Compare commits
2 commits
e720189f3e
...
b62df4c79d
Author | SHA1 | Date | |
---|---|---|---|
Alex Bethel | b62df4c79d | ||
Alex Bethel | 209c56ec50 |
|
@ -109,11 +109,7 @@ impl Display for DungeonLevel {
|
|||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
for y in 0..LEVEL_SIZE.1 {
|
||||
for x in 0..LEVEL_SIZE.0 {
|
||||
write!(
|
||||
f,
|
||||
"{}",
|
||||
self.render_tile(x, y)
|
||||
)?;
|
||||
write!(f, "{}", self.render_tile(x, y))?;
|
||||
}
|
||||
|
||||
write!(f, "\n")?;
|
||||
|
|
20
src/rooms.rs
20
src/rooms.rs
|
@ -5,9 +5,9 @@
|
|||
//! of attempts to place rectangular rooms of random sizes and
|
||||
//! positions within the region; of these attempts, we only keep those
|
||||
//! that are spread some distance away from other existing rooms. We
|
||||
//! then use a pathfinding algorithm to navigate from one room to all
|
||||
//! the others, leaving hallways and doors as we travel. The
|
||||
//! pathfinding algorithm is weighted to try and travel through
|
||||
//! then use a pathfinding algorithm to navigate from each room to the
|
||||
//! one generated after it, leaving hallways and doors as we travel.
|
||||
//! The pathfinding algorithm is weighted to try and travel through
|
||||
//! existing rooms and hallways rather than cutting new hallways
|
||||
//! through the stone to encourage rooms to connect to other rooms
|
||||
//! near them, and it has some randomness added to its weights to
|
||||
|
@ -138,7 +138,9 @@ impl RoomBounds {
|
|||
);
|
||||
|
||||
let new_room = Self { ul_corner, size };
|
||||
if v.iter().all(|room| !room.near(&new_room, ROOM_MIN_DISTANCE)) {
|
||||
if v.iter()
|
||||
.all(|room| !room.near(&new_room, ROOM_MIN_DISTANCE))
|
||||
{
|
||||
v.push(new_room)
|
||||
}
|
||||
}
|
||||
|
@ -175,10 +177,12 @@ fn cut_hallways(grid: &mut Grid<DungeonTile>, rooms: &[RoomBounds], rng: &mut im
|
|||
}
|
||||
|
||||
let size = (grid.cols(), grid.rows());
|
||||
let origin = rooms[0].center();
|
||||
|
||||
for other in rooms.iter().skip(1) {
|
||||
// Make hallways between pairs of adjacent rooms.
|
||||
for rooms in rooms.windows(2) {
|
||||
let (from, to) = (&rooms[0], &rooms[1]);
|
||||
let neighbors = [(-1, 0), (1, 0), (0, -1), (0, 1)];
|
||||
|
||||
for (x, y) in pathfind(
|
||||
|node| {
|
||||
let (x, y) = (node.0 as isize, node.1 as isize);
|
||||
|
@ -199,8 +203,8 @@ fn cut_hallways(grid: &mut Grid<DungeonTile>, rooms: &[RoomBounds], rng: &mut im
|
|||
}
|
||||
})
|
||||
},
|
||||
origin,
|
||||
other.center(),
|
||||
from.center(),
|
||||
to.center(),
|
||||
)
|
||||
.expect("graph is connected, must therefore be navigable")
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue