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roguelike-game/src/map_builders/room_corner_rounding.rs

60 lines
1.8 KiB
Rust

use crate::map_builders::{BuilderMap, MetaMapBuilder};
use crate::{Rect, TileType};
pub struct RoomCornerRounder {}
impl MetaMapBuilder for RoomCornerRounder {
fn build_map(&mut self, build_data: &mut BuilderMap) {
self.build(build_data);
}
}
impl RoomCornerRounder {
#[allow(dead_code)]
pub fn new() -> Box<RoomCornerRounder> {
Box::new(RoomCornerRounder {})
}
fn fill_if_corner(&mut self, x: i32, y: i32, build_data: &mut BuilderMap) {
let w = build_data.map.width;
let h = build_data.map.height;
let idx = build_data.map.xy_idx(x, y);
let mut neighbor_walls = 0;
if x > 0 && build_data.map.tiles[idx - 1] == TileType::Wall {
neighbor_walls += 1;
}
if y > 0 && build_data.map.tiles[idx - w as usize] == TileType::Wall {
neighbor_walls += 1;
}
if x < w - 2 && build_data.map.tiles[idx + 1] == TileType::Wall {
neighbor_walls += 1;
}
if y < h - 2 && build_data.map.tiles[idx + w as usize] == TileType::Wall {
neighbor_walls += 1;
}
if neighbor_walls == 2 {
build_data.map.tiles[idx] = TileType::Wall;
}
}
fn build(&mut self, build_data: &mut BuilderMap) {
let rooms: Vec<Rect>;
if let Some(rooms_builder) = &build_data.rooms {
rooms = rooms_builder.clone();
} else {
panic!("Room Rounding requires a builder with room structures");
}
for room in rooms.iter() {
self.fill_if_corner(room.x1 + 1, room.y1 + 1, build_data);
self.fill_if_corner(room.x2, room.y1 + 1, build_data);
self.fill_if_corner(room.x1 + 1, room.y2, build_data);
self.fill_if_corner(room.x2, room.y2, build_data);
build_data.take_snapshot();
}
}
}