turtlegame/src/activities/house/room.rs

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3.7 KiB
Rust
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use comfy::{
draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext, HashSet,
Vec2, GREEN, RED, WHITE
};
use crate::game;
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use super::{furniture::Furniture, grid::Grid};
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pub const SCALE: f32 = 4.0;
#[derive(Debug, PartialEq)]
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enum RoomType {
Kitchen,
Bath,
Toilett,
LivingRoom,
SleepingRoom
}
#[derive(Debug)]
pub struct Room {
room_type: RoomType,
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pub size: (u8, u8), //(width, height)
pub grid: Grid,
furnitures: Vec<(Vec2, Vec2, Furniture)> //(pos, size, furniture)
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}
impl RoomType {
pub fn random() -> Self {
match random_i32(0, 4) {
0 => RoomType::Kitchen,
1 => RoomType::Bath,
2 => RoomType::Toilett,
3 => RoomType::LivingRoom,
4 => RoomType::SleepingRoom,
_ => panic!("Somehow you where unlucky and got a random number out of range")
}
}
}
impl Room {
pub fn new(ctx: &mut EngineContext<'_>) -> Self {
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let room_type = RoomType::random();
let size = Self::random_size(&room_type);
let mut furnitures = Vec::new();
if room_type == RoomType::Kitchen {
furnitures.push((
vec2(0.0, 0.0),
vec2(1.0, 2.0),
Furniture::new("kitchen", "fridge", ctx)
));
furnitures.push((
vec2(1.0, 0.0),
vec2(1.0, 1.0),
Furniture::new("kitchen", "dishwasher", ctx)
));
furnitures.push((
vec2(1.0, 1.0),
vec2(0.75, 0.75),
Furniture::new("kitchen", "blender", ctx)
));
}
Room {
room_type,
size,
grid: Self::create_grid(size.0, size.1),
furnitures
}
}
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fn random_size(room_type: &RoomType) -> (u8, u8) {
match room_type {
RoomType::Kitchen | RoomType::LivingRoom => (random_i32(5, 8) as u8, 3),
RoomType::Bath | RoomType::SleepingRoom => (random_i32(4, 6) as u8, 3),
RoomType::Toilett => (random_i32(2, 3) as u8, 3)
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}
}
fn create_grid(width: u8, height: u8) -> Grid {
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error!("START GRID CREATION!");
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let left_border = width as f32 / 2.0;
let lower_border = height as f32 / 2.0;
//Lower Cable
let lower_cable_y = height as f32 / 6.0;
let mut current_x = -0.5;
let mut nodes = Vec::new();
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let max_offset = ((width / 2) as i32).max(1);
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while current_x < width as f32 {
nodes.push(vec2(
(current_x - left_border) * SCALE,
(lower_cable_y - lower_border) * SCALE
));
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current_x += random_i32(1, max_offset) as f32;
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}
current_x = width as f32 + 0.5;
nodes.push(vec2(
(current_x - left_border) * SCALE,
(lower_cable_y - lower_border) * SCALE
));
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let mut connections = Vec::new();
for i in 1 .. nodes.len() {
connections.push((i - 1, i));
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}
//Lamps
let upper_cable_y = height as f32 - 0.25;
let max_lamps = (width as f32 / 2.5).round() as i32;
let lamp_amount = random_i32(1, max_lamps + 1);
let node_indices: HashSet<usize> = (0 .. lamp_amount)
.map(|_| random_i32(1, nodes.len() as i32 - 1) as usize)
.collect();
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let last_lower_node_index = nodes.len();
for (i, index) in node_indices.iter().enumerate() {
nodes.push(vec2(
nodes.get(*index).unwrap().x,
(upper_cable_y - lower_border) * SCALE
));
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connections.push((*index, last_lower_node_index + i));
}
Grid::new(nodes, connections)
}
pub fn draw(&self) {
let (width, height) = self.size;
draw_rect_outline(
vec2(0.0, 0.0),
vec2(width as f32 * SCALE, height as f32 * SCALE),
0.3,
RED,
game::ZLayer::MapMax.into()
);
for (pos, size, furniture) in &self.furnitures {
let mut pos = *pos - vec2(width as f32 / 2.0, height as f32 / 2.0);
pos += *size * 0.5;
if let Some(texture) = furniture.get_human_texture_handle() {
draw_sprite(
texture,
pos * SCALE,
WHITE,
game::ZLayer::MapMax.into(),
*size * SCALE
);
} else {
draw_rect_outline(
pos * SCALE,
*size * SCALE,
0.3,
GREEN,
game::ZLayer::MapMax.into()
);
}
}
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self.grid.draw();
}
}