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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<TileType> 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<Vec<Tile>>,
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<Vec<Tile>> {
&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
}
/// Clears all blocks in a single line of sight ray; stop when encountering a wall
/// This uses the bresenham algorithm, see:
/// https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
fn clear_los(&mut self, start: &(usize, usize), end: &(usize, usize)) {
let dx = (end.0 as isize - start.0 as isize).abs();
let sx: isize = if start.0 < end.0 { 1 } else { -1 };
let dy = -(end.1 as isize - start.1 as isize).abs();
let sy: isize = if start.1 < end.1 { 1 } else { -1 };
let mut err = dx + dy;
let mut x = start.0;
let mut y = start.1;
loop {
if x == end.0 && y == end.1 {
break;
}
if let TileType::Wall = self.grid[y][x].get_type() {
break;
}
let err2 = 2 * err;
if err2 >= dy {
err += dy;
x = (x as isize + sx).max(0) as usize;
}
if err2 <= dx {
err += dx;
y = (y as isize + sy).max(0) as usize;
}
self.grid[y][x].visibility(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) {
let a = (
center.0.saturating_sub(radius),
center.1.saturating_sub(radius),
);
let b = (center.0 + radius, center.1.saturating_sub(radius));
let c = (center.0 + radius, center.1 + radius);
let d = (center.0.saturating_sub(radius), center.1 + radius);
// From a to b
for x in a.0..b.0 {
self.clear_los(center, &(x, a.1));
}
// From b to c
for y in b.1..c.1 {
self.clear_los(center, &(b.0, y));
}
// From c to d
for x in d.0..c.0 {
self.clear_los(center, &(x, c.1));
}
// From d to a
for y in a.1..d.1 {
self.clear_los(center, &(d.0, y));
}
}
}
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>;
}
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