maze-ascension/src/tiles/tile.rs

184 lines
4.9 KiB
Rust

use bevy::{
color::palettes::css::GRAY,
ecs::{system::RunSystemOnce, world::Command},
prelude::*,
utils::hashbrown::{HashMap, HashSet},
};
use hexx::{EdgeDirection, Hex, HexLayout, HexOrientation};
use rand::{seq::IteratorRandom, thread_rng};
pub(super) fn plugin(app: &mut App) {
app.add_systems(Startup, generate_maze);
}
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Reflect)]
pub enum HexDirection {
Top,
TopRight,
BottomRight,
Bottom,
BottomLeft,
TopLeft,
}
#[derive(Debug)]
pub struct SpawnGrid;
impl Command for SpawnGrid {
fn apply(self, world: &mut World) {
world.run_system_once(setup_hex_grid);
}
}
impl HexDirection {
pub fn to_hexx_direction(self) -> EdgeDirection {
self.into()
}
pub const ALL: [HexDirection; 6] = [
Self::Top,
Self::TopRight,
Self::BottomRight,
Self::Bottom,
Self::BottomLeft,
Self::TopLeft,
];
pub fn opposite(&self) -> Self {
match self {
Self::Top => Self::Bottom,
Self::TopRight => Self::BottomLeft,
Self::BottomRight => Self::TopLeft,
Self::Bottom => Self::Top,
Self::BottomLeft => Self::TopRight,
Self::TopLeft => Self::BottomRight,
}
}
}
impl From<HexDirection> for EdgeDirection {
fn from(value: HexDirection) -> Self {
match value {
HexDirection::Top => Self::FLAT_NORTH,
HexDirection::TopRight => Self::FLAT_NORTH_EAST,
HexDirection::BottomRight => Self::FLAT_SOUTH_EAST,
HexDirection::Bottom => Self::FLAT_SOUTH,
HexDirection::BottomLeft => Self::FLAT_SOUTH_WEST,
HexDirection::TopLeft => Self::FLAT_NORTH_WEST,
}
}
}
#[derive(Debug, Reflect, Resource)]
#[reflect(Resource)]
pub struct GridSettings {
pub radius: u32,
pub hex_size: Vec2,
}
#[derive(Debug, Clone, Reflect, Component)]
#[reflect(Component)]
pub struct Tile {
pub position: Hex,
pub walls: HashMap<HexDirection, bool>,
}
impl Tile {
pub fn new(position: Hex) -> Self {
let mut walls = HashMap::new();
for direction in HexDirection::ALL {
walls.insert(direction, true);
}
Self { position, walls }
}
pub fn has_wall(&self, direction: &HexDirection) -> bool {
*self.walls.get(direction).unwrap_or(&false)
}
pub fn remove_wall(&mut self, direction: HexDirection) {
self.walls.insert(direction, false);
}
}
impl Default for GridSettings {
fn default() -> Self {
Self {
radius: 5,
hex_size: Vec2::splat(32.),
}
}
}
pub fn setup_hex_grid(mut commands: Commands, grid_settings: Res<GridSettings>) {
let GridSettings { radius, hex_size } = *grid_settings;
let layout = HexLayout {
orientation: HexOrientation::Pointy,
origin: Vec2::ZERO,
hex_size,
..default()
};
let hexes = Hex::ZERO.range(radius);
for hex in hexes {
let world_pos = layout.hex_to_world_pos(hex);
commands.spawn((
SpriteBundle {
sprite: Sprite {
color: GRAY.into(),
custom_size: Some(hex_size),
..default()
},
transform: Transform::from_translation(world_pos.extend(0.)),
..default()
},
Tile::new(hex),
));
}
}
pub fn generate_maze(mut tile_query: Query<&mut Tile>, grid_settings: Res<GridSettings>) {
let radius = grid_settings.radius;
let mut tiles = tile_query
.iter_mut()
.map(|tile| (tile.position, tile.clone()))
.collect::<HashMap<Hex, Tile>>();
let mut rng = thread_rng();
let mut visited = HashSet::new();
let mut stack = Vec::new();
let start_hex = Hex::ZERO;
visited.insert(start_hex);
stack.push(start_hex);
while let Some(current_hex) = stack.pop() {
let mut unvisited_neighbors = Vec::new();
for direction in HexDirection::ALL {
let neighbor_hex = current_hex + direction.to_hexx_direction();
if neighbor_hex.distance_to(Hex::ZERO) > radius as i32 {
continue;
}
if !visited.contains(&neighbor_hex) {
unvisited_neighbors.push((neighbor_hex, direction));
}
}
if !unvisited_neighbors.is_empty() {
stack.push(current_hex);
let &(neighbor_hex, direction) = unvisited_neighbors.iter().choose(&mut rng).unwrap();
if let Some(current_tile) = tiles.get_mut(&current_hex) {
current_tile.remove_wall(direction);
}
if let Some(neighbor_tile) = tiles.get_mut(&neighbor_hex) {
neighbor_tile.remove_wall(direction.opposite());
}
visited.insert(neighbor_hex);
stack.push(neighbor_hex);
}
}
}