use bracket_lib::prelude::*; use serde::{ Deserialize, Serialize }; use std::collections::{ HashSet, HashMap }; mod tiletype; pub use tiletype::{ tile_cost, tile_opaque, tile_walkable, tile_blocks_telepathy, TileType, get_dest, Destination, }; mod interval_spawning_system; pub use interval_spawning_system::{ maybe_map_message, try_spawn_interval }; pub mod dungeon; pub use dungeon::{ level_transition, MasterDungeonMap }; pub mod themes; use super::data::visuals::{ BRIGHTEN_FG_COLOUR_BY, GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP, }; // 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. #[derive(Default, Serialize, Deserialize, Clone)] pub struct Map { pub overmap: bool, 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, pub colour_offset: Vec<((f32, f32, f32), (f32, f32, f32))>, pub additional_fg_offset: RGB, pub id: i32, pub name: String, pub short_name: String, pub depth: i32, pub messages: HashSet, pub difficulty: i32, pub bloodstains: HashMap, pub view_blocked: HashSet, } 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( overmap: bool, new_id: i32, width: i32, height: i32, difficulty: i32, name: S, short_name: S, depth: i32 ) -> Map { let map_tile_count = (width * height) as usize; crate::spatial::set_size(map_tile_count); let mut map = Map { overmap: overmap, tiles: vec![TileType::Wall; map_tile_count], width: width, height: height, revealed_tiles: vec![false; map_tile_count], visible_tiles: vec![false; map_tile_count], lit_tiles: vec![true; map_tile_count], // NYI: Light sources. Once those exist, we can set this to false. telepath_tiles: vec![false; map_tile_count], colour_offset: vec![((0.0, 0.0, 0.0), (0.0, 0.0, 0.0)); map_tile_count], additional_fg_offset: RGB::from_u8( BRIGHTEN_FG_COLOUR_BY as u8, BRIGHTEN_FG_COLOUR_BY as u8, BRIGHTEN_FG_COLOUR_BY as u8 ), id: new_id, name: name.to_string(), short_name: short_name.to_string(), messages: HashSet::new(), depth: depth, difficulty: difficulty, bloodstains: HashMap::new(), view_blocked: HashSet::new(), }; let mut rng = RandomNumberGenerator::new(); for idx in 0..map.colour_offset.len() { map.colour_offset[idx].0 = ( rng.range(GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP), rng.range(GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP), rng.range(GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP), ); map.colour_offset[idx].1 = ( rng.range(GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP), rng.range(GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP), rng.range(GLOBAL_OFFSET_MIN_CLAMP, GLOBAL_OFFSET_MAX_CLAMP), ); } 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); return !crate::spatial::is_blocked(idx); } pub fn populate_blocked(&mut self) { crate::spatial::populate_blocked_from_map(self); } pub fn clear_content_index(&mut self) { crate::spatial::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; if idx_u > 0 && idx_u < self.tiles.len() { return tile_opaque(self.tiles[idx_u]) || self.view_blocked.contains(&idx_u); } else { return true; } } 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); 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) -> SmallVec<[(usize, f32); 10]> { let mut exits = SmallVec::new(); let x = (idx as i32) % self.width; let y = (idx as i32) / self.width; let w = self.width as usize; let tt = self.tiles[idx as usize]; // Cardinal directions if self.is_exit_valid(x - 1, y) { exits.push((idx - 1, tile_cost(tt))); } if self.is_exit_valid(x + 1, y) { exits.push((idx + 1, tile_cost(tt))); } if self.is_exit_valid(x, y - 1) { exits.push((idx - w, tile_cost(tt))); } if self.is_exit_valid(x, y + 1) { exits.push((idx + w, tile_cost(tt))); } // Diagonals if self.is_exit_valid(x - 1, y - 1) { exits.push((idx - w - 1, tile_cost(tt) * 1.45)); } if self.is_exit_valid(x + 1, y - 1) { exits.push((idx - w + 1, tile_cost(tt) * 1.45)); } if self.is_exit_valid(x - 1, y + 1) { exits.push((idx + w - 1, tile_cost(tt) * 1.45)); } if self.is_exit_valid(x + 1, y + 1) { exits.push((idx + w + 1, tile_cost(tt) * 1.45)); } exits } }