Create basic room drawer
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@ -13,6 +13,7 @@ mod room_based_spawner;
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mod room_based_stairs;
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mod room_based_starting_position;
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mod room_corner_rounding;
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mod room_draw;
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mod room_exploder;
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mod room_sorter;
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mod rooms_corridors_bsp;
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@ -37,6 +38,7 @@ use room_based_spawner::RoomBasedSpawner;
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use room_based_stairs::RoomBasedStairs;
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use room_based_starting_position::RoomBasedStartingPosition;
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use room_corner_rounding::RoomCornerRounder;
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use room_draw::RoomDrawer;
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use room_exploder::RoomExploder;
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use room_sorter::{RoomSort, RoomSorter};
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use rooms_corridors_bsp::BspCorridors;
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@ -1,6 +1,5 @@
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use rltk::RandomNumberGenerator;
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use crate::map_builders::common::apply_room_to_map;
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use crate::map_builders::{BuilderMap, InitialMapBuilder};
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use crate::{Map, Rect, TileType};
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@ -41,11 +40,9 @@ impl BspDungeonBuilder {
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let rect = self.get_random_rect(rng);
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let candidate = self.get_random_sub_rect(rect, rng);
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if self.is_possible(candidate, &build_data.map) {
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apply_room_to_map(&mut build_data.map, &candidate);
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if self.is_possible(candidate, &build_data, &rooms) {
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rooms.push(candidate);
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self.add_subrects(rect);
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build_data.take_snapshot();
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}
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n_rooms += 1;
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@ -107,7 +104,7 @@ impl BspDungeonBuilder {
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result
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}
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fn is_possible(&self, rect: Rect, map: &Map) -> bool {
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fn is_possible(&self, rect: Rect, build_data: &BuilderMap, rooms: &Vec<Rect>) -> bool {
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let mut expanded = rect;
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expanded.x1 -= 2;
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expanded.x2 += 2;
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@ -116,12 +113,18 @@ impl BspDungeonBuilder {
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let mut can_build = true;
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for r in rooms.iter() {
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if r.intersect(&rect) {
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can_build = false;
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}
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}
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for y in expanded.y1..=expanded.y2 {
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for x in expanded.x1..=expanded.x2 {
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if x > map.width - 2 {
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if x > build_data.map.width - 2 {
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can_build = false;
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}
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if y > map.height - 2 {
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if y > build_data.map.height - 2 {
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can_build = false;
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}
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if x < 1 {
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@ -132,8 +135,8 @@ impl BspDungeonBuilder {
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}
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if can_build {
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let idx = map.xy_idx(x, y);
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if map.tiles[idx] != TileType::Wall {
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let idx = build_data.map.xy_idx(x, y);
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if build_data.map.tiles[idx] != TileType::Wall {
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can_build = false;
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}
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}
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@ -11,15 +11,6 @@ pub enum Symmetry {
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Both,
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}
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pub fn apply_room_to_map(map: &mut Map, room: &Rect) {
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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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let idx = map.xy_idx(x, y);
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map.tiles[idx] = TileType::Floor;
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}
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}
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}
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pub fn apply_horizontal_tunnel(map: &mut Map, 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 = map.xy_idx(x, y);
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37
src/map_builders/room_draw.rs
Normal file
37
src/map_builders/room_draw.rs
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@ -0,0 +1,37 @@
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use super::{BuilderMap, MetaMapBuilder};
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use crate::{Rect, TileType};
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use rltk::RandomNumberGenerator;
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pub struct RoomDrawer {}
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impl MetaMapBuilder for RoomDrawer {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl RoomDrawer {
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#[allow(dead_code)]
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pub fn new() -> Box<RoomDrawer> {
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Box::new(RoomDrawer {})
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}
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fn build(&mut self, _rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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let rooms: Vec<Rect>;
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if let Some(rooms_builder) = &build_data.rooms {
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rooms = rooms_builder.clone();
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} else {
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panic!("Room Rounding requires a builder with room structures");
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}
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for room in rooms.iter() {
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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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let idx = build_data.map.xy_idx(x, y);
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build_data.map.tiles[idx] = TileType::Floor;
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}
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}
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build_data.take_snapshot();
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}
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}
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}
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@ -1,6 +1,5 @@
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use rltk::RandomNumberGenerator;
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use crate::map_builders::common::apply_room_to_map;
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use crate::map_builders::{BuilderMap, InitialMapBuilder};
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use crate::Rect;
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@ -41,11 +40,7 @@ impl SimpleMapBuilder {
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}
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if ok {
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apply_room_to_map(&mut build_data.map, &new_room);
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build_data.take_snapshot();
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rooms.push(new_room);
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build_data.take_snapshot();
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}
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}
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