use rltk::{ RGB, Rltk, RandomNumberGenerator }; use super::{Rect}; use std::cmp::{min, max}; #[derive(PartialEq, Copy, Clone)] pub enum TileType { Wall, Floor, } pub fn xy_idx(x: i32, y: i32) -> usize { (y as usize * 80) + x as usize } /// Makes a map with solid boundaries and 400 randomly placed walls. /// No guarantees that it won't look awful. pub fn new_map_text() -> Vec { let mut map = vec![TileType::Floor; 80 * 50]; // Make the boundary walls for x in 0..80 { map[xy_idx(x, 0)] = TileType::Wall; map[xy_idx(x, 49)] = TileType::Wall; } for y in 0..50 { map[xy_idx(0, y)] = TileType::Wall; map[xy_idx(79, y)] = TileType::Wall; } // Now randomly add a bunch of walls. // First get the random number generator let mut rng = rltk::RandomNumberGenerator::new(); for _i in 0..400 { let x = rng.roll_dice(1, 79); let y = rng.roll_dice(1, 49); let idx = xy_idx(x, y); if idx != xy_idx(40, 25) { map[idx] = TileType::Wall; } } map } pub fn new_map_rooms_and_corridors() -> (Vec, Vec) { let mut map = vec![TileType::Wall; 80 * 50]; let mut rooms: Vec = Vec::new(); 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, 80 - w - 1) - 1; let y = rng.roll_dice(1, 50 - h - 1) - 1; let new_room = Rect::new(x, y, w, h); let mut ok = true; for other_room in rooms.iter() { if new_room.intersect(other_room) { ok = false; } } if ok { apply_room_to_map(&new_room, &mut map); if ! rooms.is_empty() { let (new_x, new_y) = new_room.center(); let (prev_x, prev_y) = rooms[rooms.len()-1].center(); if rng.range(0, 2) == 1 { apply_horizontal_tunnel(&mut map, prev_x, new_x, prev_y); apply_vertical_tunnel(&mut map, prev_y, new_y, new_x); } else { apply_vertical_tunnel(&mut map, prev_y, new_y, prev_x); apply_horizontal_tunnel(&mut map, prev_x, new_x, new_y); } } rooms.push(new_room); } } (rooms, map) } fn apply_room_to_map(room: &Rect, map: &mut [TileType]) { for y in room.y1+1 ..= room.y2 { for x in room.x1+1 ..= room.x2 { map[xy_idx(x, y)] = TileType::Floor; } } } fn apply_horizontal_tunnel(map: &mut [TileType], x1: i32, x2: i32, y: i32) { for x in min(x1, x2) ..= max(x1, x2) { let idx = xy_idx(x, y); if idx > 0 && idx < 80*50 { map[idx as usize] = TileType::Floor; } } } fn apply_vertical_tunnel(map: &mut [TileType], y1: i32, y2: i32, x: i32) { for y in min(y1, y2) ..= max(y1, y2) { let idx = xy_idx(x, y); if idx > 0 && idx < 80*50 { map[idx as usize] = TileType::Floor; } } } pub fn draw_map(map: &[TileType], ctx: &mut Rltk) { let mut y = 0; let mut x = 0; for tile in map.iter() { match tile { TileType::Floor => { ctx.set( x, y, RGB::from_f32(0.5, 0.5, 0.5), RGB::from_f32(0., 0., 0.), rltk::to_cp437('.'), ); } TileType::Wall => { ctx.set( x, y, RGB::from_f32(0.0, 1.0, 0.0), RGB::from_f32(0., 0., 0.), rltk::to_cp437('#'), ); } } // Move to the next set of coordinates x += 1; if x > 79 { x = 0; y += 1; } } }