generator except paths
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@ -25,7 +25,9 @@ pub enum RoomType {
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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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pub(crate) structure: [[LevelElement; LEVEL_HEIGHT]; LEVEL_WIDTH],
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pub(crate) start_x: usize,
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pub(crate) start_y: usize,
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}
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impl Level {
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@ -57,7 +59,9 @@ impl Level {
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pub fn new() -> Level {
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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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structure: s,
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start_x: 1,
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start_y: 1
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}
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}
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pub fn generate(&mut self, level: usize) {
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@ -1,7 +1,9 @@
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use std::any::Any;
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use rand::prelude::SliceRandom;
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use rand::Rng;
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use crate::level::RoomType;
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use crate::level::{Level, LevelElement, RoomType};
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use crate::position::Position;
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const ROOMS_VERTICAL: usize = 7;
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const ROOMS_HORIZONTAL: usize = 4;
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@ -36,12 +38,12 @@ impl Room {
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}
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#[derive(Debug)]
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struct Level {
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pub struct LevelGenerator {
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rooms: [[Room; ROOMS_HORIZONTAL]; ROOMS_VERTICAL],
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}
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impl Level {
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fn generate(level: usize) -> Self {
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impl LevelGenerator {
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pub fn generate(level: usize) -> Self {
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let mut room_types: Vec<RoomType> = Vec::with_capacity(ROOMS_HORIZONTAL * ROOMS_VERTICAL);
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if level > 0 {
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room_types.push(RoomType::StairUp);
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@ -106,15 +108,48 @@ impl Level {
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}
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println!("Unconnected: {}", unconnected_rooms);
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Level {
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LevelGenerator {
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rooms
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}
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}
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pub fn render(&self) -> Level {
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let mut rng = rand::thread_rng();
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let mut s = [[LevelElement::Wall; 1 + ROOMS_HORIZONTAL * ROOM_HEIGHT]; 1 + ROOMS_VERTICAL * ROOM_WIDTH];
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let mut start_x: usize = 0;
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let mut start_y: usize = 0;
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for c in 0..ROOMS_VERTICAL {
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for r in 0..ROOMS_HORIZONTAL {
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let top = 1 + r * ROOM_HEIGHT;
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let left = 1 + c * ROOM_WIDTH;
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let room = self.rooms[c][r];
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for x in 0..room.width {
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for y in 0..room.height {
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s[left + room.offset_x + x][top + room.offset_y + y] = LevelElement::Floor;
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}
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}
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if room.kind == RoomType::StairDown {
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s[left + room.offset_x + rng.gen_range(0..room.width)][top + room.offset_y + rng.gen_range(0..room.height)] = LevelElement::StairDown;
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}
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if room.kind == RoomType::Start || room.kind == RoomType::StairUp {
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start_x = left + room.offset_x + rng.gen_range(0..room.width);
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start_y = top + room.offset_y + rng.gen_range(0..room.height);
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}
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if room.kind == RoomType::StairUp {
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s[start_x][start_y] = LevelElement::StairUp;
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}
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}
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}
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Level {
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structure: s,
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start_x,
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start_y,
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}
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}
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}
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#[test]
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fn test_level_gen() {
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let level = Level::generate(0);
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let level = LevelGenerator::generate(0);
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println!("{:?}", level);
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assert_eq!(1, 2);
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}
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12
src/main.rs
12
src/main.rs
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@ -15,6 +15,7 @@ use crate::game::Game;
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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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use crate::level_generator::LevelGenerator;
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mod game;
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mod player;
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@ -26,21 +27,14 @@ mod level_generator;
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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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levels[l] = LevelGenerator::generate(l).render();
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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,
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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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g.player.change_position((levels[0].start_x) as i8, (levels[0].start_y) as i8);
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stdout().execute(EnterAlternateScreen)?;
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enable_raw_mode()?;
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@ -12,7 +12,7 @@ impl Player {
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pub fn new(name: &str, max_life: i16) -> Player {
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Player {
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name: name.to_string(),
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position: Position::new(0, 1, 1),
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position: Position::new(0, 0, 0),
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life: max_life,
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max_life,
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}
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