Brogue-style tile colour offsets, and main menu
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parent
d1b350cdc3
commit
7bf1c0b887
9 changed files with 256 additions and 45 deletions
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@ -1,5 +1,5 @@
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use super::{
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gamelog::GameLog, CombatStats, Item, Map, Player, Position, RunState, State, Viewshed, WantsToMelee,
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gamelog::GameLog, gui, CombatStats, Item, Map, Player, Position, RunState, State, Viewshed, WantsToMelee,
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WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
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};
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use rltk::{Point, Rltk, VirtualKeyCode};
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@ -98,6 +98,7 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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VirtualKeyCode::G => get_item(&mut gs.ecs),
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VirtualKeyCode::I => return RunState::ShowInventory,
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VirtualKeyCode::D => return RunState::ShowDropItem,
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VirtualKeyCode::Escape => return RunState::MainMenu { menu_selection: gui::MainMenuSelection::NewGame },
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_ => {
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return RunState::AwaitingInput;
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}
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@ -105,3 +106,48 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
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}
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RunState::PlayerTurn
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}
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/* Playing around with autoexplore, without having read how to do it.
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pub fn auto_explore(ecs: &mut World) {
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let player_pos = ecs.fetch::<Point>();
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let positions = ecs.read_storage::<Position>();
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let entities = ecs.entities();
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let map = ecs.fetch::<Map>();
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let mut viewsheds = ecs.write_storage::<Viewshed>();
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let mut unexplored_tiles: Vec<usize> = vec![];
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for (idx, _tile) in map.tiles.iter().enumerate() {
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if !map.revealed_tiles[idx] {
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unexplored_tiles.push(idx);
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}
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}
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let mut unexplored_tile = (0, 0.0f32);
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let flow_map = DijkstraMap::new_empty(MAPWIDTH, MAPHEIGHT, 200.0);
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DijkstraMap::build(&mut flow_map, &unexplored_tiles, &map);
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for (i, tile) in map.tiles.iter().enumerate() {
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if *tile == TileType::Floor {
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let distance_to_start = flow_map.map[i];
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if distance_to_start > unexplored_tile.1 {
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unexplored_tile.0 = i;
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unexplored_tile.1 = distance_to_start;
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}
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}
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}
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let path = rltk::a_star_search(map.xy_idx(player_pos.x, player_pos.y), unexplored_tile.0, &*map);
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if path.success && path.steps.len() > 1 {
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let mut idx = map.xy_idx(player_pos.x, player_pos.y);
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map.blocked[idx] = false;
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player_pos.x = (path.steps[1] as i32) % map.width;
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player_pos.y = (path.steps[1] as i32) / map.width;
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idx = map.xy_idx(player_pos.x, player_pos.y);
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map.blocked[idx] = true;
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for (ent, viewshed, pos) in (&entities, &mut viewsheds, &positions).join() {
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viewshed.dirty = true;
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}
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}
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}
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*/
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