handsonrust/src/map_builder.rs

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Rust
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2021-08-28 03:12:56 +00:00
use crate::prelude::*;
const NUM_ROOMS: usize = 20;
pub struct MapBuilder {
pub map: Map,
pub rooms: Vec<Rect>,
pub player_start: Point,
}
impl MapBuilder {
pub fn new(rng: &mut RandomNumberGenerator) -> Self {
let mut mb = MapBuilder {
map: Map::new(),
rooms: Vec::new(),
player_start: Point::zero(),
};
mb.fill(TileType::Wall);
mb.build_random_rooms(rng);
mb.build_corridors(rng);
mb.player_start = mb.rooms[0].center();
mb
}
fn fill(&mut self, tile: TileType) {
self.map.tiles.iter_mut().for_each(|t| *t = tile);
}
fn build_random_rooms(&mut self, rng: &mut RandomNumberGenerator) {
while self.rooms.len() < NUM_ROOMS {
let room = Rect::with_size(
rng.range(1, SCREEN_WIDTH - 10),
rng.range(1, SCREEN_HEIGHT - 10),
rng.range(2, 10),
rng.range(2, 10),
);
let mut overlap = false;
for r in self.rooms.iter() {
if r.intersect(&room) {
overlap = true;
}
}
if !overlap {
room.for_each(|p| {
if p.x > 0 && p.x < SCREEN_WIDTH && p.y > 0 && p.y < SCREEN_HEIGHT {
let idx = map_idx(p.x, p.y);
self.map.tiles[idx] = TileType::Floor;
}
});
self.rooms.push(room)
}
}
}
fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
use std::cmp::{max, min};
for x in min(x1, x2)..=max(x1, x2) {
if let Some(idx) = self.map.try_idx(Point::new(x, y)) {
self.map.tiles[idx as usize] = TileType::Floor;
}
}
}
fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {
use std::cmp::{max, min};
for y in min(y1, y2)..=max(y1, y2) {
if let Some(idx) = self.map.try_idx(Point::new(x, y)) {
self.map.tiles[idx as usize] = TileType::Floor;
}
}
}
fn build_corridors(&mut self, rng: &mut RandomNumberGenerator) {
let mut rooms = self.rooms.clone();
rooms.sort_by(|a, b| a.center().x.cmp(&b.center().x));
for (i, room) in rooms.iter().enumerate().skip(1) {
let prev = rooms[i - 1].center();
let new = room.center();
if rng.range(0, 2) == 1 {
self.apply_horizontal_tunnel(prev.x, new.x, prev.y);
self.apply_vertical_tunnel(prev.y, new.y, prev.x);
} else {
self.apply_vertical_tunnel(prev.y, new.y, prev.x);
self.apply_horizontal_tunnel(prev.x, new.x, prev.y);
}
}
}
}