Clippy
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8bae1c7668
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@ -84,8 +84,8 @@ impl LevelGenerator {
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match directions_to_try.pop().unwrap() {
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Direction::Horizontal => {
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let mut free_cols: Vec<usize> = vec![];
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for col in 0..ROOMS_HORIZONTAL {
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if rooms[col][room_row].kind == RoomType::EmptyRoom {
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for (col, room_col) in rooms.iter().enumerate().take(ROOMS_HORIZONTAL) {
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if room_col[room_row].kind == RoomType::EmptyRoom {
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free_cols.push(col);
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}
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}
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@ -120,9 +120,9 @@ impl LevelGenerator {
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// all fields in the row/column was full so we can place it at any empty position
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if !placed {
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let mut free_pos: Vec<(usize, usize)> = vec![];
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for col in 0..ROOMS_HORIZONTAL {
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for row in 0..ROOMS_VERTICAL {
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if rooms[col][row].kind == RoomType::EmptyRoom {
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for (col, room_col) in rooms.iter().enumerate().take(ROOMS_HORIZONTAL) {
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for (row, room) in room_col.iter().enumerate().take(ROOMS_VERTICAL) {
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if room.kind == RoomType::EmptyRoom {
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free_pos.push((col, row));
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}
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}
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@ -138,9 +138,9 @@ impl LevelGenerator {
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rooms: &[[Room; ROOMS_VERTICAL]; ROOMS_HORIZONTAL],
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) -> Graph<(usize, usize), u16, petgraph::Undirected> {
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let mut graph = UnGraph::<(usize, usize), u16>::default();
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for col in 0..ROOMS_HORIZONTAL {
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for row in 0..ROOMS_VERTICAL {
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if rooms[col][row].kind != RoomType::EmptyRoom {
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for (col, tgt_col) in rooms.iter().enumerate().take(ROOMS_HORIZONTAL) {
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for (row, room) in tgt_col.iter().enumerate().take(ROOMS_VERTICAL) {
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if room.kind != RoomType::EmptyRoom {
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graph.add_node((col, row));
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}
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}
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@ -151,8 +151,13 @@ impl LevelGenerator {
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continue;
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}
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if let Some(src_index) = graph.node_indices().find(|i| graph[*i] == (col, row)) {
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for col_1 in col + 1..ROOMS_HORIZONTAL {
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if rooms[col_1][row].kind != RoomType::EmptyRoom {
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for (col_1, tgt_col) in rooms
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.iter()
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.enumerate()
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.take(ROOMS_HORIZONTAL)
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.skip(col + 1)
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{
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if tgt_col[row].kind != RoomType::EmptyRoom {
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if let Some(tgt_index) =
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graph.node_indices().find(|i| graph[*i] == (col_1, row))
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{
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@ -190,6 +195,7 @@ impl LevelGenerator {
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let tgt_room = rooms[tgt_node_col][tgt_node_row];
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if src_node_col == tgt_node_col {
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// Right
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let start_col =
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src_node_col * ROOM_WIDTH + src_room.offset_x + (src_room.width + 1) / 2;
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let start_row =
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@ -202,7 +208,7 @@ impl LevelGenerator {
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end_pos: (end_col, end_row),
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});
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} else {
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// println!("Right");
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// Down
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let start_col =
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1 + (src_node_col * ROOM_WIDTH) + src_room.offset_x + src_room.width;
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let start_row =
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@ -221,40 +227,12 @@ impl LevelGenerator {
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pub fn generate(level: usize, first: bool, last: bool) -> Self {
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let mut rng = rand::thread_rng();
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/*
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Fill grid with unconnected rooms
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*/
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let mut rooms_to_place: Vec<Room> =
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LevelGenerator::generate_rooms_to_place(&mut rng, level, first, last);
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let mut rooms: [[Room; 7]; 8] = LevelGenerator::place_rooms(&mut rng, &mut rooms_to_place);
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// debug print a text view of the dungeon
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println!(" 0 1 2 3 4 5 6 7");
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for r in 0..ROOMS_VERTICAL {
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print!("{} ", r);
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for c in 0..ROOMS_HORIZONTAL {
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match rooms[c][r].kind {
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RoomType::Start => print!("S "),
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RoomType::End => print!("E "),
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RoomType::StairUp => print!("< "),
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RoomType::StairDown => print!("> "),
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RoomType::BasicRoom => print!("_ "),
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RoomType::ArtifactRoom => print!("A "),
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RoomType::MonsterRoom => print!("M "),
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RoomType::EmptyRoom => print!(" "),
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};
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}
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println!();
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}
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/*
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Construct a graph from the unconnected rooms and make a minum spanning tree of it
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*/
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let mst: Graph<(usize, usize), u16, petgraph::Undirected> =
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LevelGenerator::create_mst(&rooms);
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println!("{:?}", mst);
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LevelGenerator::create_connections(&mut rooms, &mst);
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LevelGenerator { level, rooms, rng }
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}
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12
src/room.rs
12
src/room.rs
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@ -75,8 +75,8 @@ impl Connection {
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} else {
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// more left/right
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let d_col = self.end_pos.0 - self.start_pos.0;
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for c in self.start_pos.0..=(self.start_pos.0 + d_col / 2) {
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tgt[c][self.start_pos.1] = StructureElement::Floor;
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for tgt_col in tgt.iter_mut().skip(self.start_pos.0).take(d_col / 2 + 1) {
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tgt_col[self.start_pos.1] = StructureElement::Floor;
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}
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let range = if self.end_pos.1 > self.start_pos.1 {
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self.start_pos.1..=self.end_pos.1
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@ -86,8 +86,12 @@ impl Connection {
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for r in range {
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tgt[self.start_pos.0 + d_col / 2][r] = StructureElement::Floor;
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}
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for c in (self.start_pos.0 + d_col / 2)..=self.end_pos.0 {
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tgt[c][self.end_pos.1] = StructureElement::Floor;
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for tgt_col in tgt
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.iter_mut()
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.take(self.end_pos.0 + 1)
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.skip(self.start_pos.0 + d_col / 2)
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{
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tgt_col[self.end_pos.1] = StructureElement::Floor;
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}
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}
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}
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