start generating rooms

This commit is contained in:
Joachim Lusiardi 2023-11-12 18:58:02 +01:00
parent 186e9136c7
commit 3df042b0d8
2 changed files with 82 additions and 19 deletions

View File

@ -1,3 +1,7 @@
use rand::prelude::SliceRandom;
use rand::Rng;
use rand::rngs::ThreadRng;
pub const LEVEL_WIDTH: usize = 50; pub const LEVEL_WIDTH: usize = 50;
pub const LEVEL_HEIGHT: usize = 25; pub const LEVEL_HEIGHT: usize = 25;
@ -9,38 +13,84 @@ pub enum LevelElement {
StairUp, StairUp,
} }
#[derive(Copy, Clone, Debug, PartialEq)]
pub enum RoomType {
StairUp,
StairDown,
BasicRoom,
EmptyRoom,
}
#[derive(Copy, Clone, Debug, PartialEq)] #[derive(Copy, Clone, Debug, PartialEq)]
pub struct Level { pub struct Level {
structure: [[LevelElement; LEVEL_HEIGHT]; LEVEL_WIDTH], structure: [[LevelElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
} }
impl Level { impl Level {
const ROOM_HEIGHT: usize = 6;
const ROOM_WIDTH: usize = 7; const ROOM_WIDTH: usize = 7;
fn draw_room(row: usize, col: usize, s: &mut [[LevelElement; LEVEL_HEIGHT]; LEVEL_WIDTH]) { const ROOM_HEIGHT: usize = 6;
for r in 0..Level::ROOM_HEIGHT { const ROOMS_VERTICAL: usize = 7;
for c in 0..Level::ROOM_WIDTH { const ROOMS_HORIZONTAL: usize = 4;
if c == Level::ROOM_WIDTH - 1 || r == Level::ROOM_HEIGHT - 1 {
s[col * Level::ROOM_WIDTH + c][row * Level::ROOM_HEIGHT + r] = LevelElement::Wall; fn draw_room(&mut self, rng: &mut ThreadRng, row: usize, col: usize) {
let width = rng.gen_range(3..6);
let offset_x = rng.gen_range(0..(Level::ROOM_WIDTH - width));
let height = rng.gen_range(3..5);
let offset_y = rng.gen_range(0..(Level::ROOM_HEIGHT - height));
for r in offset_y..offset_y + height {
for c in offset_x..offset_x + width {
self.structure[1 + col * Level::ROOM_WIDTH + c][1 + row * Level::ROOM_HEIGHT + r] = LevelElement::Floor;
} }
} }
} }
fn draw_stair(&mut self, element: LevelElement, row: usize, col: usize) {
for r in 0..Level::ROOM_HEIGHT - 1 {
for c in 0..Level::ROOM_WIDTH - 1 {
self.structure[1 + col * Level::ROOM_WIDTH + c][1 + row * Level::ROOM_HEIGHT + r] = LevelElement::Floor;
}
}
self.structure[1 + col * Level::ROOM_WIDTH + 2][1 + row * Level::ROOM_HEIGHT + 2] = element;
} }
pub fn new() -> Level { pub fn new() -> Level {
let mut s = [[LevelElement::Floor; LEVEL_HEIGHT]; LEVEL_WIDTH]; let mut s = [[LevelElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH];
Level::draw_room(0, 0, &mut s);
Level::draw_room(1, 1, &mut s);
for i in 0..LEVEL_WIDTH {
s[i][0] = LevelElement::Wall;
}
for i in 0..LEVEL_HEIGHT {
s[0][i] = LevelElement::Wall;
}
Level { Level {
structure: s structure: s
} }
} }
pub fn generate(&mut self, level: usize) {
let mut rooms: Vec<RoomType> = Vec::with_capacity(Level::ROOMS_HORIZONTAL * Level::ROOMS_VERTICAL);
if level > 0 {
rooms.push(RoomType::StairUp);
}
if level < 24 {
rooms.push(RoomType::StairDown);
}
let mut rng = rand::thread_rng();
for _ in rooms.len()..Level::ROOMS_HORIZONTAL * Level::ROOMS_VERTICAL {
match rng.gen_range(1..=6) {
1 => { rooms.push(RoomType::EmptyRoom) }
_ => { rooms.push(RoomType::BasicRoom) }
}
}
rooms.shuffle(&mut rng);
for (idx, room) in rooms.iter().enumerate() {
let row = idx / Level::ROOMS_VERTICAL;
let col = idx % Level::ROOMS_VERTICAL;
match room {
RoomType::EmptyRoom => {}
RoomType::StairUp => {
self.draw_stair(LevelElement::StairUp, row, col)
}
RoomType::StairDown => {
self.draw_stair(LevelElement::StairDown, row, col)
}
RoomType::BasicRoom => {
self.draw_room(&mut rng, row, col)
}
};
}
}
pub fn get_element(&self, x: i16, y: i16) -> Option<LevelElement> { pub fn get_element(&self, x: i16, y: i16) -> Option<LevelElement> {
if x < 0 || y < 0 { if x < 0 || y < 0 {
return None; return None;

View File

@ -12,7 +12,7 @@ use ratatui::prelude::*;
use ratatui::widgets::Block; use ratatui::widgets::Block;
use crate::game::Game; use crate::game::Game;
use crate::level::Level; use crate::level::{Level, LevelElement};
use crate::level_widget::LevelWidget; use crate::level_widget::LevelWidget;
use crate::player::Player; use crate::player::Player;
@ -23,11 +23,24 @@ mod position;
mod level_widget; mod level_widget;
fn main() -> Result<()> { fn main() -> Result<()> {
let mut levels: [Level; 25] = [Level::new(); 25];
for l in 0..25 {
levels[l].generate(l);
}
let mut g = Game { let mut g = Game {
player: Player::new("Teddy Tester", 10), player: Player::new("Teddy Tester", 10),
levels: [Level::new(); 25], levels,
}; };
// place player on first upper left floor
for i in 0..level::LEVEL_HEIGHT {
let t = (i as usize).try_into().unwrap();
if g.levels[0].get_element(t, t) == Some(LevelElement::Floor) {
g.player.change_position((i - 1) as i8, (i - 1) as i8);
break;
}
}
stdout().execute(EnterAlternateScreen)?; stdout().execute(EnterAlternateScreen)?;
enable_raw_mode()?; enable_raw_mode()?;
let mut terminal = Terminal::new(CrosstermBackend::new(stdout()))?; let mut terminal = Terminal::new(CrosstermBackend::new(stdout()))?;