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roguelike-game/src/map_builders/rooms_corridors_nearest.rs

70 lines
2.2 KiB
Rust

use std::collections::HashSet;
use ::bracket_lib::prelude::*;
use super::common::draw_corridor;
use super::{BuilderMap, MetaMapBuilder};
use crate::Rect;
pub struct NearestCorridors {}
impl MetaMapBuilder for NearestCorridors {
#[allow(dead_code)]
fn build_map(&mut self, build_data: &mut BuilderMap) {
self.corridors(build_data);
}
}
impl NearestCorridors {
#[allow(dead_code)]
pub fn new() -> Box<NearestCorridors> {
Box::new(NearestCorridors {})
}
fn corridors(&mut self, build_data: &mut BuilderMap) {
let rooms: Vec<Rect>;
if let Some(rooms_builder) = &build_data.rooms {
rooms = rooms_builder.clone();
} else {
panic!("Nearest Corridors requires a builder with room structures");
}
let mut connected: HashSet<usize> = HashSet::new();
let mut corridors: Vec<Vec<usize>> = Vec::new();
for (i, room) in rooms.iter().enumerate() {
let mut room_distance: Vec<(usize, f32)> = Vec::new();
let room_center = room.center();
let room_center_pt = Point::new(room_center.0, room_center.1);
for (j, other_room) in rooms.iter().enumerate() {
if i != j && !connected.contains(&j) {
let other_center = other_room.center();
let other_center_pt = Point::new(other_center.0, other_center.1);
let distance =
DistanceAlg::Pythagoras.distance2d(room_center_pt, other_center_pt);
room_distance.push((j, distance));
}
}
if !room_distance.is_empty() {
room_distance.sort_by(|a, b| a.1.partial_cmp(&b.1).unwrap());
let dest_center = rooms[room_distance[0].0].center();
let corridor = draw_corridor(
&mut build_data.map,
room_center.0,
room_center.1,
dest_center.0,
dest_center.1,
);
connected.insert(i);
corridors.push(corridor);
build_data.take_snapshot();
}
}
build_data.corridors = Some(corridors);
}
}