use rltk::{Algorithm2D, BaseMap, Point, Rltk, RGB}; use serde::{Deserialize, Serialize}; use specs::prelude::*; use std::collections::HashSet; use std::ops::{Add, Mul}; #[derive(PartialEq, Eq, Hash, Copy, Clone, Serialize, Deserialize)] pub enum TileType { Wall, Floor, DownStair, } // FIXME: If the map size gets too small, entities stop being rendered starting from the right. // i.e. on a map size of 40*40, only entities to the left of the player are rendered. // on a map size of 42*42, the player can see entities up to 2 tiles to their right. pub const MAPWIDTH: usize = 64; pub const MAPHEIGHT: usize = 64; pub const MAPCOUNT: usize = MAPHEIGHT * MAPWIDTH; #[derive(Default, Serialize, Deserialize, Clone)] pub struct Map { pub tiles: Vec, pub width: i32, pub height: i32, pub revealed_tiles: Vec, pub visible_tiles: Vec, pub lit_tiles: Vec, pub telepath_tiles: Vec, // Combine these offsets into one Vec<(u8, u8, u8)> pub red_offset: Vec, pub green_offset: Vec, pub blue_offset: Vec, pub blocked: Vec, pub depth: i32, pub bloodstains: HashSet, pub view_blocked: HashSet, #[serde(skip_serializing)] #[serde(skip_deserializing)] pub tile_content: Vec>, } impl Map { pub fn xy_idx(&self, x: i32, y: i32) -> usize { (y as usize) * (self.width as usize) + (x as usize) } pub fn new(new_depth: i32) -> Map { let mut map = Map { tiles: vec![TileType::Wall; MAPCOUNT], 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(), view_blocked: HashSet::new(), tile_content: vec![Vec::new(); MAPCOUNT], }; const MAX_OFFSET: u8 = 32; let mut rng = rltk::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; } return map; } /// 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(); } } } 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 { let idx_u = idx as usize; return self.tiles[idx_u] == TileType::Wall || self.view_blocked.contains(&idx_u); } 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(map: &Map, ctx: &mut Rltk) { 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)); } TileType::DownStair => { glyph = rltk::to_cp437('>'); fg = RGB::from_f32(0., 1., 1.); } } 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; let diagonals_matter: Vec = vec![7, 11, 13, 14, 15]; if is_revealed_and_wall(map, x, y - 1) { // N mask += 1; } if is_revealed_and_wall(map, x, y + 1) { // S mask += 2; } if is_revealed_and_wall(map, x - 1, y) { // W mask += 4; } if is_revealed_and_wall(map, x + 1, y) { // E mask += 8; } if diagonals_matter.contains(&mask) { if is_revealed_and_wall(map, x + 1, y - 1) { // Top right mask += 16; } if is_revealed_and_wall(map, x - 1, y - 1) { // Top left mask += 32; } if is_revealed_and_wall(map, x + 1, y + 1) { // Bottom right mask += 64; } if is_revealed_and_wall(map, x - 1, y + 1) { // Bottom left mask += 128; } } match mask { 0 => 254, // ■ (254) square pillar; but maybe ○ (9) looks better 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 north 14 => 203, // Wall to the east, west, and south 15 => 206, // ╬ Wall on all sides 29 => 202, 31 => 206, 45 => 202, 46 => 203, 47 => 206, 55 => 185, 59 => 204, 63 => 203, 87 => 185, 126 => 203, 143 => 206, 77 => 202, 171 => 204, 187 => 204, 215 => 185, 190 => 203, 237 => 202, 30 => 203, 110 => 203, 111 => 206, 119 => 185, 142 => 203, 158 => 203, 235 => 204, 93 => 202, 109 => 202, 94 => 203, 174 => 203, 159 => 206, 221 => 202, 157 => 202, 79 => 206, 95 => 185, 23 => 185, // NSW and NSE + 1 diagonal 39 => 185, 71 => 185, 103 => 185, 135 => 185, 151 => 185, 199 => 185, 78 => 203, 27 => 204, 43 => 204, 75 => 204, 107 => 204, 139 => 204, 155 => 204, 173 => 202, 141 => 202, 205 => 202, 175 => 204, 203 => 204, 61 => 205, // NEW cases 125 => 205, // NEW cases 189 => 205, // NEW cases 206 => 205, 207 => 202, 222 => 205, 238 => 205, 253 => 205, 254 => 205, 167 => 186, // NSW, NW, SW 91 => 186, // NSE, NE, SE 183 => 186, // NSW, NW, SW, NE 123 => 186, // NSE, NE, SE, NW 231 => 186, // NSW, NW, SW, SE 219 => 186, // NSE, NE, SE, SW 247 => 186, 251 => 186, 127 => 187, // Everything except NE 191 => 201, // Everything except NW 223 => 188, // Everything except SE 239 => 200, // Everything except SW _ => 35, // We missed one? } }