Render room corners as +
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72ed107d17
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52
src/game.rs
52
src/game.rs
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@ -64,35 +64,39 @@ impl DungeonLevel {
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match self.tiles[y][x] {
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DungeonTile::Floor => '.',
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DungeonTile::Wall => {
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// Don't render walls with no adjacent floor space, to
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// keep the screen clear. Aside from that, walls are
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// '-' by default, unless the only adjacent floor is
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// to the east or west, in which case they are '|'.
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// Walls are rendered like so:
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// - If the wall has any floor tiles to its north or
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// south, then it is rendered as '-', because it is
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// the north or south wall of a room.
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// - Otherwise, if the wall has any floor tiles to its
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// east or west, then it is rendered as '|'.
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// - Otherwise, if any floor tiles are diagonally
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// adjacent to the wall, then the wall is rendered as
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// '+', because it is in the corner of a room.
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// - Otherwise, no floor tiles are adjacent to the
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// wall, therefore it is surrounded by stone and will
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// never be discovered by the player, so we don't
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// render it at all.
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let neighborhood = (-1..=1)
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.flat_map(|row| (-1..=1).map(move |col| (col, row)))
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.filter(|&(dx, dy)| !(dx == 0 && dy == 0))
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.filter_map(|(dx, dy)| {
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let (x, y) = (
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usize::try_from(x as isize + dx).ok()?,
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usize::try_from(y as isize + dy).ok()?,
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);
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Some((x, y, self.tiles.get(y)?.get(x)?))
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let has_floor = |deltas: &[(i32, i32)]| -> bool {
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deltas
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.iter()
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.map(|(dx, dy)| (x as i32 + dx, y as i32 + dy))
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.filter(|(x, y)| {
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(0..LEVEL_SIZE.0 as i32).contains(x)
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&& (0..LEVEL_SIZE.1 as i32).contains(y)
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})
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.collect::<Vec<(usize, usize, &DungeonTile)>>();
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.any(|(x, y)| self.tile(x, y) == &DungeonTile::Floor)
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};
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if neighborhood
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.iter()
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.all(|(_x, _y, tile)| *tile != &DungeonTile::Floor)
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{
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' '
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} else if neighborhood
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.iter()
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.any(|(tile_x, _y, tile)| *tile_x == x && *tile == &DungeonTile::Floor)
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{
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if has_floor(&[(0, -1), (0, 1)]) {
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'-'
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} else {
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} else if has_floor(&[(-1, 0), (1, 0)]) {
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'|'
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} else if has_floor(&[(-1, -1), (-1, 1), (1, -1), (1, 1)]) {
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'+'
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} else {
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' '
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}
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}
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DungeonTile::Hallway => '#',
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