2021-10-25 15:26:39 -04:00
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use super::Rect;
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2021-10-29 10:30:17 -04:00
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use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, SmallVec, 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)]
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pub enum TileType {
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Wall,
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Floor,
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}
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pub struct Map {
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pub tiles: Vec<TileType>,
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pub rooms: Vec<Rect>,
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pub width: i32,
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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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}
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impl Map {
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pub fn xy_idx(&self, x: i32, y: i32) -> usize {
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(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 {
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for x in room.x1 + 1..=room.x2 {
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let idx = self.xy_idx(x, y);
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self.tiles[idx] = TileType::Floor;
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}
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}
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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 {
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self.tiles[idx as usize] = TileType::Floor;
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}
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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 {
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self.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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/// Makes a new map using the algorithm from http://rogueliketutorials.com/tutorials/tcod/part-3/
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/// This gives a handful of random rooms and corridors joining them together
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pub fn new_map_rooms_and_corridors() -> Map {
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let mut map = Map {
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tiles: vec![TileType::Wall; 80 * 50],
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rooms: Vec::new(),
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width: 80,
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height: 50,
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revealed_tiles: vec![false; 80 * 50],
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visible_tiles: vec![false; 80 * 50],
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};
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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let mut rng = RandomNumberGenerator::new();
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for _ in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, 80 - w - 1) - 1;
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let y = rng.roll_dice(1, 50 - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in map.rooms.iter() {
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if new_room.intersect(other_room) {
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ok = false;
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}
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}
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if ok {
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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 {
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map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
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map.apply_vertical_tunnel(prev_y, new_y, new_x);
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} else {
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map.apply_vertical_tunnel(prev_y, new_y, prev_x);
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map.apply_horizontal_tunnel(prev_x, new_x, new_y);
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}
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}
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map.rooms.push(new_room);
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}
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}
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map
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}
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fn is_exit_valid(&self, x: i32, y: i32) -> bool {
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if x < 1 || x > self.width - 1 || y < 1 || y > self.height - 1 {
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return false;
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}
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let idx = self.xy_idx(x, y);
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self.tiles[idx as usize] != TileType::Wall
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}
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}
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impl Algorithm2D for Map {
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fn dimensions(&self) -> Point {
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Point::new(self.width, self.height)
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}
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}
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impl BaseMap for Map {
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fn is_opaque(&self, idx: usize) -> bool {
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self.tiles[idx as usize] == TileType::Wall
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}
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fn get_available_exits(&self, idx: usize) -> SmallVec<[(usize, f32); 10]> {
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let mut exits = rltk::SmallVec::new();
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let x = idx as i32 % self.width;
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let y = idx as i32 / self.width;
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let w = self.width as usize;
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if self.is_exit_valid(x - 1, y) {
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exits.push((idx - 1, 1.0))
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};
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if self.is_exit_valid(x + 1, y) {
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exits.push((idx + 1, 1.0))
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};
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if self.is_exit_valid(x, y - 1) {
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exits.push((idx - w, 1.0))
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};
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if self.is_exit_valid(x, y + 1) {
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exits.push((idx + w, 1.0))
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};
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exits
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}
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fn get_pathing_distance(&self, idx1: usize, idx2: usize) -> f32 {
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let w = self.width as usize;
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let p1 = Point::new(idx1 % w, idx1 / w);
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let p2 = Point::new(idx2 % w, idx2 / w);
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rltk::DistanceAlg::Pythagoras.distance2d(p1, p2)
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}
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}
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pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
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let map = ecs.fetch::<Map>();
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let mut y = 0;
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let mut x = 0;
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for (idx, tile) in map.tiles.iter().enumerate() {
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// Render a tile depending on the tile type
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if map.revealed_tiles[idx] {
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let glyph;
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let mut fg;
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match tile {
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TileType::Floor => {
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glyph = rltk::to_cp437('.');
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fg = RGB::from_f32(0., 0.5, 0.5);
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}
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TileType::Wall => {
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glyph = rltk::to_cp437('#');
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fg = RGB::from_f32(0., 1.0, 0.);
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}
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}
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if !map.visible_tiles[idx] {
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fg = fg.to_greyscale();
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}
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ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
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}
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// Move to the next set of coordinates
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x += 1;
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if x > 79 {
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x = 0;
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y += 1;
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}
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}
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}
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