use super::{apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, MapBuilder}; use crate::spawner; use crate::{Map, Position, Rect, TileType}; use rltk::RandomNumberGenerator; use specs::prelude::*; pub struct SimpleMapBuilder { map: Map, starting_position: Position, depth: i32, rooms: Vec } impl MapBuilder for SimpleMapBuilder { fn build_map(&mut self) { self.rooms_and_corridors(); } fn spawn_entities(&mut self, ecs: &mut World) { for room in self.rooms.iter().skip(1) { spawner::spawn_room(ecs, room, self.depth); } } fn get_map(&self) -> Map { self.map.clone() } fn get_starting_position(&self) -> Position { self.starting_position.clone() } } impl SimpleMapBuilder { pub fn new(new_depth: i32) -> SimpleMapBuilder { SimpleMapBuilder{ map: Map::new(new_depth), starting_position: Position { x: 0, y: 0 }, depth: new_depth, rooms: Vec::new(), } } fn rooms_and_corridors(&mut self) { 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, self.map.width - w - 1) - 1; let y = rng.roll_dice(1, self.map.height - h - 1) - 1; let new_room = Rect::new(x, y, w, h); let mut ok = true; for other_room in self.rooms.iter() { if new_room.intersect(other_room) { ok = false; } } if ok { apply_room_to_map(&mut self.map, &new_room); if !self.rooms.is_empty() { let (new_x, new_y) = new_room.center(); let (prev_x, prev_y) = self.rooms[self.rooms.len() - 1].center(); if rng.range(0, 2) == 1 { apply_horizontal_tunnel(&mut self.map, prev_x, new_x, prev_y); apply_vertical_tunnel(&mut self.map, prev_y, new_y, new_x); } else { apply_vertical_tunnel(&mut self.map, prev_y, new_y, prev_x); apply_horizontal_tunnel(&mut self.map, prev_x, new_x, new_y); } } self.rooms.push(new_room); } } let stairs_position = self.rooms[self.rooms.len() - 1].center(); let stairs_idx = self.map.xy_idx(stairs_position.0, stairs_position.1); self.map.tiles[stairs_idx] = TileType::DownStairs; let start_pos = self.rooms[0].center(); self.starting_position = Position { x: start_pos.0, y: start_pos.1, }; } }