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roguelike-game/src/map_builders/bsp_interior.rs

117 lines
3.6 KiB
Rust

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