overmap, refactor offsets

This commit is contained in:
Llywelwyn 2023-08-26 22:46:04 +01:00
parent 9e294a1680
commit 746de971f0
14 changed files with 322 additions and 95 deletions

View file

@ -7,13 +7,24 @@ const SHOW_BOUNDARIES: bool = false;
pub fn get_screen_bounds(ecs: &World, _ctx: &mut Rltk) -> (i32, i32, i32, i32, i32, i32) {
let player_pos = ecs.fetch::<Point>();
let (x_chars, y_chars, x_offset, y_offset) = (69, 41, 1, 10);
let map = ecs.fetch::<Map>();
let (x_chars, y_chars, mut x_offset, mut y_offset) = (69, 41, 1, 10);
let centre_x = (x_chars / 2) as i32;
let centre_y = (y_chars / 2) as i32;
let min_x = player_pos.x - centre_x;
let min_y = player_pos.y - centre_y;
let min_x = if map.width < (x_chars as i32) {
x_offset += ((x_chars as i32) - map.width) / 2;
0
} else {
(player_pos.x - centre_x).clamp(0, map.width - (x_chars as i32))
};
let min_y = if map.height < (y_chars as i32) {
y_offset += ((y_chars as i32) - map.height) / 2;
0
} else {
(player_pos.y - centre_y).clamp(0, map.height - (y_chars as i32))
};
let max_x = min_x + (x_chars as i32);
let max_y = min_y + (y_chars as i32);

View file

@ -3,7 +3,7 @@ pub const WITH_SCANLINES: bool = false; // Adds scanlines to the screen.
pub const WITH_SCREEN_BURN: bool = false; // Requires WITH_SCANLINES.
pub const WITH_DARKEN_BY_DISTANCE: bool = true; // If further away tiles should get darkened, instead of a harsh transition to non-visible.
pub const MAX_COLOUR_OFFSET_PERCENT: i32 = 30;
pub const MAX_COLOUR_OFFSET: i32 = 30;
pub const WITH_SCANLINES_BRIGHTEN_AMOUNT: f32 = 0.1; // 0.0 = no brightening, 1.0 = full brightening.
pub const NON_VISIBLE_MULTIPLIER: f32 = 0.3; // 0.0 = black, 1.0 = full colour.
pub const NON_VISIBLE_MULTIPLIER_IF_SCANLINES: f32 = 0.8; // as above, but when using scanlines. should be higher.
@ -35,6 +35,8 @@ pub const SAND_COLOUR: (u8, u8, u8) = (70, 70, 21);
pub const SHALLOW_WATER_COLOUR: (u8, u8, u8) = (24, 47, 99);
pub const DEEP_WATER_COLOUR: (u8, u8, u8) = (18, 33, 63);
pub const BARS_COLOUR: (u8, u8, u8) = (100, 100, 100);
pub const IMPASSABLE_MOUNTAIN_COLOUR: (u8, u8, u8) = (35, 38, 36);
pub const IMPASSABLE_MOUNTAIN_FG_COLOUR: (u8, u8, u8) = (0, 0, 0);
// FOREST THEME
pub const FOREST_WALL_COLOUR: (u8, u8, u8) = (0, 153, 0);
@ -56,6 +58,7 @@ pub const SAND_GLYPH: char = '.';
pub const SHALLOW_WATER_GLYPH: char = '~';
pub const DEEP_WATER_GLYPH: char = '≈';
pub const BARS_GLYPH: char = '#';
pub const IMPASSABLE_MOUNTAIN_GLYPH: char = '▲';
// FOREST THEME
pub const FOREST_WALL_GLYPH: char = '♣';

View file

@ -723,7 +723,7 @@ fn main() -> rltk::BError {
// 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(Map::new(true, 1, 64, 64, 0, "New Map")); // Map
gs.ecs.insert(Point::new(0, 0)); // Player pos
gs.ecs.insert(gui::Ancestry::Dwarf); // ancestry
let player_entity = spawner::player(&mut gs.ecs, 0, 0);

View file

@ -8,7 +8,7 @@ pub use interval_spawning_system::try_spawn_interval;
pub mod dungeon;
pub use dungeon::{ level_transition, MasterDungeonMap };
pub mod themes;
use crate::data::visuals::MAX_COLOUR_OFFSET_PERCENT;
use crate::data::visuals::MAX_COLOUR_OFFSET;
// FIXME: If the map size gets too small, entities stop being rendered starting from the right.
// i.e. on a map size of 40*40, only entities to the left of the player are rendered.
@ -16,6 +16,7 @@ use crate::data::visuals::MAX_COLOUR_OFFSET_PERCENT;
#[derive(Default, Serialize, Deserialize, Clone)]
pub struct Map {
pub overmap: bool,
pub tiles: Vec<TileType>,
pub width: i32,
pub height: i32,
@ -23,7 +24,7 @@ pub struct Map {
pub visible_tiles: Vec<bool>,
pub lit_tiles: Vec<bool>,
pub telepath_tiles: Vec<bool>,
pub colour_offset: Vec<(f32, f32, f32)>,
pub colour_offset: Vec<(i32, i32, i32)>,
pub additional_fg_offset: rltk::RGB,
pub id: i32,
pub name: String,
@ -37,10 +38,11 @@ impl Map {
(y as usize) * (self.width as usize) + (x as usize)
}
pub fn new<S: ToString>(new_id: i32, width: i32, height: i32, difficulty: i32, name: S) -> Map {
pub fn new<S: ToString>(overmap: bool, new_id: i32, width: i32, height: i32, difficulty: i32, name: S) -> Map {
let map_tile_count = (width * height) as usize;
crate::spatial::set_size(map_tile_count);
let mut map = Map {
overmap: overmap,
tiles: vec![TileType::Wall; map_tile_count],
width: width,
height: height,
@ -48,11 +50,11 @@ impl Map {
visible_tiles: vec![false; map_tile_count],
lit_tiles: vec![true; map_tile_count], // NYI: Light sources. Once those exist, we can set this to false.
telepath_tiles: vec![false; map_tile_count],
colour_offset: vec![(1.0, 1.0, 1.0); map_tile_count],
colour_offset: vec![(0, 0, 0); map_tile_count],
additional_fg_offset: rltk::RGB::from_u8(
MAX_COLOUR_OFFSET_PERCENT as u8,
MAX_COLOUR_OFFSET_PERCENT as u8,
MAX_COLOUR_OFFSET_PERCENT as u8
MAX_COLOUR_OFFSET as u8,
MAX_COLOUR_OFFSET as u8,
MAX_COLOUR_OFFSET as u8
),
id: new_id,
name: name.to_string(),
@ -61,16 +63,13 @@ impl Map {
view_blocked: HashSet::new(),
};
const TWICE_OFFSET: i32 = MAX_COLOUR_OFFSET_PERCENT * 2;
const TWICE_OFFSET: i32 = MAX_COLOUR_OFFSET * 2;
let mut rng = rltk::RandomNumberGenerator::new();
for idx in 0..map.colour_offset.len() {
let red_roll: f32 =
((rng.roll_dice(1, TWICE_OFFSET - 1) + 1 - MAX_COLOUR_OFFSET_PERCENT) as f32) / 100f32 + 1.0;
let green_roll: f32 =
((rng.roll_dice(1, TWICE_OFFSET - 1) + 1 - MAX_COLOUR_OFFSET_PERCENT) as f32) / 100f32 + 1.0;
let blue_roll: f32 =
((rng.roll_dice(1, TWICE_OFFSET - 1) + 1 - MAX_COLOUR_OFFSET_PERCENT) as f32) / 100f32 + 1.0;
let red_roll: i32 = rng.roll_dice(1, TWICE_OFFSET) - MAX_COLOUR_OFFSET;
let blue_roll: i32 = rng.roll_dice(1, TWICE_OFFSET) - MAX_COLOUR_OFFSET;
let green_roll: i32 = rng.roll_dice(1, TWICE_OFFSET) - MAX_COLOUR_OFFSET;
map.colour_offset[idx] = (red_roll, green_roll, blue_roll);
}

View file

@ -11,8 +11,8 @@ pub fn get_tile_renderables_for_id(
other_pos: Option<Point>,
debug: Option<bool>
) -> (rltk::FontCharType, RGB, RGB) {
let (glyph, mut fg, mut bg) = match map.id {
2 => get_forest_theme_renderables(idx, map, debug),
let (glyph, mut fg, mut bg, offset_mod) = match map.id {
3 => get_forest_theme_renderables(idx, map, debug),
_ => get_default_theme_renderables(idx, map, debug),
};
@ -24,7 +24,7 @@ pub fn get_tile_renderables_for_id(
}
fg = fg.add(map.additional_fg_offset);
(fg, bg) = apply_colour_offset(fg, bg, map, idx);
(fg, bg) = apply_colour_offset(fg, bg, map, idx, offset_mod);
if CONFIG.visuals.with_scanlines && WITH_SCANLINES_BRIGHTEN_AMOUNT > 0.0 {
(fg, bg) = brighten_by(fg, bg, WITH_SCANLINES_BRIGHTEN_AMOUNT);
}
@ -60,12 +60,13 @@ pub fn get_tile_renderables_for_id(
}
#[rustfmt::skip]
pub fn get_default_theme_renderables(idx: usize, map: &Map, debug: Option<bool>) -> (rltk::FontCharType, RGB, RGB) {
pub fn get_default_theme_renderables(idx: usize, map: &Map, debug: Option<bool>) -> (rltk::FontCharType, RGB, RGB, (f32, f32, f32)) {
let glyph: rltk::FontCharType;
#[allow(unused_assignments)]
let mut fg: RGB = RGB::new();
#[allow(unused_assignments)]
let mut bg: RGB = RGB::new();
let mut offset_mod: (f32, f32, f32) = (0.5, 0.2, 0.0);
match map.tiles[idx] {
TileType::Floor => { glyph = rltk::to_cp437(FLOOR_GLYPH); fg = RGB::named(FLOOR_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); }
@ -84,26 +85,28 @@ pub fn get_default_theme_renderables(idx: usize, map: &Map, debug: Option<bool>)
TileType::ShallowWater => { glyph = rltk::to_cp437(SHALLOW_WATER_GLYPH); bg = RGB::named(SHALLOW_WATER_COLOUR); }
TileType::DeepWater => { glyph = rltk::to_cp437(DEEP_WATER_GLYPH); bg = RGB::named(DEEP_WATER_COLOUR); }
TileType::Bars => { glyph = rltk::to_cp437(BARS_GLYPH); fg = RGB::named(BARS_COLOUR); bg = RGB::named(FLOOR_COLOUR); }
TileType::ImpassableMountain => { glyph = rltk::to_cp437(IMPASSABLE_MOUNTAIN_GLYPH); bg = RGB::named(IMPASSABLE_MOUNTAIN_COLOUR); fg = RGB::named((20, 20, 20)) }
}
return (glyph, fg, bg);
return (glyph, fg, bg, offset_mod);
}
#[rustfmt::skip]
fn get_forest_theme_renderables(idx:usize, map: &Map, debug: Option<bool>) -> (rltk::FontCharType, RGB, RGB) {
fn get_forest_theme_renderables(idx:usize, map: &Map, debug: Option<bool>) -> (rltk::FontCharType, RGB, RGB, (f32, f32, f32)) {
let glyph;
#[allow(unused_assignments)]
let mut fg = RGB::new();
#[allow(unused_assignments)]
let mut bg = RGB::new();
let mut offset_mod: (f32, f32, f32) = (1.0, 1.0, 1.0);
match map.tiles[idx] {
TileType::Wall => { glyph = rltk::to_cp437(FOREST_WALL_GLYPH); fg = RGB::named(FOREST_WALL_COLOUR); bg = RGB::named(GRASS_COLOUR) }
TileType::Road => { glyph = rltk::to_cp437(ROAD_GLYPH); bg = RGB::named(ROAD_COLOUR); }
TileType::ShallowWater => { glyph = rltk::to_cp437(SHALLOW_WATER_GLYPH); bg = RGB::named(SHALLOW_WATER_COLOUR); }
_ => { (glyph, fg, _) = get_default_theme_renderables(idx, map, debug); bg = RGB::named(GRASS_COLOUR) }
_ => { (glyph, fg, _, offset_mod) = get_default_theme_renderables(idx, map, debug); bg = RGB::named(GRASS_COLOUR) }
}
(glyph, fg, bg)
(glyph, fg, bg, offset_mod)
}
fn is_revealed_and_wall(map: &Map, x: i32, y: i32, debug: Option<bool>) -> bool {
@ -248,10 +251,17 @@ fn wall_glyph(map: &Map, x: i32, y: i32, debug: Option<bool>) -> rltk::FontCharT
}
}
fn apply_colour_offset(mut fg: RGB, mut bg: RGB, map: &Map, idx: usize) -> (RGB, RGB) {
let offsets = map.colour_offset[idx];
fg = multiply_by_float(fg.add(map.additional_fg_offset), offsets);
bg = multiply_by_float(bg, offsets);
fn apply_colour_offset(mut fg: RGB, mut bg: RGB, map: &Map, idx: usize, offset_mod: (f32, f32, f32)) -> (RGB, RGB) {
let mut offsets = map.colour_offset[idx];
let mut additional_fg_offset = map.additional_fg_offset;
offsets.0 = ((offsets.0 as f32) * offset_mod.0) as i32;
offsets.1 = ((offsets.1 as f32) * offset_mod.1) as i32;
offsets.2 = ((offsets.2 as f32) * offset_mod.2) as i32;
additional_fg_offset.r *= offset_mod.0;
additional_fg_offset.g *= offset_mod.1;
additional_fg_offset.b *= offset_mod.2;
fg = add_i32_offsets(fg.add(additional_fg_offset), offsets);
bg = add_i32_offsets(bg, offsets);
return (fg, bg);
}
@ -262,6 +272,14 @@ fn apply_bloodstain_if_necessary(mut bg: RGB, map: &Map, idx: usize) -> RGB {
return bg;
}
pub fn add_i32_offsets(rgb: RGB, offsets: (i32, i32, i32)) -> RGB {
let r = rgb.r + (offsets.0 as f32) / 255.0;
let g = rgb.g + (offsets.1 as f32) / 255.0;
let b = rgb.b + (offsets.2 as f32) / 255.0;
return rltk::RGB::from_f32(r, g, b);
}
pub fn multiply_by_float(rgb: rltk::RGB, offsets: (f32, f32, f32)) -> RGB {
let r = rgb.r * offsets.0;
let g = rgb.g * offsets.1;

View file

@ -3,6 +3,7 @@ use serde::{ Deserialize, Serialize };
#[derive(PartialEq, Eq, Hash, Copy, Clone, Serialize, Deserialize)]
pub enum TileType {
// Walls (opaque)
ImpassableMountain,
Wall,
// Impassable (transparent)
DeepWater,
@ -44,6 +45,7 @@ pub fn tile_walkable(tt: TileType) -> bool {
pub fn tile_opaque(tt: TileType) -> bool {
match tt {
TileType::ImpassableMountain => true,
TileType::Wall => true,
_ => false,
}

View file

@ -20,7 +20,7 @@ pub fn forest_builder(
difficulty: i32,
initial_player_level: i32
) -> BuilderChain {
let mut chain = BuilderChain::new(new_id, width, height, difficulty, "the woods", initial_player_level);
let mut chain = BuilderChain::new(false, new_id, width, height, difficulty, "the woods", initial_player_level);
chain.start_with(CellularAutomataBuilder::new());
chain.with(AreaStartingPosition::new(XStart::CENTRE, YStart::CENTRE));
chain.with(CullUnreachable::new());

View file

@ -97,6 +97,7 @@ pub struct BuilderChain {
impl BuilderChain {
pub fn new<S: ToString>(
overmap: bool,
new_id: i32,
width: i32,
height: i32,
@ -109,7 +110,7 @@ impl BuilderChain {
builders: Vec::new(),
build_data: BuilderMap {
spawn_list: Vec::new(),
map: Map::new(new_id, width, height, difficulty, name),
map: Map::new(overmap, new_id, width, height, difficulty, name),
starting_position: None,
rooms: None,
corridors: None,
@ -316,6 +317,13 @@ fn random_shape_builder(rng: &mut rltk::RandomNumberGenerator, builder: &mut Bui
return want_doors;
}
fn overmap_builder() -> BuilderChain {
let mut builder = BuilderChain::new(true, 1, 69, 41, 0, "the world", 1);
builder.start_with(PrefabBuilder::overmap());
builder.with(AreaStartingPosition::new(XStart::CENTRE, YStart::CENTRE));
return builder;
}
pub fn random_builder(
new_id: i32,
rng: &mut rltk::RandomNumberGenerator,
@ -325,7 +333,7 @@ pub fn random_builder(
initial_player_level: i32
) -> BuilderChain {
rltk::console::log(format!("DEBUGINFO: Building random (ID:{}, DIFF:{})", new_id, difficulty));
let mut builder = BuilderChain::new(new_id, width, height, difficulty, "the dungeon", initial_player_level);
let mut builder = BuilderChain::new(false, new_id, width, height, difficulty, "the dungeon", initial_player_level);
let type_roll = rng.roll_dice(1, 2);
let mut want_doors = true;
match type_roll {
@ -378,8 +386,9 @@ pub fn level_builder(
// TODO: With difficulty and ID/depth decoupled, this can be used for branches later.
let difficulty = new_id;
match new_id {
1 => town_builder(new_id, rng, width, height, 0, initial_player_level),
2 => forest_builder(new_id, rng, width, height, 1, initial_player_level),
1 => overmap_builder(),
2 => town_builder(new_id, rng, width, height, 0, initial_player_level),
3 => forest_builder(new_id, rng, width, height, 1, initial_player_level),
_ => random_builder(new_id, rng, width, height, difficulty, initial_player_level),
}
}

View file

@ -1,4 +1,4 @@
use super::{spawner, BuilderMap, InitialMapBuilder, MetaMapBuilder, Position, TileType};
use super::{ spawner, BuilderMap, InitialMapBuilder, MetaMapBuilder, Position, TileType };
use rltk::RandomNumberGenerator;
pub mod prefab_levels;
pub mod prefab_sections;
@ -8,9 +8,13 @@ use std::collections::HashSet;
#[derive(PartialEq, Copy, Clone)]
#[allow(dead_code)]
pub enum PrefabMode {
RexLevel { template: &'static str },
Constant { level: prefab_levels::PrefabLevel },
Sectional { section: prefab_sections::PrefabSection },
Overmap,
Constant {
level: prefab_levels::PrefabLevel,
},
Sectional {
section: prefab_sections::PrefabSection,
},
RoomVaults,
}
@ -39,8 +43,8 @@ impl PrefabBuilder {
}
#[allow(dead_code)]
pub fn rex_level(template: &'static str) -> Box<PrefabBuilder> {
Box::new(PrefabBuilder { mode: PrefabMode::RexLevel { template } })
pub fn overmap() -> Box<PrefabBuilder> {
Box::new(PrefabBuilder { mode: PrefabMode::Overmap })
}
#[allow(dead_code)]
@ -60,8 +64,8 @@ impl PrefabBuilder {
fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
match self.mode {
PrefabMode::RexLevel { template } => self.load_rex_map(&template, rng, build_data),
PrefabMode::Constant { level } => self.load_ascii_map(&level, rng, build_data),
PrefabMode::Overmap => self.load_ascii_map(&prefab_levels::OVERMAP, rng, build_data, true),
PrefabMode::Constant { level } => self.load_ascii_map(&level, rng, build_data, false),
PrefabMode::Sectional { section } => self.apply_sectional(&section, rng, build_data),
PrefabMode::RoomVaults => self.apply_room_vaults(rng, build_data),
}
@ -71,13 +75,24 @@ impl PrefabBuilder {
fn char_to_map(&mut self, ch: char, idx: usize, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
let difficulty = (build_data.map.difficulty + build_data.initial_player_level) / 2;
match ch {
' ' => build_data.map.tiles[idx] = TileType::Floor,
'#' => build_data.map.tiles[idx] = TileType::Wall,
'>' => build_data.map.tiles[idx] = TileType::DownStair,
'≈' => build_data.map.tiles[idx] = TileType::Floor, // Placeholder for vines/brush
' ' => {
build_data.map.tiles[idx] = TileType::Floor;
}
'.' => {
build_data.map.tiles[idx] = TileType::Grass;
}
'#' => {
build_data.map.tiles[idx] = TileType::Wall;
}
'>' => {
build_data.map.tiles[idx] = TileType::DownStair;
}
'≈' => {
build_data.map.tiles[idx] = TileType::DeepWater;
} // Placeholder for vines/brush
'@' => {
let x = idx as i32 % build_data.map.width;
let y = idx as i32 / build_data.map.width;
let x = (idx as i32) % build_data.map.width;
let y = (idx as i32) / build_data.map.width;
build_data.map.tiles[idx] = TileType::Floor;
build_data.starting_position = Some(Position { x: x as i32, y: y as i32 });
}
@ -122,7 +137,48 @@ impl PrefabBuilder {
build_data.spawn_list.push((idx, spawner::equipment_table(Some(difficulty)).roll(rng)));
}
_ => {
rltk::console::log(format!("Unknown glyph '{}' when loading prefab", (ch as u8) as char));
rltk::console::log(format!("Unknown glyph '{}' when loading prefab", ch as u8 as char));
}
}
}
fn overmap_char_to_map(
&mut self,
ch: char,
idx: usize,
_rng: &mut RandomNumberGenerator,
build_data: &mut BuilderMap
) {
match ch {
' ' => {
build_data.map.tiles[idx] = TileType::Floor;
}
'.' => {
build_data.map.tiles[idx] = TileType::Grass;
}
'#' => {
build_data.map.tiles[idx] = TileType::Wall;
}
'>' => {
build_data.map.tiles[idx] = TileType::DownStair;
}
'~' => {
build_data.map.tiles[idx] = TileType::ShallowWater;
}
'≈' => {
build_data.map.tiles[idx] = TileType::DeepWater;
}
'@' => {
let x = (idx as i32) % build_data.map.width;
let y = (idx as i32) / build_data.map.width;
build_data.map.tiles[idx] = TileType::Grass;
build_data.starting_position = Some(Position { x: x as i32, y: y as i32 });
}
'^' => {
build_data.map.tiles[idx] = TileType::ImpassableMountain;
}
_ => {
rltk::console::log(format!("Unknown glyph '{}' when loading overmap", ch as u8 as char));
}
}
}
@ -135,7 +191,7 @@ impl PrefabBuilder {
for y in 0..layer.height {
for x in 0..layer.width {
let cell = layer.get(x, y).unwrap();
if x < build_data.map.width as usize && y < build_data.map.height as usize {
if x < (build_data.map.width as usize) && y < (build_data.map.height as usize) {
let idx = build_data.map.xy_idx(x as i32, y as i32);
// We're doing some nasty casting to make it easier to type things like '#' in the match
self.char_to_map(cell.ch as u8 as char, idx, rng, build_data);
@ -146,9 +202,12 @@ impl PrefabBuilder {
}
fn read_ascii_to_vec(template: &str) -> Vec<char> {
let mut string_vec: Vec<char> = template.chars().filter(|a| *a != '\r' && *a != '\n').collect();
let mut string_vec: Vec<char> = template
.chars()
.filter(|a| *a != '\r' && *a != '\n')
.collect();
for c in string_vec.iter_mut() {
if *c as u8 == 160u8 {
if (*c as u8) == 160u8 {
*c = ' ';
}
}
@ -161,18 +220,23 @@ impl PrefabBuilder {
level: &prefab_levels::PrefabLevel,
rng: &mut RandomNumberGenerator,
build_data: &mut BuilderMap,
overmap: bool
) {
let string_vec = PrefabBuilder::read_ascii_to_vec(level.template);
let mut i = 0;
for ty in 0..level.height {
for tx in 0..level.width {
if tx < build_data.map.width as usize && ty < build_data.map.height as usize {
if tx < (build_data.map.width as usize) && ty < (build_data.map.height as usize) {
let idx = build_data.map.xy_idx(tx as i32, ty as i32);
if i < string_vec.len() {
if overmap {
self.overmap_char_to_map(string_vec[i], idx, rng, build_data);
} else {
self.char_to_map(string_vec[i], idx, rng, build_data);
}
}
}
i += 1;
}
}
@ -182,14 +246,14 @@ impl PrefabBuilder {
&mut self,
mut filter: F,
_rng: &mut RandomNumberGenerator,
build_data: &mut BuilderMap,
) where
F: FnMut(i32, i32) -> bool,
build_data: &mut BuilderMap
)
where F: FnMut(i32, i32) -> bool
{
let width = build_data.map.width;
build_data.spawn_list.retain(|(idx, _name)| {
let x = *idx as i32 % width;
let y = *idx as i32 / width;
let x = (*idx as i32) % width;
let y = (*idx as i32) / width;
filter(x, y)
});
build_data.take_snapshot();
@ -200,7 +264,7 @@ impl PrefabBuilder {
&mut self,
section: &prefab_sections::PrefabSection,
rng: &mut RandomNumberGenerator,
build_data: &mut BuilderMap,
build_data: &mut BuilderMap
) {
use prefab_sections::*;
@ -209,36 +273,52 @@ impl PrefabBuilder {
// Place the new section
let chunk_x;
match section.placement.0 {
HorizontalPlacement::Left => chunk_x = 0,
HorizontalPlacement::Center => chunk_x = (build_data.map.width / 2) - (section.width as i32 / 2),
HorizontalPlacement::Right => chunk_x = (build_data.map.width - 1) - section.width as i32,
HorizontalPlacement::Left => {
chunk_x = 0;
}
HorizontalPlacement::Center => {
chunk_x = build_data.map.width / 2 - (section.width as i32) / 2;
}
HorizontalPlacement::Right => {
chunk_x = build_data.map.width - 1 - (section.width as i32);
}
}
let chunk_y;
match section.placement.1 {
VerticalPlacement::Top => chunk_y = 0,
VerticalPlacement::Center => chunk_y = (build_data.map.height / 2) - (section.height as i32 / 2),
VerticalPlacement::Bottom => chunk_y = (build_data.map.height - 1) - section.height as i32,
VerticalPlacement::Top => {
chunk_y = 0;
}
VerticalPlacement::Center => {
chunk_y = build_data.map.height / 2 - (section.height as i32) / 2;
}
VerticalPlacement::Bottom => {
chunk_y = build_data.map.height - 1 - (section.height as i32);
}
}
// Build the map
self.apply_previous_iteration(
|x, y| {
x < chunk_x
|| x > (chunk_x + section.width as i32)
|| y < chunk_y
|| y > (chunk_y + section.height as i32)
x < chunk_x ||
x > chunk_x + (section.width as i32) ||
y < chunk_y ||
y > chunk_y + (section.height as i32)
},
rng,
build_data,
build_data
);
let mut i = 0;
for ty in 0..section.height {
for tx in 0..section.width {
if tx > 0 && tx < build_data.map.width as usize - 1 && ty < build_data.map.height as usize - 1 && ty > 0
if
tx > 0 &&
tx < (build_data.map.width as usize) - 1 &&
ty < (build_data.map.height as usize) - 1 &&
ty > 0
{
let idx = build_data.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
let idx = build_data.map.xy_idx((tx as i32) + chunk_x, (ty as i32) + chunk_y);
if i < string_vec.len() {
self.char_to_map(string_vec[i], idx, rng, build_data);
}
@ -274,7 +354,7 @@ impl PrefabBuilder {
FLUFF2_6X3,
HOUSE_NOTRAP_7X7,
HOUSE_TRAP_7X7,
ORC_HOUSE_8X8,
ORC_HOUSE_8X8
];
// Filter the vault list down to ones that are applicable to the current id
@ -313,8 +393,12 @@ impl PrefabBuilder {
let roll = rng.roll_dice(1, 4);
match roll {
1 => {}
2 => flip_x = true,
3 => flip_y = true,
2 => {
flip_x = true;
}
3 => {
flip_y = true;
}
_ => {
flip_x = true;
flip_y = true;
@ -328,14 +412,15 @@ impl PrefabBuilder {
let mut idx = 0usize;
loop {
let x = (idx % build_data.map.width as usize) as i32;
let y = (idx / build_data.map.width as usize) as i32;
let x = (idx % (build_data.map.width as usize)) as i32;
let y = (idx / (build_data.map.width as usize)) as i32;
// Check that we won't overflow the map
if x > 1
&& (x + vault.width as i32) < build_data.map.width - 2
&& y > 1
&& (y + vault.height as i32) < build_data.map.height - 2
if
x > 1 &&
x + (vault.width as i32) < build_data.map.width - 2 &&
y > 1 &&
y + (vault.height as i32) < build_data.map.height - 2
{
let mut possible = true;
for ty in 0..vault.height as i32 {
@ -379,7 +464,10 @@ impl PrefabBuilder {
let idx = e.0 as i32;
let x = idx % width;
let y = idx / height;
x < chunk_x || x > chunk_x + vault.width as i32 || y < chunk_y || y > chunk_y + vault.height as i32
x < chunk_x ||
x > chunk_x + (vault.width as i32) ||
y < chunk_y ||
y > chunk_y + (vault.height as i32)
});
let string_vec = PrefabBuilder::read_ascii_to_vec(vault.template);
@ -390,17 +478,22 @@ impl PrefabBuilder {
let mut y_: i32 = tile_y as i32;
// Handle flipping
if flip_x {
x_ = vault.width as i32 - 1 - x_;
x_ = (vault.width as i32) - 1 - x_;
}
if flip_y {
y_ = vault.height as i32 - 1 - y_;
y_ = (vault.height as i32) - 1 - y_;
}
if x_ < 0 || y_ < 0 {
// If either of these go below 0, we run the risk of CTD, so just panic.
// Something went wrong with flipping/rotating/defining a vault.
panic!(
"X or Y went below 0 when trying to place a vault! DEBUGINFO == [H: {}, W: {}; FLIPPED X: {}, FLIPPED Y: {}; X_: {}, Y_: {}]",
vault.width, vault.height, flip_x, flip_y, x_, y_
vault.width,
vault.height,
flip_x,
flip_y,
x_,
y_
);
}
let idx = build_data.map.xy_idx(x_ + chunk_x, y_ + chunk_y);

View file

@ -0,0 +1,41 @@
~~~~~~~~~.................~~~.......~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~...........................~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~............................~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~....~..........................~~~~~~~~~~~~~.....~~~~~~~
~~~....~...........................~..~~~~~~~~~~......~~~~~~
~~~.................~.................~~~~~~~~~........~...~
~~~.................~.......................................
~~~~........................................................
~~~~~~......................................................
~~~~~~..................................~...................
~~~~~........~~.........................~...................
~~~~~......~~~.~............................................
~~~~.......~~..~...........................................~
~~~........~...............................................~
~~~~......~...............................................~~
~~~~~......................................................~
~~~~~...~................~..................................
~~~~~~~~~~~............~~~..................................
~~~~~~~~~~...........~..~...................................
~~~~~~~~~~~............~....................................
~~~~~~~~~..............~....................................
~~~~~~~~.............~~...................................~~
~~~~~~~..............~.....................................~
~~~~~......................................................~
~~~~~.................~~...................................~
~~~~..................~.~~~.................................
~~~~..............~.......~.................................
~.................~~..................~~....................
~...............~..~..................~~~...................
..~......~~~~~~~~.....~~~.............~~....................
..~~.....~~~~~~~~~~...~~~...................................
..~~~~~~~~~~~~~~~~..~~~~~~..................................
....~~~~~~~~~~~~...~~~~~~~..............~~~~................
........~~~~~~~~..........~.~....~......~......~.......~....
~...~...~~~~~~~~...........................................~
...~~.......~~~~............................................
...............~............................................
.................................~..........................
~~...............................~~.....~...................
~~~..............................~~.........................
~~~......................................~~~.~~~~...........

View file

@ -7,9 +7,11 @@ pub struct PrefabLevel {
#[allow(dead_code)]
pub const WFC_POPULATED: PrefabLevel = PrefabLevel { template: LEVEL_MAP, width: 80, height: 43 };
pub const OVERMAP: PrefabLevel = PrefabLevel { template: OVERMAP_TEMPLATE, width: 69, height: 41 };
#[allow(dead_code)]
const LEVEL_MAP: &str = "
const LEVEL_MAP: &str =
"
################################################################################
#          ########################################################    #########
#    @     ######    #########       ####     ###################        #######
@ -53,3 +55,47 @@ const LEVEL_MAP: &str = "
#!%^   ###  ###     ############### ########      ##### g     ####      # g#   #
# %^##  ^   ###     ############### ########      #####       ##################
################################################################################";
const OVERMAP_TEMPLATE: &str =
"
^^^^^^^^^^^^^^^^^^^^^^^^^^^........
^^^^^^^^^^^^^^^^^^^^^^^^^^...........
^^^^^^^^^^^^^^^....^^^^^^.............
^^^^^^^^^^^^^^.................................
^^^^^^^^^^^^^.....................................
^^^^^^^^^^^.....................................
^^^^^^^^^.......................................
^^^^^^^^........................................
^^^^^^^..........................................
^^^^...........................................
^^.......................................
^^..............................................
^..................................................
^...................................................
^......................................................
^.........................................................
^.............................................................
^..............................................................
^..............................................................
^^.............................................................
^^.............................................................
^^.............................................................
^^^............................................................
^^^^............................................................
^^^^^...........................................................
^^^^^^^^........................................................
^^^^^^^^^.......................................................
^^^^^^^^^......................................................
^^^^^^^^^................................................
^^^^^^^^................................................
^^^^^^^.............................................
^^^^^^^...............................
^^^^^^^.............................
^^^^^^^^........@..................
^^^^^^^^............................
^^^^^^^^^...............................
^^^^^^^^^.......................
^^^^^^^^^^................
^^^^^^^^^^.............
^^^^^^^^^^........
^^^^^^^^^^^^.";

View file

@ -10,7 +10,7 @@ pub fn town_builder(
initial_player_level: i32
) -> BuilderChain {
rltk::console::log(format!("DEBUGINFO: Building town (ID:{}, DIFF:{})", new_id, difficulty));
let mut chain = BuilderChain::new(new_id, width, height, difficulty, "the town", initial_player_level);
let mut chain = BuilderChain::new(false, new_id, width, height, difficulty, "the town", initial_player_level);
chain.start_with(TownBuilder::new());
return chain;

View file

@ -1,4 +1,4 @@
use super::{BuilderMap, Map, MetaMapBuilder, TileType};
use super::{ BuilderMap, Map, MetaMapBuilder, TileType };
use rltk::RandomNumberGenerator;
mod common;
use common::*;
@ -32,11 +32,12 @@ impl WaveFunctionCollapseBuilder {
self.render_tile_gallery(&constraints, CHUNK_SIZE, build_data);
build_data.map = Map::new(
build_data.map.overmap,
build_data.map.id,
build_data.map.width,
build_data.map.height,
build_data.map.difficulty,
&build_data.map.name,
&build_data.map.name
);
loop {
let mut solver = Solver::new(constraints.clone(), CHUNK_SIZE, &build_data.map);
@ -52,7 +53,7 @@ impl WaveFunctionCollapseBuilder {
}
fn render_tile_gallery(&mut self, constraints: &[MapChunk], chunk_size: i32, build_data: &mut BuilderMap) {
build_data.map = Map::new(0, build_data.width, build_data.height, 0, &build_data.map.name);
build_data.map = Map::new(false, 0, build_data.width, build_data.height, 0, &build_data.map.name);
let mut counter = 0;
let mut x = 1;
let mut y = 1;
@ -68,7 +69,7 @@ impl WaveFunctionCollapseBuilder {
if y + chunk_size > build_data.map.height {
// Move to the next page
build_data.take_snapshot();
build_data.map = Map::new(0, build_data.width, build_data.height, 0, &build_data.map.name);
build_data.map = Map::new(false, 0, build_data.width, build_data.height, 0, &build_data.map.name);
x = 1;
y = 1;

View file

@ -45,7 +45,11 @@ impl<'a> System<'a> for VisibilitySystem {
for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
if viewshed.dirty {
viewshed.dirty = false;
let range = if let Some(_is_blind) = blind_entities.get(ent) { 1 } else { viewshed.range };
let range = if let Some(_is_blind) = blind_entities.get(ent) {
1
} else {
if map.overmap { viewshed.range / 2 } else { viewshed.range }
};
let origin = Point::new(pos.x, pos.y);
viewshed.visible_tiles = SymmetricShadowcasting.field_of_view(origin, range, &*map);
viewshed.visible_tiles.retain(|p| {