simple_map.rs 2.8 KB

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  1. use super::{MapBuilder, Map, Rect, apply_room_to_map,
  2. apply_horizontal_tunnel, apply_vertical_tunnel, TileType,
  3. Position, spawner};
  4. use rltk::RandomNumberGenerator;
  5. use specs::prelude::*;
  6. use generator::{Generator, Gn};
  7. pub struct SimpleMapBuilder {
  8. map : Map,
  9. starting_position : Position,
  10. depth: i32,
  11. rooms: Vec<Rect>
  12. }
  13. impl MapBuilder for SimpleMapBuilder {
  14. fn get_map(&self) -> Map {
  15. self.map.clone()
  16. }
  17. fn get_starting_position(&self) -> Position {
  18. self.starting_position.clone()
  19. }
  20. fn build_map(&mut self) {
  21. self.rooms_and_corridors();
  22. }
  23. fn spawn_entities(&mut self, ecs : &mut World) {
  24. for room in self.rooms.iter().skip(1) {
  25. spawner::spawn_room(ecs, room, self.depth);
  26. }
  27. }
  28. }
  29. impl SimpleMapBuilder {
  30. pub fn new(new_depth : i32) -> SimpleMapBuilder {
  31. SimpleMapBuilder{
  32. map : Map::new(new_depth),
  33. starting_position : Position{ x: 0, y : 0 },
  34. depth : new_depth,
  35. rooms: Vec::new()
  36. }
  37. }
  38. fn rooms_and_corridors(&mut self) {
  39. const MAX_ROOMS : i32 = 30;
  40. const MIN_SIZE : i32 = 6;
  41. const MAX_SIZE : i32 = 10;
  42. let mut rng = RandomNumberGenerator::new();
  43. for _i in 0..MAX_ROOMS {
  44. let w = rng.range(MIN_SIZE, MAX_SIZE);
  45. let h = rng.range(MIN_SIZE, MAX_SIZE);
  46. let x = rng.roll_dice(1, self.map.width - w - 1) - 1;
  47. let y = rng.roll_dice(1, self.map.height - h - 1) - 1;
  48. let new_room = Rect::new(x, y, w, h);
  49. let mut ok = true;
  50. for other_room in self.rooms.iter() {
  51. if new_room.intersect(other_room) { ok = false }
  52. }
  53. if ok {
  54. apply_room_to_map(&mut self.map, &new_room);
  55. if !self.rooms.is_empty() {
  56. let (new_x, new_y) = new_room.center();
  57. let (prev_x, prev_y) = self.rooms[self.rooms.len()-1].center();
  58. if rng.range(0,1) == 1 {
  59. apply_horizontal_tunnel(&mut self.map, prev_x, new_x, prev_y);
  60. apply_vertical_tunnel(&mut self.map, prev_y, new_y, new_x);
  61. } else {
  62. apply_vertical_tunnel(&mut self.map, prev_y, new_y, prev_x);
  63. apply_horizontal_tunnel(&mut self.map, prev_x, new_x, new_y);
  64. }
  65. }
  66. self.rooms.push(new_room);
  67. }
  68. }
  69. let stairs_position = self.rooms[self.rooms.len()-1].center();
  70. let stairs_idx = self.map.xy_idx(stairs_position.0, stairs_position.1);
  71. self.map.tiles[stairs_idx] = TileType::DownStairs;
  72. let start_pos = self.rooms[0].center();
  73. self.starting_position = Position{ x: start_pos.0, y: start_pos.1 };
  74. }
  75. }