Add corridors to the bsp interior map builder, completing section 4.4
This commit is contained in:
parent
c38a8f1629
commit
e8c03b9536
@ -1,5 +1,4 @@
|
||||
use super::MapBuilder;
|
||||
use crate::map_builders::common::apply_room_to_map;
|
||||
use crate::spawner;
|
||||
use crate::{components::Position, Map, Rect, TileType, SHOW_MAPGEN_VISUALIZER};
|
||||
use rltk::RandomNumberGenerator;
|
||||
@ -22,7 +21,7 @@ impl MapBuilder for BspInteriorBuilder {
|
||||
}
|
||||
|
||||
fn get_starting_position(&self) -> Position {
|
||||
self.starting_position.clone()
|
||||
self.starting_position
|
||||
}
|
||||
|
||||
fn get_snapshot_history(&self) -> Vec<Map> {
|
||||
@ -91,6 +90,29 @@ impl BspInteriorBuilder {
|
||||
self.take_snapshot();
|
||||
}
|
||||
|
||||
// Now we sort the rooms
|
||||
self.rooms.sort_by(|a, b| a.x1.cmp(&b.x1));
|
||||
|
||||
// Now we want corridors
|
||||
for i in 0..self.rooms.len() - 1 {
|
||||
let room = self.rooms[i];
|
||||
let next_room = self.rooms[i + 1];
|
||||
let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2)) - 1);
|
||||
let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2) - 1));
|
||||
let end_x =
|
||||
next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2)) - 1);
|
||||
let end_y =
|
||||
next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1);
|
||||
|
||||
self.draw_corridor(start_x, start_y, end_x, end_y);
|
||||
self.take_snapshot();
|
||||
}
|
||||
|
||||
// Don't forget the stairs
|
||||
let stairs = self.rooms[self.rooms.len() - 1].center();
|
||||
let stairs_idx = self.map.xy_idx(stairs.0, stairs.1);
|
||||
self.map.tiles[stairs_idx] = TileType::DownStairs;
|
||||
|
||||
let start = self.rooms[0].center();
|
||||
self.starting_position = start.into();
|
||||
}
|
||||
@ -137,4 +159,24 @@ impl BspInteriorBuilder {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn draw_corridor(&mut self, x1: i32, y1: i32, x2: i32, y2: i32) {
|
||||
let mut x = x1;
|
||||
let mut y = y1;
|
||||
|
||||
while x != x2 || y != y2 {
|
||||
if x < x2 {
|
||||
x += 1;
|
||||
} else if x > x2 {
|
||||
x -= 1;
|
||||
} else if y < y2 {
|
||||
y += 1;
|
||||
} else if y > y2 {
|
||||
y -= 1;
|
||||
}
|
||||
|
||||
let idx = self.map.xy_idx(x, y);
|
||||
self.map.tiles[idx] = TileType::Floor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -21,8 +21,9 @@ pub trait MapBuilder {
|
||||
|
||||
pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
|
||||
let mut rng = rltk::RandomNumberGenerator::new();
|
||||
match rng.roll_dice(1, 2) {
|
||||
match rng.roll_dice(1, 3) {
|
||||
1 => Box::new(BspDungeonBuilder::new(new_depth)),
|
||||
2 => Box::new(BspInteriorBuilder::new(new_depth)),
|
||||
_ => Box::new(SimpleMapBuilder::new(new_depth)),
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user