use super::rect::*; use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator}; use std::cmp::{max, min}; #[derive(PartialEq, Copy, Clone)] pub enum TileType { Wall, Floor, } #[derive(Default)] pub struct Map { pub tiles: Vec, pub rooms: Vec, pub width: i32, pub height: i32, pub revealed_tiles: Vec, pub visible_tiles: Vec, } impl Map { pub fn xy_idx(&self, x: i32, y: i32) -> usize { ((y * self.width) + x) as usize } pub fn tile_at(&self, x: i32, y: i32) -> TileType { self.tiles[self.xy_idx(x, y)] } fn apply_room_to_map(&mut self, room: &Rect) { for x in room.x1..room.x2 { for y in room.y1..room.y2 { let idx = self.xy_idx(x, y); self.tiles[idx] = TileType::Floor } } } fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) { for x in min(x1, x2)..=max(x1, x2) { let idx = self.xy_idx(x, y); self.tiles[idx] = TileType::Floor } } fn apply_vertical_tunnel(&mut self, x: i32, y1: i32, y2: i32) { for y in min(y1, y2)..=max(y1, y2) { let idx = self.xy_idx(x, y); self.tiles[idx] = TileType::Floor } } pub fn new_map_rooms_and_corridors() -> Map { let mut map = Map { tiles: vec![TileType::Wall; 80 * 50], rooms: Vec::new(), width: 80, height: 50, revealed_tiles: vec![false; 80 * 50], visible_tiles: vec![false; 80 * 50], }; const MAX_ROOMS: i32 = 30; const MIN_SIZE: i32 = 6; const MAX_SIZE: i32 = 10; let mut rng = RandomNumberGenerator::new(); for _ in 0..MAX_ROOMS { let w = rng.range(MIN_SIZE, MAX_SIZE); let h = rng.range(MIN_SIZE, MAX_SIZE); let x = rng.roll_dice(1, 80 - w - 1) - 1; let y = rng.roll_dice(1, 50 - h - 1) - 1; let new_room = Rect::new(x, y, w, h); let mut ok = true; for other_room in map.rooms.iter() { if new_room.intersect(other_room) { ok = false } } if ok { map.apply_room_to_map(&new_room); if map.rooms.len() > 0 { let r1_center = new_room.center(); let r2_center = map.rooms[map.rooms.len() - 1].center(); if rng.range(0, 2) == 1 { map.apply_horizontal_tunnel(r1_center.0, r2_center.0, r1_center.1); map.apply_vertical_tunnel(r2_center.0, r1_center.1, r2_center.1); } else { map.apply_vertical_tunnel(r1_center.0, r1_center.1, r2_center.1); map.apply_horizontal_tunnel(r1_center.0, r2_center.0, r2_center.1); } } map.rooms.push(new_room); } } map } fn is_exit_valid(&self, x: i32, y: i32) -> bool { if x < 1 || x > self.width - 1 || y < 1 || y > self.height - 1 { return false; } let idx = self.xy_idx(x, y); self.tiles[idx as usize] != TileType::Wall } } impl BaseMap for Map { fn is_opaque(&self, idx: usize) -> bool { self.tiles[idx as usize] == TileType::Wall } fn get_available_exits(&self, idx: usize) -> rltk::SmallVec<[(usize, f32); 10]> { let mut exits = rltk::SmallVec::new(); let x = idx as i32 % self.width; let y = idx as i32 / self.width; let w = self.width as usize; // Cardinal directions if self.is_exit_valid(x - 1, y) { exits.push((idx - 1, 1.0)) }; if self.is_exit_valid(x + 1, y) { exits.push((idx + 1, 1.0)) }; if self.is_exit_valid(x, y - 1) { exits.push((idx - w, 1.0)) }; if self.is_exit_valid(x, y + 1) { exits.push((idx + w, 1.0)) }; // Diagonals if self.is_exit_valid(x - 1, y - 1) { exits.push(((idx - w) - 1, 1.45)); } if self.is_exit_valid(x + 1, y - 1) { exits.push(((idx - w) + 1, 1.45)); } if self.is_exit_valid(x - 1, y + 1) { exits.push(((idx + w) - 1, 1.45)); } if self.is_exit_valid(x + 1, y + 1) { exits.push(((idx + w) + 1, 1.45)); } exits } } impl Algorithm2D for Map { fn dimensions(&self) -> Point { Point::new(self.width, self.height) } }