use rltk::{ RGB, Rltk, Console, RandomNumberGenerator }; use super::{Rect}; use std::cmp::{max, min}; #[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_test() -> Vec { let mut map = vec![TileType::Floor; 80*50]; // Make the boundaries 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 we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration. // First, obtain the thread-local RNG: 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 } 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; } } } /// Makes a new map using the algorithm from http://rogueliketutorials.com/tutorials/tcod/part-3/ /// This gives a handful of random rooms and corridors joining them together. 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 _i 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(0,1) == 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) } pub fn draw_map(map: &[TileType], ctx : &mut Rltk) { let mut y = 0; let mut x = 0; for tile in map.iter() { // Render a tile depending upon the tile type 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 the coordinates x += 1; if x > 79 { x = 0; y += 1; } } }