2021-10-22 10:05:06 -04:00
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use rltk::{ RGB, Rltk, RandomNumberGenerator };
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2021-10-22 14:50:04 -04:00
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use super::{Rect};
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2021-10-22 10:05:06 -04:00
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use std::cmp::{min, max};
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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 fn xy_idx(x: i32, y: i32) -> usize {
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(y as usize * 80) + x as usize
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}
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2021-10-22 14:50:04 -04:00
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/// Makes a map with solid boundaries and 400 randomly placed walls.
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/// No guarantees that it won't look awful.
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pub fn new_map_text() -> Vec<TileType> {
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2021-10-22 10:05:06 -04:00
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let mut map = vec![TileType::Floor; 80 * 50];
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// Make the boundary walls
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for x in 0..80 {
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map[xy_idx(x, 0)] = TileType::Wall;
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map[xy_idx(x, 49)] = TileType::Wall;
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}
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for y in 0..50 {
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map[xy_idx(0, y)] = TileType::Wall;
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map[xy_idx(79, y)] = TileType::Wall;
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}
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// Now randomly add a bunch of walls.
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// First get the random number generator
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let mut rng = rltk::RandomNumberGenerator::new();
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for _i in 0..400 {
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let x = rng.roll_dice(1, 79);
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let y = rng.roll_dice(1, 49);
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let idx = xy_idx(x, y);
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if idx != xy_idx(40, 25) {
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map[idx] = TileType::Wall;
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}
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}
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map
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}
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2021-10-22 14:50:04 -04:00
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pub fn new_map_rooms_and_corridors() -> (Vec<Rect>, Vec<TileType>) {
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let mut map = vec![TileType::Wall; 80 * 50];
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let mut rooms: Vec<Rect> = Vec::new();
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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 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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apply_room_to_map(&new_room, &mut map);
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if ! rooms.is_empty() {
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let (new_x, new_y) = new_room.center();
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let (prev_x, prev_y) = rooms[rooms.len()-1].center();
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if rng.range(0, 2) == 1 {
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apply_horizontal_tunnel(&mut map, prev_x, new_x, prev_y);
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apply_vertical_tunnel(&mut map, prev_y, new_y, new_x);
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} else {
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apply_vertical_tunnel(&mut map, prev_y, new_y, prev_x);
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apply_horizontal_tunnel(&mut map, prev_x, new_x, new_y);
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}
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}
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rooms.push(new_room);
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}
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}
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(rooms, map)
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}
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fn apply_room_to_map(room: &Rect, map: &mut [TileType]) {
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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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map[xy_idx(x, y)] = TileType::Floor;
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}
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}
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}
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fn apply_horizontal_tunnel(map: &mut [TileType], 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 = xy_idx(x, y);
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if idx > 0 && idx < 80*50 {
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map[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(map: &mut [TileType], 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 = xy_idx(x, y);
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if idx > 0 && idx < 80*50 {
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map[idx as usize] = TileType::Floor;
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}
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}
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}
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2021-10-22 10:05:06 -04:00
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pub fn draw_map(map: &[TileType], ctx: &mut Rltk) {
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let mut y = 0;
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let mut x = 0;
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for tile in map.iter() {
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match tile {
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TileType::Floor => {
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ctx.set(
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x,
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y,
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RGB::from_f32(0.5, 0.5, 0.5),
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RGB::from_f32(0., 0., 0.),
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rltk::to_cp437('.'),
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);
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}
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TileType::Wall => {
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ctx.set(
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x,
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y,
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RGB::from_f32(0.0, 1.0, 0.0),
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RGB::from_f32(0., 0., 0.),
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rltk::to_cp437('#'),
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);
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}
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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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