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@@ -1,29 +1,30 @@
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extern crate rltk;
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-use rltk::{ RGB, Rltk, Console, RandomNumberGenerator, BaseMap, Algorithm2D, Point };
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-use super::{Rect};
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+use super::Rect;
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+use rltk::{Algorithm2D, BaseMap, Console, Point, RandomNumberGenerator, Rltk, RGB};
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use std::cmp::{max, min};
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extern crate specs;
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use specs::prelude::*;
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-const MAPWIDTH : usize = 80;
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-const MAPHEIGHT : usize = 43;
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-const MAPCOUNT : usize = MAPHEIGHT * MAPWIDTH;
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+const MAPWIDTH: usize = 80;
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+const MAPHEIGHT: usize = 43;
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+const MAPCOUNT: usize = MAPHEIGHT * MAPWIDTH;
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#[derive(PartialEq, Copy, Clone)]
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pub enum TileType {
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- Wall, Floor
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+ Wall,
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+ Floor,
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}
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#[derive(Default)]
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pub struct Map {
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- pub tiles : Vec<TileType>,
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- pub rooms : Vec<Rect>,
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- pub width : i32,
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- pub height : i32,
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- pub revealed_tiles : Vec<bool>,
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- pub visible_tiles : Vec<bool>,
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- pub blocked : Vec<bool>,
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- pub tile_content : Vec<Vec<Entity>>
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+ pub tiles: Vec<TileType>,
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+ pub rooms: Vec<Rect>,
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+ pub width: i32,
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+ pub height: i32,
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+ pub revealed_tiles: Vec<bool>,
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+ pub visible_tiles: Vec<bool>,
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+ pub blocked: Vec<bool>,
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+ pub tile_content: Vec<Vec<Entity>>,
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}
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impl Map {
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@@ -31,17 +32,17 @@ impl Map {
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(y as usize * self.width as usize) + x as usize
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}
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- fn apply_room_to_map(&mut self, room : &Rect) {
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- for y in room.y1 +1 ..= room.y2 {
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- for x in room.x1 + 1 ..= room.x2 {
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+ fn apply_room_to_map(&mut self, room: &Rect) {
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+ for y in room.y1 + 1..=room.y2 {
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+ for x in room.x1 + 1..=room.x2 {
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let idx = self.xy_idx(x, y);
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self.tiles[idx] = TileType::Floor;
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}
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}
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}
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- fn apply_horizontal_tunnel(&mut self, x1:i32, x2:i32, y:i32) {
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- for x in min(x1,x2) ..= max(x1,x2) {
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+ fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
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+ for x in min(x1, x2)..=max(x1, x2) {
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let idx = self.xy_idx(x, y);
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if idx > 0 && idx < self.width as usize * self.height as usize {
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self.tiles[idx as usize] = TileType::Floor;
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@@ -49,8 +50,8 @@ impl Map {
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}
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}
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- fn apply_vertical_tunnel(&mut self, y1:i32, y2:i32, x:i32) {
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- for y in min(y1,y2) ..= max(y1,y2) {
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+ fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {
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+ for y in min(y1, y2)..=max(y1, y2) {
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let idx = self.xy_idx(x, y);
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if idx > 0 && idx < self.width as usize * self.height as usize {
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self.tiles[idx as usize] = TileType::Floor;
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@@ -58,14 +59,16 @@ impl Map {
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}
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}
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- fn is_exit_valid(&self, x:i32, y:i32) -> bool {
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- if x < 1 || x > self.width-1 || y < 1 || y > self.height-1 { return false; }
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+ fn is_exit_valid(&self, x: i32, y: i32) -> bool {
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+ if x < 1 || x > self.width - 1 || y < 1 || y > self.height - 1 {
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+ return false;
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+ }
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let idx = (y * self.width) + x;
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!self.blocked[idx as usize]
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}
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- pub fn populate_blocked(&mut self) {
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- for (i,tile) in self.tiles.iter_mut().enumerate() {
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+ pub fn populate_blocked(&mut self) {
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+ for (i, tile) in self.tiles.iter_mut().enumerate() {
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self.blocked[i] = *tile == TileType::Wall;
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}
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}
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@@ -79,20 +82,20 @@ impl Map {
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/// Makes a new map using the algorithm from http://rogueliketutorials.com/tutorials/tcod/part-3/
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/// This gives a handful of random rooms and corridors joining them together.
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pub fn new_map_rooms_and_corridors() -> Map {
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- let mut map = Map{
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- tiles : vec![TileType::Wall; MAPCOUNT],
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- rooms : Vec::new(),
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- width : MAPWIDTH as i32,
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+ let mut map = Map {
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+ tiles: vec![TileType::Wall; MAPCOUNT],
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+ rooms: Vec::new(),
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+ width: MAPWIDTH as i32,
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height: MAPHEIGHT as i32,
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- revealed_tiles : vec![false; MAPCOUNT],
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- visible_tiles : vec![false; MAPCOUNT],
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- blocked : vec![false; MAPCOUNT],
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- tile_content : vec![Vec::new(); MAPCOUNT]
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+ revealed_tiles: vec![false; MAPCOUNT],
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+ visible_tiles: vec![false; MAPCOUNT],
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+ blocked: vec![false; MAPCOUNT],
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+ tile_content: vec![Vec::new(); MAPCOUNT],
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};
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- const MAX_ROOMS : i32 = 30;
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- const MIN_SIZE : i32 = 6;
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- const MAX_SIZE : i32 = 10;
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+ const MAX_ROOMS: i32 = 30;
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+ const MIN_SIZE: i32 = 6;
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+ const MAX_SIZE: i32 = 10;
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let mut rng = RandomNumberGenerator::new();
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@@ -104,15 +107,17 @@ impl Map {
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in map.rooms.iter() {
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- if new_room.intersect(other_room) { ok = false }
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+ if new_room.intersect(other_room) {
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+ ok = false
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+ }
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}
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if ok {
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map.apply_room_to_map(&new_room);
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if !map.rooms.is_empty() {
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let (new_x, new_y) = new_room.center();
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- let (prev_x, prev_y) = map.rooms[map.rooms.len()-1].center();
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- if rng.range(0,1) == 1 {
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+ let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
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+ if rng.range(0, 1) == 1 {
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map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
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map.apply_vertical_tunnel(prev_y, new_y, new_x);
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} else {
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@@ -130,31 +135,47 @@ impl Map {
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}
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impl BaseMap for Map {
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- fn is_opaque(&self, idx:i32) -> bool {
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+ fn is_opaque(&self, idx: i32) -> bool {
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self.tiles[idx as usize] == TileType::Wall
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}
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- fn get_available_exits(&self, idx:i32) -> Vec<(i32, f32)> {
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- let mut exits : Vec<(i32, f32)> = Vec::new();
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+ fn get_available_exits(&self, idx: i32) -> Vec<(i32, f32)> {
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+ let mut exits: Vec<(i32, f32)> = Vec::new();
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let x = idx % self.width;
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let y = idx / self.width;
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// Cardinal directions
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- if self.is_exit_valid(x-1, y) { exits.push((idx-1, 1.0)) };
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- if self.is_exit_valid(x+1, y) { exits.push((idx+1, 1.0)) };
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- if self.is_exit_valid(x, y-1) { exits.push((idx-self.width, 1.0)) };
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- if self.is_exit_valid(x, y+1) { exits.push((idx+self.width, 1.0)) };
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+ if self.is_exit_valid(x - 1, y) {
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+ exits.push((idx - 1, 1.0))
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+ };
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+ if self.is_exit_valid(x + 1, y) {
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+ exits.push((idx + 1, 1.0))
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+ };
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+ if self.is_exit_valid(x, y - 1) {
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+ exits.push((idx - self.width, 1.0))
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+ };
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+ if self.is_exit_valid(x, y + 1) {
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+ exits.push((idx + self.width, 1.0))
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+ };
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// Diagonals
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- if self.is_exit_valid(x-1, y-1) { exits.push(((idx-self.width)-1, 1.45)); }
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- if self.is_exit_valid(x+1, y-1) { exits.push(((idx-self.width)+1, 1.45)); }
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- if self.is_exit_valid(x-1, y+1) { exits.push(((idx+self.width)-1, 1.45)); }
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- if self.is_exit_valid(x+1, y+1) { exits.push(((idx+self.width)+1, 1.45)); }
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+ if self.is_exit_valid(x - 1, y - 1) {
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+ exits.push(((idx - self.width) - 1, 1.45));
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+ }
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+ if self.is_exit_valid(x + 1, y - 1) {
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+ exits.push(((idx - self.width) + 1, 1.45));
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+ }
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+ if self.is_exit_valid(x - 1, y + 1) {
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+ exits.push(((idx + self.width) - 1, 1.45));
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+ }
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+ if self.is_exit_valid(x + 1, y + 1) {
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+ exits.push(((idx + self.width) + 1, 1.45));
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+ }
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exits
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}
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- fn get_pathing_distance(&self, idx1:i32, idx2:i32) -> f32 {
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+ fn get_pathing_distance(&self, idx1: i32, idx2: i32) -> f32 {
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let p1 = Point::new(idx1 % self.width, idx1 / self.width);
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let p2 = Point::new(idx2 % self.width, idx2 / self.width);
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rltk::DistanceAlg::Pythagoras.distance2d(p1, p2)
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@@ -166,17 +187,20 @@ impl Algorithm2D for Map {
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(pt.y * self.width) + pt.x
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}
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- fn index_to_point2d(&self, idx:i32) -> Point {
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- Point{ x: idx % self.width, y: idx / self.width }
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+ fn index_to_point2d(&self, idx: i32) -> Point {
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+ Point {
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+ x: idx % self.width,
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+ y: idx / self.width,
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+ }
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}
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}
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-pub fn draw_map(ecs: &World, ctx : &mut Rltk) {
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+pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
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let map = ecs.fetch::<Map>();
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let mut y = 0;
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let mut x = 0;
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- for (idx,tile) in map.tiles.iter().enumerate() {
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+ for (idx, tile) in map.tiles.iter().enumerate() {
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// Render a tile depending upon the tile type
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if map.revealed_tiles[idx] {
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@@ -192,13 +216,15 @@ pub fn draw_map(ecs: &World, ctx : &mut Rltk) {
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fg = RGB::from_f32(0., 1.0, 0.);
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}
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}
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- if !map.visible_tiles[idx] { fg = fg.to_greyscale() }
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+ if !map.visible_tiles[idx] {
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+ fg = fg.to_greyscale()
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+ }
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ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
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}
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// Move the coordinates
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x += 1;
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- if x > MAPWIDTH as i32-1 {
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+ if x > MAPWIDTH as i32 - 1 {
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x = 0;
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y += 1;
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}
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