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							- extern crate rltk;
 
- use rltk::{ RGB, Rltk, Console, RandomNumberGenerator, BaseMap, Algorithm2D, Point };
 
- use super::{Rect};
 
- use std::cmp::{max, min};
 
- extern crate specs;
 
- use specs::prelude::*;
 
- #[derive(PartialEq, Copy, Clone)]
 
- pub enum TileType {
 
-     Wall, Floor
 
- }
 
- #[derive(Default)]
 
- pub struct Map {
 
-     pub tiles : Vec<TileType>,
 
-     pub rooms : Vec<Rect>,
 
-     pub width : i32,
 
-     pub height : i32,
 
-     pub revealed_tiles : Vec<bool>,
 
-     pub visible_tiles : Vec<bool>
 
- }
 
- impl Map {
 
-     pub fn xy_idx(&self, x: i32, y: i32) -> usize {
 
-         (y as usize * self.width as usize) + x as usize
 
-     }
 
-     fn apply_room_to_map(&mut self, room : &Rect) {
 
-         for y in room.y1 +1 ..= room.y2 {
 
-             for x in room.x1 + 1 ..= room.x2 {
 
-                 let idx = self.xy_idx(x, y);
 
-                 self.tiles[idx] = TileType::Floor;
 
-             }
 
-         }
 
-     }
 
-     fn apply_horizontal_tunnel(&mut self, x1:i32, x2:i32, y:i32) {
 
-         for x in min(x1,x2) ..= max(x1,x2) {
 
-             let idx = self.xy_idx(x, y);
 
-             if idx > 0 && idx < self.width as usize * self.height as usize {
 
-                 self.tiles[idx as usize] = TileType::Floor;
 
-             }
 
-         }
 
-     }
 
-     fn apply_vertical_tunnel(&mut self, y1:i32, y2:i32, x:i32) {
 
-         for y in min(y1,y2) ..= max(y1,y2) {
 
-             let idx = self.xy_idx(x, y);
 
-             if idx > 0 && idx < self.width as usize * self.height as usize {
 
-                 self.tiles[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() -> Map {
 
-         let mut map = Map{
 
-             tiles : vec![TileType::Wall; 80*50],
 
-             rooms : Vec::new(),
 
-             width : 80,
 
-             height: 50,
 
-             revealed_tiles : vec![false; 80*50],
 
-             visible_tiles : vec![false; 80*50]
 
-         };
 
-         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, map.width - w - 1) - 1;
 
-             let y = rng.roll_dice(1, map.height - h - 1) - 1;
 
-             let new_room = Rect::new(x, y, w, h);
 
-             let mut ok = true;
 
-             for other_room in map.rooms.iter() {
 
-                 if new_room.intersect(other_room) { ok = false }
 
-             }
 
-             if ok {
 
-                 map.apply_room_to_map(&new_room);
 
-                 if !map.rooms.is_empty() {
 
-                     let (new_x, new_y) = new_room.center();
 
-                     let (prev_x, prev_y) = map.rooms[map.rooms.len()-1].center();
 
-                     if rng.range(0,1) == 1 {
 
-                         map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
 
-                         map.apply_vertical_tunnel(prev_y, new_y, new_x);
 
-                     } else {
 
-                         map.apply_vertical_tunnel(prev_y, new_y, prev_x);
 
-                         map.apply_horizontal_tunnel(prev_x, new_x, new_y);
 
-                     }
 
-                 }
 
-                 map.rooms.push(new_room);
 
-             }
 
-         }
 
-         map
 
-     }
 
- }
 
- impl BaseMap for Map {
 
-     fn is_opaque(&self, idx:i32) -> bool {
 
-         self.tiles[idx as usize] == TileType::Wall
 
-     }
 
-     fn get_available_exits(&self, _idx:i32) -> Vec<(i32, f32)> {
 
-         Vec::new()
 
-     }
 
-     fn get_pathing_distance(&self, idx1:i32, idx2:i32) -> f32 {
 
-         let p1 = Point::new(idx1 % self.width, idx1 / self.width);
 
-         let p2 = Point::new(idx2 % self.width, idx2 / self.width);
 
-         rltk::DistanceAlg::Pythagoras.distance2d(p1, p2)
 
-     }
 
- }
 
- impl Algorithm2D for Map {
 
-     fn point2d_to_index(&self, pt: Point) -> i32 {
 
-         (pt.y * self.width) + pt.x
 
-     }
 
-     fn index_to_point2d(&self, idx:i32) -> Point {
 
-         Point{ x: idx % self.width, y: idx / self.width }
 
-     }
 
- }
 
- pub fn draw_map(ecs: &World, ctx : &mut Rltk) {
 
-     let map = ecs.fetch::<Map>();
 
-     let mut y = 0;
 
-     let mut x = 0;
 
-     for (idx,tile) in map.tiles.iter().enumerate() {
 
-         // Render a tile depending upon the tile type
 
-         if map.revealed_tiles[idx] {
 
-             let glyph;
 
-             let mut fg;
 
-             match tile {
 
-                 TileType::Floor => {
 
-                     glyph = rltk::to_cp437('.');
 
-                     fg = RGB::from_f32(0.0, 0.5, 0.5);
 
-                 }
 
-                 TileType::Wall => {
 
-                     glyph = rltk::to_cp437('#');
 
-                     fg = RGB::from_f32(0., 1.0, 0.);
 
-                 }
 
-             }
 
-             if !map.visible_tiles[idx] { fg = fg.to_greyscale() }
 
-             ctx.set(x, y, fg, RGB::from_f32(0., 0., 0.), glyph);
 
-         }
 
-         // Move the coordinates
 
-         x += 1;
 
-         if x > 79 {
 
-             x = 0;
 
-             y += 1;
 
-         }
 
-     }
 
- }
 
 
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