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- use super::{MapBuilder, Map, Rect, apply_room_to_map,
- TileType, Position, spawner, SHOW_MAPGEN_VISUALIZER};
- use rltk::RandomNumberGenerator;
- use specs::prelude::*;
- const MIN_ROOM_SIZE : i32 = 8;
- pub struct BspInteriorBuilder {
- map : Map,
- starting_position : Position,
- depth: i32,
- rooms: Vec<Rect>,
- history: Vec<Map>,
- rects: Vec<Rect>
- }
- impl MapBuilder for BspInteriorBuilder {
- fn get_map(&self) -> Map {
- self.map.clone()
- }
- fn get_starting_position(&self) -> Position {
- self.starting_position.clone()
- }
- fn get_snapshot_history(&self) -> Vec<Map> {
- self.history.clone()
- }
- fn build_map(&mut self) {
- self.build();
- }
- fn spawn_entities(&mut self, ecs : &mut World) {
- for room in self.rooms.iter().skip(1) {
- spawner::spawn_room(ecs, room, self.depth);
- }
- }
- fn take_snapshot(&mut self) {
- if SHOW_MAPGEN_VISUALIZER {
- let mut snapshot = self.map.clone();
- for v in snapshot.revealed_tiles.iter_mut() {
- *v = true;
- }
- self.history.push(snapshot);
- }
- }
- }
- impl BspInteriorBuilder {
- pub fn new(new_depth : i32) -> BspInteriorBuilder {
- BspInteriorBuilder{
- map : Map::new(new_depth),
- starting_position : Position{ x: 0, y : 0 },
- depth : new_depth,
- rooms: Vec::new(),
- history: Vec::new(),
- rects: Vec::new()
- }
- }
- fn build(&mut self) {
- let mut rng = RandomNumberGenerator::new();
- self.rects.clear();
- self.rects.push( Rect::new(1, 1, self.map.width-2, self.map.height-2) ); // Start with a single map-sized rectangle
- let first_room = self.rects[0];
- self.add_subrects(first_room, &mut rng); // Divide the first room
- let rooms = self.rects.clone();
- for r in rooms.iter() {
- let room = *r;
- //room.x2 -= 1;
- //room.y2 -= 1;
- self.rooms.push(room);
- for y in room.y1 .. room.y2 {
- for x in room.x1 .. room.x2 {
- let idx = self.map.xy_idx(x, y);
- if idx > 0 && idx < ((self.map.width * self.map.height)-1) as usize {
- self.map.tiles[idx] = TileType::Floor;
- }
- }
- }
- self.take_snapshot();
- }
- // Now we want corridors
- for i in 0..self.rooms.len()-1 {
- let room = self.rooms[i];
- let next_room = self.rooms[i+1];
- let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2))-1);
- let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2))-1);
- let end_x = next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2))-1);
- let end_y = next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2))-1);
- self.draw_corridor(start_x, start_y, end_x, end_y);
- self.take_snapshot();
- }
- // Don't forget the stairs
- let stairs = self.rooms[self.rooms.len()-1].center();
- let stairs_idx = self.map.xy_idx(stairs.0, stairs.1);
- self.map.tiles[stairs_idx] = TileType::DownStairs;
- self.take_snapshot();
- // Place the player
- let start = self.rooms[0].center();
- self.starting_position = Position{ x: start.0, y: start.1 };
- }
- fn add_subrects(&mut self, rect : Rect, rng : &mut RandomNumberGenerator) {
- // Remove the last rect from the list
- if !self.rects.is_empty() {
- self.rects.remove(self.rects.len() - 1);
- }
- // Calculate boundaries
- let width = rect.x2 - rect.x1;
- let height = rect.y2 - rect.y1;
- let half_width = width / 2;
- let half_height = height / 2;
- let split = rng.roll_dice(1, 4);
- if split <= 2 {
- // Horizontal split
- let h1 = Rect::new( rect.x1, rect.y1, half_width-1, height );
- self.rects.push( h1 );
- if half_width > MIN_ROOM_SIZE { self.add_subrects(h1, rng); }
- let h2 = Rect::new( rect.x1 + half_width, rect.y1, half_width, height );
- self.rects.push( h2 );
- if half_width > MIN_ROOM_SIZE { self.add_subrects(h2, rng); }
- } else {
- // Vertical split
- let v1 = Rect::new( rect.x1, rect.y1, width, half_height-1 );
- self.rects.push(v1);
- if half_height > MIN_ROOM_SIZE { self.add_subrects(v1, rng); }
- let v2 = Rect::new( rect.x1, rect.y1 + half_height, width, half_height );
- self.rects.push(v2);
- if half_height > MIN_ROOM_SIZE { self.add_subrects(v2, rng); }
- }
- }
- fn draw_corridor(&mut self, x1:i32, y1:i32, x2:i32, y2:i32) {
- let mut x = x1;
- let mut y = y1;
- while x != x2 || y != y2 {
- if x < x2 {
- x += 1;
- } else if x > x2 {
- x -= 1;
- } else if y < y2 {
- y += 1;
- } else if y > y2 {
- y -= 1;
- }
- let idx = self.map.xy_idx(x, y);
- self.map.tiles[idx] = TileType::Floor;
- }
- }
- }
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