use rltk::{RandomNumberGenerator, RGB, Rltk, Algorithm2D, Point, BaseMap};
use super::{Rect};
use std::cmp::{max, min};
use specs::prelude::*;
use serde::{Serialize, Deserialize};
use std::collections::HashSet;
pub const MAPWIDTH : usize = 80;
pub const MAPHEIGHT : usize = 38;
pub const MAPCOUNT : usize = MAPHEIGHT * MAPWIDTH;
#[derive(PartialEq, Copy, Clone, Serialize, Deserialize)]
pub enum TileType {
Wall,
Floor,
DownStairs,
}
#[derive(Default, Serialize, Deserialize, Clone)]
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>,
pub blocked : Vec<bool>,
pub depth: i32,
pub bloodstains : HashSet<usize>,
#[serde(skip_serializing)]
#[serde(skip_deserializing)]
pub tile_content : Vec<Vec<Entity>>
}
impl Map {
pub fn clear_content_index(&mut self) {
for content in self.tile_content.iter_mut() {
content.clear();
}
}
pub fn populate_blocked(&mut self) {
for (i,tile) in self.tiles.iter_mut().enumerate() {
self.blocked[i] = *tile == TileType::Wall;
}
}
fn is_exit_valid(&self, x:i32, y:i32) -> bool {
if x < 1 || x > self.width-1 || y < 1 || y > self.height-1 { return false; }
let idx = self.xy_idx(x, y);
!self.blocked[idx]
}
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;
}
}
}
pub fn new_map_rooms_and_corridors(new_depth: i32) -> Map {
let mut map = Map{
tiles : vec![TileType::Wall; MAPCOUNT],
rooms : Vec::new(),
width : MAPWIDTH as i32,
height: MAPHEIGHT as i32,
revealed_tiles : vec![false; MAPCOUNT],
visible_tiles : vec![false; MAPCOUNT],
blocked : vec![false; MAPCOUNT],
depth: new_depth,
bloodstains: HashSet::new(),
tile_content : vec![Vec::new(); MAPCOUNT]
};
const MAX_ROOMS : i32 = 30;
const MIN_SIZE : i32 = 6;
const MAX_SIZE : i32 = 10;
let mut rng = RandomNumberGenerator::new();
for _ 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(0,2) == 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);
}
}
let stairs_position = map.rooms[map.rooms.len()-1].center();
let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
map.tiles[stairs_idx] = TileType::DownStairs;
map
}
}
impl Algorithm2D for Map {
fn dimensions(&self) -> Point {
Point::new(self.width, self.height)
}
}
impl BaseMap for Map {
fn is_opaque(&self, idx:usize) -> bool {
self.tiles[idx as usize] == TileType::Wall
}
fn get_available_exits(&self, idx:usize) -> rltk::SmallVec<[(usize, f32); 10]> {
let mut exits = rltk::SmallVec::new();
let x = idx as i32 % self.width;
let y = idx as i32 / self.width;
let w = self.width as usize;
// Cardinal directions
if self.is_exit_valid(x-1, y) { exits.push((idx-1, 1.0)) };
if self.is_exit_valid(x+1, y) { exits.push((idx+1, 1.0)) };
if self.is_exit_valid(x, y-1) { exits.push((idx-w, 1.0)) };
if self.is_exit_valid(x, y+1) { exits.push((idx+w, 1.0)) };
// Diagonals
if self.is_exit_valid(x-1, y-1) { exits.push(((idx-w)-1, 1.45)); }
if self.is_exit_valid(x+1, y-1) { exits.push(((idx-w)+1, 1.45)); }
if self.is_exit_valid(x-1, y+1) { exits.push(((idx+w)-1, 1.45)); }
if self.is_exit_valid(x+1, y+1) { exits.push(((idx+w)+1, 1.45)); }
exits
}
fn get_pathing_distance(&self, idx1:usize, idx2:usize) -> f32 {
let w = self.width as usize;
let p1 = Point::new(idx1 % w, idx1 / w);
let p2 = Point::new(idx2 % w, idx2 / w);
rltk::DistanceAlg::Pythagoras.distance2d(p1, p2)
}
}
// /// Makes a map with solid boundaries and 400 randomly placed walls. No guarantees that it won't
// /// look awful.
// pub fn new_map_test() -> Vec<TileType> {
// let mut map = vec![TileType::Floor; MAPCOUNT];
// // Make the boundaries walls
// for x in 0..80 {
// map[xy_idx(x, 0)] = TileType::Wall;
// map[xy_idx(x, 49)] = TileType::Wall;
// }
// for y in 0..50 {
// map[xy_idx(0, y)] = TileType::Wall;
// map[xy_idx(79, y)] = TileType::Wall;
// }
// // Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration.
// // First, obtain the thread-local RNG:
// let mut rng = rltk::RandomNumberGenerator::new();
// for _i in 0..400 {
// let x = rng.roll_dice(1, 79);
// let y = rng.roll_dice(1, 49);
// let idx = xy_idx(x, y);
// if idx != xy_idx(40, 25) {
// map[idx] = TileType::Wall;
// }
// }
// return map
// }
fn is_revealed_and_wall(map: &Map, x: i32, y: i32) -> bool {
let idx = map.xy_idx(x, y);
map.tiles[idx] == TileType::Wall && map.revealed_tiles[idx]
}
fn wall_glyph(map : &Map, x: i32, y:i32) -> rltk::FontCharType {
if x < 1 || x > map.width-2 || y < 1 || y > map.height-2 as i32 { return 35; }
let mut mask : u8 = 0;
if is_revealed_and_wall(map, x, y - 1) { mask +=1; }
if is_revealed_and_wall(map, x, y + 1) { mask +=2; }
if is_revealed_and_wall(map, x - 1, y) { mask +=4; }
if is_revealed_and_wall(map, x + 1, y) { mask +=8; }
match mask {
0 => { 9 } // Pillar because we can't see neighbors
1 => { 186 } // Wall only to the north
2 => { 186 } // Wall only to the south
3 => { 186 } // Wall to the north and south
4 => { 205 } // Wall only to the west
5 => { 188 } // Wall to the north and west
6 => { 187 } // Wall to the south and west
7 => { 185 } // Wall to the north, south and west
8 => { 205 } // Wall only to the east
9 => { 200 } // Wall to the north and east
10 => { 201 } // Wall to the south and east
11 => { 204 } // Wall to the north, south and east
12 => { 205 } // Wall to the east and west
13 => { 202 } // Wall to the east, west, and south
14 => { 203 } // Wall to the east, west, and north
15 => { 206 } // ╬ Wall on all sides
_ => { 35 } // We missed one?
}
}
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;
let mut bg = RGB::from_f32(0., 0., 0.);
match tile {
TileType::Floor => {
glyph = rltk::to_cp437('.');
fg = RGB::from_f32(1.0, 0.5, 0.7);
}
TileType::Wall => {
glyph = wall_glyph(&*map, x, y);
fg = RGB::from_f32(1.0, 0.6, 0.);
}
TileType::DownStairs => {
glyph = rltk::to_cp437('>');
fg = RGB::from_f32(0.0,1.0,1.0);
}
}
// Render bloodstains
if map.bloodstains.contains(&idx) {
bg = RGB::from_f32(0.75, 0., 0.);
}
// Fog of war
if !map.visible_tiles[idx] {
fg = fg.to_greyscale();
bg = RGB::from_f32(0., 0., 0.); // Don't show blood out of visual range
}
ctx.set(x, y, fg, bg, glyph);
}
// Move the coordinates
x += 1;
if x > 79 {
x = 0;
y += 1;
}
}
}