use super::{apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, MapBuilder}; use crate::{Map, Rect, TileType}; use rltk::RandomNumberGenerator; pub struct SimpleMapBuilder {} impl MapBuilder for SimpleMapBuilder { fn build(new_depth: i32) -> Map { let mut map = Map::new(new_depth); SimpleMapBuilder::rooms_and_corridors(&mut map); map } } impl SimpleMapBuilder { fn rooms_and_corridors(map: &mut Map) { const MAX_ROOMS: i32 = 30; const MIN_SIZE: i32 = 6; const MAX_SIZE: i32 = 10; let mut rng = RandomNumberGenerator::new(); for _ in 0..MAX_ROOMS { let w = rng.range(MIN_SIZE, MAX_SIZE); let h = rng.range(MIN_SIZE, MAX_SIZE); let x = rng.roll_dice(1, map.width - w - 1) - 1; let y = rng.roll_dice(1, map.height - h - 1) - 1; let new_room = Rect::new(x, y, w, h); let mut ok = true; for other_room in map.rooms.iter() { if new_room.intersect(other_room) { ok = false; } } if ok { apply_room_to_map(map, &new_room); if !map.rooms.is_empty() { let (new_x, new_y) = new_room.center(); let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center(); if rng.range(0, 2) == 1 { apply_horizontal_tunnel(map, prev_x, new_x, prev_y); apply_vertical_tunnel(map, prev_y, new_y, new_x); } else { apply_vertical_tunnel(map, prev_y, new_y, prev_x); apply_horizontal_tunnel(map, prev_x, new_x, new_y); } } map.rooms.push(new_room); } } let stairs_position = map.rooms[map.rooms.len() - 1].center(); let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1); map.tiles[stairs_idx] = TileType::DownStairs; } }