feat(mapgen): add room-and-corridor and bsp generators

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dualfroz committed 2026-08-23 22:40:00 +02:00
1 parent e9cdb763ae
commit eeb96205cf
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-- Binary space partitioning: recursively split the grid into a tree of regions,
-- carve one room per leaf, then connect each internal node's two children by a
-- corridor between the centres of a room drawn from each subtree.
local Map = require("map")
local Carve = require("gen.carve")
local Bsp = {}
local function split(node, rng, minLeaf, depth)
if depth <= 0 or (node.w < minLeaf * 2 and node.h < minLeaf * 2) then
return
end
local horizontal
if node.w > node.h and node.w >= minLeaf * 2 then
horizontal = false
elseif node.h >= minLeaf * 2 then
horizontal = true
else
return
end
if horizontal then
local cut = rng:range(minLeaf, node.h - minLeaf)
node.left = { x = node.x, y = node.y, w = node.w, h = cut }
node.right = { x = node.x, y = node.y + cut, w = node.w, h = node.h - cut }
else
local cut = rng:range(minLeaf, node.w - minLeaf)
node.left = { x = node.x, y = node.y, w = cut, h = node.h }
node.right = { x = node.x + cut, y = node.y, w = node.w - cut, h = node.h }
end
split(node.left, rng, minLeaf, depth - 1)
split(node.right, rng, minLeaf, depth - 1)
end
local function carveLeaves(node, map, rng)
if node.left or node.right then
carveLeaves(node.left, map, rng)
carveLeaves(node.right, map, rng)
local a = node.left.room
local b = node.right.room
local ax, ay = Carve.center(a)
local bx, by = Carve.center(b)
Carve.corridor(map, ax, ay, bx, by, rng)
node.room = a
return
end
local w = rng:range(3, math.max(3, node.w - 2))
local h = rng:range(3, math.max(3, node.h - 2))
local x = node.x + rng:range(1, math.max(1, node.w - w - 1))
local y = node.y + rng:range(1, math.max(1, node.h - h - 1))
local room = { x = x, y = y, w = w, h = h }
Carve.rect(map, room.x, room.y, room.w, room.h)
map.rooms[#map.rooms + 1] = room
node.room = room
end
function Bsp.generate(width, height, rng, options)
options = options or {}
local minLeaf = options.minLeaf or 7
local maxDepth = options.maxDepth or 5
local map = Map.new(width, height)
local root = { x = 2, y = 2, w = width - 3, h = height - 3 }
split(root, rng, minLeaf, maxDepth)
carveLeaves(root, map, rng)
return map
end
return Bsp
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-- Non-overlapping rectangular rooms joined by L-shaped corridors. Returns a
-- carved Map with map.rooms populated; stair, door and trap placement is the
-- dungeon layer's job, not the generator's.
local Map = require("map")
local Carve = require("gen.carve")
local Rooms = {}
local function overlaps(a, b)
return a.x <= b.x + b.w and a.x + a.w >= b.x
and a.y <= b.y + b.h and a.y + a.h >= b.y
end
function Rooms.generate(width, height, rng, options)
options = options or {}
local maxRooms = options.maxRooms or 14
local minSize = options.minRoomSize or 4
local maxSize = options.maxRoomSize or 9
local map = Map.new(width, height)
for _ = 1, maxRooms do
local w = rng:range(minSize, maxSize)
local h = rng:range(minSize, maxSize)
local room = {
x = rng:range(2, width - w - 1),
y = rng:range(2, height - h - 1),
w = w, h = h,
}
local fits = true
for _, other in ipairs(map.rooms) do
if overlaps(room, other) then
fits = false
break
end
end
if fits then
Carve.rect(map, room.x, room.y, room.w, room.h)
if #map.rooms > 0 then
local prevX, prevY = Carve.center(map.rooms[#map.rooms])
local newX, newY = Carve.center(room)
Carve.corridor(map, prevX, prevY, newX, newY, rng)
end
map.rooms[#map.rooms + 1] = room
end
end
return map
end
return Rooms