roguelike-game/src/map_builders/distant_exit.rs

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Rust
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use rltk::RandomNumberGenerator;
use crate::map_builders::{BuilderMap, MetaMapBuilder};
use crate::TileType;
pub struct DistantExit {}
impl MetaMapBuilder for DistantExit {
fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
self.build(rng, build_data);
}
}
impl DistantExit {
#[allow(dead_code)]
pub fn new() -> Box<DistantExit> {
Box::new(DistantExit {})
}
fn build(&mut self, _rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
let starting_pos = build_data.starting_position.as_ref().unwrap().clone();
let start_idx = build_data.map.xy_idx(starting_pos.x, starting_pos.y);
build_data.map.populate_blocked();
let map_starts: Vec<usize> = vec![start_idx];
let dijkstra_map = rltk::DijkstraMap::new(
build_data.map.width as usize,
build_data.map.height as usize,
&map_starts,
&build_data.map,
1000.0,
);
let mut exit_tile = (0, 0.0f32);
for (i, tile) in build_data.map.tiles.iter_mut().enumerate() {
if *tile == TileType::Floor {
let distance_to_start = dijkstra_map.map[i];
// We can't get to this tile - so we'll make it a wall
if distance_to_start != f32::MAX {
// If it is further away than our current exit candidate, move the exit
if distance_to_start > exit_tile.1 {
exit_tile.0 = i;
exit_tile.1 = distance_to_start;
}
}
}
}
// Place a staircase
let stairs_idx = exit_tile.0;
build_data.map.tiles[stairs_idx] = TileType::DownStairs;
build_data.take_snapshot();
}
}