IntervalSpawningSystem{} (% chance for monster creation each turn)
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0169a88091
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5276bb6e34
4 changed files with 70 additions and 6 deletions
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@ -315,6 +315,7 @@ impl GameState for State {
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while new_runstate == RunState::Ticking {
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self.run_systems();
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self.ecs.maintain();
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try_spawn_interval(&mut self.ecs);
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match *self.ecs.fetch::<RunState>() {
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RunState::AwaitingInput => new_runstate = RunState::AwaitingInput,
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RunState::MagicMapReveal { row, cursed } => {
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60
src/map/interval_spawning_system.rs
Normal file
60
src/map/interval_spawning_system.rs
Normal file
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@ -0,0 +1,60 @@
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use crate::{gamelog, raws, spawner, Clock, Map, RandomNumberGenerator, TakingTurn};
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use specs::prelude::*;
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const TRY_SPAWN_CHANCE: i32 = 70;
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pub fn try_spawn_interval(ecs: &mut World) {
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let mut try_spawn = false;
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// Scope for borrow checker (ECS)
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{
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let map = ecs.fetch::<Map>();
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// Difficulty 0 maps shouldn't have respawning hostile mobs.
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if map.difficulty == 0 {
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return;
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}
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let clock = ecs.read_storage::<Clock>();
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let turns = ecs.read_storage::<TakingTurn>();
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let mut rng = ecs.write_resource::<rltk::RandomNumberGenerator>();
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for (_c, _t) in (&clock, &turns).join() {
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if rng.roll_dice(1, TRY_SPAWN_CHANCE) == 1 {
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rltk::console::log("Trying spawn.");
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try_spawn = true;
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}
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}
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}
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if try_spawn {
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spawn_random_mob_in_free_nonvisible_tile(ecs);
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}
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}
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fn spawn_random_mob_in_free_nonvisible_tile(ecs: &mut World) {
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let map = ecs.fetch::<Map>();
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let available_tiles = populate_unblocked_nonvisible_tiles(&map);
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let difficulty = (map.difficulty + gamelog::get_event_count("player_level")) / 2;
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if available_tiles.len() == 0 {
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return;
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}
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let idx = get_random_idx_from_possible_tiles(&mut rng, available_tiles);
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let key = spawner::mob_table(difficulty).roll(&mut rng);
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let x = idx as i32 % map.width;
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let y = idx as i32 / map.width;
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std::mem::drop(map);
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std::mem::drop(rng);
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raws::spawn_named_entity(&raws::RAWS.lock().unwrap(), ecs, &key, raws::SpawnType::AtPosition { x, y }, difficulty);
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}
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fn populate_unblocked_nonvisible_tiles(map: &Map) -> Vec<usize> {
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let mut tiles: Vec<usize> = Vec::new();
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for (i, _tile) in map.tiles.iter().enumerate() {
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if !map.blocked[i] && !map.visible_tiles[i] {
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tiles.push(i);
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}
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}
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return tiles;
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}
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fn get_random_idx_from_possible_tiles(rng: &mut rltk::RandomNumberGenerator, area: Vec<usize>) -> usize {
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let idx = if area.len() == 1 { 0usize } else { (rng.roll_dice(1, area.len() as i32) - 1) as usize };
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return idx;
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}
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@ -6,6 +6,8 @@ pub mod colours;
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mod glyphs;
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mod tiletype;
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pub use tiletype::{tile_cost, tile_opaque, tile_walkable, TileType};
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mod interval_spawning_system;
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pub use interval_spawning_system::try_spawn_interval;
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pub mod themes;
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// FIXME: If the map size gets too small, entities stop being rendered starting from the right.
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@ -228,6 +228,8 @@ pub fn spawn_named_mob(
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"BLOCKS_TILE" => eb = eb.with(BlocksTile {}),
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"BYSTANDER" => eb = eb.with(Bystander {}),
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"MONSTER" => eb = eb.with(Monster {}),
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"SMALL_GROUP" => {} // These flags are for region spawning,
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"LARGE_GROUP" => {} // and don't matter here (yet)?
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"MULTIATTACK" => {
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eb = eb.with(MultiAttack {});
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xp_value += 3;
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@ -463,18 +465,17 @@ fn get_renderable_component(renderable: &super::item_structs::Renderable) -> cra
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}
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pub fn table_by_name(raws: &RawMaster, key: &str, difficulty: i32) -> RandomTable {
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let upper_bound = difficulty;
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let lower_bound = if key != "mobs" { 0 } else { difficulty / 6 };
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if raws.table_index.contains_key(key) {
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let spawn_table = &raws.raws.spawn_tables[raws.table_index[key]];
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use super::SpawnTableEntry;
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let upper_bound = difficulty;
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let lower_bound = if key != "mobs" { 0 } else { difficulty / 6 };
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let available_options: Vec<&SpawnTableEntry> = spawn_table
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.table
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.iter()
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.filter(|entry| entry.difficulty > lower_bound && entry.difficulty <= upper_bound)
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.filter(|entry| entry.difficulty >= lower_bound && entry.difficulty <= upper_bound)
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.collect();
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let mut rt = RandomTable::new();
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@ -487,8 +488,8 @@ pub fn table_by_name(raws: &RawMaster, key: &str, difficulty: i32) -> RandomTabl
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}
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}
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rltk::console::log(format!(
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"DEBUGINFO: Something went wrong when trying to spawn {} @ map difficulty {}. Returned debug entry.",
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key, difficulty
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"DEBUGINFO: Something went wrong when trying to spawn {} @ map difficulty {} [upper bound: {}, lower bound: {}]. Returned debug entry.",
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key, difficulty, upper_bound, lower_bound
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));
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return RandomTable::new().add("debug", 1);
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}
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