rust-rl/src/map.rs
2023-07-09 05:38:25 +01:00

303 lines
9.6 KiB
Rust

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<TileType>,
pub rooms: Vec<Rect>,
pub width: i32,
pub height: i32,
pub revealed_tiles: Vec<bool>,
pub visible_tiles: Vec<bool>,
pub red_offset: Vec<u8>,
pub green_offset: Vec<u8>,
pub blue_offset: Vec<u8>,
pub blocked: Vec<bool>,
pub tile_content: Vec<Vec<Entity>>,
pub bloodstains: HashSet<usize>,
}
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::<Map>();
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?
}
}