decouples depth from difficulty, and renames depth to ID
for future impl of branches
This commit is contained in:
parent
8b2acab576
commit
1239597422
20 changed files with 164 additions and 204 deletions
12
src/main.rs
12
src/main.rs
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@ -76,13 +76,13 @@ pub struct State {
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}
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impl State {
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fn generate_world_map(&mut self, new_depth: i32) {
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fn generate_world_map(&mut self, new_id: i32) {
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// Visualisation stuff
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self.mapgen_index = 0;
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self.mapgen_timer = 0.0;
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self.mapgen_history.clear();
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let mut rng = self.ecs.write_resource::<rltk::RandomNumberGenerator>();
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let mut builder = map_builders::level_builder(new_depth, &mut rng, 80, 50);
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let mut builder = map_builders::level_builder(new_id, &mut rng, 80, 50);
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builder.build_map(&mut rng);
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std::mem::drop(rng);
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self.mapgen_history = builder.build_data.history.clone();
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@ -197,13 +197,13 @@ impl State {
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}
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// Build new map + place player
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let current_depth;
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let current_id;
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{
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let worldmap_resource = self.ecs.fetch::<Map>();
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current_depth = worldmap_resource.depth;
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current_id = worldmap_resource.id;
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}
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gamelog::record_event("descended", 1);
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self.generate_world_map(current_depth + 1);
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self.generate_world_map(current_id + 1);
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// Notify player, restore health up to a point.
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let player_entity = self.ecs.fetch::<Entity>();
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@ -547,7 +547,7 @@ fn main() -> rltk::BError {
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raws::load_raws();
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let player_entity = spawner::player(&mut gs.ecs, 0, 0);
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gs.ecs.insert(Map::new(1, 64, 64));
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gs.ecs.insert(Map::new(1, 64, 64, 0));
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gs.ecs.insert(Point::new(0, 0));
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gs.ecs.insert(player_entity);
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gs.ecs.insert(rltk::RandomNumberGenerator::new());
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