Refactor map generation into its own submodule

This commit is contained in:
Timothy Warren 2021-12-01 10:47:41 -05:00
parent 06e7311523
commit 8bb6bf35d6
5 changed files with 117 additions and 85 deletions

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@ -9,6 +9,7 @@ mod gui;
mod hunger_system;
mod inventory_system;
mod map;
pub mod map_builders;
mod map_indexing_system;
mod melee_combat_system;
mod monster_ai_system;
@ -389,7 +390,7 @@ impl State {
let mut worldmap_resource = self.ecs.write_resource::<Map>();
current_depth = worldmap_resource.depth;
*worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
*worldmap_resource = map_builders::build_random_map(current_depth + 1);
worldmap = worldmap_resource.clone();
}
@ -443,7 +444,7 @@ impl State {
let worldmap;
{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
*worldmap_resource = Map::new_map_rooms_and_corridors(1);
*worldmap_resource = map_builders::build_random_map(1);
worldmap = worldmap_resource.clone();
}
@ -525,7 +526,7 @@ fn main() -> rltk::BError {
gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
let map = Map::new_map_rooms_and_corridors(1);
let map = map_builders::build_random_map(1);
let (player_x, player_y) = map.rooms[0].center();
let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);

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@ -1,8 +1,7 @@
use crate::Rect;
use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, SmallVec, RGB};
use rltk::{Algorithm2D, BaseMap, Point, Rltk, SmallVec, RGB};
use serde::{Deserialize, Serialize};
use specs::prelude::*;
use std::cmp::{max, min};
use std::collections::HashSet;
pub const MAP_WIDTH: usize = 80;
@ -38,35 +37,6 @@ impl Map {
(y as usize * self.width as usize) + x as usize
}
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 {
let idx = self.xy_idx(x, y);
self.tiles[idx] = TileType::Floor;
}
}
}
fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
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 {
self.tiles[idx as usize] = TileType::Floor;
}
}
}
fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {
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 {
self.tiles[idx as usize] = TileType::Floor;
}
}
}
fn is_exit_valid(&self, x: i32, y: i32) -> bool {
if x < 1 || x > self.width - 1 || y < 1 || y > self.height - 1 {
return false;
@ -89,10 +59,9 @@ impl Map {
}
}
/// Makes a new map using the algorithm from http://rogueliketutorials.com/tutorials/tcod/part-3/
/// This gives a handful of random rooms and corridors joining them together
pub fn new_map_rooms_and_corridors(new_depth: i32) -> Map {
let mut map = Map {
/// Generates an empty map, consisting entirely of solid walls
pub fn new(new_depth: i32) -> Map {
Map {
tiles: vec![TileType::Wall; MAP_COUNT],
rooms: Vec::new(),
width: MAP_WIDTH as i32,
@ -103,55 +72,8 @@ impl Map {
tile_content: vec![Vec::new(); MAP_COUNT],
depth: new_depth,
bloodstains: HashSet::new(),
};
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 {
map.apply_room_to_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 {
map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
map.apply_vertical_tunnel(prev_y, new_y, new_x);
} else {
map.apply_vertical_tunnel(prev_y, new_y, prev_x);
map.apply_horizontal_tunnel(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;
map
}
}
impl BaseMap for Map {

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@ -0,0 +1,31 @@
use crate::{Map, Rect, TileType};
use std::cmp::{max, min};
pub fn apply_room_to_map(map: &mut Map, room: &Rect) {
for y in room.y1 + 1..=room.y2 {
for x in room.x1 + 1..=room.x2 {
let idx = map.xy_idx(x, y);
map.tiles[idx] = TileType::Floor;
}
}
}
pub fn apply_horizontal_tunnel(map: &mut Map, x1: i32, x2: i32, y: i32) {
for x in min(x1, x2)..=max(x1, x2) {
let idx = map.xy_idx(x, y);
if idx > 0 && idx < map.width as usize * map.height as usize {
map.tiles[idx as usize] = TileType::Floor;
}
}
}
pub fn apply_vertical_tunnel(map: &mut Map, y1: i32, y2: i32, x: i32) {
for y in min(y1, y2)..=max(y1, y2) {
let idx = map.xy_idx(x, y);
if idx > 0 && idx < map.width as usize * map.height as usize {
map.tiles[idx as usize] = TileType::Floor;
}
}
}

14
src/map_builders/mod.rs Normal file
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@ -0,0 +1,14 @@
mod common;
mod simple_map;
use crate::Map;
use common::*;
use simple_map::SimpleMapBuilder;
trait MapBuilder {
fn build(new_depth: i32) -> Map;
}
pub fn build_random_map(new_depth: i32) -> Map {
SimpleMapBuilder::build(new_depth)
}

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@ -0,0 +1,64 @@
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;
}
}