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First good iteration of field of view

This commit is contained in:
Timothy Warren 2021-10-25 15:26:39 -04:00
parent 8e23e09b3a
commit 3df0d8592b
6 changed files with 128 additions and 55 deletions

View File

@ -1,6 +1,6 @@
use rltk::RGB;
use specs::prelude::*;
use specs_derive::*;
use rltk::{RGB};
#[derive(Component)]
pub struct Position {
@ -17,3 +17,9 @@ pub struct Renderable {
#[derive(Component, Debug)]
pub struct Player {}
#[derive(Component)]
pub struct Viewshed {
pub visible_tiles: Vec<rltk::Point>,
pub range: i32,
}

View File

@ -8,6 +8,9 @@ pub use map::*;
mod player;
use player::*;
mod rect;
mod visibility_system;
use visibility_system::VisibilitySystem;
pub use rect::Rect;
pub struct State {
@ -16,6 +19,9 @@ pub struct State {
impl State {
fn run_systems(&mut self) {
let mut vis = VisibilitySystem {};
vis.run_now(&self.ecs);
self.ecs.maintain();
}
}
@ -50,6 +56,7 @@ fn main() -> rltk::BError {
gs.ecs.register::<Position>();
gs.ecs.register::<Renderable>();
gs.ecs.register::<Player>();
gs.ecs.register::<Viewshed>();
let map: Map = Map::new_map_rooms_and_corridors();
let (player_x, player_y) = map.rooms[0].center();
@ -58,13 +65,20 @@ fn main() -> rltk::BError {
gs.ecs
.create_entity()
.with(Position { x: player_x, y: player_y })
.with(Position {
x: player_x,
y: player_y,
})
.with(Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::YELLOW),
bg: RGB::named(rltk::BLACK),
})
.with(Player {})
.with(Viewshed {
visible_tiles: Vec::new(),
range: 8,
})
.build();
rltk::main_loop(context, gs)

View File

@ -1,7 +1,7 @@
use rltk::{ RGB, Rltk, RandomNumberGenerator };
use super::{Rect};
use std::cmp::{min, max};
use super::Rect;
use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, RGB};
use specs::prelude::*;
use std::cmp::{max, min};
#[derive(PartialEq, Copy, Clone)]
pub enum TileType {
@ -14,6 +14,7 @@ pub struct Map {
pub rooms: Vec<Rect>,
pub width: i32,
pub height: i32,
pub revealed_tiles: Vec<bool>,
}
impl Map {
@ -22,8 +23,8 @@ impl Map {
}
fn apply_room_to_map(&mut self, room: &Rect) {
for y in room.y1+1 ..= room.y2 {
for x in room.x1+1 ..= room.x2 {
for y in room.y1 + 1..=room.y2 {
for x in room.x1 + 1..=room.x2 {
let idx = self.xy_idx(x, y);
self.tiles[idx] = TileType::Floor;
}
@ -31,7 +32,7 @@ impl Map {
}
fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
for x in min(x1, x2) ..= max(x1, x2) {
for x in min(x1, x2)..=max(x1, x2) {
let idx = self.xy_idx(x, y);
if idx > 0 && idx < self.width as usize * self.height as usize {
@ -41,7 +42,7 @@ impl Map {
}
fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {
for y in min(y1, y2) ..= max(y1, y2) {
for y in min(y1, y2)..=max(y1, y2) {
let idx = self.xy_idx(x, y);
if idx > 0 && idx < self.width as usize * self.height as usize {
@ -57,12 +58,13 @@ impl Map {
tiles: vec![TileType::Wall; 80 * 50],
rooms: Vec::new(),
width: 80,
height: 50
height: 50,
revealed_tiles: vec![false; 80 * 50],
};
const MAX_ROOMS :i32 = 30;
const MIN_SIZE :i32 = 6;
const MAX_SIZE :i32 = 10;
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
let mut rng = RandomNumberGenerator::new();
@ -84,9 +86,9 @@ impl Map {
if ok {
map.apply_room_to_map(&new_room);
if ! map.rooms.is_empty() {
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();
let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
if rng.range(0, 2) == 1 {
map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
@ -105,31 +107,46 @@ impl Map {
}
}
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
}
}
pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
let map = ecs.fetch::<Map>();
let mut y = 0;
let mut x = 0;
for (_idx, tile) in map.tiles.iter().enumerate() {
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('#'),
);
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('#'),
);
}
}
}
@ -140,4 +157,4 @@ pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
y += 1;
}
}
}
}

View File

@ -1,7 +1,7 @@
use rltk::{VirtualKeyCode, Rltk};
use super::{Map, Player, Position, State, TileType};
use rltk::{Rltk, VirtualKeyCode};
use specs::prelude::*;
use super::{Position, Player, TileType, State, Map};
use std::cmp::{min, max};
use std::cmp::{max, min};
pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
let mut positions = ecs.write_storage::<Position>();
@ -22,23 +22,23 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) {
match ctx.key {
None => {} // Nothing happened
Some(key) => match key {
VirtualKeyCode::Left |
VirtualKeyCode::Numpad4 |
VirtualKeyCode::H => try_move_player(-1, 0, &mut gs.ecs),
VirtualKeyCode::Left | VirtualKeyCode::Numpad4 | VirtualKeyCode::H => {
try_move_player(-1, 0, &mut gs.ecs)
}
VirtualKeyCode::Right |
VirtualKeyCode::Numpad6 |
VirtualKeyCode::L=> try_move_player(1, 0, &mut gs.ecs),
VirtualKeyCode::Right | VirtualKeyCode::Numpad6 | VirtualKeyCode::L => {
try_move_player(1, 0, &mut gs.ecs)
}
VirtualKeyCode::Up |
VirtualKeyCode::Numpad8 |
VirtualKeyCode::K => try_move_player(0, -1, &mut gs.ecs),
VirtualKeyCode::Up | VirtualKeyCode::Numpad8 | VirtualKeyCode::K => {
try_move_player(0, -1, &mut gs.ecs)
}
VirtualKeyCode::Down |
VirtualKeyCode::Numpad2 |
VirtualKeyCode::J => try_move_player(0, 1, &mut gs.ecs),
VirtualKeyCode::Down | VirtualKeyCode::Numpad2 | VirtualKeyCode::J => {
try_move_player(0, 1, &mut gs.ecs)
}
_ => {}
},
}
}
}

View File

@ -7,11 +7,11 @@ pub struct Rect {
impl Rect {
pub fn new(x: i32, y: i32, w: i32, h: i32) -> Rect {
Rect{
Rect {
x1: x,
y1: y,
x2: x+w,
y2: y+h,
x2: x + w,
y2: y + h,
}
}
@ -23,4 +23,4 @@ impl Rect {
pub fn center(&self) -> (i32, i32) {
((self.x1 + self.x2) / 2, (self.y1 + self.y2) / 2)
}
}
}

36
src/visibility_system.rs Normal file
View File

@ -0,0 +1,36 @@
use super::{Map, Player, Position, Viewshed};
use rltk::{field_of_view, Point};
use specs::prelude::*;
pub struct VisibilitySystem {}
impl<'a> System<'a> for VisibilitySystem {
type SystemData = (
WriteExpect<'a, Map>,
Entities<'a>,
WriteStorage<'a, Viewshed>,
WriteStorage<'a, Position>,
ReadStorage<'a, Player>,
);
fn run(&mut self, data: Self::SystemData) {
let (mut map, entities, mut viewshed, pos, player) = data;
for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
viewshed.visible_tiles.clear();
viewshed.visible_tiles = field_of_view(Point::new(pos.x, pos.y), viewshed.range, &*map);
viewshed
.visible_tiles
.retain(|p| p.x >= 0 && p.x < map.width && p.y >= 0 && p.y < map.height);
// if this is the player, reveal what they can see
let p: Option<&Player> = player.get(ent);
if let Some(p) = p {
for vis in viewshed.visible_tiles.iter() {
let idx = map.xy_idx(vis.x, vis.y);
map.revealed_tiles[idx] = true;
}
}
}
}
}