map builder module

This commit is contained in:
Llywelwyn 2023-07-15 11:01:50 +01:00
parent 6302951694
commit 7e4953f096
5 changed files with 156 additions and 114 deletions

View file

@ -1,8 +1,7 @@
use super::Rect;
use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, RGB};
use rltk::{Algorithm2D, BaseMap, Point, Rltk, RGB};
use serde::{Deserialize, Serialize};
use specs::prelude::*;
use std::cmp::{max, min};
use std::collections::HashSet;
use std::ops::{Add, Mul};
@ -15,7 +14,6 @@ pub enum TileType {
pub const MAPWIDTH: usize = 80;
pub const MAPHEIGHT: usize = 43;
const MAX_OFFSET: u8 = 32;
pub const MAPCOUNT: usize = MAPHEIGHT * MAPWIDTH;
#[derive(Default, Serialize, Deserialize, Clone)]
@ -45,30 +43,23 @@ impl Map {
(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(new_depth: i32) -> Map {
Map {
tiles: vec![TileType::Wall; MAPCOUNT],
rooms: Vec::new(),
width: MAPWIDTH as i32,
height: MAPHEIGHT as i32,
revealed_tiles: vec![false; MAPCOUNT],
visible_tiles: vec![false; MAPCOUNT],
lit_tiles: vec![true; MAPCOUNT], // NYI: Light sources. Once those exist, we can set this to false.
telepath_tiles: vec![false; MAPCOUNT],
red_offset: vec![0; MAPCOUNT],
green_offset: vec![0; MAPCOUNT],
blue_offset: vec![0; MAPCOUNT],
blocked: vec![false; MAPCOUNT],
depth: new_depth,
bloodstains: HashSet::new(),
tile_content: vec![Vec::new(); MAPCOUNT],
}
}
@ -92,81 +83,6 @@ impl Map {
content.clear();
}
}
/// Makes a procgen map out of rooms and corridors, and returns the rooms and the map.
pub fn new_map_rooms_and_corridors(rng: &mut RandomNumberGenerator, new_depth: i32) -> Map {
let mut map = Map {
tiles: vec![TileType::Wall; MAPCOUNT],
rooms: Vec::new(),
width: MAPWIDTH as i32,
height: MAPHEIGHT as i32,
revealed_tiles: vec![false; MAPCOUNT],
visible_tiles: vec![false; MAPCOUNT],
lit_tiles: vec![true; MAPCOUNT], // NYI: Light sources. Once those exist, we can set this to false.
telepath_tiles: vec![false; MAPCOUNT],
red_offset: vec![0; MAPCOUNT],
green_offset: vec![0; MAPCOUNT],
blue_offset: vec![0; MAPCOUNT],
blocked: vec![false; MAPCOUNT],
depth: new_depth,
bloodstains: HashSet::new(),
tile_content: vec![Vec::new(); MAPCOUNT],
};
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
for idx in 0..map.red_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
map.red_offset[idx] = roll as u8;
}
for idx in 0..map.green_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
map.green_offset[idx] = roll as u8;
}
for idx in 0..map.blue_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
map.blue_offset[idx] = roll as u8;
}
for _i 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.centre();
let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].centre();
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);
}
}
let stairs_position = map.rooms[map.rooms.len() - 1].centre();
let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
map.tiles[stairs_idx] = TileType::DownStair;
map
}
}
impl Algorithm2D for Map {