IntervalSpawnSystem{} now works with mob groupsize flags
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60fe39c834
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4 changed files with 67 additions and 36 deletions
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@ -45,7 +45,7 @@ extern crate lazy_static;
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//Consts
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pub const SHOW_MAPGEN: bool = false;
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pub const LOG_SPAWNING: bool = false;
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pub const LOG_SPAWNING: bool = true;
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pub const LOG_TICKS: bool = false;
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#[derive(PartialEq, Copy, Clone)]
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@ -31,28 +31,48 @@ pub fn try_spawn_interval(ecs: &mut World) {
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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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let mut available_tiles = populate_unblocked_nonvisible(&map);
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let player_level = gamelog::get_event_count("player_level");
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rltk::console::log(player_level);
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let difficulty = (map.difficulty + player_level) / 2;
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if available_tiles.len() == 0 {
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if LOG_SPAWNING {
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rltk::console::log("SPAWNINFO: No free tiles; not spawning anything..");
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}
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return;
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}
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let mut spawn_locations: Vec<(i32, i32)> = Vec::new();
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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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// Get mob type
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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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// Check if it spawns in a group, and roll for how many to spawn accordingly.
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let spawn_type = raws::get_mob_spawn_type(&raws::RAWS.lock().unwrap(), &key);
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let roll = raws::get_mob_spawn_amount(&mut rng, &spawn_type, player_level);
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// Get that many idxs, and push them to the spawn list.
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for _i in 0..roll {
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let idx = get_random_idx_from_tiles(&mut rng, &mut available_tiles);
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spawn_locations.push((idx as i32 % map.width, idx as i32 / map.width));
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}
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// Dropping resources for borrow-checker.
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std::mem::drop(map);
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std::mem::drop(rng);
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if LOG_SPAWNING {
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rltk::console::log(format!("SPAWNINFO: Spawning {} at {}, {}.", key, x, y));
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// For every idx in the spawn list, spawn mob.
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for idx in spawn_locations {
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if LOG_SPAWNING {
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rltk::console::log(format!("SPAWNINFO: Spawning {} at {}, {}.", key, idx.0, idx.1));
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}
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raws::spawn_named_entity(
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&raws::RAWS.lock().unwrap(),
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ecs,
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&key,
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raws::SpawnType::AtPosition { x: idx.0, y: idx.1 },
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difficulty,
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);
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}
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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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/// Returns a Vec<usize> of every tile that is not blocked, and is not currently in the player's view.
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fn populate_unblocked_nonvisible(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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@ -62,7 +82,9 @@ fn populate_unblocked_nonvisible_tiles(map: &Map) -> Vec<usize> {
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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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/// Picks a random index from a vector of indexes, and removes it from the vector.
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fn get_random_idx_from_tiles(rng: &mut rltk::RandomNumberGenerator, area: &mut 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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area.remove(idx);
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return area[idx];
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}
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@ -572,7 +572,7 @@ pub enum SpawnsAs {
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LargeGroup,
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}
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pub fn check_if_mob_spawns_in_group(raws: &RawMaster, key: &str) -> SpawnsAs {
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pub fn get_mob_spawn_type(raws: &RawMaster, key: &str) -> SpawnsAs {
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if raws.mob_index.contains_key(key) {
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let mob_template = &raws.raws.mobs[raws.mob_index[key]];
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if let Some(flags) = &mob_template.flags {
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@ -587,3 +587,34 @@ pub fn check_if_mob_spawns_in_group(raws: &RawMaster, key: &str) -> SpawnsAs {
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}
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return SpawnsAs::Single;
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}
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pub fn get_mob_spawn_amount(rng: &mut RandomNumberGenerator, spawn_type: &SpawnsAs, player_level: i32) -> i32 {
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let n = match spawn_type {
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// Single mobs always spawn alone.
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SpawnsAs::Single => 1,
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// Small groups either spawn alone or as a small group (2-4).
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SpawnsAs::SmallGroup => {
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if rng.roll_dice(1, 2) == 1 {
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1
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} else {
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4
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}
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}
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// Large groups either spawn in a small group or as a large group (2-11).
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SpawnsAs::LargeGroup => {
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if rng.roll_dice(1, 2) == 1 {
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4
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} else {
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11
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}
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}
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};
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let roll = if n == 1 { 1 } else { rng.roll_dice(2, n) };
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// We want to constrain group sizes depending on player's level, so
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// we don't get large groups of mobs when the player is unequipped.
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match player_level {
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0..=2 => return i32::max(1, roll / 4),
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3..=4 => return i32::max(1, roll / 2),
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_ => return roll,
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};
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}
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@ -132,30 +132,8 @@ pub fn spawn_region(
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// Roll on each table, getting an entity + spawn point
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if spawn_mob {
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let key = mob_table(difficulty).roll(rng);
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let spawn_type = raws::check_if_mob_spawns_in_group(&raws::RAWS.lock().unwrap(), &key);
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let n = match spawn_type {
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raws::SpawnsAs::Single => 1,
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raws::SpawnsAs::SmallGroup => {
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if rng.roll_dice(1, 2) == 1 {
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1
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} else {
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4
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}
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}
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raws::SpawnsAs::LargeGroup => {
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if rng.roll_dice(1, 2) == 1 {
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4
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} else {
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11
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}
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}
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};
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let mut roll = if n == 1 { 1 } else { rng.roll_dice(2, n) };
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roll = match player_level {
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0..=2 => i32::min(1, roll / 4),
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3..=4 => i32::min(1, roll / 2),
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_ => roll,
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};
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let spawn_type = raws::get_mob_spawn_type(&raws::RAWS.lock().unwrap(), &key);
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let roll = raws::get_mob_spawn_amount(rng, &spawn_type, player_level);
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for _i in 0..roll {
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entity_to_spawn_list(rng, &mut areas, key.clone(), &mut spawn_points);
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}
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