1use terrain_forge::{
6 algorithms::{PrefabConfig, PrefabData, PrefabLibrary, PrefabPlacer, PrefabTransform},
7 Algorithm, Grid, Rng, Tile,
8};
9
10fn main() {
11 println!("=== Advanced Prefab System Demo ===\n");
12
13 println!("1. Creating Prefab Library:");
15 let library = create_sample_library();
16
17 println!(
18 " Created library with {} prefabs:",
19 library.get_prefabs().len()
20 );
21 for prefab in library.get_prefabs() {
22 println!(
23 " - {} ({}x{}, weight: {:.1}, tags: {:?})",
24 prefab.name, prefab.width, prefab.height, prefab.weight, prefab.tags
25 );
26 }
27
28 println!("\n2. Weighted Selection Test:");
30 let mut rng = Rng::new(12345);
31 let mut selection_counts = std::collections::HashMap::new();
32
33 for _ in 0..100 {
34 if let Some(prefab) = library.select_weighted(&mut rng, None) {
35 *selection_counts.entry(prefab.name.clone()).or_insert(0) += 1;
36 }
37 }
38
39 println!(" Selection frequency (100 trials):");
40 for (name, count) in &selection_counts {
41 println!(" {}: {} times", name, count);
42 }
43
44 println!("\n3. Tag-based Selection:");
46 let room_prefabs = library.get_by_tag("room");
47 let corridor_prefabs = library.get_by_tag("corridor");
48
49 println!(" Room prefabs: {}", room_prefabs.len());
50 for prefab in &room_prefabs {
51 println!(" - {}", prefab.name);
52 }
53
54 println!(" Corridor prefabs: {}", corridor_prefabs.len());
55 for prefab in &corridor_prefabs {
56 println!(" - {}", prefab.name);
57 }
58
59 println!("\n4. Prefab Transformations:");
61 if let Some(base_prefab) = library.get_prefabs().first() {
62 println!(
63 " Base prefab '{}' ({}x{}):",
64 base_prefab.name, base_prefab.width, base_prefab.height
65 );
66 print_prefab_pattern(base_prefab);
67
68 let rotated = base_prefab.rotated();
70 println!(
71 " After 90° rotation ({}x{}):",
72 rotated.width, rotated.height
73 );
74 print_prefab_pattern(&rotated);
75
76 let mirrored = base_prefab.mirrored_horizontal();
78 println!(
79 " After horizontal mirror ({}x{}):",
80 mirrored.width, mirrored.height
81 );
82 print_prefab_pattern(&mirrored);
83
84 let transform = PrefabTransform {
86 rotation: 1,
87 mirror_h: true,
88 mirror_v: false,
89 };
90 let transformed = transform.apply(base_prefab);
91 println!(
92 " After rotation + mirror ({}x{}):",
93 transformed.width, transformed.height
94 );
95 print_prefab_pattern(&transformed);
96 }
97
98 println!("\n5. Generation with Advanced Prefabs:");
100 let config = PrefabConfig {
101 max_prefabs: 5,
102 min_spacing: 3,
103 allow_rotation: true,
104 allow_mirroring: true,
105 weighted_selection: true,
106 };
107
108 let placer = PrefabPlacer::new(config, library.clone());
109 let mut grid = Grid::new(30, 25);
110 placer.generate(&mut grid, 54321);
111
112 let floor_count = grid.count(|t| t.is_floor());
113 println!(
114 " Generated {}x{} grid with {} floor tiles",
115 grid.width(),
116 grid.height(),
117 floor_count
118 );
119
120 print_grid(&grid);
121
122 println!("\n6. JSON Serialization:");
124 match library.save_to_json("prefab_library.json") {
125 Ok(()) => {
126 println!(" ✅ Saved library to prefab_library.json");
127
128 match PrefabLibrary::load_from_json("prefab_library.json") {
130 Ok(loaded_library) => {
131 println!(" ✅ Successfully loaded library back");
132 println!(" Loaded {} prefabs", loaded_library.get_prefabs().len());
133 }
134 Err(e) => println!(" ❌ Failed to load: {}", e),
135 }
136 }
137 Err(e) => println!(" ❌ Failed to save: {}", e),
138 }
139
140 println!("\n7. Performance Comparison:");
142
143 let simple_config = PrefabConfig {
145 max_prefabs: 10,
146 min_spacing: 2,
147 allow_rotation: false,
148 allow_mirroring: false,
149 weighted_selection: false,
150 };
151
152 let start = std::time::Instant::now();
153 let simple_placer = PrefabPlacer::new(simple_config, library.clone());
154 let mut simple_grid = Grid::new(40, 30);
155 simple_placer.generate(&mut simple_grid, 98765);
156 let simple_time = start.elapsed();
157
158 let advanced_config = PrefabConfig {
160 max_prefabs: 10,
161 min_spacing: 2,
162 allow_rotation: true,
163 allow_mirroring: true,
164 weighted_selection: true,
165 };
166
167 let start = std::time::Instant::now();
168 let advanced_placer = PrefabPlacer::new(advanced_config, library);
169 let mut advanced_grid = Grid::new(40, 30);
170 advanced_placer.generate(&mut advanced_grid, 98765);
171 let advanced_time = start.elapsed();
172
173 println!(" Simple generation: {:?}", simple_time);
174 println!(" Advanced generation: {:?}", advanced_time);
175 println!(
176 " Overhead: {:.1}x",
177 advanced_time.as_nanos() as f32 / simple_time.as_nanos() as f32
178 );
179
180 println!("\n✅ Advanced prefab system demo complete!");
181 println!(" - JSON serialization for persistent libraries");
182 println!(" - Weighted selection for balanced generation");
183 println!(" - Transformations for variety and reuse");
184 println!(" - Tag-based organization for targeted selection");
185}
186
187fn create_sample_library() -> PrefabLibrary {
188 let mut library = PrefabLibrary::new();
189
190 let small_room = PrefabData {
192 name: "small_room".to_string(),
193 width: 5,
194 height: 5,
195 pattern: vec![
196 "#####".to_string(),
197 "#...#".to_string(),
198 "#...#".to_string(),
199 "#...#".to_string(),
200 "#####".to_string(),
201 ],
202 weight: 3.0,
203 tags: vec!["room".to_string(), "small".to_string()],
204 };
205 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(small_room));
206
207 let large_room = PrefabData {
209 name: "large_room".to_string(),
210 width: 7,
211 height: 6,
212 pattern: vec![
213 "#######".to_string(),
214 "#.....#".to_string(),
215 "#.....#".to_string(),
216 "#.....#".to_string(),
217 "#.....#".to_string(),
218 "#######".to_string(),
219 ],
220 weight: 1.5,
221 tags: vec!["room".to_string(), "large".to_string()],
222 };
223 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(large_room));
224
225 let corridor = PrefabData {
227 name: "corridor".to_string(),
228 width: 7,
229 height: 3,
230 pattern: vec![
231 "#######".to_string(),
232 ".......".to_string(),
233 "#######".to_string(),
234 ],
235 weight: 0.8,
236 tags: vec!["corridor".to_string(), "connection".to_string()],
237 };
238 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(corridor));
239
240 let l_room = PrefabData {
242 name: "l_shaped_room".to_string(),
243 width: 6,
244 height: 6,
245 pattern: vec![
246 "######".to_string(),
247 "#....#".to_string(),
248 "#....#".to_string(),
249 "#..###".to_string(),
250 "#..###".to_string(),
251 "######".to_string(),
252 ],
253 weight: 0.5,
254 tags: vec![
255 "room".to_string(),
256 "special".to_string(),
257 "l_shaped".to_string(),
258 ],
259 };
260 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(l_room));
261
262 library
263}
264
265fn print_prefab_pattern(prefab: &terrain_forge::algorithms::Prefab) {
266 for y in 0..prefab.height {
267 print!(" ");
268 for x in 0..prefab.width {
269 print!("{}", if prefab.get(x, y) { "." } else { "#" });
270 }
271 println!();
272 }
273}
274
275fn print_grid(grid: &Grid<Tile>) {
276 println!(" Generated layout:");
277 for y in 0..grid.height().min(12) {
278 print!(" ");
279 for x in 0..grid.width() {
280 let tile = grid.get(x as i32, y as i32).unwrap();
281 print!("{}", if tile.is_floor() { "." } else { "#" });
282 }
283 println!();
284 }
285 if grid.height() > 12 {
286 println!(" ... ({} more rows)", grid.height() - 12);
287 }
288}