From a9c22f0944b6ed8ceae7a333976f2fbd925d5b67 Mon Sep 17 00:00:00 2001 From: Joachim Lusiardi Date: Wed, 15 Nov 2023 21:42:20 +0100 Subject: [PATCH] generator except paths --- src/level.rs | 8 +++++-- src/level_generator.rs | 53 +++++++++++++++++++++++++++++++++++------- src/main.rs | 12 +++------- src/player.rs | 2 +- 4 files changed, 54 insertions(+), 21 deletions(-) diff --git a/src/level.rs b/src/level.rs index 6ca116f..18deb17 100644 --- a/src/level.rs +++ b/src/level.rs @@ -25,7 +25,9 @@ pub enum RoomType { #[derive(Copy, Clone, Debug, PartialEq)] pub struct Level { - structure: [[LevelElement; LEVEL_HEIGHT]; LEVEL_WIDTH], + pub(crate) structure: [[LevelElement; LEVEL_HEIGHT]; LEVEL_WIDTH], + pub(crate) start_x: usize, + pub(crate) start_y: usize, } impl Level { @@ -57,7 +59,9 @@ impl Level { pub fn new() -> Level { let mut s = [[LevelElement::Wall; LEVEL_HEIGHT]; LEVEL_WIDTH]; Level { - structure: s + structure: s, + start_x: 1, + start_y: 1 } } pub fn generate(&mut self, level: usize) { diff --git a/src/level_generator.rs b/src/level_generator.rs index 9f8f81d..2ef7c42 100644 --- a/src/level_generator.rs +++ b/src/level_generator.rs @@ -1,7 +1,9 @@ +use std::any::Any; use rand::prelude::SliceRandom; use rand::Rng; -use crate::level::RoomType; +use crate::level::{Level, LevelElement, RoomType}; +use crate::position::Position; const ROOMS_VERTICAL: usize = 7; const ROOMS_HORIZONTAL: usize = 4; @@ -36,12 +38,12 @@ impl Room { } #[derive(Debug)] -struct Level { +pub struct LevelGenerator { rooms: [[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL], } -impl Level { - fn generate(level: usize) -> Self { +impl LevelGenerator { + pub fn generate(level: usize) -> Self { let mut room_types: Vec = Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL); if level > 0 { room_types.push(RoomType::StairUp); @@ -90,31 +92,64 @@ impl Level { } let mut unconnected_rooms = 0;//ROOMS_HORIZONTAL * ROOMS_VERTICAL - 1; - rooms[0][0].connected=true; + rooms[0][0].connected = true; for r in 0..ROOMS_VERTICAL { for c in 0..ROOMS_HORIZONTAL { if !rooms[r][c].connected { continue; } if rooms[r][c].connection_right { - rooms[r][c+1].connected=true; + rooms[r][c + 1].connected = true; } if rooms[r][c].connection_down { - rooms[r+1][c].connected=true; + rooms[r + 1][c].connected = true; } } } println!("Unconnected: {}", unconnected_rooms); - Level { + LevelGenerator { rooms } } + pub fn render(&self) -> Level { + let mut rng = rand::thread_rng(); + let mut s = [[LevelElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH]; + let mut start_x: usize = 0; + let mut start_y: usize = 0; + for c in 0..ROOMS_VERTICAL { + for r in 0..ROOMS_HORIZONTAL { + let top = 1 + r * ROOM_HEIGHT; + let left = 1 + c * ROOM_WIDTH; + let room = self.rooms[c][r]; + for x in 0..room.width { + for y in 0..room.height { + s[left + room.offset_x + x][top + room.offset_y + y] = LevelElement::Floor; + } + } + if room.kind == RoomType::StairDown { + s[left + room.offset_x + rng.gen_range(0..room.width)][top + room.offset_y + rng.gen_range(0..room.height)] = LevelElement::StairDown; + } + if room.kind == RoomType::Start || room.kind == RoomType::StairUp { + start_x = left + room.offset_x + rng.gen_range(0..room.width); + start_y = top + room.offset_y + rng.gen_range(0..room.height); + } + if room.kind == RoomType::StairUp { + s[start_x][start_y] = LevelElement::StairUp; + } + } + } + Level { + structure: s, + start_x, + start_y, + } + } } #[test] fn test_level_gen() { - let level = Level::generate(0); + let level = LevelGenerator::generate(0); println!("{:?}", level); assert_eq!(1, 2); } \ No newline at end of file diff --git a/src/main.rs b/src/main.rs index b211656..b4240a8 100644 --- a/src/main.rs +++ b/src/main.rs @@ -15,6 +15,7 @@ use crate::game::Game; use crate::level::{Level, LevelElement}; use crate::level_widget::LevelWidget; use crate::player::Player; +use crate::level_generator::LevelGenerator; mod game; mod player; @@ -26,21 +27,14 @@ mod level_generator; fn main() -> Result<()> { let mut levels: [Level; 25] = [Level::new(); 25]; for l in 0..25 { - levels[l].generate(l); + levels[l] = LevelGenerator::generate(l).render(); } let mut g = Game { player: Player::new("Teddy Tester", 10), 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; - } - } + g.player.change_position((levels[0].start_x) as i8, (levels[0].start_y) as i8); stdout().execute(EnterAlternateScreen)?; enable_raw_mode()?; diff --git a/src/player.rs b/src/player.rs index 66a5315..5e68c55 100644 --- a/src/player.rs +++ b/src/player.rs @@ -12,7 +12,7 @@ impl Player { pub fn new(name: &str, max_life: i16) -> Player { Player { name: name.to_string(), - position: Position::new(0, 1, 1), + position: Position::new(0, 0, 0), life: max_life, max_life, }