simple_map.rs 3.3 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, SHOW_MAPGEN_VISUALIZER};
  4. use rltk::RandomNumberGenerator;
  5. use specs::prelude::*;
  6. pub struct SimpleMapBuilder {
  7. map : Map,
  8. starting_position : Position,
  9. depth: i32,
  10. rooms: Vec<Rect>,
  11. history: Vec<Map>
  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 get_snapshot_history(&self) -> Vec<Map> {
  21. self.history.clone()
  22. }
  23. fn build_map(&mut self) {
  24. self.rooms_and_corridors();
  25. }
  26. fn spawn_entities(&mut self, ecs : &mut World) {
  27. for room in self.rooms.iter().skip(1) {
  28. spawner::spawn_room(ecs, room, self.depth);
  29. }
  30. }
  31. fn take_snapshot(&mut self) {
  32. if SHOW_MAPGEN_VISUALIZER {
  33. let mut snapshot = self.map.clone();
  34. for v in snapshot.revealed_tiles.iter_mut() {
  35. *v = true;
  36. }
  37. self.history.push(snapshot);
  38. }
  39. }
  40. }
  41. impl SimpleMapBuilder {
  42. pub fn new(new_depth : i32) -> SimpleMapBuilder {
  43. SimpleMapBuilder{
  44. map : Map::new(new_depth),
  45. starting_position : Position{ x: 0, y : 0 },
  46. depth : new_depth,
  47. rooms: Vec::new(),
  48. history: Vec::new()
  49. }
  50. }
  51. fn rooms_and_corridors(&mut self) {
  52. const MAX_ROOMS : i32 = 30;
  53. const MIN_SIZE : i32 = 6;
  54. const MAX_SIZE : i32 = 10;
  55. let mut rng = RandomNumberGenerator::new();
  56. for _i in 0..MAX_ROOMS {
  57. let w = rng.range(MIN_SIZE, MAX_SIZE);
  58. let h = rng.range(MIN_SIZE, MAX_SIZE);
  59. let x = rng.roll_dice(1, self.map.width - w - 1) - 1;
  60. let y = rng.roll_dice(1, self.map.height - h - 1) - 1;
  61. let new_room = Rect::new(x, y, w, h);
  62. let mut ok = true;
  63. for other_room in self.rooms.iter() {
  64. if new_room.intersect(other_room) { ok = false }
  65. }
  66. if ok {
  67. apply_room_to_map(&mut self.map, &new_room);
  68. self.take_snapshot();
  69. if !self.rooms.is_empty() {
  70. let (new_x, new_y) = new_room.center();
  71. let (prev_x, prev_y) = self.rooms[self.rooms.len()-1].center();
  72. if rng.range(0,1) == 1 {
  73. apply_horizontal_tunnel(&mut self.map, prev_x, new_x, prev_y);
  74. apply_vertical_tunnel(&mut self.map, prev_y, new_y, new_x);
  75. } else {
  76. apply_vertical_tunnel(&mut self.map, prev_y, new_y, prev_x);
  77. apply_horizontal_tunnel(&mut self.map, prev_x, new_x, new_y);
  78. }
  79. }
  80. self.rooms.push(new_room);
  81. self.take_snapshot();
  82. }
  83. }
  84. let stairs_position = self.rooms[self.rooms.len()-1].center();
  85. let stairs_idx = self.map.xy_idx(stairs_position.0, stairs_position.1);
  86. self.map.tiles[stairs_idx] = TileType::DownStairs;
  87. let start_pos = self.rooms[0].center();
  88. self.starting_position = Position{ x: start_pos.0, y: start_pos.1 };
  89. }
  90. }