roguelike-game/src/map.rs

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Rust
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use super::Rect;
use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, RGB};
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use specs::prelude::*;
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use std::cmp::{max, min};
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#[derive(PartialEq, Copy, Clone)]
pub enum TileType {
Wall,
Floor,
}
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pub struct Map {
pub tiles: Vec<TileType>,
pub rooms: Vec<Rect>,
pub width: i32,
pub height: i32,
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pub revealed_tiles: Vec<bool>,
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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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}
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fn apply_room_to_map(&mut self, room: &Rect) {
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for y in room.y1 + 1..=room.y2 {
for x in room.x1 + 1..=room.x2 {
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let idx = self.xy_idx(x, y);
self.tiles[idx] = TileType::Floor;
}
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}
}
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fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
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for x in min(x1, x2)..=max(x1, x2) {
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let idx = self.xy_idx(x, y);
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if idx > 0 && idx < self.width as usize * self.height as usize {
self.tiles[idx as usize] = TileType::Floor;
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}
}
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}
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fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {
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for y in min(y1, y2)..=max(y1, y2) {
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let idx = self.xy_idx(x, y);
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if idx > 0 && idx < self.width as usize * self.height as usize {
self.tiles[idx as usize] = TileType::Floor;
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}
}
}
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/// Makes a new map using the algorithm from http://rogueliketutorials.com/tutorials/tcod/part-3/
/// This gives a handful of random rooms and corridors joining them together
pub fn new_map_rooms_and_corridors() -> Map {
let mut map = Map {
tiles: vec![TileType::Wall; 80 * 50],
rooms: Vec::new(),
width: 80,
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height: 50,
revealed_tiles: vec![false; 80 * 50],
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};
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const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
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let mut rng = RandomNumberGenerator::new();
for _ 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, 80 - w - 1) - 1;
let y = rng.roll_dice(1, 50 - 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;
}
}
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if ok {
map.apply_room_to_map(&new_room);
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if !map.rooms.is_empty() {
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let (new_x, new_y) = new_room.center();
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let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
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if rng.range(0, 2) == 1 {
map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
map.apply_vertical_tunnel(prev_y, new_y, new_x);
} else {
map.apply_vertical_tunnel(prev_y, new_y, prev_x);
map.apply_horizontal_tunnel(prev_x, new_x, new_y);
}
}
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map.rooms.push(new_room);
}
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}
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map
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}
}
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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
}
}
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pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
let map = ecs.fetch::<Map>();
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let mut y = 0;
let mut x = 0;
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for (idx, tile) in map.tiles.iter().enumerate() {
// Render a tile depending on the tile type
if map.revealed_tiles[idx] {
match tile {
TileType::Floor => {
ctx.set(
x,
y,
RGB::from_f32(0.5, 0.5, 0.5),
RGB::from_f32(0., 0., 0.),
rltk::to_cp437('.'),
);
}
TileType::Wall => {
ctx.set(
x,
y,
RGB::from_f32(0.0, 1.0, 0.0),
RGB::from_f32(0., 0., 0.),
rltk::to_cp437('#'),
);
}
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}
}
// Move to the next set of coordinates
x += 1;
if x > 79 {
x = 0;
y += 1;
}
}
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}