use log::debug; use std::convert::From; #[derive(Copy, Clone, Debug)] pub enum TileType { Empty, Wall, Floor, StairsUp, StairsDown, Character(&'static str), Player, } #[derive(Clone, Debug)] pub struct Tile { tile_type: TileType, visible: bool, opaque: bool, lit: bool, } impl Tile { pub fn new(tile_type: TileType, visible: bool, opaque: bool, lit: bool) -> Self { Tile { tile_type, visible, opaque, lit, } } pub fn get_type(&self) -> &TileType { &self.tile_type } pub fn is_visible(&self) -> bool { self.visible } pub fn visibility(&mut self, visible: bool) { self.visible = visible; } pub fn is_lit(&self) -> bool { self.lit } pub fn lit(&mut self, lit: bool) { self.lit = lit; } pub fn is_opaque(&self) -> bool { self.opaque } pub fn opacity(&mut self, opaque: bool) { self.opaque = opaque } } impl From for Tile { fn from(tile_type: TileType) -> Self { Tile { tile_type, visible: false, // <--- TODO: this set the default beaviour // - true: all tiles of world and entities will be drawn // - false: only draw tiles visible for the player opaque: match tile_type { TileType::Empty => true, TileType::Wall => true, _ => false, }, lit: false, } } } pub struct TileGrid { grid: Vec>, xsize: usize, ysize: usize, } impl TileGrid { pub fn new(xsize: usize, ysize: usize) -> TileGrid { let mut grid = TileGrid { grid: Vec::with_capacity(ysize), xsize, ysize, }; for _ in 0..ysize { let mut subvec = Vec::with_capacity(xsize); for _ in 0..xsize { subvec.push(Tile::from(TileType::Empty)); } grid.grid.push(subvec); } grid } pub fn set_tile(&mut self, x: usize, y: usize, tile: Tile) { self.grid[y][x] = tile; } /// Sets a tile if nothing lies underneath it. pub fn set_empty_tile(&mut self, x: usize, y: usize, tile: Tile) { self.set_tile( x, y, match self.grid[y][x].tile_type { TileType::Empty => tile, _ => self.grid[y][x].clone(), }, ) } pub fn raw_data(&self) -> &Vec> { &self.grid } pub fn tile_at(&self, x: usize, y: usize) -> &Tile { &self.grid[y][x] } pub fn block_at(&self, x: usize, y: usize) -> &Tile { //Needed to integrate with the terminal numbering &self.grid[y + 1][x] } pub fn xsize(&self) -> usize { self.xsize } pub fn ysize(&self) -> usize { self.ysize } fn reveal(&mut self, x: usize, y: usize) { self.grid[y + 1][x].visibility(true); } fn light(&mut self, x: usize, y: usize) { self.grid[y + 1][x].lit(true); } /// Walk around the perimeter of the line of sight and ray-trace to clear tiles /// up to the nearest obstacle. pub fn clear_fog_of_war(&mut self, center: &(usize, usize), radius: usize) { // Unlight everything first. for x in 0..self.xsize { for y in 0..self.ysize { self.grid[y][x].lit(false) } } let start: (usize, usize) = (center.0.saturating_sub(radius), center.1.saturating_sub(radius)); let end: (usize, usize) = (center.0.saturating_add(radius), center.1.saturating_add(radius)); println!("From {:?} to {:?}", start, end); for x in start.0..=end.0 { for y in start.1..=end.1 { self.reveal(x, y); self.light(x, y); } } } } pub fn tile_to_str(tile: &Tile) -> &str { if tile.is_visible() { match tile.tile_type { TileType::Floor => match tile.is_lit() { true => ".", false => " " }, TileType::Wall => "#", TileType::Empty => " ", TileType::StairsDown => ">", TileType::StairsUp => "<", TileType::Player => "@", TileType::Character(t) => t, } } else { " " } } pub trait Tileable { fn tile(&self, grid: &mut TileGrid) -> Result<(), String>; } // fn circle(center: &(usize, usize), radius: usize) -> Vec<(usize, usize)> { // let mut x: i32 = radius as i32; // let mut y: i32 = 0; // let mut err: i32 = 0; // let signs: [i32; 2] = [-1, 1]; // let mut points: Vec<(usize, usize)> = vec![]; // while x >= y { // for xsign in signs.iter() { // for ysign in signs.iter() { // points.push(( // (center.0 as i32 + xsign * x).max(0) as usize, // (center.1 as i32 + ysign * y).max(0) as usize, // )); // points.push(( // (center.0 as i32 + xsign * y).max(0) as usize, // (center.1 as i32 + ysign * x).max(0) as usize, // )); // } // } // if err <= 0 { // y += 1; // err += 2 * y + 1; // } // if err > 0 { // x -= 1; // err -= 2 * x + 1; // } // } // points.sort(); // points.dedup(); // points // } #[cfg(test)] mod tests { use super::*; #[test] fn new_tilegrid_is_populated_by_empty_invisible_tiles() { const GRID_SIZE: usize = 2; let grid = TileGrid::new(GRID_SIZE, GRID_SIZE); for x in 0..2 { for y in 0..2 { assert!(match grid.tile_at(x, y).tile_type { TileType::Empty => true, _ => false, }); assert_eq!(grid.tile_at(x, y).is_visible(), false); } } } #[test] fn tiles_can_be_revealed() { let mut tile = Tile::from(TileType::Wall); assert_eq!(tile.visible, false); assert_eq!(tile.is_visible(), false); tile.visibility(true); assert_eq!(tile.visible, true); assert_eq!(tile.is_visible(), true); } #[test] fn tilegrid_can_reveal_tiles() { let mut grid = TileGrid::new(1, 1); grid.reveal(0, 0); assert_eq!(grid.grid[0][0].is_visible(), true); assert_eq!(grid.tile_at(0, 0).is_visible(), true); } #[test] fn test_clear_fog_of_war() { let mut grid = TileGrid::new(5, 5); grid.clear_fog_of_war(&(2, 2), 1); println!("test"); for x in 0..5 { for y in 0..5 { if grid.tile_at(x, y).is_visible() { print!("x"); } else { print!(" "); } } print!("\n"); } assert_eq!(grid.tile_at(0, 0).is_visible(), false); assert_eq!(grid.tile_at(1, 0).is_visible(), false); assert_eq!(grid.tile_at(2, 0).is_visible(), false); assert_eq!(grid.tile_at(3, 0).is_visible(), false); assert_eq!(grid.tile_at(4, 0).is_visible(), false); assert_eq!(grid.tile_at(0, 1).is_visible(), false); assert_eq!(grid.tile_at(1, 1).is_visible(), true); assert_eq!(grid.tile_at(2, 1).is_visible(), true); assert_eq!(grid.tile_at(3, 1).is_visible(), true); assert_eq!(grid.tile_at(4, 1).is_visible(), false); assert_eq!(grid.tile_at(0, 2).is_visible(), false); assert_eq!(grid.tile_at(1, 2).is_visible(), true); assert_eq!(grid.tile_at(2, 2).is_visible(), true); assert_eq!(grid.tile_at(3, 2).is_visible(), true); assert_eq!(grid.tile_at(4, 2).is_visible(), false); assert_eq!(grid.tile_at(0, 3).is_visible(), false); assert_eq!(grid.tile_at(1, 3).is_visible(), true); assert_eq!(grid.tile_at(2, 3).is_visible(), true); assert_eq!(grid.tile_at(3, 3).is_visible(), true); assert_eq!(grid.tile_at(4, 3).is_visible(), false); assert_eq!(grid.tile_at(0, 4).is_visible(), false); assert_eq!(grid.tile_at(1, 4).is_visible(), false); assert_eq!(grid.tile_at(2, 4).is_visible(), false); assert_eq!(grid.tile_at(3, 4).is_visible(), false); assert_eq!(grid.tile_at(4, 4).is_visible(), false); } }