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//! Procedural floor generators.
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2026-06-06 18:49:45 -05:00
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//!
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//! A "floor" is a purely cosmetic, non-solid visual placed on a board layer (a
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//! palette entry with `kind = "floor"`). It carries no behavior — it exists to
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//! give boards some non-distracting visual flavor (textured ground) with little
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//! authoring effort, including randomly-generated "grass" / "dirt" / "stone".
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//!
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//! The actual placement / per-cell expansion happens in [`crate::layer`] during
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//! map load: a floor palette entry either names one of these generators (a fresh
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//! glyph is rolled per grid cell) or gives a fixed glyph. This module only owns
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//! the generators themselves.
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2026-06-07 00:19:53 -05:00
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use crate::glyph::Glyph;
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use color::Rgba8;
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use tinyrand::{Probability, Rand, StdRand};
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/// Fixed seed for the floor PRNG, so a board's generated floor is deterministic
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/// for a given map (stable across reloads within a run, and testable). The layer
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/// builder seeds one [`StdRand`] with this and threads it through every
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/// generator call so the result depends only on the map content.
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pub(crate) const FLOOR_SEED: u64 = 0x_C0FF_EE15_F100_0001;
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/// A procedural floor texture. Each generator differs only in its color scheme
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/// and the probability/character set of its scattered "texture" glyphs; the
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/// colors are deliberately dark and low-saturation so foreground objects stay
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/// readable against them.
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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pub enum FloorGenerator {
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/// Random green-to-greenish-yellow ground with a fairly high chance of grassy
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/// characters (comma, period, backquote, apostrophe).
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Grass,
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/// Random brown ground with a lower chance of `.`, `:`, `,`, `;`.
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Dirt,
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/// Random gray ground with a lower chance of `.` or `,`.
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Stone,
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}
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impl FloorGenerator {
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/// Parses a generator from its map-file name, or `None` if unrecognized.
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pub fn from_name(name: &str) -> Option<FloorGenerator> {
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match name {
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"grass" => Some(FloorGenerator::Grass),
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"dirt" => Some(FloorGenerator::Dirt),
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"stone" => Some(FloorGenerator::Stone),
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_ => None,
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}
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}
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/// Generates one random floor [`Glyph`] for this generator.
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///
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/// Picks a background ground color within the generator's scheme, then with
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/// the generator's probability scatters a lighter "texture" char on top
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/// (otherwise a blank space, whose fg is irrelevant).
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pub(crate) fn generate(&self, rng: &mut StdRand) -> Glyph {
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// (background color ranges, texture probability, texture chars).
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let (bg, chars, prob) = match self {
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// Green → greenish-yellow: g dominant, a touch of r for the yellow tilt.
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FloorGenerator::Grass => (
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Rgba8 {
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r: shade(rng, 20, 55),
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g: shade(rng, 45, 85),
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b: shade(rng, 20, 35),
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a: 255,
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},
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[',', '.', '`', '\''].as_slice(),
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0.35,
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),
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// Brown: r highest, g mid, b low.
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FloorGenerator::Dirt => (
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Rgba8 {
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r: shade(rng, 45, 75),
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g: shade(rng, 30, 50),
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b: shade(rng, 18, 32),
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a: 255,
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},
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['.', ':', ',', ';'].as_slice(),
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0.20,
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),
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// Gray: all channels share one shade.
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FloorGenerator::Stone => {
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let v = shade(rng, 40, 70);
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(
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Rgba8 {
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r: v,
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g: v,
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b: v,
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a: 255,
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},
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['.', ','].as_slice(),
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0.20,
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)
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}
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};
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// Decide whether this cell shows a texture char or just bare ground.
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if rng.next_bool(Probability::new(prob)) {
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let ch = chars[rng.next_lim_usize(chars.len())];
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Glyph {
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tile: ch as u32,
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fg: lighten(bg, 35), // a lighter shade of the same ground
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bg,
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}
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} else {
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// Bare ground: a space (its fg never shows).
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Glyph {
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tile: 32,
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fg: bg,
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bg,
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}
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}
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}
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}
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/// Returns a random channel value in `[lo, hi]` (inclusive).
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fn shade(rng: &mut StdRand, lo: u8, hi: u8) -> u8 {
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lo + rng.next_lim_usize((hi - lo) as usize + 1) as u8
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}
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/// Brightens each color channel by `amt`, saturating at 255 — used to draw a
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/// texture char as a lighter version of its ground color.
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fn lighten(c: Rgba8, amt: u8) -> Rgba8 {
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Rgba8 {
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r: c.r.saturating_add(amt),
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g: c.g.saturating_add(amt),
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b: c.b.saturating_add(amt),
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a: c.a,
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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 super::*;
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use tinyrand::Seeded;
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/// Rolls `count` glyphs from `generator` against a freshly-seeded RNG, the
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/// same way the layer builder does.
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fn roll(generator: FloorGenerator, count: usize) -> Vec<Glyph> {
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let mut rng = StdRand::seed(FLOOR_SEED);
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(0..count).map(|_| generator.generate(&mut rng)).collect()
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}
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#[test]
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fn from_name_parses_known_generators() {
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assert_eq!(
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FloorGenerator::from_name("grass"),
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Some(FloorGenerator::Grass)
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);
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assert_eq!(
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FloorGenerator::from_name("dirt"),
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Some(FloorGenerator::Dirt)
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);
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assert_eq!(
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FloorGenerator::from_name("stone"),
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Some(FloorGenerator::Stone)
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);
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assert_eq!(FloorGenerator::from_name("lava"), None);
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}
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#[test]
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fn grass_generator_stays_in_scheme_and_is_deterministic() {
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let a = roll(FloorGenerator::Grass, 64);
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let b = roll(FloorGenerator::Grass, 64);
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assert_eq!(a.len(), 64);
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// Same seed → identical rolls across builds.
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assert!(a.iter().zip(&b).all(|(x, y)| x == y));
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// Every cell's ground (bg) sits inside grass's channel ranges.
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for g in &a {
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assert!((20..=55).contains(&g.bg.r), "r out of range: {}", g.bg.r);
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assert!((45..=85).contains(&g.bg.g), "g out of range: {}", g.bg.g);
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assert!((20..=35).contains(&g.bg.b), "b out of range: {}", g.bg.b);
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}
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}
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}
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