use rltk::{RandomNumberGenerator, RGB, Rltk, Algorithm2D, Point, BaseMap}; use super::{Rect}; use std::cmp::{max, min}; use specs::prelude::*; #[derive(PartialEq, Copy, Clone)] pub enum TileType { Wall, Floor } 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 as usize * self.width as usize) + x as usize } fn apply_room_to_map(&mut self, room: &Rect) { for y in room.y1 +1 ..= room.y2 { for x in room.x1 + 1 ..= room.x2 { 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); if idx > 0 && idx < self.width as usize * self.height as usize { self.tiles[idx as usize] = TileType::Floor; } } } fn apply_vertical_tunnel(&mut self, y1:i32, y2:i32, x:i32) { for y in min(y1,y2) ..= max(y1,y2) { let idx = self.xy_idx(x, y); if idx > 0 && idx < self.width as usize * self.height as usize { self.tiles[idx as usize] = 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, map.width - w - 1) - 1; let y = rng.roll_dice(1, map.height - 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.is_empty() { let (new_x, new_y) = new_room.center(); let (prev_x, prev_y) = map.rooms[map.rooms.len()-1].center(); if rng.range(0,2) == 1 { map.apply_horizontal_tunnel(prev_x, new_x, prev_y); map.apply_vertical_tunnel(prev_y, new_y, new_x); } else { map.apply_vertical_tunnel(prev_y, new_y, prev_x); map.apply_horizontal_tunnel(prev_x, new_x, new_y); } } map.rooms.push(new_room); } } map } } impl Algorithm2D for Map { fn dimensions(&self) -> Point { Point::new(self.width, self.height) } } impl BaseMap for Map { fn is_opaque(&self, idx:usize) -> bool { self.tiles[idx as usize] == TileType::Wall } } // /// Makes a map with solid boundaries and 400 randomly placed walls. No guarantees that it won't // /// look awful. // pub fn new_map_test() -> Vec { // let mut map = vec![TileType::Floor; 80*50]; // // Make the boundaries walls // for x in 0..80 { // map[xy_idx(x, 0)] = TileType::Wall; // map[xy_idx(x, 49)] = TileType::Wall; // } // for y in 0..50 { // map[xy_idx(0, y)] = TileType::Wall; // map[xy_idx(79, y)] = TileType::Wall; // } // // Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration. // // First, obtain the thread-local RNG: // let mut rng = rltk::RandomNumberGenerator::new(); // for _i in 0..400 { // let x = rng.roll_dice(1, 79); // let y = rng.roll_dice(1, 49); // let idx = xy_idx(x, y); // if idx != xy_idx(40, 25) { // map[idx] = TileType::Wall; // } // } // return map // } pub fn draw_map(ecs: &World, ctx : &mut Rltk) { let map = ecs.fetch::(); let mut y = 0; let mut x = 0; for (idx,tile) in map.tiles.iter().enumerate() { // Render a tile depending upon the tile type if map.revealed_tiles[idx] { let glyph; let mut fg; match tile { TileType::Floor => { glyph = rltk::to_cp437('.'); fg = RGB::from_f32(0.0, 0.5, 0.5); } TileType::Wall => { glyph = rltk::to_cp437('#'); fg = RGB::from_f32(0., 1.0, 0.); } } if !map.visible_tiles[idx] { fg = fg.to_greyscale() } ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph); } // Move the coordinates x += 1; if x > 79 { x = 0; y += 1; } } }