Merge branch 'mapgen_refactor'
This commit is contained in:
commit
b6dd1c7367
5 changed files with 193 additions and 129 deletions
52
src/main.rs
52
src/main.rs
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@ -14,6 +14,7 @@ mod rect;
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pub use rect::Rect;
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mod gamelog;
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mod gui;
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pub mod map_builders;
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mod saveload_system;
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mod spawner;
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mod visibility_system;
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@ -141,31 +142,31 @@ impl State {
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}
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// Build new map
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let worldmap;
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let mut builder;
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let current_depth;
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let player_start;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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current_depth = worldmap_resource.depth;
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let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
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*worldmap_resource = Map::new_map_rooms_and_corridors(&mut rng, current_depth + 1);
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worldmap = worldmap_resource.clone();
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builder = map_builders::random_builder(current_depth + 1);
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builder.build_map(&mut rng);
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*worldmap_resource = builder.get_map();
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player_start = builder.get_starting_pos();
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}
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// Spawn things in rooms
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for room in worldmap.rooms.iter().skip(1) {
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spawner::spawn_room(&mut self.ecs, room, current_depth + 1);
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}
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builder.spawn_entities(&mut self.ecs);
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// Place the player and update resources
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let (player_x, player_y) = worldmap.rooms[0].centre();
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let mut player_position = self.ecs.write_resource::<Point>();
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*player_position = Point::new(player_x, player_y);
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*player_position = Point::new(player_start.x, player_start.y);
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let mut position_components = self.ecs.write_storage::<Position>();
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let player_entity = self.ecs.fetch::<Entity>();
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let player_pos_comp = position_components.get_mut(*player_entity);
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if let Some(player_pos_comp) = player_pos_comp {
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player_pos_comp.x = player_x;
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player_pos_comp.y = player_y;
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player_pos_comp.x = player_start.x;
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player_pos_comp.y = player_start.y;
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}
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// Dirtify viewshed
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@ -195,21 +196,22 @@ impl State {
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}
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// Build a new map and place the player
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let worldmap;
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let mut builder;
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let player_start;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
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*worldmap_resource = Map::new_map_rooms_and_corridors(&mut rng, 1);
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worldmap = worldmap_resource.clone();
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builder = map_builders::random_builder(1);
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builder.build_map(&mut rng);
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*worldmap_resource = builder.get_map();
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player_start = builder.get_starting_pos();
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}
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// Spawn bad guys
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for room in worldmap.rooms.iter().skip(1) {
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spawner::spawn_room(&mut self.ecs, room, 1);
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}
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builder.spawn_entities(&mut self.ecs);
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// Place the player and update resources
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let (player_x, player_y) = worldmap.rooms[0].centre();
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let (player_x, player_y) = (player_start.x, player_start.y);
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let player_entity = spawner::player(&mut self.ecs, player_x, player_y, "Player".to_string());
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let mut player_position = self.ecs.write_resource::<Point>();
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*player_position = Point::new(player_x, player_y);
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@ -524,23 +526,23 @@ fn main() -> rltk::BError {
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gs.ecs.register::<SerializationHelper>();
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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// Create RNG.
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// Create seed.
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let mut rng = rltk::RandomNumberGenerator::new();
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// Use seed to generate the map.
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let map = Map::new_map_rooms_and_corridors(&mut rng, 1);
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let mut builder = map_builders::random_builder(1);
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builder.build_map(&mut rng);
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let player_start = builder.get_starting_pos();
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let map = builder.get_map();
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// Insert seed into the ECS.
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gs.ecs.insert(rng);
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let (player_x, player_y) = map.rooms[0].centre();
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let player_name = "wanderer".to_string();
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let player_entity = spawner::player(&mut gs.ecs, player_x, player_y, player_name);
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let player_entity = spawner::player(&mut gs.ecs, player_start.x, player_start.y, player_name);
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for room in map.rooms.iter().skip(1) {
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spawner::spawn_room(&mut gs.ecs, room, 1);
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}
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builder.spawn_entities(&mut gs.ecs);
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gs.ecs.insert(map);
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gs.ecs.insert(Point::new(player_x, player_y));
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gs.ecs.insert(Point::new(player_start.x, player_start.y));
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gs.ecs.insert(player_entity);
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gamelog::setup_log();
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121
src/map.rs
121
src/map.rs
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@ -1,8 +1,6 @@
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use super::Rect;
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use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, RGB};
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use rltk::{Algorithm2D, BaseMap, Point, Rltk, RGB};
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use serde::{Deserialize, Serialize};
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use specs::prelude::*;
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use std::cmp::{max, min};
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use std::collections::HashSet;
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use std::ops::{Add, Mul};
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@ -15,13 +13,11 @@ pub enum TileType {
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pub const MAPWIDTH: usize = 80;
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pub const MAPHEIGHT: usize = 43;
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const MAX_OFFSET: u8 = 32;
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pub const MAPCOUNT: usize = MAPHEIGHT * MAPWIDTH;
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#[derive(Default, Serialize, Deserialize, Clone)]
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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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@ -45,30 +41,22 @@ impl Map {
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(y as usize) * (self.width as usize) + (x as usize)
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}
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fn apply_room_to_map(&mut self, room: &Rect) {
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for y in room.y1 + 1..=room.y2 {
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for x in room.x1 + 1..=room.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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}
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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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if idx > 0 && idx < (self.width as usize) * (self.height as usize) {
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self.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: 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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if idx > 0 && idx < (self.width as usize) * (self.height as usize) {
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self.tiles[idx as usize] = TileType::Floor;
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}
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pub fn new(new_depth: i32) -> Map {
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Map {
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tiles: vec![TileType::Wall; MAPCOUNT],
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width: MAPWIDTH as i32,
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height: MAPHEIGHT as i32,
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revealed_tiles: vec![false; MAPCOUNT],
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visible_tiles: vec![false; MAPCOUNT],
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lit_tiles: vec![true; MAPCOUNT], // NYI: Light sources. Once those exist, we can set this to false.
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telepath_tiles: vec![false; MAPCOUNT],
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red_offset: vec![0; MAPCOUNT],
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green_offset: vec![0; MAPCOUNT],
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blue_offset: vec![0; MAPCOUNT],
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blocked: vec![false; MAPCOUNT],
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depth: new_depth,
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bloodstains: HashSet::new(),
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tile_content: vec![Vec::new(); MAPCOUNT],
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}
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}
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@ -92,81 +80,6 @@ impl Map {
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content.clear();
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}
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}
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/// Makes a procgen map out of rooms and corridors, and returns the rooms and the map.
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pub fn new_map_rooms_and_corridors(rng: &mut RandomNumberGenerator, new_depth: i32) -> Map {
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let mut map = Map {
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tiles: vec![TileType::Wall; MAPCOUNT],
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rooms: Vec::new(),
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width: MAPWIDTH as i32,
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height: MAPHEIGHT as i32,
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revealed_tiles: vec![false; MAPCOUNT],
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visible_tiles: vec![false; MAPCOUNT],
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lit_tiles: vec![true; MAPCOUNT], // NYI: Light sources. Once those exist, we can set this to false.
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telepath_tiles: vec![false; MAPCOUNT],
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red_offset: vec![0; MAPCOUNT],
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green_offset: vec![0; MAPCOUNT],
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blue_offset: vec![0; MAPCOUNT],
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blocked: vec![false; MAPCOUNT],
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depth: new_depth,
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bloodstains: HashSet::new(),
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tile_content: vec![Vec::new(); MAPCOUNT],
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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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for idx in 0..map.red_offset.len() {
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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map.red_offset[idx] = roll as u8;
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}
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for idx in 0..map.green_offset.len() {
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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map.green_offset[idx] = roll as u8;
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}
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for idx in 0..map.blue_offset.len() {
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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map.blue_offset[idx] = roll as u8;
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}
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for _i 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, map.width - w - 1) - 1;
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let y = rng.roll_dice(1, map.height - 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.is_empty() {
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let (new_x, new_y) = new_room.centre();
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let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].centre();
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if rng.range(0, 2) == 1 {
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map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
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map.apply_vertical_tunnel(prev_y, new_y, new_x);
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} else {
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map.apply_vertical_tunnel(prev_y, new_y, prev_x);
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map.apply_horizontal_tunnel(prev_x, new_x, new_y);
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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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let stairs_position = map.rooms[map.rooms.len() - 1].centre();
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let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
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map.tiles[stairs_idx] = TileType::DownStair;
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map
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}
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}
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impl Algorithm2D for Map {
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29
src/map_builders/common.rs
Normal file
29
src/map_builders/common.rs
Normal file
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@ -0,0 +1,29 @@
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use super::{Map, Rect, TileType};
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use std::cmp::{max, min};
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pub fn apply_room_to_map(map: &mut Map, room: &Rect) {
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for y in room.y1 + 1..=room.y2 {
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for x in room.x1 + 1..=room.x2 {
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let idx = map.xy_idx(x, y);
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map.tiles[idx] = TileType::Floor;
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}
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}
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}
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pub fn apply_horizontal_tunnel(map: &mut Map, 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 = map.xy_idx(x, y);
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if idx > 0 && idx < (map.width as usize) * (map.height as usize) {
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map.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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pub fn apply_vertical_tunnel(map: &mut Map, y1: i32, y2: i32, x: i32) {
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for y in min(y1, y2)..=max(y1, y2) {
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let idx = map.xy_idx(x, y);
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if idx > 0 && idx < (map.width as usize) * (map.height as usize) {
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map.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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18
src/map_builders/mod.rs
Normal file
18
src/map_builders/mod.rs
Normal file
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@ -0,0 +1,18 @@
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use super::{spawner, Map, Position, Rect, TileType};
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mod simple_map;
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use simple_map::SimpleMapBuilder;
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mod common;
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use common::*;
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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pub trait MapBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator);
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fn spawn_entities(&mut self, ecs: &mut World);
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fn get_map(&mut self) -> Map;
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fn get_starting_pos(&mut self) -> Position;
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}
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pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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return Box::new(SimpleMapBuilder::new(new_depth));
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}
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102
src/map_builders/simple_map.rs
Normal file
102
src/map_builders/simple_map.rs
Normal file
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@ -0,0 +1,102 @@
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use super::{
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apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, spawner, Map, MapBuilder, Position, Rect,
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TileType,
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};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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pub struct SimpleMapBuilder {
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map: Map,
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starting_position: Position,
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depth: i32,
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rooms: Vec<Rect>,
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}
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impl MapBuilder for SimpleMapBuilder {
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fn get_map(&mut self) -> Map {
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return self.map.clone();
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}
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fn get_starting_pos(&mut self) -> Position {
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return self.starting_position.clone();
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}
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fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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return self.rooms_and_corridors(rng);
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for room in self.rooms.iter().skip(1) {
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return spawner::spawn_room(ecs, room, self.depth);
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}
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}
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}
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impl SimpleMapBuilder {
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pub fn new(new_depth: i32) -> SimpleMapBuilder {
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SimpleMapBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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rooms: Vec::new(),
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}
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}
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fn rooms_and_corridors(&mut self, rng: &mut RandomNumberGenerator) {
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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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const MAX_OFFSET: u8 = 32;
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for idx in 0..self.map.red_offset.len() {
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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self.map.red_offset[idx] = roll as u8;
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}
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for idx in 0..self.map.green_offset.len() {
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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self.map.green_offset[idx] = roll as u8;
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}
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for idx in 0..self.map.blue_offset.len() {
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let roll = rng.roll_dice(1, MAX_OFFSET as i32);
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self.map.blue_offset[idx] = roll as u8;
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}
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for _i 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, self.map.width - w - 1) - 1;
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let y = rng.roll_dice(1, self.map.height - 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 self.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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apply_room_to_map(&mut self.map, &new_room);
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if !self.rooms.is_empty() {
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let (new_x, new_y) = new_room.centre();
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let (prev_x, prev_y) = self.rooms[self.rooms.len() - 1].centre();
|
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if rng.range(0, 2) == 1 {
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apply_horizontal_tunnel(&mut self.map, prev_x, new_x, prev_y);
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apply_vertical_tunnel(&mut self.map, prev_y, new_y, new_x);
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} else {
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apply_vertical_tunnel(&mut self.map, prev_y, new_y, prev_x);
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apply_horizontal_tunnel(&mut self.map, prev_x, new_x, new_y);
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}
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}
|
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self.rooms.push(new_room);
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}
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}
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let stairs_position = self.rooms[self.rooms.len() - 1].centre();
|
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let stairs_idx = self.map.xy_idx(stairs_position.0, stairs_position.1);
|
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self.map.tiles[stairs_idx] = TileType::DownStair;
|
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let start_pos = self.rooms[0].centre();
|
||||
self.starting_position = Position { x: start_pos.0, y: start_pos.1 };
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue