Added furniture drawing to room-creation. Run clippy and fmt
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106b5f590f
commit
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7 changed files with 150 additions and 88 deletions
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@ -1,4 +1,9 @@
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use comfy::*;
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use comfy::{
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draw_rect_outline, draw_sprite, error, random_i32, vec2, EngineContext, HashSet,
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Vec2, GREEN, RED, WHITE
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};
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use crate::game;
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use super::{furniture::Furniture, grid::Grid};
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@ -18,13 +23,7 @@ pub struct Room {
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room_type: RoomType,
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pub size: (u8, u8), //(width, height)
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pub grid: Grid,
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tiles: Vec<Tile>
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}
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#[derive(Debug)]
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enum Tile {
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Single(Furniture),
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Double(Furniture, Furniture)
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furnitures: Vec<(Vec2, Vec2, Furniture)> //(pos, size, furniture)
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}
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impl RoomType {
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@ -40,40 +39,51 @@ impl RoomType {
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}
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}
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impl Room {
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pub fn new(ctx: &mut EngineContext<'_>) -> Self {
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pub fn new(ctx: &mut EngineContext<'_>) -> Self {
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let room_type = RoomType::random();
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let size = Self::random_size(&room_type);
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let mut tiles = Vec::new();
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let mut furnitures = Vec::new();
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if room_type == RoomType::Kitchen {
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tiles.push(Tile::Single(Furniture::new("kitchen", "fridge", ctx)));
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furnitures.push((
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vec2(0.0, 0.0),
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vec2(1.0, 2.0),
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Furniture::new("kitchen", "fridge", ctx)
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));
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furnitures.push((
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vec2(1.0, 0.0),
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vec2(1.0, 1.0),
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Furniture::new("kitchen", "dishwasher", ctx)
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));
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furnitures.push((
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vec2(1.0, 1.0),
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vec2(0.75, 0.75),
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Furniture::new("kitchen", "blender", ctx)
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));
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}
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Room { room_type, size, grid: Self::create_grid(size.0, size.1), tiles}
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}
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fn random_size(room_type: &RoomType) -> (u8, u8) {
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match room_type {
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RoomType::Kitchen | RoomType::LivingRoom => {
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(random_i32(5, 8) as u8, 3)
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}
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RoomType::Bath | RoomType::SleepingRoom => {
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(random_i32(4, 6) as u8, 3)
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}
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RoomType::Toilett => {
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(random_i32(2, 3) as u8, 3)
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}
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Room {
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room_type,
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size,
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grid: Self::create_grid(size.0, size.1),
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furnitures
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}
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}
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fn create_grid(width: u8, height: u8) -> Grid{
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fn random_size(room_type: &RoomType) -> (u8, u8) {
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match room_type {
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RoomType::Kitchen | RoomType::LivingRoom => (random_i32(5, 8) as u8, 3),
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RoomType::Bath | RoomType::SleepingRoom => (random_i32(4, 6) as u8, 3),
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RoomType::Toilett => (random_i32(2, 3) as u8, 3)
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}
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}
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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;
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let lower_border = height as f32 / 2.0;
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//Lower Cable
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let lower_cable_y = height as f32 / 6.0;
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@ -83,26 +93,37 @@ impl Room {
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let max_offset = ((width / 2) as i32).max(1);
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while current_x < width as f32 {
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nodes.push(vec2((current_x - left_border) * SCALE, (lower_cable_y - lower_border) * SCALE));
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nodes.push(vec2(
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(current_x - left_border) * SCALE,
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(lower_cable_y - lower_border) * SCALE
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));
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current_x += random_i32(1, max_offset) as f32;
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}
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current_x = width as f32 + 0.5;
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nodes.push(vec2((current_x - left_border) * SCALE, (lower_cable_y - lower_border) * SCALE));
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nodes.push(vec2(
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(current_x - left_border) * SCALE,
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(lower_cable_y - lower_border) * SCALE
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));
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let mut connections = Vec::new();
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for i in 1..nodes.len() {
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connections.push((i-1, i));
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for i in 1 .. nodes.len() {
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connections.push((i - 1, i));
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}
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//Lamps
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let upper_cable_y = height as f32 - 0.25;
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let max_lamps = (width as f32 / 2.5).round() as i32;
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let lamp_amount = random_i32(1, max_lamps + 1);
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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 node_indices: HashSet<usize> = (0 .. lamp_amount)
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.map(|_| random_i32(1, nodes.len() as i32 - 1) as usize)
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.collect();
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let last_lower_node_index = nodes.len();
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for (i, index) in node_indices.iter().enumerate() {
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nodes.push(vec2(nodes.get(*index).unwrap().x,(upper_cable_y - lower_border) * SCALE));
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nodes.push(vec2(
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nodes.get(*index).unwrap().x,
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(upper_cable_y - lower_border) * SCALE
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));
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connections.push((*index, last_lower_node_index + i));
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}
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@ -110,11 +131,38 @@ impl Room {
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}
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pub fn draw(&self) {
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let (width, height) = self.size;
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let (width, height) = (width as f32 * SCALE, height as f32 * SCALE);
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draw_rect_outline(vec2(0.0, 0.0), vec2(width, height), 0.3, RED, 0);
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draw_rect_outline(
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vec2(0.0, 0.0),
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vec2(width as f32 * SCALE, height as f32 * SCALE),
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0.3,
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RED,
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game::ZLayer::MapMax.into()
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);
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for (pos, size, furniture) in &self.furnitures {
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let mut pos = *pos - vec2(width as f32 / 2.0, height as f32 / 2.0);
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pos += *size * 0.5;
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if let Some(texture) = furniture.get_human_texture_handle() {
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draw_sprite(
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texture,
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pos * SCALE,
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WHITE,
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game::ZLayer::MapMax.into(),
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*size * SCALE
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);
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} else {
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draw_rect_outline(
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pos * SCALE,
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*size * SCALE,
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0.3,
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GREEN,
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game::ZLayer::MapMax.into()
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);
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}
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}
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self.grid.draw();
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}
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