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