use super::Rect; use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, RGB}; use specs::prelude::*; use std::cmp::{max, min}; use std::collections::HashSet; use std::ops::{Add, Mul}; #[derive(PartialEq, Copy, Clone)] pub enum TileType { Wall, Floor, } pub const MAPWIDTH: usize = 80; pub const MAPHEIGHT: usize = 43; const MAX_OFFSET: u8 = 32; const MAPCOUNT: usize = MAPHEIGHT * MAPWIDTH; #[derive(Default)] pub struct Map { pub tiles: Vec, pub rooms: Vec, pub width: i32, pub height: i32, pub revealed_tiles: Vec, pub visible_tiles: Vec, pub red_offset: Vec, pub green_offset: Vec, pub blue_offset: Vec, pub blocked: Vec, pub tile_content: Vec>, pub bloodstains: HashSet, } 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; } } } /// Takes an index, and calculates if it can be entered. fn is_exit_valid(&self, x: i32, y: i32) -> bool { if x < 1 || x > self.width - 1 || y < 1 || y > self.height - 1 { return false; } let idx = self.xy_idx(x, y); !self.blocked[idx] } pub fn populate_blocked(&mut self) { for (i, tile) in self.tiles.iter_mut().enumerate() { self.blocked[i] = *tile == TileType::Wall; } } pub fn clear_content_index(&mut self) { for content in self.tile_content.iter_mut() { 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() -> 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], red_offset: vec![0; MAPCOUNT], green_offset: vec![0; MAPCOUNT], blue_offset: vec![0; MAPCOUNT], blocked: vec![false; MAPCOUNT], tile_content: vec![Vec::new(); MAPCOUNT], bloodstains: HashSet::new(), }; const MAX_ROOMS: i32 = 30; const MIN_SIZE: i32 = 6; const MAX_SIZE: i32 = 10; let mut rng = RandomNumberGenerator::new(); 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, prev_x); } else { map.apply_vertical_tunnel(prev_y, new_y, prev_x); map.apply_horizontal_tunnel(prev_x, new_x, prev_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 } fn get_pathing_distance(&self, idx1: usize, idx2: usize) -> f32 { let w = self.width as usize; let p1 = Point::new(idx1 % w, idx1 / w); let p2 = Point::new(idx2 % w, idx2 / w); rltk::DistanceAlg::Pythagoras.distance2d(p1, p2) } /// Evaluate every possible exit from a given tile in a cardinal direction, and return it as a vector. fn get_available_exits(&self, idx: usize) -> rltk::SmallVec<[(usize, f32); 10]> { let mut exits = rltk::SmallVec::new(); let x = (idx as i32) % self.width; let y = (idx as i32) / self.width; let w = self.width as usize; // Cardinal directions if self.is_exit_valid(x - 1, y) { exits.push((idx - 1, 1.0)); } if self.is_exit_valid(x + 1, y) { exits.push((idx + 1, 1.0)); } if self.is_exit_valid(x, y - 1) { exits.push((idx - w, 1.0)); } if self.is_exit_valid(x, y + 1) { exits.push((idx + w, 1.0)); } // Diagonals if self.is_exit_valid(x - 1, y - 1) { exits.push((idx - w - 1, 1.45)); } if self.is_exit_valid(x + 1, y - 1) { exits.push((idx - w + 1, 1.45)); } if self.is_exit_valid(x - 1, y + 1) { exits.push((idx + w - 1, 1.45)); } if self.is_exit_valid(x + 1, y + 1) { exits.push((idx + w + 1, 1.45)); } exits } } 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() { // Get our colour offsets. Credit to Brogue for the inspiration here. let offsets = RGB::from_u8(map.red_offset[idx], map.green_offset[idx], map.blue_offset[idx]); if map.revealed_tiles[idx] { let mut fg = offsets.mul(2.0); // Right now, everything always has the same background. It's a // very dark green, just to distinguish it slightly from the // black that is tiles we've *never* seen. let mut bg = offsets.add(RGB::from_u8(26, 45, 45)); let glyph; match tile { TileType::Floor => { glyph = rltk::to_cp437('.'); fg = fg.add(RGB::from_f32(0.1, 0.8, 0.5)); } TileType::Wall => { glyph = wall_glyph(&*map, x, y); fg = fg.add(RGB::from_f32(0.6, 0.5, 0.25)); } } if map.bloodstains.contains(&idx) { bg = bg.add(RGB::from_f32(0.6, 0., 0.)); } if !map.visible_tiles[idx] { fg = fg.mul(0.6); bg = bg.mul(0.6); } ctx.set(x, y, fg, bg, glyph); } // Move the coordinates x += 1; if x > (MAPWIDTH as i32) - 1 { x = 0; y += 1; } } } fn is_revealed_and_wall(map: &Map, x: i32, y: i32) -> bool { let idx = map.xy_idx(x, y); map.tiles[idx] == TileType::Wall && map.revealed_tiles[idx] } fn wall_glyph(map: &Map, x: i32, y: i32) -> rltk::FontCharType { if x < 1 || x > map.width - 2 || y < 1 || y > map.height - 2 as i32 { return 35; } let mut mask: u8 = 0; if is_revealed_and_wall(map, x, y - 1) { mask += 1; } if is_revealed_and_wall(map, x, y + 1) { mask += 2; } if is_revealed_and_wall(map, x - 1, y) { mask += 4; } if is_revealed_and_wall(map, x + 1, y) { mask += 8; } match mask { 0 => 9, // Pillar because we can't see neighbors 1 => 186, // Wall only to the north 2 => 186, // Wall only to the south 3 => 186, // Wall to the north and south 4 => 205, // Wall only to the west 5 => 188, // Wall to the north and west 6 => 187, // Wall to the south and west 7 => 185, // Wall to the north, south and west 8 => 205, // Wall only to the east 9 => 200, // Wall to the north and east 10 => 201, // Wall to the south and east 11 => 204, // Wall to the north, south and east 12 => 205, // Wall to the east and west 13 => 202, // Wall to the east, west, and south 14 => 203, // Wall to the east, west, and north 15 => 206, // ╬ Wall on all sides _ => 35, // We missed one? } }