roguelike-game/src/map_builders/simple_map.rs

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use rltk::RandomNumberGenerator;
use crate::map_builders::common::{
apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel,
};
use crate::map_builders::{BuilderMap, InitialMapBuilder};
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use crate::Rect;
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pub struct SimpleMapBuilder {}
impl InitialMapBuilder for SimpleMapBuilder {
#[allow(dead_code)]
fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
self.rooms_and_corridors(rng, build_data);
}
}
impl SimpleMapBuilder {
#[allow(dead_code)]
pub fn new() -> Box<SimpleMapBuilder> {
Box::new(SimpleMapBuilder {})
}
fn rooms_and_corridors(
&mut self,
rng: &mut RandomNumberGenerator,
build_data: &mut BuilderMap,
) {
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
let mut rooms: Vec<Rect> = Vec::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, build_data.map.width - w - 1) - 1;
let y = rng.roll_dice(1, build_data.map.height - h - 1) - 1;
let new_room = Rect::new(x, y, w, h);
let mut ok = true;
for other_room in rooms.iter() {
if new_room.intersect(other_room) {
ok = false;
}
}
if ok {
apply_room_to_map(&mut build_data.map, &new_room);
build_data.take_snapshot();
if !rooms.is_empty() {
let (new_x, new_y) = new_room.center();
let (prev_x, prev_y) = rooms[rooms.len() - 1].center();
if rng.range(0, 2) == 1 {
apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, prev_y);
apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, new_x);
} else {
apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, prev_x);
apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, new_y);
}
}
rooms.push(new_room);
build_data.take_snapshot();
}
}
build_data.rooms = Some(rooms);
}
}