use std::convert::From; #[derive(Clone)] pub enum TileType { Empty, Wall, Floor, StairsUp, StairsDown, Character(&'static str), Player, } #[derive(Clone)] pub struct Tile { tile_type: TileType, visible: bool, } impl Tile { pub fn new(tile_type: TileType, visible: bool) -> Self { Tile { tile_type, visible } } 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; } } 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 } } } 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::new(TileType::Empty, true)); } 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 block_at(&self, x: usize, y: usize) -> &Tile { &self.grid[y + 1][x] } pub fn xsize(&self) -> usize { self.xsize } pub fn ysize(&self) -> usize { self.ysize } pub fn clear_fog_of_war(&mut self, center: &(usize, usize), radius: usize) { let startx: usize = 0.max(center.0 as isize - radius as isize) as usize; let starty: usize = 0.max(center.1 as isize - radius as isize) as usize; for x in startx..self.xsize.min(center.0 + radius) { for y in starty..self.ysize.min(center.1 + radius) { self.grid[y][x].visibility(true) } } } } pub fn tile_to_str(tile: &Tile) -> &str { if tile.is_visible() { match tile.tile_type { TileType::Floor => ".", 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>; }