Render room corners as `+`

master
Alex Bethel 2022-01-06 14:32:08 -06:00
parent 72ed107d17
commit 411b8091f9
1 changed files with 29 additions and 25 deletions

View File

@ -64,35 +64,39 @@ impl DungeonLevel {
match self.tiles[y][x] {
DungeonTile::Floor => '.',
DungeonTile::Wall => {
// Don't render walls with no adjacent floor space, to
// keep the screen clear. Aside from that, walls are
// '-' by default, unless the only adjacent floor is
// to the east or west, in which case they are '|'.
// Walls are rendered like so:
// - If the wall has any floor tiles to its north or
// south, then it is rendered as '-', because it is
// the north or south wall of a room.
// - Otherwise, if the wall has any floor tiles to its
// east or west, then it is rendered as '|'.
// - Otherwise, if any floor tiles are diagonally
// adjacent to the wall, then the wall is rendered as
// '+', because it is in the corner of a room.
// - Otherwise, no floor tiles are adjacent to the
// wall, therefore it is surrounded by stone and will
// never be discovered by the player, so we don't
// render it at all.
let neighborhood = (-1..=1)
.flat_map(|row| (-1..=1).map(move |col| (col, row)))
.filter(|&(dx, dy)| !(dx == 0 && dy == 0))
.filter_map(|(dx, dy)| {
let (x, y) = (
usize::try_from(x as isize + dx).ok()?,
usize::try_from(y as isize + dy).ok()?,
);
Some((x, y, self.tiles.get(y)?.get(x)?))
})
.collect::<Vec<(usize, usize, &DungeonTile)>>();
let has_floor = |deltas: &[(i32, i32)]| -> bool {
deltas
.iter()
.map(|(dx, dy)| (x as i32 + dx, y as i32 + dy))
.filter(|(x, y)| {
(0..LEVEL_SIZE.0 as i32).contains(x)
&& (0..LEVEL_SIZE.1 as i32).contains(y)
})
.any(|(x, y)| self.tile(x, y) == &DungeonTile::Floor)
};
if neighborhood
.iter()
.all(|(_x, _y, tile)| *tile != &DungeonTile::Floor)
{
' '
} else if neighborhood
.iter()
.any(|(tile_x, _y, tile)| *tile_x == x && *tile == &DungeonTile::Floor)
{
if has_floor(&[(0, -1), (0, 1)]) {
'-'
} else {
} else if has_floor(&[(-1, 0), (1, 0)]) {
'|'
} else if has_floor(&[(-1, -1), (-1, 1), (1, -1), (1, 1)]) {
'+'
} else {
' '
}
}
DungeonTile::Hallway => '#',