120 lines
3.8 KiB
Rust
120 lines
3.8 KiB
Rust
use rltk::RandomNumberGenerator;
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use crate::map_builders::common::draw_corridor;
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use crate::map_builders::{BuilderMap, InitialMapBuilder};
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use crate::{Rect, TileType};
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const MIN_ROOM_SIZE: i32 = 8;
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pub struct BspInteriorBuilder {
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rects: Vec<Rect>,
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}
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impl InitialMapBuilder for BspInteriorBuilder {
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#[allow(dead_code)]
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl BspInteriorBuilder {
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pub fn new() -> Box<BspInteriorBuilder> {
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Box::new(BspInteriorBuilder { rects: Vec::new() })
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}
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fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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let mut rooms: Vec<Rect> = Vec::new();
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self.rects.clear();
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// Start with a single map-sized rectangle
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self.rects.push(Rect::new(
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1,
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1,
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build_data.map.width - 2,
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build_data.map.height - 2,
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));
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let first_room = self.rects[0];
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self.add_subrects(first_room, rng); // Divide the first room
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let rooms_copy = self.rects.clone();
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for r in rooms_copy.iter() {
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let room = *r;
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rooms.push(room);
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for y in room.y1..room.y2 {
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for x in room.x1..room.x2 {
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let idx = build_data.map.xy_idx(x, y);
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if idx > 0
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&& idx < ((build_data.map.width * build_data.map.height) - 1) as usize
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{
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build_data.map.tiles[idx] = TileType::Floor;
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}
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}
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}
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build_data.take_snapshot();
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}
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// Now we want corridors
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for i in 0..rooms.len() - 1 {
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let room = rooms[i];
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let next_room = rooms[i + 1];
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let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2)) - 1);
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let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2) - 1));
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let end_x =
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next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2)) - 1);
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let end_y =
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next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1);
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draw_corridor(&mut build_data.map, start_x, start_y, end_x, end_y);
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build_data.take_snapshot();
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}
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build_data.rooms = Some(rooms);
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}
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fn add_subrects(&mut self, rect: Rect, rng: &mut RandomNumberGenerator) {
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// Remove the last rect from the list
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if !self.rects.is_empty() {
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self.rects.remove(self.rects.len() - 1);
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}
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// Calculate boundaries
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let width = rect.x2 - rect.x1;
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let height = rect.y2 - rect.y1;
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let half_width = width / 2;
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let half_height = height / 2;
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let split = rng.roll_dice(1, 4);
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if split <= 2 {
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// Horizontal split
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let h1 = Rect::new(rect.x1, rect.y1, half_width - 1, height);
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self.rects.push(h1);
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if half_width > MIN_ROOM_SIZE {
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self.add_subrects(h1, rng);
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}
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let h2 = Rect::new(rect.x1 + half_width, rect.y1, half_width, height);
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self.rects.push(h2);
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if half_width > MIN_ROOM_SIZE {
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self.add_subrects(h2, rng);
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}
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} else {
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// Vertical split
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let v1 = Rect::new(rect.x1, rect.y1, width, half_height - 1);
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self.rects.push(v1);
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if half_height > MIN_ROOM_SIZE {
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self.add_subrects(v1, rng);
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}
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let v2 = Rect::new(rect.x1, rect.y1 + half_height, width, half_height);
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self.rects.push(v2);
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if half_height > MIN_ROOM_SIZE {
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self.add_subrects(v2, rng);
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}
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}
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}
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}
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