use crate::Rect; use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, SmallVec, RGB}; use serde::{Deserialize, Serialize}; use specs::prelude::*; use std::cmp::{max, min}; use std::collections::HashSet; pub const MAP_WIDTH: usize = 80; pub const MAP_HEIGHT: usize = 43; pub const MAP_COUNT: usize = MAP_HEIGHT * MAP_WIDTH; #[derive(PartialEq, Copy, Clone, Serialize, Deserialize)] pub enum TileType { Wall, Floor, DownStairs, } #[derive(Default, Serialize, Deserialize, Clone)] pub struct Map { pub tiles: Vec, pub rooms: Vec, pub width: i32, pub height: i32, pub revealed_tiles: Vec, pub visible_tiles: Vec, pub blocked: Vec, pub depth: i32, pub bloodstains: HashSet, #[serde(skip_serializing)] #[serde(skip_deserializing)] pub tile_content: Vec>, } impl Map { pub fn xy_idx(&self, x: i32, y: i32) -> usize { (y as usize * self.width as usize) + x as usize } fn apply_room_to_map(&mut self, room: &Rect) { for y in room.y1 + 1..=room.y2 { for x in room.x1 + 1..=room.x2 { let idx = self.xy_idx(x, y); self.tiles[idx] = TileType::Floor; } } } fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) { for x in min(x1, x2)..=max(x1, x2) { let idx = self.xy_idx(x, y); if idx > 0 && idx < self.width as usize * self.height as usize { self.tiles[idx as usize] = TileType::Floor; } } } fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) { for y in min(y1, y2)..=max(y1, y2) { let idx = self.xy_idx(x, y); if idx > 0 && idx < self.width as usize * self.height as usize { self.tiles[idx as usize] = TileType::Floor; } } } fn is_exit_valid(&self, x: i32, y: i32) -> bool { if x < 1 || x > self.width - 1 || y < 1 || y > self.height - 1 { return false; } let idx = self.xy_idx(x, y); !self.blocked[idx] } pub fn populate_blocked(&mut self) { for (i, tile) in self.tiles.iter_mut().enumerate() { self.blocked[i] = *tile == TileType::Wall; } } pub fn clear_content_index(&mut self) { for content in self.tile_content.iter_mut() { content.clear(); } } /// Makes a new map using the algorithm from http://rogueliketutorials.com/tutorials/tcod/part-3/ /// This gives a handful of random rooms and corridors joining them together pub fn new_map_rooms_and_corridors(new_depth: i32) -> Map { let mut map = Map { tiles: vec![TileType::Wall; MAP_COUNT], rooms: Vec::new(), width: MAP_WIDTH as i32, height: MAP_HEIGHT as i32, revealed_tiles: vec![false; MAP_COUNT], visible_tiles: vec![false; MAP_COUNT], blocked: vec![false; MAP_COUNT], tile_content: vec![Vec::new(); MAP_COUNT], depth: new_depth, bloodstains: HashSet::new(), }; 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, map.width - w - 1) - 1; let y = rng.roll_dice(1, map.height - h - 1) - 1; let new_room = Rect::new(x, y, w, h); let mut ok = true; for other_room in map.rooms.iter() { if new_room.intersect(other_room) { ok = false; } } if ok { map.apply_room_to_map(&new_room); if !map.rooms.is_empty() { let (new_x, new_y) = new_room.center(); let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center(); if rng.range(0, 2) == 1 { map.apply_horizontal_tunnel(prev_x, new_x, prev_y); map.apply_vertical_tunnel(prev_y, new_y, new_x); } else { map.apply_vertical_tunnel(prev_y, new_y, prev_x); map.apply_horizontal_tunnel(prev_x, new_x, new_y); } } map.rooms.push(new_room); } } let stairs_position = map.rooms[map.rooms.len() - 1].center(); let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1); map.tiles[stairs_idx] = TileType::DownStairs; map } } impl BaseMap for Map { fn is_opaque(&self, idx: usize) -> bool { self.tiles[idx as usize] == TileType::Wall } fn get_available_exits(&self, idx: usize) -> SmallVec<[(usize, f32); 10]> { let mut exits = rltk::SmallVec::new(); let x = idx as i32 % self.width; let y = idx as i32 / self.width; let w = self.width as usize; // Cardinal directions if self.is_exit_valid(x - 1, y) { exits.push((idx - 1, 1.0)) }; if self.is_exit_valid(x + 1, y) { exits.push((idx + 1, 1.0)) }; if self.is_exit_valid(x, y - 1) { exits.push((idx - w, 1.0)) }; if self.is_exit_valid(x, y + 1) { exits.push((idx + w, 1.0)) }; // Diagonals if self.is_exit_valid(x - 1, y - 1) { exits.push(((idx - w) - 1, 1.45)); } if self.is_exit_valid(x + 1, y - 1) { exits.push(((idx - w) + 1, 1.45)); } if self.is_exit_valid(x - 1, y + 1) { exits.push(((idx + w) - 1, 1.45)); } if self.is_exit_valid(x + 1, y + 1) { exits.push(((idx + w) + 1, 1.45)); } exits } fn get_pathing_distance(&self, idx1: usize, idx2: usize) -> f32 { let w = self.width as usize; let p1 = Point::new(idx1 % w, idx1 / w); let p2 = Point::new(idx2 % w, idx2 / w); rltk::DistanceAlg::Pythagoras.distance2d(p1, p2) } } impl Algorithm2D for Map { fn dimensions(&self) -> Point { Point::new(self.width, self.height) } } pub fn draw_map(ecs: &World, ctx: &mut Rltk) { let map = ecs.fetch::(); let mut y = 0; let mut x = 0; for (idx, tile) in map.tiles.iter().enumerate() { // Render a tile depending on the tile type if map.revealed_tiles[idx] { let glyph; let mut fg; let mut bg = RGB::from_f32(0., 0., 0.); match tile { TileType::Floor => { glyph = rltk::to_cp437('.'); fg = RGB::from_f32(0., 0.5, 0.5); } TileType::Wall => { glyph = wall_glyph(&*map, x, y); fg = RGB::from_f32(0., 1.0, 0.); } TileType::DownStairs => { glyph = rltk::to_cp437('>'); fg = RGB::from_f32(0., 1.0, 1.0); } } if map.bloodstains.contains(&idx) { bg = RGB::from_f32(0.75, 0., 0.); } if !map.visible_tiles[idx] { fg = fg.to_greyscale(); bg = RGB::from_f32(0.,0.,0.); } ctx.set(x, y, fg, bg, glyph); } // Move to the next set of coordinates x += 1; if x > MAP_WIDTH as i32 - 1 { x = 0; y += 1; } } } fn wall_glyph(map: &Map, x: i32, y: i32) -> rltk::FontCharType { if x < 1 || x > map.width - 1 || y < 1 || y > map.height - 1 as i32 { return 35; } let mut mask = 0u8; if is_revealed_and_wall(map, x, y - 1) { mask += 1; } if is_revealed_and_wall(map, x, y + 1) { mask += 2; } if is_revealed_and_wall(map, x - 1, y) { mask += 4; } if is_revealed_and_wall(map, x + 1, y) { mask += 8; } match mask { 0 => 9, // Pillar because we can't see neighbors 1 => 186, // Wall only to the north 2 => 186, // Wall only to the south 3 => 186, // Wall to the north and south 4 => 205, // Wall only to the west 5 => 188, // Wall to the north and west 6 => 187, // Wall to the south and west 7 => 185, // Wall to the north, south, and west 8 => 205, // Wall only to the east 9 => 200, // Wall to the north and east 10 => 201, // Wall to the sound and east 11 => 204, // Wall to the north, south, and east 12 => 205, // Wall to the east and west 13 => 202, // Wall to the east, west, and south 14 => 203, // Wall to the east, west, and north 15 => 206, // ╬ Wall on all sides _ => 35, // We missed one? } } fn is_revealed_and_wall(map: &Map, x: i32, y: i32) -> bool { let idx = map.xy_idx(x, y); map.tiles[idx] == TileType::Wall && map.revealed_tiles[idx] }