use rltk::RandomNumberGenerator; use crate::map_builders::common::{ apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, }; use crate::map_builders::{BuilderMap, InitialMapBuilder}; use crate::{spawner, Map, Position, Rect, TileType, SHOW_MAPGEN_VISUALIZER}; pub struct SimpleMapBuilder {} impl InitialMapBuilder for SimpleMapBuilder { #[allow(dead_code)] fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) { self.rooms_and_corridors(rng, build_data); } } impl SimpleMapBuilder { #[allow(dead_code)] pub fn new() -> Box { Box::new(SimpleMapBuilder {}) } fn rooms_and_corridors( &mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap, ) { const MAX_ROOMS: i32 = 30; const MIN_SIZE: i32 = 6; const MAX_SIZE: i32 = 10; let mut rooms: Vec = Vec::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, build_data.map.width - w - 1) - 1; let y = rng.roll_dice(1, build_data.map.height - h - 1) - 1; let new_room = Rect::new(x, y, w, h); let mut ok = true; for other_room in rooms.iter() { if new_room.intersect(other_room) { ok = false; } } if ok { apply_room_to_map(&mut build_data.map, &new_room); build_data.take_snapshot(); if !rooms.is_empty() { let (new_x, new_y) = new_room.center(); let (prev_x, prev_y) = rooms[rooms.len() - 1].center(); if rng.range(0, 2) == 1 { apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, prev_y); apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, new_x); } else { apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, prev_x); apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, new_y); } } rooms.push(new_room); build_data.take_snapshot(); } } build_data.rooms = Some(rooms); } }