Refactors worldmap gen, now uses a master list of maps for backtracking
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parent
557b7095b9
commit
25befa9343
7 changed files with 119 additions and 48 deletions
51
src/main.rs
51
src/main.rs
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@ -81,50 +81,9 @@ impl State {
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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 player_level = 1;
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{
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let player = self.ecs.read_storage::<Player>();
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let pools = self.ecs.read_storage::<Pools>();
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for (_p, pool) in (&player, &pools).join() {
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player_level = pool.level;
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}
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}
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let mut builder = map_builders::level_builder(new_id, &mut rng, 100, 50, player_level);
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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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let player_start;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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*worldmap_resource = builder.build_data.map.clone();
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// Unwrap so we get a CTD if there's no starting pos.
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player_start = builder.build_data.starting_position.as_mut().unwrap().clone();
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}
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// Spawn entities
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builder.spawn_entities(&mut self.ecs);
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// Place player and update resources
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let mut player_position = self.ecs.write_resource::<Point>();
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*player_position = Point::new(player_start.x, player_start.y);
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let mut position_components = self.ecs.write_storage::<Position>();
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let player_entity = self.ecs.fetch::<Entity>();
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let player_pos_component = position_components.get_mut(*player_entity);
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if let Some(player_pos_component) = player_pos_component {
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player_pos_component.x = player_start.x;
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player_pos_component.y = player_start.y;
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}
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// Mark viewshed as dirty (force refresh)
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let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
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let mut telepath_components = self.ecs.write_storage::<Telepath>();
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let vision_vs = viewshed_components.get_mut(*player_entity);
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let telepath_vs = telepath_components.get_mut(*player_entity);
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if let Some(vs) = vision_vs {
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vs.dirty = true;
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}
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if let Some(vs) = telepath_vs {
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vs.dirty = true;
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let map_building_info = map::level_transition(&mut self.ecs, new_id);
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if let Some(history) = map_building_info {
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self.mapgen_history = history;
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}
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}
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@ -266,6 +225,8 @@ impl State {
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let mut player_entity_writer = self.ecs.write_resource::<Entity>();
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*player_entity_writer = player_entity;
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}
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// Replace map list
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self.ecs.insert(map::dungeon::MasterDungeonMap::new());
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self.generate_world_map(1);
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gamelog::setup_log();
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@ -615,7 +576,9 @@ fn main() -> rltk::BError {
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raws::load_raws();
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// Insert calls
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gs.ecs.insert(rltk::RandomNumberGenerator::new());
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gs.ecs.insert(map::MasterDungeonMap::new()); // Master map list
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gs.ecs.insert(Map::new(1, 64, 64, 0, "New Map")); // Map
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gs.ecs.insert(Point::new(0, 0)); // Player pos
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let player_entity = spawner::player(&mut gs.ecs, 0, 0);
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