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roguelike-game/src/map.rs

226 lines
6.4 KiB
Rust

use std::collections::HashSet;
use rltk::{Algorithm2D, BaseMap, Point, Rltk, SmallVec, RGB};
use serde::{Deserialize, Serialize};
use specs::prelude::*;
#[derive(PartialEq, Eq, Hash, Copy, Clone, Serialize, Deserialize)]
pub enum TileType {
Wall,
Floor,
DownStairs,
}
#[derive(Default, Serialize, Deserialize, Clone)]
pub struct Map {
pub tiles: Vec<TileType>,
pub width: i32,
pub height: i32,
pub revealed_tiles: Vec<bool>,
pub visible_tiles: Vec<bool>,
pub blocked: Vec<bool>,
pub depth: i32,
pub bloodstains: HashSet<usize>,
pub view_blocked: HashSet<usize>,
#[serde(skip_serializing)]
#[serde(skip_deserializing)]
pub tile_content: Vec<Vec<Entity>>,
}
impl Map {
pub fn xy_idx(&self, x: i32, y: i32) -> usize {
(y as usize * self.width as usize) + x as usize
}
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();
}
}
/// Generates an empty map, consisting entirely of solid walls
pub fn new(new_depth: i32, width: i32, height: i32) -> Map {
let map_tile_count = (width * height) as usize;
Map {
tiles: vec![TileType::Wall; map_tile_count],
width,
height,
revealed_tiles: vec![false; map_tile_count],
visible_tiles: vec![false; map_tile_count],
blocked: vec![false; map_tile_count],
tile_content: vec![Vec::new(); map_tile_count],
depth: new_depth,
bloodstains: HashSet::new(),
view_blocked: HashSet::new(),
}
}
}
impl BaseMap for Map {
fn is_opaque(&self, idx: usize) -> bool {
self.tiles[idx] == TileType::Wall || self.view_blocked.contains(&idx)
}
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(map: &Map, ctx: &mut Rltk) {
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 * map.height) as i32 - 1 {
x = 0;
y += 1;
}
}
}
fn wall_glyph(map: &Map, x: i32, y: i32) -> rltk::FontCharType {
if x < 1 || x > map.width - 2 || y < 1 || y > map.height - 2 {
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]
}