https://git.spwbk.site/swatson/rs-rl/raw/master/src/map.rs
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use rltk::{RandomNumberGenerator, RGB, Rltk, Algorithm2D, Point, BaseMap};
use super::{Rect};
use std::cmp::{max, min};
use specs::prelude::*;
use serde::{Serialize, Deserialize};
use std::collections::HashSet;

pub const MAPWIDTH : usize = 80;
pub const MAPHEIGHT : usize = 38;
pub const MAPCOUNT : usize = MAPHEIGHT * MAPWIDTH;

#[derive(PartialEq, Copy, Clone, Serialize, Deserialize)]
pub enum TileType {
   Wall,
   Floor,
   DownStairs,
}

#[derive(Default, Serialize, Deserialize, Clone)]
pub struct Map {
   pub tiles: Vec<TileType>,
   pub rooms: Vec<Rect>,
   pub width: i32,
   pub height: i32,
   pub revealed_tiles : Vec<bool>,
   pub visible_tiles: Vec<bool>,
   pub blocked : Vec<bool>,
   pub depth: i32,
   pub bloodstains : HashSet<usize>,

   #[serde(skip_serializing)]
   #[serde(skip_deserializing)]
   pub tile_content : Vec<Vec<Entity>>
}
impl Map {
   pub fn clear_content_index(&mut self) {
       for content in self.tile_content.iter_mut() {
           content.clear();
       }
   }

   pub fn populate_blocked(&mut self) {
       for (i,tile) in self.tiles.iter_mut().enumerate() {
           self.blocked[i] = *tile == TileType::Wall;
       }
  }

   fn is_exit_valid(&self, x:i32, y:i32) -> bool {
       if x < 1 || x > self.width-1 || y < 1 || y > self.height-1 { return false; }
       let idx = self.xy_idx(x, y);
       !self.blocked[idx]
   }

   pub fn xy_idx(&self, x: i32, y: i32) -> usize {
       (y as usize * self.width as usize) + x as usize
   }

   fn apply_room_to_map(&mut self, room: &Rect) {
       for y in room.y1 +1 ..= room.y2 {
           for x in room.x1 + 1 ..= room.x2 {
               let idx = self.xy_idx(x,y);
               self.tiles[idx] = TileType::Floor;
           }
       }
   }

   fn apply_horizontal_tunnel(&mut self, x1:i32, x2:i32, y:i32) {
       for x in min(x1,x2) ..= max(x1,x2) {
           let idx = self.xy_idx(x, y);
           if idx > 0 && idx < self.width as usize * self.height as usize {
               self.tiles[idx as usize] = TileType::Floor;
           }
       }
   }

   fn apply_vertical_tunnel(&mut self, y1:i32, y2:i32, x:i32) {
       for y in min(y1,y2) ..= max(y1,y2) {
           let idx = self.xy_idx(x, y);
           if idx > 0 && idx < self.width as usize * self.height as usize {
               self.tiles[idx as usize] = TileType::Floor;
           }
       }
   }

   pub fn new_map_rooms_and_corridors(new_depth: i32) -> Map {
       let mut map = Map{
           tiles : vec![TileType::Wall; MAPCOUNT],
           rooms : Vec::new(),
           width : MAPWIDTH as i32,
           height: MAPHEIGHT as i32,
           revealed_tiles : vec![false; MAPCOUNT],
           visible_tiles : vec![false; MAPCOUNT],
           blocked : vec![false; MAPCOUNT],
           depth: new_depth,
           bloodstains: HashSet::new(),
           tile_content : vec![Vec::new(); MAPCOUNT]
       };

       const MAX_ROOMS : i32 = 30;
       const MIN_SIZE : i32 = 6;
       const MAX_SIZE : i32 = 10;

       let mut rng = RandomNumberGenerator::new();

       for _ in 0..MAX_ROOMS {
           let w = rng.range(MIN_SIZE, MAX_SIZE);
           let h = rng.range(MIN_SIZE, MAX_SIZE);
           let x = rng.roll_dice(1, map.width - w - 1) - 1;
           let y = rng.roll_dice(1, map.height - h - 1) - 1;
           let new_room = Rect::new(x, y, w, h);
           let mut ok = true;
           for other_room in map.rooms.iter() {
               if new_room.intersect(other_room) { ok = false }
           }
           if ok {
               map.apply_room_to_map(&new_room);

               if !map.rooms.is_empty() {
                   let (new_x, new_y) = new_room.center();
                   let (prev_x, prev_y) = map.rooms[map.rooms.len()-1].center();
                   if rng.range(0,2) == 1 {
                       map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
                       map.apply_vertical_tunnel(prev_y, new_y, new_x);
                   } else {
                       map.apply_vertical_tunnel(prev_y, new_y, prev_x);
                       map.apply_horizontal_tunnel(prev_x, new_x, new_y);
                   }
               }

               map.rooms.push(new_room);
           }
       }

       let stairs_position = map.rooms[map.rooms.len()-1].center();
       let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
       map.tiles[stairs_idx] = TileType::DownStairs;

       map
   }



}
impl Algorithm2D for Map {
   fn dimensions(&self) -> Point {
       Point::new(self.width, self.height)
   }
}
impl BaseMap for Map {
   fn is_opaque(&self, idx:usize) -> bool {
       self.tiles[idx as usize] == TileType::Wall
   }

   fn get_available_exits(&self, idx:usize) -> rltk::SmallVec<[(usize, f32); 10]> {
       let mut exits = rltk::SmallVec::new();
       let x = idx as i32 % self.width;
       let y = idx as i32 / self.width;
       let w = self.width as usize;

       // Cardinal directions
       if self.is_exit_valid(x-1, y) { exits.push((idx-1, 1.0)) };
       if self.is_exit_valid(x+1, y) { exits.push((idx+1, 1.0)) };
       if self.is_exit_valid(x, y-1) { exits.push((idx-w, 1.0)) };
       if self.is_exit_valid(x, y+1) { exits.push((idx+w, 1.0)) };

       // Diagonals
       if self.is_exit_valid(x-1, y-1) { exits.push(((idx-w)-1, 1.45)); }
       if self.is_exit_valid(x+1, y-1) { exits.push(((idx-w)+1, 1.45)); }
       if self.is_exit_valid(x-1, y+1) { exits.push(((idx+w)-1, 1.45)); }
       if self.is_exit_valid(x+1, y+1) { exits.push(((idx+w)+1, 1.45)); }

       exits
   }

   fn get_pathing_distance(&self, idx1:usize, idx2:usize) -> f32 {
       let w = self.width as usize;
       let p1 = Point::new(idx1 % w, idx1 / w);
       let p2 = Point::new(idx2 % w, idx2 / w);
       rltk::DistanceAlg::Pythagoras.distance2d(p1, p2)
   }
}

// /// Makes a map with solid boundaries and 400 randomly placed walls. No guarantees that it won't
// /// look awful.
// pub fn new_map_test() -> Vec<TileType> {
//     let mut map = vec![TileType::Floor; MAPCOUNT];

//     // Make the boundaries walls
//     for x in 0..80 {
//         map[xy_idx(x, 0)] = TileType::Wall;
//         map[xy_idx(x, 49)] = TileType::Wall;
//     }
//     for y in 0..50 {
//         map[xy_idx(0, y)] = TileType::Wall;
//         map[xy_idx(79, y)] = TileType::Wall;
//     }

//     // Now we'll randomly splat a bunch of walls. It won't be pretty, but it's a decent illustration.
//     // First, obtain the thread-local RNG:
//     let mut rng = rltk::RandomNumberGenerator::new();

//     for _i in 0..400 {
//         let x = rng.roll_dice(1, 79);
//         let y = rng.roll_dice(1, 49);
//         let idx = xy_idx(x, y);
//         if idx != xy_idx(40, 25) {
//             map[idx] = TileType::Wall;
//         }
//     }

//     return map
// }

fn is_revealed_and_wall(map: &Map, x: i32, y: i32) -> bool {
   let idx = map.xy_idx(x, y);
   map.tiles[idx] == TileType::Wall && map.revealed_tiles[idx]
}

fn wall_glyph(map : &Map, x: i32, y:i32) -> rltk::FontCharType {
   if x < 1 || x > map.width-2 || y < 1 || y > map.height-2 as i32 { return 35; }
   let mut mask : u8 = 0;

   if is_revealed_and_wall(map, x, y - 1) { mask +=1; }
   if is_revealed_and_wall(map, x, y + 1) { mask +=2; }
   if is_revealed_and_wall(map, x - 1, y) { mask +=4; }
   if is_revealed_and_wall(map, x + 1, y) { mask +=8; }

   match mask {
       0 => { 9 } // Pillar because we can't see neighbors
       1 => { 186 } // Wall only to the north
       2 => { 186 } // Wall only to the south
       3 => { 186 } // Wall to the north and south
       4 => { 205 } // Wall only to the west
       5 => { 188 } // Wall to the north and west
       6 => { 187 } // Wall to the south and west
       7 => { 185 } // Wall to the north, south and west
       8 => { 205 } // Wall only to the east
       9 => { 200 } // Wall to the north and east
       10 => { 201 } // Wall to the south and east
       11 => { 204 } // Wall to the north, south and east
       12 => { 205 } // Wall to the east and west
       13 => { 202 } // Wall to the east, west, and south
       14 => { 203 } // Wall to the east, west, and north
       15 => { 206 }  // ╬ Wall on all sides
       _ => { 35 } // We missed one?
   }
}

pub fn draw_map(ecs: &World, ctx : &mut Rltk) {
   let map = ecs.fetch::<Map>();

   let mut y = 0;
   let mut x = 0;

   for (idx,tile) in map.tiles.iter().enumerate() {
       // Render a tile depending upon the tile type
       if map.revealed_tiles[idx] {
           let glyph;
           let mut fg;
           let mut bg = RGB::from_f32(0., 0., 0.);

           match tile {
               TileType::Floor => {
                   glyph = rltk::to_cp437('.');
                   fg = RGB::from_f32(1.0, 0.5, 0.7);
               }
               TileType::Wall => {
                   glyph = wall_glyph(&*map, x, y);
                   fg = RGB::from_f32(1.0, 0.6, 0.);
               }
               TileType::DownStairs => {
                   glyph = rltk::to_cp437('>');
                   fg = RGB::from_f32(0.0,1.0,1.0);
               }
           }
           // Render bloodstains
           if map.bloodstains.contains(&idx) {
               bg = RGB::from_f32(0.75, 0., 0.);
           }

           // Fog of war
           if !map.visible_tiles[idx] {
               fg = fg.to_greyscale();
               bg = RGB::from_f32(0., 0., 0.); // Don't show blood out of visual range
           }


           ctx.set(x, y, fg, bg, glyph);
       }

       // Move the coordinates
       x += 1;
       if x > 79 {
           x = 0;
           y += 1;
       }
   }
}