Also guarantees one building per district and repairs interiors split by crossing partitions, both found by the new validation. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
401 lines
13 KiB
Rust
401 lines
13 KiB
Rust
//! Stage 7: rooms, doors, windows and internal shafts.
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use super::{GenCtx, Stage, StageRunner, StepOut};
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use crate::geom::{Pos, Rect};
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use crate::params::GenError;
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use crate::pathing::{bfs_nearest, components};
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use crate::tile::Terrain;
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use crate::world::{Building, Connector, ConnectorKind, StratumKind};
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use rand::Rng;
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use rand::seq::IndexedRandom;
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use rand_chacha::ChaCha8Rng;
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#[derive(Default)]
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pub(crate) struct InteriorsStage {
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next: usize,
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rng: Option<ChaCha8Rng>,
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}
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fn is_corner(r: Rect, p: Pos) -> bool {
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(p.x == r.x || p.x == r.right() - 1) && (p.y == r.y || p.y == r.bottom() - 1)
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}
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/// The neighbour of a border tile that lies inside the footprint.
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fn inward(r: Rect, p: Pos) -> Pos {
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if p.x == r.x {
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p.offset(1, 0)
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} else if p.x == r.right() - 1 {
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p.offset(-1, 0)
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} else if p.y == r.y {
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p.offset(0, 1)
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} else {
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p.offset(0, -1)
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}
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}
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fn outward(r: Rect, p: Pos) -> Pos {
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let i = inward(r, p);
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Pos::new(2 * p.x - i.x, 2 * p.y - i.y)
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}
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impl InteriorsStage {
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/// Recursive partitions: a wall line with one door, on floor tiles only.
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fn partition(ctx: &mut GenCtx, rng: &mut ChaCha8Rng, k: StratumKind, inner: Rect, depth: u8) {
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let can_v = inner.w >= 7;
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let can_h = inner.h >= 7;
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if depth == 0 || (!can_v && !can_h) {
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return;
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}
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let vertical = if can_v && can_h {
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inner.w >= inner.h
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} else {
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can_v
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};
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if vertical {
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let s = rng.random_range(inner.x + 3..=inner.right() - 4);
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for y in inner.y..inner.bottom() {
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let p = Pos::new(s, y);
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if ctx.terrain(k, p) == Terrain::Floor {
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ctx.set_terrain(k, p, Terrain::Wall);
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}
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}
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let door = Pos::new(s, rng.random_range(inner.y..inner.bottom()));
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if ctx.terrain(k, door) == Terrain::Wall {
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ctx.set_terrain(k, door, Terrain::Door);
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}
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Self::partition(
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ctx,
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rng,
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k,
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Rect::new(inner.x, inner.y, s - inner.x, inner.h),
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depth - 1,
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);
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Self::partition(
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ctx,
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rng,
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k,
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Rect::new(s + 1, inner.y, inner.right() - s - 1, inner.h),
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depth - 1,
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);
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} else {
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let s = rng.random_range(inner.y + 3..=inner.bottom() - 4);
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for x in inner.x..inner.right() {
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let p = Pos::new(x, s);
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if ctx.terrain(k, p) == Terrain::Floor {
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ctx.set_terrain(k, p, Terrain::Wall);
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}
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}
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let door = Pos::new(rng.random_range(inner.x..inner.right()), s);
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if ctx.terrain(k, door) == Terrain::Wall {
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ctx.set_terrain(k, door, Terrain::Door);
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}
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Self::partition(
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ctx,
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rng,
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k,
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Rect::new(inner.x, inner.y, inner.w, s - inner.y),
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depth - 1,
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);
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Self::partition(
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ctx,
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rng,
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k,
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Rect::new(inner.x, s + 1, inner.w, inner.bottom() - s - 1),
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depth - 1,
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);
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}
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}
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/// Guarantees every walkable tile inside the footprint reaches every other by carving
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/// doors through inner walls (never the perimeter).
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fn ensure_connected(ctx: &mut GenCtx, k: StratumKind, fp: Rect) {
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let size = ctx.size();
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let inner = fp.inset(1);
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for _ in 0..8 {
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let comps = components(size, |p| fp.contains(p) && ctx.city.walkable(k, p));
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if comps.len() <= 1 {
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return;
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}
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let main = &comps[0];
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let mut in_main = vec![false; size.area()];
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for p in main {
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in_main[size.index(*p)] = true;
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}
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let start = comps[1][0];
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let path = bfs_nearest(
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size,
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start,
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|p| {
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inner.contains(p)
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&& (ctx.city.walkable(k, p) || ctx.terrain(k, p) == Terrain::Wall)
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},
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|p| in_main[size.index(p)],
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16,
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);
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match path {
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Some(path) => {
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for p in path {
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if ctx.terrain(k, p) == Terrain::Wall && inner.contains(p) {
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ctx.set_terrain(k, p, Terrain::Door);
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}
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}
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}
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None => return,
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}
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}
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}
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/// Opens a door on a border wall facing `outside_ok` terrain; returns the lobby tile.
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fn exterior_door(
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ctx: &mut GenCtx,
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rng: &mut ChaCha8Rng,
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k: StratumKind,
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fp: Rect,
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outside_ok: impl Fn(Terrain) -> bool,
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prefer: Option<Terrain>,
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) -> Option<Pos> {
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let candidates: Vec<Pos> = fp
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.border()
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.filter(|p| !is_corner(fp, *p) && ctx.terrain(k, *p) == Terrain::Wall)
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.filter(|p| {
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let o = outward(fp, *p);
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ctx.city.size.contains(o) && outside_ok(ctx.terrain(k, o))
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})
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.collect();
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if candidates.is_empty() {
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return None;
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}
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let preferred: Vec<Pos> = match prefer {
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Some(t) => candidates
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.iter()
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.copied()
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.filter(|p| ctx.terrain(k, outward(fp, *p)) == t)
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.collect(),
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None => Vec::new(),
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};
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let pool = if preferred.is_empty() {
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&candidates
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} else {
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&preferred
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};
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let door = *pool.choose(rng).expect("non-empty pool");
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ctx.set_terrain(k, door, Terrain::Door);
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let lobby = inward(fp, door);
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if !ctx.city.walkable(k, lobby) {
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ctx.set_terrain(k, lobby, Terrain::Floor);
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}
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Some(lobby)
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}
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fn windows(ctx: &mut GenCtx, fp: Rect) {
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let k = StratumKind::Street;
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let spots: Vec<Pos> = fp
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.border()
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.filter(|p| !is_corner(fp, *p) && ctx.terrain(k, *p) == Terrain::Wall)
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.filter(|p| (p.x + p.y) % 2 == 0)
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.filter(|p| {
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let o = outward(fp, *p);
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ctx.tile(k, o).is_some_and(|t| t.is_outdoor_ground())
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})
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.collect();
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for p in spots {
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ctx.set_terrain(k, p, Terrain::Window);
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}
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}
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/// Places the internal stair or lift and registers its connector.
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fn shaft(ctx: &mut GenCtx, b: &Building) {
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let fp = b.footprint;
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let inner = fp.inset(1);
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let strata: Vec<StratumKind> = b.span.iter().collect();
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let open_everywhere = |ctx: &GenCtx, p: Pos| {
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strata.iter().all(|k| {
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let t = ctx.terrain(*k, p);
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t != Terrain::Wall && t != Terrain::Void && ctx.city.walkable(*k, p)
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})
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};
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let centre = fp.center();
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let mut best = inner
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.iter()
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.filter(|p| open_everywhere(ctx, *p))
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.min_by_key(|p| p.dist2(centre));
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if best.is_none() {
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let c = if inner.is_empty() {
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centre
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} else {
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inner.center()
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};
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for k in &strata {
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if *k != StratumKind::Heights {
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ctx.set_terrain(*k, c, Terrain::Floor);
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for n in c.neighbors4() {
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if inner.contains(n) && ctx.terrain(*k, n) == Terrain::Wall {
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ctx.set_terrain(*k, n, Terrain::Floor);
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}
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}
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}
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}
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best = Some(c);
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}
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let pos = best.expect("set above");
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let kind = if strata.len() == 2 {
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ConnectorKind::Stair
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} else {
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ConnectorKind::Lift
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};
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let terrain = match kind {
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ConnectorKind::Stair => Terrain::Stair,
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_ => Terrain::Lift,
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};
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for k in &strata {
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ctx.set_terrain(*k, pos, terrain);
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ctx.set_feature(*k, pos, None);
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}
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ctx.city.connectors.push(Connector {
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kind,
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pos,
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serves: strata,
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public: false,
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});
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}
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fn furnish(&mut self, ctx: &mut GenCtx, i: usize) {
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let b = ctx.city.buildings[i].clone();
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let rng = self.rng.as_mut().expect("begin sets rng");
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let fp = b.footprint;
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for k in b.span.iter() {
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if k == StratumKind::Heights {
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continue;
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}
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Self::partition(ctx, rng, k, fp.inset(1), 4);
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Self::ensure_connected(ctx, k, fp);
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match k {
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StratumKind::Street => {
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let lobby = Self::exterior_door(
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ctx,
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rng,
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k,
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fp,
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|t| {
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matches!(
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t,
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Terrain::Road | Terrain::Sidewalk | Terrain::Alley | Terrain::Plaza
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)
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},
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Some(Terrain::Sidewalk),
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);
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if let Some(l) = lobby {
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ctx.scratch.lobbies.push((b.id, l));
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}
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Self::windows(ctx, fp);
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}
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StratumKind::Skyways => {
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Self::exterior_door(
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ctx,
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rng,
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k,
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fp,
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|t| matches!(t, Terrain::Walkway | Terrain::Bridge),
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None,
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);
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}
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StratumKind::Undercity => {
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Self::exterior_door(
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ctx,
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rng,
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k,
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fp,
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|t| matches!(t, Terrain::Tunnel | Terrain::Rail | Terrain::Grate),
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None,
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);
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}
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_ => {}
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}
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}
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if b.span.len() >= 2 {
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Self::shaft(ctx, &b);
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}
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}
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}
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impl StageRunner for InteriorsStage {
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fn begin(&mut self, ctx: &mut GenCtx) -> Result<(), GenError> {
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self.rng = Some(ctx.rng(Stage::Interiors));
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self.next = 0;
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ctx.scratch.lobbies.clear();
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Ok(())
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}
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fn step(&mut self, ctx: &mut GenCtx) -> Result<StepOut, GenError> {
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let n = ctx.city.buildings.len();
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if self.next >= n {
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return Ok(StepOut::Finished);
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}
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self.furnish(ctx, self.next);
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self.next += 1;
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Ok(StepOut::Continue(self.next as f32 / n as f32))
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}
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}
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#[cfg(test)]
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mod tests {
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use crate::generate::testutil::small;
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use crate::params::WaterMode;
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use crate::pathing::components;
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use crate::tile::Terrain;
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use crate::world::StratumKind;
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#[test]
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fn every_building_has_a_street_door_and_internal_connectivity() {
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let c = small(61, WaterMode::Bay, 7);
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let st = c.stratum(StratumKind::Street).unwrap();
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for b in &c.buildings {
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let doors: Vec<_> = b
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.footprint
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.border()
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.filter(|p| st.tiles[*p].terrain == Terrain::Door)
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.collect();
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assert!(!doors.is_empty(), "{:?} has no door", b.id);
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assert!(doors.iter().any(|d| {
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d.neighbors4()
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.any(|n| st.tiles.get(n).is_some_and(|t| t.is_outdoor_ground()))
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}));
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let inside = b.footprint;
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let comps = components(st.tiles.size(), |p| {
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inside.contains(p) && st.tiles[p].is_walkable()
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});
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assert_eq!(comps.len(), 1, "{:?} interior split", b.id);
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if b.span.len() >= 2 {
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let conn = c
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.connectors
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.iter()
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.find(|k| inside.contains(k.pos) && !k.public)
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.expect("internal connector");
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for s in b.span.iter() {
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assert!(conn.serves.contains(&s));
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assert!(c.walkable(s, conn.pos), "{:?} {s:?} {:?}", b.id, conn.pos);
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}
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}
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}
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}
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#[test]
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fn rooms_respect_minimum_size_and_big_buildings_get_walls() {
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let c = small(61, WaterMode::None, 6);
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let st = c.stratum(StratumKind::Street).unwrap();
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let big = c
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.buildings
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.iter()
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.find(|b| b.footprint.w >= 12 && b.footprint.h >= 9)
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.expect("a big building");
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let walls_inside = big
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.footprint
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.inset(1)
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.iter()
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.filter(|p| st.tiles[*p].terrain == Terrain::Wall)
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.count();
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assert!(walls_inside > 0, "big building should have internal walls");
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assert!(st.tiles.count(|t| t.terrain == Terrain::Window) > 20);
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}
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}
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