town tweaks

This commit is contained in:
Llywelwyn 2023-07-29 08:43:40 +01:00
parent 3dab5202f8
commit 6d6b84ae6a
8 changed files with 86 additions and 30 deletions

View file

@ -2,9 +2,9 @@ use super::{BuilderChain, BuilderMap, InitialMapBuilder, Position, TileType};
use std::collections::HashSet;
pub fn town_builder(new_id: i32, _rng: &mut rltk::RandomNumberGenerator, width: i32, height: i32) -> BuilderChain {
let difficulty = 7;
let difficulty = 0;
rltk::console::log(format!("DEBUGINFO: Building town (ID:{}, DIFF:{})", new_id, difficulty));
let mut chain = BuilderChain::new(new_id, width, height, difficulty);
let mut chain = BuilderChain::new(new_id, width, height, difficulty, "<PLACEHOLDER>");
chain.start_with(TownBuilder::new());
return chain;
@ -71,7 +71,7 @@ impl TownBuilder {
building_size[1].2 = BuildingTag::Temple;
building_size[2].2 = BuildingTag::Mine;
building_size[3].2 = BuildingTag::PlayerHouse;
for b in building_size.iter_mut().skip(3) {
for b in building_size.iter_mut().skip(4) {
b.2 = BuildingTag::NPCHouse
}
let last_idx = building_size.len() - 1;
@ -121,12 +121,21 @@ impl TownBuilder {
) {
for idx in available_building_tiles.iter() {
if rng.roll_dice(1, 40) == 1 {
let roll = rng.roll_dice(1, 3);
let roll = rng.roll_dice(1, 6);
match roll {
1 => build_data.spawn_list.push((*idx, "npc_fisher".to_string())),
2 => build_data.spawn_list.push((*idx, "npc_dockworker".to_string())),
3 => build_data.spawn_list.push((*idx, "npc_townsperson".to_string())),
_ => build_data.spawn_list.push((*idx, "npc_drunk".to_string())),
3 => build_data.spawn_list.push((*idx, "npc_drunk".to_string())),
4 => build_data.spawn_list.push((*idx, "npc_townsperson".to_string())),
5 => build_data.spawn_list.push((*idx, "npc_guard".to_string())),
_ => {
let animal_roll = rng.roll_dice(1, 3);
match animal_roll {
1 => build_data.spawn_list.push((*idx, "chicken_little".to_string())),
2 => build_data.spawn_list.push((*idx, "chicken".to_string())),
_ => build_data.spawn_list.push((*idx, "dog_little".to_string())),
}
}
}
}
}
@ -171,12 +180,11 @@ impl TownBuilder {
let mut to_place: Vec<&str> = vec![
"npc_barkeep",
"npc_townsperson",
"npc_townsperson",
"npc_drunk",
"npc_drunk",
"npc_guard",
"prop_keg",
"prop_table",
"prop_table",
"prop_chair",
"prop_chair",
];
@ -189,8 +197,17 @@ impl TownBuilder {
build_data: &mut BuilderMap,
rng: &mut rltk::RandomNumberGenerator,
) {
let mut to_place: Vec<&str> =
vec!["npc_priest", "prop_chair", "prop_chair", "prop_table", "prop_candle", "prop_candle"];
let mut to_place: Vec<&str> = vec![
"npc_priest",
"prop_altar",
"prop_chair",
"prop_chair",
"prop_chair",
"prop_table",
"prop_table",
"prop_candle",
"prop_candle",
];
self.random_building_spawn(building, build_data, rng, &mut to_place, 0)
}
@ -203,7 +220,7 @@ impl TownBuilder {
// Place exit
let exit_idx = build_data.map.xy_idx(building.0 + (building.2 / 2), building.1 + (building.3 / 2));
build_data.map.tiles[exit_idx] = TileType::DownStair;
let mut to_place: Vec<&str> = vec!["npc_miner", "npc_miner", "npc_guard"];
let mut to_place: Vec<&str> = vec!["npc_miner", "npc_miner", "npc_guard", "prop_chair"];
self.random_building_spawn(building, build_data, rng, &mut to_place, exit_idx)
}
@ -213,7 +230,7 @@ impl TownBuilder {
build_data: &mut BuilderMap,
rng: &mut rltk::RandomNumberGenerator,
) {
let mut to_place: Vec<&str> = vec!["prop_bed", "prop_table"];
let mut to_place: Vec<&str> = vec!["prop_bed", "prop_table", "dog_little", "prop_chair", "prop_chair"];
self.random_building_spawn(building, build_data, rng, &mut to_place, 0);
}
@ -223,7 +240,7 @@ impl TownBuilder {
build_data: &mut BuilderMap,
rng: &mut rltk::RandomNumberGenerator,
) {
let mut to_place: Vec<&str> = vec!["prop_bed", "prop_table"];
let mut to_place: Vec<&str> = vec!["npc_townsperson", "prop_bed", "prop_table", "prop_chair"];
self.random_building_spawn(building, build_data, rng, &mut to_place, 0);
}
@ -233,7 +250,7 @@ impl TownBuilder {
build_data: &mut BuilderMap,
rng: &mut rltk::RandomNumberGenerator,
) {
let mut to_place: Vec<&str> = vec!["rat", "rat", "rat"];
let mut to_place: Vec<&str> = vec!["rat", "rat", "rat", "prop_table", "prop_chair"];
self.random_building_spawn(building, build_data, rng, &mut to_place, 0);
}
@ -335,7 +352,7 @@ impl TownBuilder {
const BORDER: i32 = 4;
const OFFSET_FROM_LEFT: i32 = 25 + BORDER;
const PATH_OFFSET_FROM_CENTRE: i32 = 4;
const PATH_OFFSET_FROM_CENTRE: i32 = 10;
const HALF_PATH_THICKNESS: i32 = 3;
let wall_gap_y =