn random_noise(&mut self) { |
| 101 | let mut rng = rand::thread_rng(); |
| 102 | let noise = OpenSimplex::new().set_seed(std::time::SystemTime::now().duration_since(std::time::UNIX_EPOCH).unwrap().as_secs() as u32); |
| 103 | self.set_each(|_x, _y| rng.gen_range(0, 100) > (45 + (150.0 * noise.get([_x as f64 / 40.0, _y as f64 / 10.0])) as usize), 1); // more horizontal platforms |
| 104 | // let w = self.width as f64; |
| 105 | // self.set_each(|_x, _y| rng.gen_range(0, 100) > (45 + ((15 * _x) as f64 / w) as usize), 1); // opens up to the right |
| 106 | } |
| 107 | |
| 108 | #[allow(dead_code)] |
| 109 | fn smooth(&mut self, iterations: u8) { |
| 110 | let distance = 1; |
| 111 | for _i in 0..iterations { |
| 112 | let mut next = vec!(vec!(true; self.height); self.width); |
| 113 | for x in distance..(self.width - distance) { |
| 114 | for y in distance..(self.height - distance) { |
| 115 | match Grid::neighbours(&self.cells, x, y, distance) { |
| 116 | n if n < 4 => next[x][y] = false, |
| 117 | n if n > 4 => next[x][y] = true, |
| 118 | _ => next[x][y] = self.cells[x][y] |
| 119 | } |
| 120 | } |
| 121 | } |
| 122 | if self.cells == next { |
| 123 | break; // exit early |
| 124 | } else { |
| 125 | self.cells = next; |
| 126 | } |
| 127 | } |
| 128 | } |
| 129 | |
| 130 | #[allow(dead_code)] |
| 131 | fn smooth_until_equilibrium(&mut self) { |
| 132 | let distance = 1; |
| 133 | let mut count = 0; |
| 134 | loop { |
| 135 | count += 1; |
| 136 | let mut next = vec!(vec!(true; self.height); self.width); |
| 137 | for x in distance..(self.width - distance) { |
| 138 | for y in distance..(self.height - distance) { |
| 139 | match Grid::neighbours(&self.cells, x, y, distance) { |
| 140 | n if n < 4 => next[x][y] = false, |
| 141 | n if n > 4 => next[x][y] = true, |
| 142 | _ => next[x][y] = self.cells[x][y] |
| 143 | }; |
| 144 | } |
| 145 | } |
| 146 | if self.cells == next { |
| 147 | break; |
| 148 | } else { |
| 149 | self.cells = next; |
| 150 | } |
| 151 | } |
| 152 | println!("{} iterations needed", count); |
| 153 | } |
| 154 | |
| 155 | fn neighbours(grid: &Vec<Vec<bool>>, px: usize, py: usize, distance: usize) -> u8 { |
| 156 | let mut count = 0; |
| 157 | for x in (px - distance)..=(px + distance) { |
| 158 | for y in (py - distance)..=(py + distance) { |
| 159 | if !(x == px && y == py) && grid[x][y] { |
| 160 | count += 1; |
| 161 | } |
| 162 | } |
| 163 | } |
| 164 | count |
| 165 | } |
| 166 | |
| 167 | fn set_each<F: FnMut(usize, usize) -> bool>(&mut self, mut func: F, walls: usize) { |
| 168 | for x in walls..(self.width - walls) { |
| 169 | for y in walls..(self.height - walls) { |
| 170 | self.cells[x][y] = func(x, y); |
| 171 | } |
| 172 | } |
| 173 | } |
| 174 | |
| 175 | fn subdivide(&mut self) -> Grid { |
| 176 | let (width, height) = (self.width * 2, self.height * 2); |
| 177 | let mut cells = vec!(vec!(true; height); width); |
| 178 | for x in 1..(width - 1) { |
| 179 | for y in 1..(height - 1) { |
| 180 | cells[x][y] = self.cells[x / 2][y / 2]; |
| 181 | } |
| 182 | } |
| 183 | Grid { |
| 184 | cell_size: self.cell_size / 2, |
| 185 | width, |
| 186 | height, |
| 187 | cells |
| 188 | } |
| 189 | } |
| 190 | |
| 191 | fn find_regions(&self) -> Vec<Region> { |
| 192 | let mut regions = vec!(); |
| 193 | let mut marked = vec!(vec!(false; self.height); self.width); |
| 194 | for x in 0..self.width { |
| 195 | for y in 0..self.height { |
| 196 | if !marked[x][y] { |
| 197 | regions.push(self.get_region_at_point(x, y, &mut marked)); |
| 198 | } |
| 199 | } |
| 200 | } |
| 201 | regions |
| 202 | } |
| 203 | |
| 204 | fn get_region_at_point(&self, x: usize, y: usize, marked: &mut Vec<Vec<bool>>) -> Region { |
| 205 | let value = self.cells[x][y]; |
| 206 | let mut cells = vec!(); |
| 207 | let mut queue = vec!((x, y)); |
| 208 | marked[x][y] = true; |
| 209 | |
| 210 | while let Some(p) = queue.pop() { |
| 211 | cells.push(p); |
| 212 | for i in &[(-1, 0), (1, 0), (0, -1), (0, 1)] { |
| 213 | let ip = (p.0 as isize + i.0, p.1 as isize + i.1); |
| 214 | if ip.0 >= 0 && ip.0 < self.width as isize && ip.1 >= 0 && ip.1 < self.height as isize { |
| 215 | let up = (ip.0 as usize, ip.1 as usize); |
| 216 | if self.cells[up.0][up.1] == value && !marked[up.0][up.1] { |
| 217 | marked[up.0][up.1] = true; |
| 218 | queue.push(up); |
| 219 | } |
| 220 | } |
| 221 | } |
| 222 | } |
| 223 | |
| 224 | Region { value, cells } |
| 225 | } |
| 226 | |
| 227 | fn delete_region(&mut self, region: &Region) { |
| 228 | for c in ®ion.cells { |
| 229 | self.cells[c.0][c.1] = !region.value; |
| 230 | } |
| 231 | } |
| 232 | |
| 233 | pub fn filter_regions(&mut self) { |
| 234 | let min_wall_size = 0.0015; |
| 235 | println!("grid size: ({}, {}) = {} cells", self.width, self.height, self.width * self.height); |
| 236 | println!("min wall size: {}", (self.width * self.height) as f64 * min_wall_size); |
| 237 | |
| 238 | // delete all smaller wall regions |
| 239 | for r in self.find_regions().iter().filter(|r| r.value) { |
| 240 | let percent = r.cells.len() as f64 / (self.width * self.height) as f64; |
| 241 | if percent < min_wall_size { |
| 242 | println!("delete wall region of size {}", r.cells.len()); |
| 243 | self.delete_region(r); |
| 244 | } |
| 245 | } |
| 246 | |
| 247 | // delete all rooms but the largest |
| 248 | let regions = self.find_regions(); // check again, because if a removed room contains a removed wall, the removed wall will become a room |
| 249 | let mut rooms: Vec<&Region> = regions.iter().filter(|r| !r.value).collect(); |
| 250 | rooms.sort_by_key(|r| r.cells.len()); |
| 251 | rooms.reverse(); |
| 252 | while rooms.len() > 1 { |
| 253 | self.delete_region(rooms.pop().unwrap()); |
| 254 | } |
| 255 | } |
| 256 | } |
| 257 | |
| 258 | ////////// REGION ////////////////////////////////////////////////////////////// |
| 259 | |
| 260 | struct Region { |
| 261 | value: bool, |
| 262 | cells: Vec<(usize, usize)>, |
| 263 | } |