diff --git a/src/game.rs b/src/game.rs index 6482dd5..3020bfe 100644 --- a/src/game.rs +++ b/src/game.rs @@ -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::>(); + 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 => '#',