Add corridors to the bsp interior map builder, completing section 4.4
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@ -1,5 +1,4 @@
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use super::MapBuilder;
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use super::MapBuilder;
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use crate::map_builders::common::apply_room_to_map;
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use crate::spawner;
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use crate::spawner;
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use crate::{components::Position, Map, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
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use crate::{components::Position, Map, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
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use rltk::RandomNumberGenerator;
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use rltk::RandomNumberGenerator;
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@ -22,7 +21,7 @@ impl MapBuilder for BspInteriorBuilder {
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}
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}
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fn get_starting_position(&self) -> Position {
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fn get_starting_position(&self) -> Position {
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self.starting_position.clone()
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self.starting_position
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}
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}
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fn get_snapshot_history(&self) -> Vec<Map> {
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fn get_snapshot_history(&self) -> Vec<Map> {
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@ -91,6 +90,29 @@ impl BspInteriorBuilder {
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self.take_snapshot();
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self.take_snapshot();
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}
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}
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// Now we sort the rooms
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self.rooms.sort_by(|a, b| a.x1.cmp(&b.x1));
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// Now we want corridors
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for i in 0..self.rooms.len() - 1 {
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let room = self.rooms[i];
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let next_room = self.rooms[i + 1];
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let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2)) - 1);
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let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2) - 1));
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let end_x =
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next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2)) - 1);
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let end_y =
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next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1);
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self.draw_corridor(start_x, start_y, end_x, end_y);
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self.take_snapshot();
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}
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// Don't forget the stairs
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let stairs = self.rooms[self.rooms.len() - 1].center();
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let stairs_idx = self.map.xy_idx(stairs.0, stairs.1);
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self.map.tiles[stairs_idx] = TileType::DownStairs;
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let start = self.rooms[0].center();
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let start = self.rooms[0].center();
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self.starting_position = start.into();
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self.starting_position = start.into();
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}
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}
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@ -137,4 +159,24 @@ impl BspInteriorBuilder {
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}
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}
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}
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}
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}
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}
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fn draw_corridor(&mut self, x1: i32, y1: i32, x2: i32, y2: i32) {
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let mut x = x1;
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let mut y = y1;
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while x != x2 || y != y2 {
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if x < x2 {
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x += 1;
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} else if x > x2 {
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x -= 1;
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} else if y < y2 {
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y += 1;
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} else if y > y2 {
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y -= 1;
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}
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let idx = self.map.xy_idx(x, y);
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self.map.tiles[idx] = TileType::Floor;
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}
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}
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}
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}
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@ -21,8 +21,9 @@ pub trait MapBuilder {
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pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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let mut rng = rltk::RandomNumberGenerator::new();
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let mut rng = rltk::RandomNumberGenerator::new();
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match rng.roll_dice(1, 2) {
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match rng.roll_dice(1, 3) {
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1 => Box::new(BspDungeonBuilder::new(new_depth)),
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1 => Box::new(BspDungeonBuilder::new(new_depth)),
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2 => Box::new(BspInteriorBuilder::new(new_depth)),
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_ => Box::new(SimpleMapBuilder::new(new_depth)),
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_ => Box::new(SimpleMapBuilder::new(new_depth)),
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}
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}
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}
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}
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