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roguelike-game/src/map.rs

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Rust
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mod tiletype;
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use std::collections::HashSet;
use ::rltk::{Algorithm2D, BaseMap, Point, SmallVec};
use ::serde::{Deserialize, Serialize};
use ::specs::prelude::*;
pub use tiletype::{tile_opaque, tile_walkable, TileType};
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use crate::map::tiletype::tile_cost;
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#[derive(Default, Serialize, Deserialize, Clone)]
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pub struct Map {
pub tiles: Vec<TileType>,
pub width: i32,
pub height: i32,
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pub revealed_tiles: Vec<bool>,
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pub visible_tiles: Vec<bool>,
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pub blocked: Vec<bool>,
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pub depth: i32,
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pub bloodstains: HashSet<usize>,
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pub view_blocked: HashSet<usize>,
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pub name: String,
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#[serde(skip_serializing)]
#[serde(skip_deserializing)]
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pub tile_content: Vec<Vec<Entity>>,
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}
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impl Map {
pub fn xy_idx(&self, x: i32, y: i32) -> usize {
(y as usize * self.width as usize) + x as usize
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}
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_walkable(*tile);
}
}
pub fn clear_content_index(&mut self) {
for content in self.tile_content.iter_mut() {
content.clear();
}
}
/// Generates an empty map, consisting entirely of solid walls
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pub fn new<S: ToString>(new_depth: i32, width: i32, height: i32, name: S) -> Map {
let map_tile_count = (width * height) as usize;
Map {
tiles: vec![TileType::Wall; map_tile_count],
width,
height,
revealed_tiles: vec![false; map_tile_count],
visible_tiles: vec![false; map_tile_count],
blocked: vec![false; map_tile_count],
tile_content: vec![Vec::new(); map_tile_count],
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depth: new_depth,
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bloodstains: HashSet::new(),
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view_blocked: HashSet::new(),
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name: name.to_string(),
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}
}
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}
impl BaseMap for Map {
fn is_opaque(&self, idx: usize) -> bool {
if idx > 0 && idx < self.tiles.len() {
tile_opaque(self.tiles[idx]) || self.view_blocked.contains(&idx)
} else {
true
}
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}
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fn get_available_exits(&self, idx: usize) -> 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;
let tt = self.tiles[idx];
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// Cardinal directions
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if self.is_exit_valid(x - 1, y) {
exits.push((idx - 1, tile_cost(tt)))
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};
if self.is_exit_valid(x + 1, y) {
exits.push((idx + 1, tile_cost(tt)))
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};
if self.is_exit_valid(x, y - 1) {
exits.push((idx - w, tile_cost(tt)))
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};
if self.is_exit_valid(x, y + 1) {
exits.push((idx + w, tile_cost(tt)))
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};
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// Diagonals
if self.is_exit_valid(x - 1, y - 1) {
exits.push(((idx - w) - 1, tile_cost(tt) * 1.45));
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}
if self.is_exit_valid(x + 1, y - 1) {
exits.push(((idx - w) + 1, tile_cost(tt) * 1.45));
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}
if self.is_exit_valid(x - 1, y + 1) {
exits.push(((idx + w) - 1, tile_cost(tt) * 1.45));
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}
if self.is_exit_valid(x + 1, y + 1) {
exits.push(((idx + w) + 1, tile_cost(tt) * 1.45));
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}
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exits
}
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)
}
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}
impl Algorithm2D for Map {
fn dimensions(&self) -> Point {
Point::new(self.width, self.height)
}
}