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- extern crate rltk;
- 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<TileType> {
- 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<Rect>, Vec<TileType>) {
- let mut map = vec![TileType::Wall; 80*50];
- let mut rooms : Vec<Rect> = 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;
- }
- }
- }
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