rust-rl/src/map.rs

354 lines
10 KiB
Rust

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<TileType>,
pub width: i32,
pub height: i32,
pub revealed_tiles: Vec<bool>,
pub visible_tiles: Vec<bool>,
pub lit_tiles: Vec<bool>,
pub telepath_tiles: Vec<bool>,
// Combine these offsets into one Vec<(u8, u8, u8)>
pub red_offset: Vec<u8>,
pub green_offset: Vec<u8>,
pub blue_offset: Vec<u8>,
pub blocked: Vec<bool>,
pub depth: i32,
pub bloodstains: HashSet<usize>,
pub view_blocked: HashSet<usize>,
#[serde(skip_serializing)]
#[serde(skip_deserializing)]
pub tile_content: Vec<Vec<Entity>>,
}
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<u8> = 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?
}
}