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Generative grammar for procedural generation
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// Inspired by http://www.jorisdormans.nl/pdf/dormans2010_AdventuresInLevelDesign.pdf | |
enum Symbol { | |
Dungeon; | |
Obstacle; | |
} | |
enum Terminal { | |
Treasure; | |
Key; | |
Lock; | |
Room; | |
Monster; | |
} | |
enum Construct { | |
Symbol(s :Symbol); | |
Terminal(t :Terminal); | |
List(l :Array<Construct>); | |
} | |
class Rules { | |
var rules :Map<Symbol, Array<Construct>>; | |
public function new() { | |
rules = new Map(); | |
} | |
public function add_rule(symbol :Symbol, construct :Construct) { | |
if (!rules.exists(symbol)) rules[symbol] = []; | |
rules[symbol].push(construct); | |
} | |
public function get_replacements(symbol :Symbol) :Array<Construct> { | |
return rules[symbol]; | |
} | |
} | |
class Generator { | |
var rules :Rules; | |
public function new(rules :Rules) { | |
this.rules = rules; | |
} | |
public function generate(symbol :Symbol) :Array<Terminal> { | |
var replacements = rules.get_replacements(symbol); | |
var replacement = replacements[Math.floor(replacements.length * Math.random())]; | |
return unwrap(replacement); | |
} | |
function unwrap(c :Construct) :Array<Terminal> { | |
return switch (c) { | |
case Terminal(t): [t]; | |
case Symbol(s): generate(s); | |
case List(list): var ll = []; for (l in list) ll = ll.concat(unwrap(l)); return ll; | |
} | |
} | |
} | |
class Test { | |
static function main() { | |
/* | |
1. Dungeon => Obstacle + treasure | |
2. Obstacle => key + Obstacle + lock + Obstacle | |
3. Obstacle => monster + Obstacle | |
4. Obstacle => room | |
*/ | |
var rules = new Rules(); | |
rules.add_rule(Obstacle, Terminal(Room)); | |
rules.add_rule(Obstacle, List([Terminal(Monster), Symbol(Obstacle)])); | |
rules.add_rule(Obstacle, List([Terminal(Key), Symbol(Obstacle), Terminal(Lock), Symbol(Obstacle)])); | |
rules.add_rule(Dungeon, List([Symbol(Obstacle), Terminal(Treasure)])); | |
var generator = new Generator(rules); | |
trace(generator.generate(Dungeon)); | |
} | |
} |
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