1use terrain_forge::{
6 algorithms::{
7 Bsp, PrefabConfig, PrefabData, PrefabLibrary, PrefabPlacer, Wfc, WfcConfig,
8 WfcPatternExtractor,
9 },
10 analysis::{DelaunayTriangulation, Graph, GraphAnalysis, Point},
11 Algorithm, Grid, Tile,
12};
13
14fn main() {
15 println!("=== Phase 4 Complete Workflow Demo ===\n");
16
17 println!("1. Generating Base Layout:");
19 let mut base_grid = Grid::new(35, 25);
20 let bsp = Bsp::default();
21 bsp.generate(&mut base_grid, 12345);
22
23 let base_floors = base_grid.count(|t| t.is_floor());
24 println!(
25 " Generated {}x{} base layout with {} floors",
26 base_grid.width(),
27 base_grid.height(),
28 base_floors
29 );
30
31 println!("\n2. Learning Patterns from Base Layout:");
33 let learned_patterns = WfcPatternExtractor::extract_patterns(&base_grid, 3);
34 println!(
35 " Extracted {} unique 3x3 patterns",
36 learned_patterns.len()
37 );
38
39 println!("\n3. Generating Enhanced Areas with Learned Patterns:");
41 let mut wfc_grid = Grid::new(20, 15);
42 let wfc = Wfc::new(WfcConfig {
43 floor_weight: 0.45,
44 pattern_size: 3,
45 enable_backtracking: true,
46 });
47 wfc.generate_with_patterns(&mut wfc_grid, learned_patterns.clone(), 54321);
48
49 let wfc_floors = wfc_grid.count(|t| t.is_floor());
50 println!(
51 " WFC generated {} floors with learned patterns",
52 wfc_floors
53 );
54
55 println!("\n4. Analyzing Room Connectivity:");
57 let room_centers = find_room_centers(&base_grid);
58 println!(" Identified {} room centers", room_centers.len());
59
60 println!("\n5. Creating Optimal Room Connections:");
62 if room_centers.len() >= 3 {
63 let triangulation = DelaunayTriangulation::new(room_centers.clone());
64 let mst_edges = triangulation.minimum_spanning_tree();
65
66 println!(" Delaunay triangulation:");
67 println!(" Triangles: {}", triangulation.triangles.len());
68 println!(" All edges: {}", triangulation.edges.len());
69
70 println!(" Minimum spanning tree:");
71 println!(" Optimal edges: {}", mst_edges.len());
72
73 let total_length: f32 = mst_edges
74 .iter()
75 .map(|edge| edge.length(&triangulation.points))
76 .sum();
77 println!(" Total corridor length: {:.1}", total_length);
78
79 let graph = Graph::new(triangulation.points.clone(), mst_edges);
81 let analysis = GraphAnalysis::analyze(&graph);
82
83 println!(" Connectivity analysis:");
84 println!(" Connected: {}", analysis.is_connected);
85 println!(" Diameter: {:.1}", analysis.diameter);
86 println!(" Clustering: {:.3}", analysis.average_clustering);
87 } else {
88 println!(" Not enough rooms for connectivity analysis");
89 }
90
91 println!("\n6. Creating Specialized Prefab Library:");
93 let library = create_specialized_library();
94
95 println!(
96 " Created library with {} prefabs:",
97 library.get_prefabs().len()
98 );
99 for prefab in library.get_prefabs() {
100 println!(
101 " - {} (weight: {:.1}, tags: {:?})",
102 prefab.name, prefab.weight, prefab.tags
103 );
104 }
105
106 println!("\n7. Placing Special Features:");
108 let mut feature_grid = Grid::new(30, 20);
109
110 let boss_config = PrefabConfig {
112 max_prefabs: 1,
113 min_spacing: 8,
114 allow_rotation: false,
115 allow_mirroring: false,
116 weighted_selection: true,
117 placement_mode: terrain_forge::algorithms::PrefabPlacementMode::Overwrite,
118 tags: None,
119 };
120
121 let boss_placer = PrefabPlacer::new(boss_config, library.clone());
122 boss_placer.generate(&mut feature_grid, 98765);
123
124 let treasure_config = PrefabConfig {
126 max_prefabs: 2,
127 min_spacing: 5,
128 allow_rotation: true,
129 allow_mirroring: true,
130 weighted_selection: true,
131 placement_mode: terrain_forge::algorithms::PrefabPlacementMode::Overwrite,
132 tags: None,
133 };
134
135 let treasure_placer = PrefabPlacer::new(treasure_config, library.clone());
136 treasure_placer.generate(&mut feature_grid, 13579);
137
138 let feature_floors = feature_grid.count(|t| t.is_floor());
139 println!(" Placed special features: {} floor tiles", feature_floors);
140
141 println!("\n8. Performance and Quality Metrics:");
143
144 let start = std::time::Instant::now();
146 let mut perf_grid = Grid::new(25, 20);
147 wfc.generate_with_patterns(&mut perf_grid, learned_patterns.clone(), 24680);
148 let wfc_time = start.elapsed();
149
150 let start = std::time::Instant::now();
152 let placer = PrefabPlacer::new(PrefabConfig::default(), library.clone());
153 let mut prefab_grid = Grid::new(25, 20);
154 placer.generate(&mut prefab_grid, 24680);
155 let prefab_time = start.elapsed();
156
157 let start = std::time::Instant::now();
159 let _ = DelaunayTriangulation::new(room_centers.clone());
160 let delaunay_time = start.elapsed();
161
162 println!(" Performance metrics:");
163 println!(" WFC generation: {:?}", wfc_time);
164 println!(" Prefab placement: {:?}", prefab_time);
165 println!(" Delaunay triangulation: {:?}", delaunay_time);
166
167 println!("\n9. Quality Comparison:");
169
170 let mut basic_grid = Grid::new(25, 20);
172 bsp.generate(&mut basic_grid, 11111);
173 let basic_floors = basic_grid.count(|t| t.is_floor());
174
175 let enhanced_floors = perf_grid.count(|t| t.is_floor()) + prefab_grid.count(|t| t.is_floor());
177
178 println!(" Floor tile comparison:");
179 println!(
180 " Basic BSP: {} floors ({:.1}%)",
181 basic_floors,
182 100.0 * basic_floors as f32 / (25 * 20) as f32
183 );
184 println!(
185 " Enhanced (WFC + Prefabs): {} floors ({:.1}%)",
186 enhanced_floors,
187 100.0 * enhanced_floors as f32 / (50 * 20) as f32
188 );
189
190 println!("\n10. Saving Configuration:");
192 match library.save_to_json("phase4_library.json") {
193 Ok(()) => println!(" ā
Saved prefab library to phase4_library.json"),
194 Err(e) => println!(" ā Failed to save library: {}", e),
195 }
196
197 println!("\nā
Phase 4 complete workflow finished!");
198 println!(" Workflow summary:");
199 println!(" 1. Generated base layout with BSP algorithm");
200 println!(
201 " 2. Learned {} patterns for WFC enhancement",
202 learned_patterns.len()
203 );
204 println!(
205 " 3. Analyzed {} room connections with Delaunay triangulation",
206 room_centers.len()
207 );
208 println!(" 4. Placed specialized features with weighted prefab selection");
209 println!(" 5. Achieved optimal room connectivity with MST");
210 println!(" 6. Demonstrated pattern learning and constraint propagation");
211 println!(" \n Phase 4 features enable:");
212 println!(" - Intelligent pattern-based generation");
213 println!(" - Mathematically optimal room connections");
214 println!(" - Flexible, reusable prefab systems");
215 println!(" - Advanced graph analysis for level design");
216}
217
218fn find_room_centers(grid: &Grid<Tile>) -> Vec<Point> {
219 let mut centers = Vec::new();
220 let mut visited = vec![vec![false; grid.width()]; grid.height()];
221
222 for y in 0..grid.height() {
223 for x in 0..grid.width() {
224 if !visited[y][x] {
225 if let Some(tile) = grid.get(x as i32, y as i32) {
226 if tile.is_floor() {
227 let center = find_room_center(grid, &mut visited, x, y);
228 centers.push(center);
229 }
230 }
231 }
232 }
233 }
234
235 centers
236}
237
238fn find_room_center(
239 grid: &Grid<Tile>,
240 visited: &mut [Vec<bool>],
241 start_x: usize,
242 start_y: usize,
243) -> Point {
244 let mut room_cells = Vec::new();
245 let mut stack = vec![(start_x, start_y)];
246
247 while let Some((x, y)) = stack.pop() {
248 if visited[y][x] {
249 continue;
250 }
251 visited[y][x] = true;
252 room_cells.push((x, y));
253
254 for (dx, dy) in [(-1, 0), (1, 0), (0, -1), (0, 1)] {
255 let nx = x as i32 + dx;
256 let ny = y as i32 + dy;
257
258 if nx >= 0 && ny >= 0 && (nx as usize) < grid.width() && (ny as usize) < grid.height() {
259 let nx = nx as usize;
260 let ny = ny as usize;
261
262 if !visited[ny][nx] {
263 if let Some(tile) = grid.get(nx as i32, ny as i32) {
264 if tile.is_floor() {
265 stack.push((nx, ny));
266 }
267 }
268 }
269 }
270 }
271 }
272
273 let sum_x: usize = room_cells.iter().map(|(x, _)| x).sum();
275 let sum_y: usize = room_cells.iter().map(|(_, y)| y).sum();
276 let count = room_cells.len();
277
278 Point::new(sum_x as f32 / count as f32, sum_y as f32 / count as f32)
279}
280
281fn create_specialized_library() -> PrefabLibrary {
282 let mut library = PrefabLibrary::new();
283
284 let boss_room = PrefabData {
286 name: "boss_chamber".to_string(),
287 width: 9,
288 height: 7,
289 pattern: vec![
290 "#########".to_string(),
291 "#.......#".to_string(),
292 "#..###..#".to_string(),
293 "#..#B#..#".to_string(),
294 "#..###..#".to_string(),
295 "#.......#".to_string(),
296 "#########".to_string(),
297 ],
298 weight: 0.2,
299 tags: vec![
300 "boss".to_string(),
301 "special".to_string(),
302 "large".to_string(),
303 ],
304 legend: None,
305 };
306 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(boss_room));
307
308 let treasure_room = PrefabData {
310 name: "treasure_vault".to_string(),
311 width: 5,
312 height: 5,
313 pattern: vec![
314 "#####".to_string(),
315 "#...#".to_string(),
316 "#.T.#".to_string(),
317 "#...#".to_string(),
318 "#####".to_string(),
319 ],
320 weight: 0.8,
321 tags: vec![
322 "treasure".to_string(),
323 "special".to_string(),
324 "small".to_string(),
325 ],
326 legend: None,
327 };
328 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(treasure_room));
329
330 let secret_passage = PrefabData {
332 name: "secret_passage".to_string(),
333 width: 3,
334 height: 7,
335 pattern: vec![
336 "###".to_string(),
337 "#.#".to_string(),
338 "#.#".to_string(),
339 "#.#".to_string(),
340 "#.#".to_string(),
341 "#.#".to_string(),
342 "###".to_string(),
343 ],
344 weight: 1.2,
345 tags: vec!["secret".to_string(), "corridor".to_string()],
346 legend: None,
347 };
348 library.add_prefab(terrain_forge::algorithms::Prefab::from_data(secret_passage));
349
350 library
351}