1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
//! Random rooms map generator.
//! 
//! Try to generate rooms of different size to fill the map area. 
//! Rooms will not overlap.
//! 
//! Example generator usage:
//! ```
//! use rand::prelude::*;
//! use mapgen::{Map, MapFilter};
//! use mapgen::filter::{
//!     BspInterior
//! };
//! 
//! let mut rng = StdRng::seed_from_u64(100);
//! let gen = BspInterior::new();
//! let map = gen.modify_map(&mut rng, &Map::new(80, 50));
//! 
//! assert_eq!(map.width, 80);
//! assert_eq!(map.height, 50);
//! ```
//! 

use rand::prelude::*;
use crate::MapFilter;
use crate::geometry::{Point, Rect};
use crate::random::Rng;
use crate::Map;


pub struct BspInterior {
    min_room_size: usize,
}

impl MapFilter for BspInterior {
    fn modify_map(&self, rng: &mut StdRng, map: &Map) -> Map {
        self.build(rng, map)
    }
}

impl BspInterior {

    pub fn new() -> Box<BspInterior> {
        Box::new(BspInterior{
            min_room_size: 8,
        })
    }

    fn build(&self, rng: &mut StdRng, map: &Map) -> Map {
        let mut new_map = map.clone();
        let mut rects: Vec<Rect> = Vec::new();
        rects.push( Rect::new(1, 1, new_map.width-2, new_map.height-2) ); 
        let first_room = rects[0];
        // Divide the first room
        self.add_subrects(first_room, rng, &mut rects); 

        let rooms_copy = rects.clone();
        for r in rooms_copy.iter() {
            let room = *r;
            new_map.add_room(room);
        }

        // Now we want corridors
        for i in 0..new_map.rooms.len()-1 {
            let room = new_map.rooms[i];
            let next_room = new_map.rooms[i+1];
            let start_x = rng.random_range(room.x1, room.x2);
            let start_y = rng.random_range(room.y1, room.y2);
            let end_x = rng.random_range(next_room.x1, next_room.x2);
            let end_y = rng.random_range(next_room.y1, next_room.y2);
            new_map.add_corridor(Point::new(start_x, start_y), Point::new(end_x, end_y));
        }

       new_map 
    }

    fn add_subrects(&self, rect: Rect, rng: &mut StdRng, rects: &mut Vec<Rect>) {
        // Remove the last rect from the list
        if !rects.is_empty() {
            rects.remove(rects.len() - 1);
        }

        // Calculate boundaries
        let width  = rect.x2 - rect.x1;
        let height = rect.y2 - rect.y1;
        let half_width = width / 2;
        let half_height = height / 2;

        let split = rng.roll_dice(1, 4);

        if split <= 2 {
            // Horizontal split
            let h1 = Rect::new( rect.x1, rect.y1, half_width-1, height );
            rects.push( h1 );
            if half_width > self.min_room_size { self.add_subrects(h1, rng, rects); }
            let h2 = Rect::new( rect.x1 + half_width, rect.y1, half_width, height );
            rects.push( h2 );
            if half_width > self.min_room_size { self.add_subrects(h2, rng, rects); }
        } else {
            // Vertical split
            let v1 = Rect::new( rect.x1, rect.y1, width, half_height-1 );
            rects.push(v1);
            if half_height > self.min_room_size { self.add_subrects(v1, rng, rects); }
            let v2 = Rect::new( rect.x1, rect.y1 + half_height, width, half_height );
            rects.push(v2);
            if half_height > self.min_room_size { self.add_subrects(v2, rng, rects); }
        }
    }
}


/// ------------------------------------------------------------------------------------------------
/// Module unit tests
/// ------------------------------------------------------------------------------------------------
#[cfg(test)]
mod tests {
    use super::*;
    use crate::{TileType, Map};

    #[test]
    fn no_corridors_on_borders() {
         let mut rng = StdRng::seed_from_u64(907647352);
        let gen = BspInterior::new();
        let map = gen.modify_map(&mut rng, &Map::new(80, 50));
        for i in 0..80 {
            assert_eq!(map.at(i, 0), TileType::Wall);
            assert_eq!(map.at(i, 49), TileType::Wall);
        } 
        for j in 0..50 {
            assert_eq!(map.at(0, j), TileType::Wall);
            assert_eq!(map.at(79, j), TileType::Wall);
        } 
    }

}