Refactors worldmap gen, now uses a master list of maps for backtracking

This commit is contained in:
Llywelwyn 2023-08-13 08:53:33 +01:00
parent 557b7095b9
commit 25befa9343
7 changed files with 119 additions and 48 deletions

View file

@ -81,50 +81,9 @@ impl State {
self.mapgen_index = 0;
self.mapgen_timer = 0.0;
self.mapgen_history.clear();
let mut rng = self.ecs.write_resource::<rltk::RandomNumberGenerator>();
let mut player_level = 1;
{
let player = self.ecs.read_storage::<Player>();
let pools = self.ecs.read_storage::<Pools>();
for (_p, pool) in (&player, &pools).join() {
player_level = pool.level;
}
}
let mut builder = map_builders::level_builder(new_id, &mut rng, 100, 50, player_level);
builder.build_map(&mut rng);
std::mem::drop(rng);
self.mapgen_history = builder.build_data.history.clone();
let player_start;
{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
*worldmap_resource = builder.build_data.map.clone();
// Unwrap so we get a CTD if there's no starting pos.
player_start = builder.build_data.starting_position.as_mut().unwrap().clone();
}
// Spawn entities
builder.spawn_entities(&mut self.ecs);
// Place player and update resources
let mut player_position = self.ecs.write_resource::<Point>();
*player_position = Point::new(player_start.x, player_start.y);
let mut position_components = self.ecs.write_storage::<Position>();
let player_entity = self.ecs.fetch::<Entity>();
let player_pos_component = position_components.get_mut(*player_entity);
if let Some(player_pos_component) = player_pos_component {
player_pos_component.x = player_start.x;
player_pos_component.y = player_start.y;
}
// Mark viewshed as dirty (force refresh)
let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
let mut telepath_components = self.ecs.write_storage::<Telepath>();
let vision_vs = viewshed_components.get_mut(*player_entity);
let telepath_vs = telepath_components.get_mut(*player_entity);
if let Some(vs) = vision_vs {
vs.dirty = true;
}
if let Some(vs) = telepath_vs {
vs.dirty = true;
let map_building_info = map::level_transition(&mut self.ecs, new_id);
if let Some(history) = map_building_info {
self.mapgen_history = history;
}
}
@ -266,6 +225,8 @@ impl State {
let mut player_entity_writer = self.ecs.write_resource::<Entity>();
*player_entity_writer = player_entity;
}
// Replace map list
self.ecs.insert(map::dungeon::MasterDungeonMap::new());
self.generate_world_map(1);
gamelog::setup_log();
@ -615,7 +576,9 @@ fn main() -> rltk::BError {
raws::load_raws();
// Insert calls
gs.ecs.insert(rltk::RandomNumberGenerator::new());
gs.ecs.insert(map::MasterDungeonMap::new()); // Master map list
gs.ecs.insert(Map::new(1, 64, 64, 0, "New Map")); // Map
gs.ecs.insert(Point::new(0, 0)); // Player pos
let player_entity = spawner::player(&mut gs.ecs, 0, 0);

View file

@ -5,7 +5,7 @@ pub const BLOODSTAIN_COLOUR: (u8, u8, u8) = (153, 0, 0);
pub const DEFAULT_BG_COLOUR: (u8, u8, u8) = (29, 50, 50);
pub const WALL_COLOUR: (u8, u8, u8) = (229, 191, 94);
pub const FLOOR_COLOUR: (u8, u8, u8) = (25, 204, 122);
pub const DOWN_STAIR_COLOUR: (u8, u8, u8) = (200, 200, 0);
pub const STAIR_COLOUR: (u8, u8, u8) = (200, 200, 0);
pub const WOOD_FLOOR_COLOUR: (u8, u8, u8) = (41, 30, 20);
pub const FENCE_FG_COLOUR: (u8, u8, u8) = (110, 24, 0);
pub const FENCE_COLOUR: (u8, u8, u8) = (45, 30, 10);

View file

@ -1,5 +1,8 @@
use super::Map;
use super::{Map, TileType};
use crate::{gamelog, map_builders, Position, Telepath, Viewshed};
use rltk::prelude::*;
use serde::{Deserialize, Serialize};
use specs::prelude::*;
use std::collections::HashMap;
#[derive(Default, Serialize, Deserialize, Clone)]
@ -27,3 +30,103 @@ impl MasterDungeonMap {
}
}
}
pub fn level_transition(ecs: &mut World, new_id: i32) -> Option<Vec<Map>> {
// Obtain master
let dungeon_master = ecs.read_resource::<MasterDungeonMap>();
if dungeon_master.get_map(new_id).is_some() {
std::mem::drop(dungeon_master);
transition_to_existing_map(ecs, new_id);
return None;
} else {
std::mem::drop(dungeon_master);
return Some(transition_to_new_map(ecs, new_id));
}
}
fn transition_to_existing_map(ecs: &mut World, new_id: i32) {
let dungeon_master = ecs.read_resource::<MasterDungeonMap>();
// Unwrapping here panics if new_id isn't present. But this should
// never be called without new_id being present by level_transition.
let map = dungeon_master.get_map(new_id).unwrap();
let mut worldmap_resource = ecs.write_resource::<Map>();
let player_entity = ecs.fetch::<Entity>();
// Find down stairs, place player
let w = map.width;
for (idx, tt) in map.tiles.iter().enumerate() {
if *tt == TileType::DownStair {
let mut player_position = ecs.write_resource::<Point>();
*player_position = Point::new(idx as i32 % w, idx as i32 / w);
let mut position_components = ecs.write_storage::<Position>();
let player_pos_component = position_components.get_mut(*player_entity);
if let Some(player_pos_component) = player_pos_component {
player_pos_component.x = idx as i32 % w;
player_pos_component.y = idx as i32 / w;
}
}
}
*worldmap_resource = map;
// Dirtify viewsheds (forces refresh)
let mut viewshed_components = ecs.write_storage::<Viewshed>();
let mut telepath_components = ecs.write_storage::<Telepath>();
let vision_vs = viewshed_components.get_mut(*player_entity);
let telepath_vs = telepath_components.get_mut(*player_entity);
if let Some(vs) = vision_vs {
vs.dirty = true;
}
if let Some(vs) = telepath_vs {
vs.dirty = true;
}
}
fn transition_to_new_map(ecs: &mut World, new_id: i32) -> Vec<Map> {
let mut rng = ecs.write_resource::<rltk::RandomNumberGenerator>();
// Might need this to fallback to 1, but if player
// level isn't found at all, there's a bigger concern
// concern than just this function not working.
let player_level = gamelog::get_event_count("player_level");
let mut builder = map_builders::level_builder(new_id, &mut rng, 100, 50, player_level);
builder.build_map(&mut rng);
std::mem::drop(rng);
if new_id > 1 {
if let Some(pos) = &builder.build_data.starting_position {
let up_idx = builder.build_data.map.xy_idx(pos.x, pos.y);
builder.build_data.map.tiles[up_idx] = TileType::UpStair;
}
}
let mapgen_history = builder.build_data.history.clone();
let player_start;
{
let mut worldmap_resource = ecs.write_resource::<Map>();
*worldmap_resource = builder.build_data.map.clone();
// Unwrap so we get a CTD if there's no starting pos.
player_start = builder.build_data.starting_position.as_mut().unwrap().clone();
}
// Spawn entities
builder.spawn_entities(ecs);
// Place player and update resources
let mut player_position = ecs.write_resource::<Point>();
*player_position = Point::new(player_start.x, player_start.y);
let mut position_components = ecs.write_storage::<Position>();
let player_entity = ecs.fetch::<Entity>();
let player_pos_component = position_components.get_mut(*player_entity);
if let Some(player_pos_component) = player_pos_component {
player_pos_component.x = player_start.x;
player_pos_component.y = player_start.y;
}
// Mark viewshed as dirty (force refresh)
let mut viewshed_components = ecs.write_storage::<Viewshed>();
let mut telepath_components = ecs.write_storage::<Telepath>();
let vision_vs = viewshed_components.get_mut(*player_entity);
let telepath_vs = telepath_components.get_mut(*player_entity);
if let Some(vs) = vision_vs {
vs.dirty = true;
}
if let Some(vs) = telepath_vs {
vs.dirty = true;
}
// Store newly minted map
let mut dungeon_master = ecs.write_resource::<MasterDungeonMap>();
dungeon_master.store_map(&builder.build_data.map);
return mapgen_history;
}

View file

@ -3,6 +3,7 @@
pub const WALL_GLYPH: char = '#';
pub const FLOOR_GLYPH: char = '.';
pub const DOWN_STAIR_GLYPH: char = '>';
pub const UP_STAIR_GLYPH: char = '<';
pub const WOOD_FLOOR_GLYPH: char = '.';
pub const FENCE_GLYPH: char = '=';
pub const BRIDGE_GLYPH: char = '.';

View file

@ -9,6 +9,7 @@ pub use tiletype::{tile_cost, tile_opaque, tile_walkable, TileType};
mod interval_spawning_system;
pub use interval_spawning_system::try_spawn_interval;
pub mod dungeon;
pub use dungeon::{level_transition, MasterDungeonMap};
pub mod themes;
// FIXME: If the map size gets too small, entities stop being rendered starting from the right.

View file

@ -36,7 +36,8 @@ pub fn get_default_theme_renderables(idx: usize, map: &Map) -> (rltk::FontCharTy
TileType::WoodFloor => { glyph = rltk::to_cp437(WOOD_FLOOR_GLYPH); bg = RGB::named(WOOD_FLOOR_COLOUR); }
TileType::Fence => { glyph = rltk::to_cp437(FENCE_GLYPH); fg = RGB::named(FENCE_FG_COLOUR); bg = RGB::named(FENCE_COLOUR); }
TileType::Wall => { let x = idx as i32 % map.width; let y = idx as i32 / map.width; glyph = wall_glyph(&*map, x, y); fg = RGB::named(WALL_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); }
TileType::DownStair => { glyph = rltk::to_cp437(DOWN_STAIR_GLYPH); fg = RGB::named(DOWN_STAIR_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); }
TileType::DownStair => { glyph = rltk::to_cp437(DOWN_STAIR_GLYPH); fg = RGB::named(STAIR_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); }
TileType::UpStair => { glyph = rltk::to_cp437(UP_STAIR_GLYPH); fg = RGB::named(STAIR_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); }
TileType::Bridge => { glyph = rltk::to_cp437(BRIDGE_GLYPH); bg = RGB::named(BRIDGE_COLOUR); }
TileType::Gravel => { glyph = rltk::to_cp437(GRAVEL_GLYPH); bg = RGB::named(GRAVEL_COLOUR); }
TileType::Road => { glyph = rltk::to_cp437(ROAD_GLYPH); bg = RGB::named(ROAD_COLOUR); }

View file

@ -21,6 +21,7 @@ pub enum TileType {
Bridge,
// Stairs (changes floor)
DownStair,
UpStair,
}
pub fn tile_walkable(tt: TileType) -> bool {
@ -35,7 +36,8 @@ pub fn tile_walkable(tt: TileType) -> bool {
| TileType::Sand
| TileType::ShallowWater
| TileType::Bridge
| TileType::DownStair => true,
| TileType::DownStair
| TileType::UpStair => true,
_ => false,
}
}