use std::collections::{HashMap, HashSet, VecDeque}; use bevy::prelude::*; use crate::{ building::{Blueprints, BuildKind, MAX_ROOM_TILES}, colonist::Colonist, sim::{SimSystems, SimTick}, structures::{Structure, StructureKind}, world::{Terrain, TilePos, WorldMap}, worldgen::WorldGenerated, }; pub struct RoomsPlugin; impl Plugin for RoomsPlugin { fn build(&self, app: &mut App) { app.init_resource::() .add_systems(Update, clear_rooms.run_if(on_message::)) .add_systems( FixedUpdate, (update_rooms, (roof_rooms, remove_bad_doors)) .chain() .in_set(SimSystems::Decide), ); } } pub const MIN_ROOM_TILES: usize = 4; const ROOM_CHECK_TICKS: u64 = 60; const ROOM_PLAN_TICKS: u64 = 300; const CROWDED_TILES_PER_BED: usize = 3; const SIDES: [IVec2; 4] = [IVec2::X, IVec2::NEG_X, IVec2::Y, IVec2::NEG_Y]; #[derive(Debug, Clone, PartialEq)] pub struct Room { pub tiles: Vec, pub doors: Vec, pub quality: f32, } impl Room { pub fn bounds(&self) -> (UVec2, UVec2) { let lo = self.tiles.iter().fold(UVec2::MAX, |a, t| a.min(*t)); let hi = self.tiles.iter().fold(UVec2::ZERO, |a, t| a.max(*t)); (lo, hi) } pub fn is_rectangle(&self) -> bool { let (lo, hi) = self.bounds(); (hi - lo + UVec2::ONE).element_product() as usize == self.tiles.len() } } #[derive(Resource, Default, Debug)] pub struct Rooms { pub rooms: Vec, by_tile: HashMap, shape: Option<(u64, Vec)>, } impl Rooms { pub fn at(&self, tile: UVec2) -> Option<&Room> { self.by_tile.get(&tile).map(|&i| &self.rooms[i]) } pub fn contains(&self, tile: UVec2) -> bool { self.by_tile.contains_key(&tile) } pub fn detect(map: &WorldMap, doors: &HashSet) -> Self { let detected = detect_rooms(map, doors); Self { by_tile: detected .iter() .enumerate() .flat_map(|(i, (tiles, _))| tiles.iter().map(move |t| (*t, i))) .collect(), rooms: detected .into_iter() .map(|(tiles, doors)| Room { tiles, doors, quality: 0.0, }) .collect(), shape: None, } } } fn clear_rooms(mut rooms: ResMut) { *rooms = Rooms::default(); } pub fn blocks_room(map: &WorldMap, doors: &HashSet, tile: IVec2) -> bool { !map.in_bounds(tile) || map.is_wall(tile) || doors.contains(&tile.as_uvec2()) || map.get(tile).is_none_or(|t| t.move_cost().is_none()) } pub fn detect_rooms(map: &WorldMap, doors: &HashSet) -> Vec<(Vec, Vec)> { let width = map.size.x; let index = |p: UVec2| (p.y * width + p.x) as usize; let mut seen = vec![false; map.size.element_product() as usize]; let mut rooms = Vec::new(); for start in map.positions() { if seen[index(start)] || blocks_room(map, doors, start.as_ivec2()) { continue; } seen[index(start)] = true; let mut region = vec![start]; let mut room_doors = HashSet::new(); let mut outdoors = false; let mut queue = VecDeque::from([start]); while let Some(tile) = queue.pop_front() { for side in SIDES { let next = tile.as_ivec2() + side; if !map.in_bounds(next) { outdoors = true; continue; } let next_u = next.as_uvec2(); if doors.contains(&next_u) { room_doors.insert(next_u); } if blocks_room(map, doors, next) || seen[index(next_u)] { continue; } seen[index(next_u)] = true; region.push(next_u); queue.push_back(next_u); } } let size = region.len(); if !outdoors && size >= MIN_ROOM_TILES && size <= MAX_ROOM_TILES && !room_doors.is_empty() { region.sort_by_key(|t| (t.y, t.x)); let mut room_doors: Vec = room_doors.into_iter().collect(); room_doors.sort_by_key(|t| (t.y, t.x)); rooms.push((region, room_doors)); } } rooms } #[derive(Debug, Default, Clone, Copy)] pub struct Furnishing { pub beds: usize, pub statue: bool, pub hearth: bool, } pub fn room_quality(map: &WorldMap, tiles: &[UVec2], furnishing: Furnishing) -> f32 { let n = tiles.len().max(1) as f32; let share = |test: &dyn Fn(UVec2) -> bool| tiles.iter().filter(|t| test(**t)).count() as f32 / n; let floor = share(&|t| map.get(t.as_ivec2()) == Some(Terrain::WoodFloor)); let roofed = share(&|t| map.is_roofed(t.as_ivec2())); let space = (n / 16.0).min(1.0); let crowded = furnishing.beds * CROWDED_TILES_PER_BED > tiles.len(); let quality = 0.1 + 0.2 * space + 0.25 * floor + 0.15 * roofed + if furnishing.statue { 0.2 } else { 0.0 } + if furnishing.hearth { 0.1 } else { 0.0 } - if crowded { 0.2 } else { 0.0 }; quality.clamp(0.0, 1.0) } #[allow(clippy::type_complexity)] fn update_rooms( tick: Res, map: Res, structures: Query<(&TilePos, &Structure), Without>, mut rooms: ResMut, ) { if !tick.0.is_multiple_of(ROOM_CHECK_TICKS) { return; } let mut doors: Vec = structures .iter() .filter(|(_, s)| s.kind == StructureKind::Door) .map(|(pos, _)| pos.0) .collect(); doors.sort_by_key(|t| (t.y, t.x)); let shape = (map.shape_version(), doors.clone()); if rooms.shape.as_ref() != Some(&shape) { let door_set: HashSet = doors.into_iter().collect(); *rooms = Rooms::detect(&map, &door_set); rooms.shape = Some(shape); } else if !tick.0.is_multiple_of(ROOM_PLAN_TICKS) { return; } let mut furnishing = vec![Furnishing::default(); rooms.rooms.len()]; for (pos, structure) in &structures { let Some(&i) = rooms.by_tile.get(&pos.0) else { continue; }; match structure.kind { StructureKind::Bed => furnishing[i].beds += 1, StructureKind::Statue => furnishing[i].statue = true, StructureKind::Hearth => furnishing[i].hearth = true, _ => {} } } for (room, furnishing) in rooms.rooms.iter_mut().zip(furnishing) { room.quality = room_quality(&map, &room.tiles, furnishing); } } fn roof_rooms( tick: Res, map: Res, rooms: Res, structures: Query<(&TilePos, &Structure), Without>, mut blueprints: ResMut, ) { if !tick.0.is_multiple_of(ROOM_PLAN_TICKS) { return; } let lived_in: HashSet<*const Room> = structures .iter() .filter(|(_, s)| matches!(s.kind, StructureKind::Bed | StructureKind::Hearth)) .filter_map(|(pos, _)| rooms.at(pos.0)) .map(|room| room as *const Room) .collect(); for room in &rooms.rooms { if !lived_in.contains(&(room as *const Room)) { continue; } for &tile in &room.tiles { if !map.is_roofed(tile.as_ivec2()) && blueprints.get(tile).is_none() { blueprints.0.insert(tile, BuildKind::Roof); } } } } pub fn bad_door(map: &WorldMap, door: UVec2) -> bool { let blocked = SIDES .iter() .filter(|side| { let next = door.as_ivec2() + **side; !map.in_bounds(next) || map.move_cost(next).is_none() }) .count(); blocked >= 3 } fn remove_bad_doors( tick: Res, map: Res, structures: Query<(&TilePos, &Structure), Without>, mut blueprints: ResMut, ) { if !tick.0.is_multiple_of(ROOM_PLAN_TICKS) { return; } for (pos, structure) in &structures { if structure.kind == StructureKind::Door && bad_door(&map, pos.0) && blueprints.get(pos.0).is_none() { blueprints.0.insert(pos.0, BuildKind::Deconstruct); } } } #[cfg(test)] mod tests { use super::*; fn walled(map: &mut WorldMap, lo: UVec2, hi: UVec2) { for y in lo.y..=hi.y { for x in lo.x..=hi.x { if x == lo.x || x == hi.x || y == lo.y || y == hi.y { map.set_wall(UVec2::new(x, y), true); } } } } // Rooms come from the map, not from plans: any enclosed space with a door that is big enough // and small enough to roof counts, however and in whatever order it was built, and two rooms // can share a wall. #[test] fn rooms_are_enclosed_spaces_with_a_door() { let mut map = WorldMap::filled(UVec2::splat(30), Terrain::Grass); walled(&mut map, UVec2::new(2, 2), UVec2::new(6, 5)); walled(&mut map, UVec2::new(6, 2), UVec2::new(10, 5)); walled(&mut map, UVec2::new(15, 15), UVec2::new(18, 18)); let doors = [UVec2::new(4, 2), UVec2::new(8, 2)]; for door in doors { map.set_wall(door, false); } let rooms = detect_rooms(&map, &doors.into_iter().collect()); assert_eq!(rooms.len(), 2); assert!( rooms .iter() .all(|(tiles, doors)| tiles.len() == 6 && doors.len() == 1) ); } #[test] fn quality_rewards_floors_furniture_and_space() { let mut map = WorldMap::filled(UVec2::splat(10), Terrain::Grass); let tiles: Vec = (1..5) .flat_map(|y| (1..5).map(move |x| UVec2::new(x, y))) .collect(); let bare = room_quality(&map, &tiles, Furnishing::default()); for &t in &tiles { map.set(t, Terrain::WoodFloor); map.set_roof(t, true); } let furnished = Furnishing { beds: 2, statue: true, hearth: true, }; let nice = room_quality(&map, &tiles, furnished); assert!(nice > bare + 0.5, "{bare} {nice}"); let packed = Furnishing { beds: 6, ..furnished }; assert!(room_quality(&map, &tiles, packed) < nice); } // A door needs walls on two opposite sides and open ground on the others to be passable; one // boxed in by walls on three sides leads nowhere and gets taken down. #[test] fn doors_walled_in_on_three_sides_are_bad() { let mut map = WorldMap::filled(UVec2::splat(10), Terrain::Grass); map.set_wall(UVec2::new(4, 5), true); map.set_wall(UVec2::new(6, 5), true); assert!(!bad_door(&map, UVec2::new(5, 5))); map.set_wall(UVec2::new(5, 6), true); assert!(bad_door(&map, UVec2::new(5, 5))); } // A room built by hand, wall by wall, gets a roof once it has a bed in it; a door boxed in // on three sides gets taken down. #[test] fn lived_in_rooms_are_roofed_and_bad_doors_removed() { let mut map = WorldMap::filled(UVec2::splat(20), Terrain::Grass); walled(&mut map, UVec2::new(2, 2), UVec2::new(6, 5)); let door = UVec2::new(4, 2); map.set_wall(door, false); let boxed = UVec2::new(12, 12); for side in [IVec2::X, IVec2::NEG_X, IVec2::Y] { map.set_wall((boxed.as_ivec2() + side).as_uvec2(), true); } let mut app = App::new(); app.insert_resource(map) .init_resource::() .init_resource::() .init_resource::() .add_systems(Update, (update_rooms, roof_rooms, remove_bad_doors).chain()); let structure = |kind| Structure { kind }; let world = app.world_mut(); world.spawn((structure(StructureKind::Door), TilePos(door))); world.spawn((structure(StructureKind::Door), TilePos(boxed))); world.spawn((structure(StructureKind::Bed), TilePos(UVec2::new(3, 3)))); app.update(); let blueprints = app.world().resource::(); let roofs = blueprints .0 .values() .filter(|k| **k == BuildKind::Roof) .count(); assert_eq!(roofs, 6); assert_eq!(blueprints.get(boxed), Some(BuildKind::Deconstruct)); assert_eq!(blueprints.get(door), None); let rooms = app.world().resource::(); assert!(rooms.at(UVec2::new(3, 3)).is_some_and(|r| r.quality > 0.0)); } }