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| author | alf9310 <alf9310@rit.edu> | 2025-11-10 00:31:56 -0500 |
|---|---|---|
| committer | alf9310 <alf9310@rit.edu> | 2025-11-10 00:31:56 -0500 |
| commit | 0d484d763a243e6b73e13d4968ccf6222b65eeca (patch) | |
| tree | eefc124a4bbe165710eac9faeb2426a8e2608747 /dungeon/src | |
| parent | dungeon_generation: added Hallway vs Room tiles (diff) | |
| download | DungeonCrawl-0d484d763a243e6b73e13d4968ccf6222b65eeca.tar.gz DungeonCrawl-0d484d763a243e6b73e13d4968ccf6222b65eeca.tar.bz2 DungeonCrawl-0d484d763a243e6b73e13d4968ccf6222b65eeca.zip | |
Added many auto-gen test cases for maze connectivity
Diffstat (limited to 'dungeon/src')
| -rw-r--r-- | dungeon/src/bsp.rs | 18 |
1 files changed, 12 insertions, 6 deletions
diff --git a/dungeon/src/bsp.rs b/dungeon/src/bsp.rs index 8b5fa3b..aaafa10 100644 --- a/dungeon/src/bsp.rs +++ b/dungeon/src/bsp.rs @@ -228,15 +228,14 @@ impl Node { } /// Connect rooms of child nodes recursively and collect corridors to carve. - /// /// returns corridors: output vector of (Pos, Pos) pairs to connect fn connect_children(&self, rng: &mut rand::rngs::StdRng) -> Vec<(Pos, Pos)> { let mut corridors = Vec::new(); if let (Some(left), Some(right)) = (&self.left, &self.right) { - // Get room centers for left and right children - let left_point = left.room_center(); - let right_point = right.room_center(); + // Get a random point in each child's room + let left_point = left.random_point_in_room(rng); + let right_point = right.random_point_in_room(rng); corridors.push((left_point, right_point)); // Recursively connect children @@ -265,6 +264,10 @@ fn carve_h_corridor(tiles: &mut [Tile; TILE_COUNT], x1: u16, x2: u16, y: u16) { let (sx, ex) = if x1 <= x2 { (x1, x2) } else { (x2, x1) }; for x in sx..=ex { let idx = x + y * MAP_SIZE; + // Don't carve if it's already a room + if tiles[idx as usize] == Tile::Room { + continue; + } tiles[idx as usize] = Tile::Hallway; } } @@ -274,6 +277,10 @@ fn carve_v_corridor(tiles: &mut [Tile; TILE_COUNT], y1: u16, y2: u16, x: u16) { let (sy, ey) = if y1 <= y2 { (y1, y2) } else { (y2, y1) }; for y in sy..=ey { let idx = x + y * MAP_SIZE; + // Don't carve if it's already a room + if tiles[idx as usize] == Tile::Room { + continue; + } tiles[idx as usize] = Tile::Hallway; } } @@ -374,8 +381,6 @@ pub fn generate(seed: u64) -> (Box<[Tile; TILE_COUNT]>, Pos) { } // Choose player start randomly in the center of one of the rooms (leaf nodes) - - // Choose a random leaf node (room) for the player start let mut leaves = vec![]; root.collect_leaves(&mut leaves); let player_room = leaves.choose(&mut rng).unwrap_or(&leaves[0]); @@ -454,6 +459,7 @@ mod tests { let mut node = Node::new(rect); let mut rng = rand::rngs::StdRng::seed_from_u64(12345); node.split(&mut rng); + node.create_room(&mut rng); let corridors = node.connect_children(&mut rng); assert!(!corridors.is_empty()); } |