improving map slightly
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149
src/map.rs
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149
src/map.rs
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@@ -0,0 +1,149 @@
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use super::rect::*;
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use rltk::{Console, RandomNumberGenerator, Rltk, RGB};
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use std::cmp::{max, min};
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#[derive(PartialEq, Copy, Clone)]
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pub enum TileType {
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Wall,
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Floor,
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}
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pub fn xy_idx(x: i32, y: i32) -> usize {
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(y as usize * 80) + x as usize
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}
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fn new_map_test() -> Vec<TileType> {
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let mut map = vec![TileType::Floor; 80 * 50];
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// Make the boundaries walls
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for x in 0..80 {
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map[xy_idx(x, 0)] = TileType::Wall;
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map[xy_idx(x, 49)] = TileType::Wall;
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}
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for y in 0..50 {
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map[xy_idx(0, y)] = TileType::Wall;
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map[xy_idx(79, y)] = TileType::Wall;
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}
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// Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration.
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// First, obtain the thread-local RNG:
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let mut rng = rltk::RandomNumberGenerator::new();
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for _i in 0..400 {
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let x = rng.roll_dice(1, 79);
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let y = rng.roll_dice(1, 49);
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let idx = xy_idx(x, y);
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if idx != xy_idx(40, 25) {
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map[idx] = TileType::Wall;
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}
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}
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map
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}
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fn apply_room_to_map(room: &Rect, map: &mut Vec<TileType>) {
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for x in room.x1..room.x2 {
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for y in room.y1..room.y2 {
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map[xy_idx(x, y)] = TileType::Floor
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}
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}
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}
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fn apply_horizontal_tunnel(map: &mut Vec<TileType>, x1: i32, x2: i32, y: i32) {
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for x in min(x1, x2)..=max(x1, x2) {
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map[xy_idx(x, y)] = TileType::Floor
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}
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}
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fn apply_vertical_tunnel(map: &mut Vec<TileType>, x: i32, y1: i32, y2: i32) {
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for y in min(y1, y2)..=max(y1, y2) {
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map[xy_idx(x, y)] = TileType::Floor
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}
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}
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pub fn new_map_rooms_and_corridors() -> Vec<TileType> {
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let mut map = vec![TileType::Wall; 80 * 50];
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let mut rooms: Vec<Rect> = Vec::new();
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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let mut rng = RandomNumberGenerator::new();
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for _ in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, 80 - w - 1) - 1;
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let y = rng.roll_dice(1, 50 - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in rooms.iter() {
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if new_room.intersect(other_room) {
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ok = false
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}
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}
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if ok {
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apply_room_to_map(&new_room, &mut map);
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if rooms.len() > 0 {
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let r1_center = new_room.center();
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let r2_center = rooms[rooms.len() - 1].center();
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if rng.range(0, 2) == 1 {
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apply_horizontal_tunnel(&mut map, r1_center.0, r2_center.0, r1_center.1);
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apply_vertical_tunnel(
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&mut map,
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max(r1_center.0, r2_center.0),
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r1_center.1,
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r2_center.1,
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);
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} else {
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apply_vertical_tunnel(&mut map, r1_center.0, r1_center.1, r2_center.1);
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apply_horizontal_tunnel(
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&mut map,
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r1_center.0,
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r2_center.0,
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max(r1_center.1, r2_center.1),
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);
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}
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}
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rooms.push(new_room);
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}
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}
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map
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}
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pub fn draw_map(map: &[TileType], ctx: &mut Rltk) {
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let mut y = 0;
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let mut x = 0;
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for tile in map.iter() {
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// Render a tile depending upon the tile type
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match tile {
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TileType::Floor => {
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ctx.set(
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x,
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y,
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RGB::from_f32(0.5, 0.5, 0.5),
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RGB::from_f32(0., 0., 0.),
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rltk::to_cp437('.'),
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);
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}
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TileType::Wall => {
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ctx.set(
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x,
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y,
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RGB::from_f32(0.0, 1.0, 0.0),
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RGB::from_f32(0., 0., 0.),
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rltk::to_cp437('#'),
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);
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}
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}
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// Move the coordinates
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x += 1;
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if x > 79 {
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x = 0;
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y += 1;
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}
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}
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}
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