start generating rooms
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186e9136c7
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84
src/level.rs
84
src/level.rs
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@ -1,3 +1,7 @@
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use rand::prelude::SliceRandom;
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use rand::Rng;
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use rand::rngs::ThreadRng;
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pub const LEVEL_WIDTH: usize = 50;
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pub const LEVEL_HEIGHT: usize = 25;
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@ -9,38 +13,84 @@ pub enum LevelElement {
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StairUp,
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}
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#[derive(Copy, Clone, Debug, PartialEq)]
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pub enum RoomType {
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StairUp,
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StairDown,
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BasicRoom,
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EmptyRoom,
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}
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#[derive(Copy, Clone, Debug, PartialEq)]
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pub struct Level {
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structure: [[LevelElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
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}
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impl Level {
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const ROOM_HEIGHT: usize = 6;
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const ROOM_WIDTH: usize = 7;
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fn draw_room(row: usize, col: usize, s: &mut [[LevelElement; LEVEL_HEIGHT]; LEVEL_WIDTH]) {
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for r in 0..Level::ROOM_HEIGHT {
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for c in 0..Level::ROOM_WIDTH {
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if c == Level::ROOM_WIDTH - 1 || r == Level::ROOM_HEIGHT - 1 {
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s[col * Level::ROOM_WIDTH + c][row * Level::ROOM_HEIGHT + r] = LevelElement::Wall;
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}
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const ROOM_HEIGHT: usize = 6;
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const ROOMS_VERTICAL: usize = 7;
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const ROOMS_HORIZONTAL: usize = 4;
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fn draw_room(&mut self, rng: &mut ThreadRng, row: usize, col: usize) {
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let width = rng.gen_range(3..6);
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let offset_x = rng.gen_range(0..(Level::ROOM_WIDTH - width));
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let height = rng.gen_range(3..5);
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let offset_y = rng.gen_range(0..(Level::ROOM_HEIGHT - height));
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for r in offset_y..offset_y + height {
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for c in offset_x..offset_x + width {
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self.structure[1 + col * Level::ROOM_WIDTH + c][1 + row * Level::ROOM_HEIGHT + r] = LevelElement::Floor;
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}
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}
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}
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fn draw_stair(&mut self, element: LevelElement, row: usize, col: usize) {
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for r in 0..Level::ROOM_HEIGHT - 1 {
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for c in 0..Level::ROOM_WIDTH - 1 {
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self.structure[1 + col * Level::ROOM_WIDTH + c][1 + row * Level::ROOM_HEIGHT + r] = LevelElement::Floor;
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}
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}
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self.structure[1 + col * Level::ROOM_WIDTH + 2][1 + row * Level::ROOM_HEIGHT + 2] = element;
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}
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pub fn new() -> Level {
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let mut s = [[LevelElement::Floor; LEVEL_HEIGHT]; LEVEL_WIDTH];
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Level::draw_room(0, 0, &mut s);
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Level::draw_room(1, 1, &mut s);
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for i in 0..LEVEL_WIDTH {
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s[i][0] = LevelElement::Wall;
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}
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for i in 0..LEVEL_HEIGHT {
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s[0][i] = LevelElement::Wall;
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}
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let mut s = [[LevelElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH];
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Level {
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structure: s
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}
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}
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pub fn generate(&mut self, level: usize) {
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let mut rooms: Vec<RoomType> = Vec::with_capacity(Level::ROOMS_HORIZONTAL * Level::ROOMS_VERTICAL);
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if level > 0 {
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rooms.push(RoomType::StairUp);
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}
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if level < 24 {
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rooms.push(RoomType::StairDown);
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}
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let mut rng = rand::thread_rng();
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for _ in rooms.len()..Level::ROOMS_HORIZONTAL * Level::ROOMS_VERTICAL {
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match rng.gen_range(1..=6) {
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1 => { rooms.push(RoomType::EmptyRoom) }
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_ => { rooms.push(RoomType::BasicRoom) }
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}
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}
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rooms.shuffle(&mut rng);
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for (idx, room) in rooms.iter().enumerate() {
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let row = idx / Level::ROOMS_VERTICAL;
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let col = idx % Level::ROOMS_VERTICAL;
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match room {
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RoomType::EmptyRoom => {}
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RoomType::StairUp => {
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self.draw_stair(LevelElement::StairUp, row, col)
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}
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RoomType::StairDown => {
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self.draw_stair(LevelElement::StairDown, row, col)
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}
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RoomType::BasicRoom => {
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self.draw_room(&mut rng, row, col)
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}
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};
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}
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}
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pub fn get_element(&self, x: i16, y: i16) -> Option<LevelElement> {
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if x < 0 || y < 0 {
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return None;
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17
src/main.rs
17
src/main.rs
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@ -12,7 +12,7 @@ use ratatui::prelude::*;
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use ratatui::widgets::Block;
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use crate::game::Game;
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use crate::level::Level;
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use crate::level::{Level, LevelElement};
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use crate::level_widget::LevelWidget;
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use crate::player::Player;
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@ -23,11 +23,24 @@ mod position;
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mod level_widget;
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fn main() -> Result<()> {
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let mut levels: [Level; 25] = [Level::new(); 25];
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for l in 0..25 {
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levels[l].generate(l);
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}
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let mut g = Game {
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player: Player::new("Teddy Tester", 10),
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levels: [Level::new(); 25],
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levels,
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};
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// place player on first upper left floor
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for i in 0..level::LEVEL_HEIGHT {
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let t = (i as usize).try_into().unwrap();
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if g.levels[0].get_element(t, t) == Some(LevelElement::Floor) {
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g.player.change_position((i - 1) as i8, (i - 1) as i8);
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break;
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}
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}
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stdout().execute(EnterAlternateScreen)?;
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enable_raw_mode()?;
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let mut terminal = Terminal::new(CrosstermBackend::new(stdout()))?;
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