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A primitive procedural map generator for maps based on rooms, like in The Binding of Isaac - https://play.rust-lang.org/?gist=59e250109f7844e980291a3b99e58310&edition=2018
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use rand::seq::SliceRandom as _; | |
use rand::Rng; | |
use std::ops::Range; | |
const NUMBER_OF_ROOMS: Range<usize> = 9..12; | |
const SCREEN_WIDTH: usize = 80; | |
const SCREEN_HEIGHT: usize = SCREEN_WIDTH; | |
struct Room { | |
top: bool, | |
right: bool, | |
bottom: bool, | |
left: bool, | |
} | |
impl Room { | |
pub fn new() -> Self { | |
Room { | |
top: false, | |
right: false, | |
bottom: false, | |
left: false, | |
} | |
} | |
} | |
type Map = std::collections::HashMap<(i32, i32), Room>; | |
fn generate_map() -> Map { | |
let mut random = rand::thread_rng(); | |
let mut map: Map = Default::default(); | |
map.insert((0, 0), Room::new()); | |
let number_of_rooms = random.gen_range(NUMBER_OF_ROOMS.start, NUMBER_OF_ROOMS.end); | |
while map.len() < number_of_rooms { | |
let variants = get_all_variants(&map); | |
let &(x, y, direction) = variants.choose(&mut random).unwrap(); | |
open_room(&mut map, (x, y), direction); | |
} | |
map | |
} | |
#[derive(Copy, Clone)] | |
enum Direction { | |
Top, | |
Right, | |
Bottom, | |
Left, | |
} | |
fn get_all_variants(map: &Map) -> Vec<(i32, i32, Direction)> { | |
let mut result = vec![]; | |
for (&(x, y), room) in map { | |
if !room.top { | |
result.push((x, y, Direction::Top)); | |
} | |
if !room.right { | |
result.push((x, y, Direction::Right)); | |
} | |
if !room.bottom { | |
result.push((x, y, Direction::Bottom)); | |
} | |
if !room.left { | |
result.push((x, y, Direction::Left)); | |
} | |
} | |
result | |
} | |
fn open_room(map: &mut Map, from_pos: (i32, i32), direction: Direction) { | |
let (from_x, from_y) = from_pos; | |
let new_pos = match direction { | |
Direction::Top => (from_x, from_y - 1), | |
Direction::Right => (from_x + 1, from_y), | |
Direction::Bottom => (from_x, from_y + 1), | |
Direction::Left => (from_x - 1, from_y), | |
}; | |
let mut room = map.remove(&new_pos).unwrap_or(Room::new()); | |
let from_room = map.get_mut(&from_pos).unwrap(); | |
match direction { | |
Direction::Top => { | |
from_room.top = true; | |
room.bottom = true; | |
} | |
Direction::Right => { | |
from_room.right = true; | |
room.left = true; | |
} | |
Direction::Bottom => { | |
from_room.bottom = true; | |
room.top = true; | |
} | |
Direction::Left => { | |
from_room.left = true; | |
room.right = true; | |
} | |
}; | |
map.insert(new_pos, room); | |
} | |
fn render_room(room: &Room) -> String { | |
let mut sprite = String::from( | |
"\ | |
\x20 \ | |
\x20+-+ \ | |
\x20| | \ | |
\x20+-+ \ | |
\x20 ", | |
); | |
if room.top { | |
sprite.replace_range(2..3, "|"); | |
} | |
if room.right { | |
sprite.replace_range(14..15, "-"); | |
} | |
if room.bottom { | |
sprite.replace_range(22..23, "|"); | |
} | |
if room.left { | |
sprite.replace_range(10..11, "-"); | |
} | |
sprite | |
} | |
fn render_map(map: Map) { | |
let mut screen = " ".repeat(SCREEN_WIDTH * SCREEN_HEIGHT); | |
for (&(x, y), room) in &map { | |
let room_sprite = render_room(room); | |
for i in 0..5 as usize { | |
let line = &room_sprite[(i * 5)..(i * 5 + 5)]; | |
let pos = | |
((y * 5 + 35) as usize * SCREEN_WIDTH) + (i * SCREEN_WIDTH) + (x * 5 + 35) as usize; | |
screen.replace_range(pos..(pos + 5), line); | |
} | |
} | |
assert_eq!(screen.len(), SCREEN_WIDTH * SCREEN_HEIGHT); | |
println!(); | |
for y in 0..SCREEN_HEIGHT { | |
let line = &screen[(y * SCREEN_WIDTH)..(y * SCREEN_WIDTH + SCREEN_WIDTH)]; | |
if !line.trim().is_empty() { | |
println!("{}", line); | |
} | |
} | |
println!(); | |
} | |
fn main() { | |
let map = generate_map(); | |
render_map(map); | |
} |
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