Room Creating: Place Kitchen Furniture #11
3 changed files with 123 additions and 3 deletions
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@ -13,6 +13,10 @@ impl Default for Grid {
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}
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impl Grid {
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pub fn new(nodes: Vec<Vec2>, connections: Vec<(usize, usize)>) -> Self {
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Grid { nodes, connections }
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}
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fn load() -> Self {
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let mut grid = Self {
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nodes: vec![
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@ -1,23 +1,29 @@
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mod grid;
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mod player;
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mod room;
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use grid::Grid;
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use player::Player;
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use room::Room;
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#[derive(Debug, Default)]
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pub struct HouseState {
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grid: Grid,
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room: Room,
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//grid: Grid,
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player: Player
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}
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pub fn draw(state: &crate::State, _engine: &comfy::EngineContext) {
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//Draw House
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state.house.room.draw();
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//Draw Grid
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state.house.grid.draw();
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//state.house.grid.draw();
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//Draw Player
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state.house.player.draw();
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}
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pub fn update(state: &mut crate::State, _engine: &mut comfy::EngineContext) {
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state.house.player.update(&state.house.grid);
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state.house.player.update(&state.house.room.grid);
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}
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110
src/activities/house/room.rs
Normal file
110
src/activities/house/room.rs
Normal file
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@ -0,0 +1,110 @@
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use comfy::*;
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use super::grid::Grid;
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#[derive(Debug)]
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enum RoomType {
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Kitchen,
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Bath,
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Toilett,
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LivingRoom,
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SleepingRoom
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}
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#[derive(Debug)]
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pub struct Room {
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room_type: RoomType,
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size: (u8, u8), //(width, height)
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pub grid: Grid
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}
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impl RoomType {
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pub fn random() -> Self {
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match random_i32(0, 4) {
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0 => RoomType::Kitchen,
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1 => RoomType::Bath,
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2 => RoomType::Toilett,
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3 => RoomType::LivingRoom,
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4 => RoomType::SleepingRoom,
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_ => panic!("Somehow you where unlucky and got a random number out of range")
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}
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}
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}
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impl Default for Room {
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fn default() -> Self {
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Room::load() //Just for testing purposes
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}
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}
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impl Room {
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pub fn load() -> 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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Room { room_type, size, grid: Self::create_grid(size.0, size.1)}
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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(1, 3) as u8, 3)
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}
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}
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}
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fn create_grid(width: u8, height: u8) -> Grid{
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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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let scale = 4.0;
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//Lower Cable
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let lower_cable_y = height as f32 / 6.0;
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let mut current_x = -0.5;
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let mut nodes = Vec::new();
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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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current_x += random_i32(1, (width / 2) as i32) 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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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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}
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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 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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connections.push((*index, last_lower_node_index + i));
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}
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Grid::new(nodes, connections)
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}
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pub fn draw(&self) {
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let scale = 4.0;
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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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self.grid.draw();
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}
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}
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