Finish chapter 2.7
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26
src/map.rs
26
src/map.rs
@ -3,9 +3,9 @@ use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, SmallVec, R
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use specs::prelude::*;
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use std::cmp::{max, min};
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const MAPWIDTH: usize = 80;
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const MAPHEIGHT: usize = 50;
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const MAPCOUNT: usize = MAPHEIGHT * MAPWIDTH;
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const MAP_WIDTH: usize = 80;
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const MAP_HEIGHT: usize = 43;
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const MAP_COUNT: usize = MAP_HEIGHT * MAP_WIDTH;
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#[derive(PartialEq, Copy, Clone)]
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pub enum TileType {
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@ -62,14 +62,14 @@ impl Map {
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/// This gives a handful of random rooms and corridors joining them together
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pub fn new_map_rooms_and_corridors() -> Map {
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let mut map = Map {
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tiles: vec![TileType::Wall; MAPCOUNT],
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tiles: vec![TileType::Wall; MAP_COUNT],
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rooms: Vec::new(),
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width: 80,
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height: 50,
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revealed_tiles: vec![false; MAPCOUNT],
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visible_tiles: vec![false; MAPCOUNT],
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blocked: vec![false; MAPCOUNT],
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tile_content: vec![Vec::new(); MAPCOUNT],
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width: MAP_WIDTH as i32,
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height: MAP_HEIGHT as i32,
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revealed_tiles: vec![false; MAP_COUNT],
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visible_tiles: vec![false; MAP_COUNT],
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blocked: vec![false; MAP_COUNT],
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tile_content: vec![Vec::new(); MAP_COUNT],
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};
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const MAX_ROOMS: i32 = 30;
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@ -81,8 +81,8 @@ impl Map {
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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 x = rng.roll_dice(1, map.width - w - 1) - 1;
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let y = rng.roll_dice(1, map.height - 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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@ -228,7 +228,7 @@ pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
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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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if x > MAP_WIDTH as i32 -1 {
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x = 0;
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y += 1;
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}
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