roguelike-game/src/map_builders/simple_map.rs

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use super::{apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, MapBuilder};
use crate::{Map, Rect, TileType};
use rltk::RandomNumberGenerator;
pub struct SimpleMapBuilder {}
impl MapBuilder for SimpleMapBuilder {
fn build(new_depth: i32) -> Map {
let mut map = Map::new(new_depth);
SimpleMapBuilder::rooms_and_corridors(&mut map);
map
}
}
impl SimpleMapBuilder {
fn rooms_and_corridors(map: &mut Map) {
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
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, 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 {
apply_room_to_map(map, &new_room);
if !map.rooms.is_empty() {
let (new_x, new_y) = new_room.center();
let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
if rng.range(0, 2) == 1 {
apply_horizontal_tunnel(map, prev_x, new_x, prev_y);
apply_vertical_tunnel(map, prev_y, new_y, new_x);
} else {
apply_vertical_tunnel(map, prev_y, new_y, prev_x);
apply_horizontal_tunnel(map, prev_x, new_x, new_y);
}
}
map.rooms.push(new_room);
}
}
let stairs_position = map.rooms[map.rooms.len() - 1].center();
let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
map.tiles[stairs_idx] = TileType::DownStairs;
}
}