use pancurses::Window; use crate::rooms; /// A dungeon root. pub struct Dungeon { main_branch: DungeonBranch, } /// A single branch of a dungeon, which has a number of levels and /// which can potentially contain passages to other branches. pub struct DungeonBranch { config: BranchConfig, levels: Vec, } /// The parameters that characterize a particular dungeon branch. /// Currently a unit struct because there's only one type of branch, /// but will later include e.g. architectural styles, good vs. evil & /// lawful vs. chaotic weights, etc. pub struct BranchConfig; /// The size of a dungeon level, in tiles. pub const LEVEL_SIZE: (usize, usize) = (80, 24); /// A single level of the dungeon. pub struct DungeonLevel { /// The tiles at every position in the level. tiles: [[DungeonTile; LEVEL_SIZE.0]; LEVEL_SIZE.1], } /// The smallest measurable independent location in the dungeon, /// corresponding to a single character on the screen. #[derive(Debug, Clone, Copy)] pub enum DungeonTile { Floor, Wall, Hallway, } impl DungeonLevel { /// Creates a new level in a branch that has the given /// configuration. pub fn new(cfg: &BranchConfig) -> Self { Self { tiles: rooms::generate_level(30, &mut rand::thread_rng()), } } /// Draws a level on the display window. pub fn draw(&self, win: &Window) { for (y, row) in self.tiles.iter().enumerate() { win.mv(y as _, 0); for tile in row { win.addch(match tile { DungeonTile::Floor => '.', DungeonTile::Wall => ' ', DungeonTile::Hallway => '#', }); } } // Leave the cursor at the lower-left. win.mv(0, 0); } }