map builder module
This commit is contained in:
parent
6302951694
commit
7e4953f096
5 changed files with 156 additions and 114 deletions
120
src/map.rs
120
src/map.rs
|
|
@ -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 {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue