decouples depth from difficulty, and renames depth to ID
for future impl of branches
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parent
8b2acab576
commit
1239597422
20 changed files with 164 additions and 204 deletions
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@ -102,23 +102,23 @@ impl PrefabBuilder {
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}
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'%' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, spawner::food_table(build_data.map.depth).roll(rng)));
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build_data.spawn_list.push((idx, spawner::food_table(build_data.map.difficulty).roll(rng)));
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}
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'!' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, spawner::potion_table(build_data.map.depth).roll(rng)));
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build_data.spawn_list.push((idx, spawner::potion_table(build_data.map.difficulty).roll(rng)));
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}
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'/' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, spawner::wand_table(build_data.map.depth).roll(rng)));
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build_data.spawn_list.push((idx, spawner::wand_table(build_data.map.difficulty).roll(rng)));
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}
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'?' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, spawner::scroll_table(build_data.map.depth).roll(rng)));
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build_data.spawn_list.push((idx, spawner::scroll_table(build_data.map.difficulty).roll(rng)));
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}
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')' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, spawner::equipment_table(build_data.map.depth).roll(rng)));
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build_data.spawn_list.push((idx, spawner::equipment_table(build_data.map.difficulty).roll(rng)));
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}
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_ => {
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rltk::console::log(format!("Unknown glyph '{}' when loading prefab", (ch as u8) as char));
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@ -255,7 +255,7 @@ impl PrefabBuilder {
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self.apply_previous_iteration(|_x, _y| true, rng, build_data);
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// Do we want a vault at all?
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let vault_roll = rng.roll_dice(1, 6) + build_data.map.depth;
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let vault_roll = rng.roll_dice(1, 6) + build_data.map.difficulty;
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if vault_roll < 4 {
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return;
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}
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@ -276,10 +276,10 @@ impl PrefabBuilder {
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ORC_HOUSE_8X8,
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];
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// Filter the vault list down to ones that are applicable to the current depth
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// Filter the vault list down to ones that are applicable to the current id
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let mut possible_vaults: Vec<&PrefabVault> = master_vault_list
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.iter()
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.filter(|v| build_data.map.depth >= v.first_depth && build_data.map.depth <= v.last_depth)
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.filter(|v| build_data.map.id >= v.first_id && build_data.map.id <= v.last_id)
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.collect();
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if possible_vaults.is_empty() {
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