use ::bracket_lib::prelude::*; use super::{BuilderMap, MetaMapBuilder}; use crate::rng::roll_dice; use crate::{Rect, TileType}; pub struct RoomDrawer {} impl MetaMapBuilder for RoomDrawer { fn build_map(&mut self, build_data: &mut BuilderMap) { self.build(build_data); } } impl RoomDrawer { #[allow(dead_code)] pub fn new() -> Box { Box::new(RoomDrawer {}) } #[allow(dead_code)] fn rectangle(&mut self, build_data: &mut BuilderMap, room: &Rect) { for y in room.y1 + 1..=room.y2 { for x in room.x1 + 1..=room.x2 { let idx = build_data.map.xy_idx(x, y); build_data.map.tiles[idx] = TileType::Floor; } } } #[allow(dead_code)] fn circle(&mut self, build_data: &mut BuilderMap, room: &Rect) { let radius = i32::min(room.x2 - room.x1, room.y2 - room.y1) as f32 / 2.0; let center = room.center(); let center_pt = Point::new(center.0, center.1); for y in room.y1..=room.y2 { for x in room.x1..=room.x2 { let idx = build_data.map.xy_idx(x, y); let distance = DistanceAlg::Pythagoras.distance2d(center_pt, Point::new(x, y)); if idx > 0 && idx < ((build_data.map.width * build_data.map.height) - 1) as usize && distance <= radius { build_data.map.tiles[idx] = TileType::Floor; } } } } fn build(&mut self, build_data: &mut BuilderMap) { let rooms: Vec; if let Some(rooms_builder) = &build_data.rooms { rooms = rooms_builder.clone(); } else { panic!("Room Rounding requires a builder with room structures"); } for room in rooms.iter() { // Choose which shape of room to render match roll_dice(1, 4) { 1 => self.circle(build_data, room), _ => self.rectangle(build_data, room), }; build_data.take_snapshot(); } } }