last_light/game/model/world_generate_bsp_map.go
2024-06-06 23:28:06 +03:00

296 lines
7.1 KiB
Go

package model
import (
"math/rand"
"mvvasilev/last_light/engine"
"github.com/gdamore/tcell/v2"
)
type splitDirection bool
const (
splitDirectionVertical splitDirection = true
splitDirectionHorizontal splitDirection = false
)
type bspNode struct {
origin engine.Position
size engine.Size
room engine.BoundingBox
hasRoom bool
left *bspNode
right *bspNode
splitDir splitDirection
}
func CreateBSPDungeonMap(width, height int, numSplits int) Map {
root := new(bspNode)
root.origin = engine.PositionAt(0, 0)
root.size = engine.SizeOf(width, height)
split(root, numSplits)
tiles := make([][]Tile, height)
for h := range height {
tiles[h] = make([]Tile, width)
}
rooms := make([]engine.BoundingBox, 0, numSplits*numSplits)
iterateBspLeaves(root, func(leaf *bspNode) {
x := engine.RandInt(leaf.origin.X(), leaf.origin.X()+leaf.size.Width()/4)
y := engine.RandInt(leaf.origin.Y(), leaf.origin.Y()+leaf.size.Height()/4)
w := engine.RandInt(3, leaf.size.Width()-1)
h := engine.RandInt(3, leaf.size.Height()-1)
if x+w >= width {
w = w - (x + w - width) - 1
}
if y+h >= height {
h = h - (y + h - height) - 1
}
room := engine.BoundingBox{
Positioned: engine.WithPosition(engine.PositionAt(x, y)),
Sized: engine.WithSize(engine.SizeOf(w, h)),
}
rooms = append(rooms, room)
makeRoom(tiles, room)
leaf.room = room
leaf.hasRoom = true
})
iterateBspParents(root, func(parent *bspNode) {
roomLeft := findRoom(parent.left)
roomRight := findRoom(parent.right)
zCorridor(
tiles,
engine.PositionAt(
roomLeft.Position().X()+roomLeft.Size().Width()/2,
roomLeft.Position().Y()+roomLeft.Size().Height()/2,
),
engine.PositionAt(
roomRight.Position().X()+roomRight.Size().Width()/2,
roomRight.Position().Y()+roomRight.Size().Height()/2,
),
parent.splitDir,
)
})
spawnRoom := findRoom(root.left)
staircaseRoom := findRoom(root.right)
playerPos := engine.PositionAt(
spawnRoom.Position().X()+spawnRoom.Size().Width()/2,
spawnRoom.Position().Y()+spawnRoom.Size().Height()/2,
)
newBsp := CreateMap(
root.size,
tiles,
tcell.StyleDefault.Foreground(tcell.ColorLightSlateGrey),
Tile_Void(),
Map_WithRooms(rooms),
Map_WithPlayerSpawnPoint(playerPos),
Map_WithNextLevelStaircase(engine.PositionAt(
staircaseRoom.Position().X()+staircaseRoom.Size().Width()/2,
staircaseRoom.Position().Y()+staircaseRoom.Size().Height()/2,
)),
Map_WithPreviousLevelStaircase(playerPos),
)
Map_SetTileAt(newBsp, newBsp.NextLevelStaircase().Position.X(), newBsp.NextLevelStaircase().Position.Y(), Tile_StaircaseDown())
Map_SetTileAt(newBsp, newBsp.PreviousLevelStaircase().Position.X(), newBsp.PreviousLevelStaircase().Position.Y(), Tile_StaircaseUp())
return newBsp
}
func findRoom(parent *bspNode) engine.BoundingBox {
if parent.hasRoom {
return parent.room
}
if rand.Float32() > 0.5 {
return findRoom(parent.left)
} else {
return findRoom(parent.right)
}
}
func zCorridor(tiles [][]Tile, from engine.Position, to engine.Position, direction splitDirection) {
switch direction {
case splitDirectionHorizontal:
xMidPoint := (from.X() + to.X()) / 2
horizontalTunnel(tiles, from.X(), xMidPoint, from.Y())
horizontalTunnel(tiles, to.X(), xMidPoint, to.Y())
verticalTunnel(tiles, from.Y(), to.Y(), xMidPoint)
case splitDirectionVertical:
yMidPoint := (from.Y() + to.Y()) / 2
verticalTunnel(tiles, from.Y(), yMidPoint, from.X())
verticalTunnel(tiles, to.Y(), yMidPoint, to.X())
horizontalTunnel(tiles, from.X(), to.X(), yMidPoint)
}
}
func iterateBspParents(parent *bspNode, iter func(parent *bspNode)) {
if parent.left != nil && parent.right != nil {
iter(parent)
}
if parent.left != nil {
iterateBspParents(parent.left, iter)
}
if parent.right != nil {
iterateBspParents(parent.right, iter)
}
}
func iterateBspLeaves(parent *bspNode, iter func(leaf *bspNode)) {
if parent.left == nil && parent.right == nil {
iter(parent)
return
}
if parent.left != nil {
iterateBspLeaves(parent.left, iter)
}
if parent.right != nil {
iterateBspLeaves(parent.right, iter)
}
}
func split(parent *bspNode, numSplits int) {
if numSplits <= 0 {
return
}
// split vertically
if parent.size.Width() > parent.size.Height() {
// New splits will be between 45% and 65% of the parent's width
leftSplitWidth := engine.RandInt(int(float32(parent.size.Width())*0.45), int(float32(parent.size.Width())*0.65))
parent.splitDir = splitDirectionVertical
parent.left = new(bspNode)
parent.left.origin = parent.origin
parent.left.size = engine.SizeOf(leftSplitWidth, parent.size.Height())
parent.right = new(bspNode)
parent.right.origin = parent.origin.WithOffset(leftSplitWidth, 0)
parent.right.size = engine.SizeOf(parent.size.Width()-leftSplitWidth, parent.size.Height())
} else { // split horizontally
// New splits will be between 45% and 65% of the parent's height
leftSplitHeight := engine.RandInt(int(float32(parent.size.Height())*0.45), int(float32(parent.size.Height())*0.65))
parent.splitDir = splitDirectionHorizontal
parent.left = new(bspNode)
parent.left.origin = parent.origin
parent.left.size = engine.SizeOf(parent.size.Width(), leftSplitHeight)
parent.right = new(bspNode)
parent.right.origin = parent.origin.WithOffset(0, leftSplitHeight)
parent.right.size = engine.SizeOf(parent.size.Width(), parent.size.Height()-leftSplitHeight)
}
split(parent.left, numSplits-1)
split(parent.right, numSplits-1)
}
func horizontalTunnel(tiles [][]Tile, x1, x2, y int) {
if x1 > x2 {
tx := x2
x2 = x1
x1 = tx
}
placeWallAtIfNotPassable(tiles, x1, y-1)
placeWallAtIfNotPassable(tiles, x1, y)
placeWallAtIfNotPassable(tiles, x1, y+1)
for x := x1; x <= x2; x++ {
if tiles[y][x] != nil && tiles[y][x].Passable() {
continue
}
tiles[y][x] = Tile_Ground()
placeWallAtIfNotPassable(tiles, x, y-1)
placeWallAtIfNotPassable(tiles, x, y+1)
}
placeWallAtIfNotPassable(tiles, x2, y-1)
placeWallAtIfNotPassable(tiles, x2, y)
placeWallAtIfNotPassable(tiles, x2, y+1)
}
func verticalTunnel(tiles [][]Tile, y1, y2, x int) {
if y1 > y2 {
ty := y2
y2 = y1
y1 = ty
}
placeWallAtIfNotPassable(tiles, x-1, y1)
placeWallAtIfNotPassable(tiles, x, y1)
placeWallAtIfNotPassable(tiles, x+1, y1)
for y := y1; y <= y2; y++ {
if tiles[y][x] != nil && tiles[y][x].Passable() {
continue
}
tiles[y][x] = Tile_Ground()
placeWallAtIfNotPassable(tiles, x-1, y)
placeWallAtIfNotPassable(tiles, x+1, y)
}
placeWallAtIfNotPassable(tiles, x-1, y2)
placeWallAtIfNotPassable(tiles, x, y2)
placeWallAtIfNotPassable(tiles, x+1, y2)
}
func placeWallAtIfNotPassable(tiles [][]Tile, x, y int) {
if tiles[y][x] != nil && tiles[y][x].Passable() {
return
}
tiles[y][x] = Tile_Wall()
}
func makeRoom(tiles [][]Tile, room engine.BoundingBox) {
width := room.Size().Width()
height := room.Size().Height()
x := room.Position().X()
y := room.Position().Y()
for w := x; w < x+width+1; w++ {
tiles[y][w] = Tile_Wall()
tiles[y+height][w] = Tile_Wall()
}
for h := y; h < y+height+1; h++ {
tiles[h][x] = Tile_Wall()
tiles[h][x+width] = Tile_Wall()
}
for h := y + 1; h < y+height; h++ {
for w := x + 1; w < x+width; w++ {
tiles[h][w] = Tile_Ground()
}
}
}