ai refactor, mob spawns now take into account player level, small fixes
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21 changed files with 301 additions and 148 deletions
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@ -69,6 +69,7 @@ impl PrefabBuilder {
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}
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fn char_to_map(&mut self, ch: char, idx: usize, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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let difficulty = (build_data.map.difficulty + build_data.initial_player_level) / 2;
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match ch {
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' ' => build_data.map.tiles[idx] = TileType::Floor,
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'#' => build_data.map.tiles[idx] = TileType::Wall,
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@ -102,23 +103,23 @@ 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.difficulty).roll(rng)));
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build_data.spawn_list.push((idx, spawner::food_table(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.difficulty).roll(rng)));
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build_data.spawn_list.push((idx, spawner::potion_table(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.difficulty).roll(rng)));
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build_data.spawn_list.push((idx, spawner::wand_table(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.difficulty).roll(rng)));
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build_data.spawn_list.push((idx, spawner::scroll_table(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.difficulty).roll(rng)));
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build_data.spawn_list.push((idx, spawner::equipment_table(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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