finishes decoupling map from camera
This commit is contained in:
parent
2ecfd25d95
commit
7f0465da73
13 changed files with 110 additions and 254 deletions
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@ -3,7 +3,7 @@ use rltk::{Point, Rltk, RGB};
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use specs::prelude::*;
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use std::ops::{Add, Mul};
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const SHOW_BOUNDARIES: bool = true;
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const SHOW_BOUNDARIES: bool = false;
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pub fn get_screen_bounds(ecs: &World, ctx: &mut Rltk) -> (i32, i32, i32, i32) {
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let player_pos = ecs.fetch::<Point>();
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@ -277,3 +277,37 @@ fn wall_glyph(map: &Map, x: i32, y: i32) -> rltk::FontCharType {
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_ => 35, // We missed one?
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}
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}
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pub fn render_debug_map(map: &Map, ctx: &mut Rltk) {
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let player_pos = Point::new(map.width / 2, map.height / 2);
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let (x_chars, y_chars) = ctx.get_char_size();
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let center_x = (x_chars / 2) as i32;
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let center_y = (y_chars / 2) as i32;
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let min_x = player_pos.x - center_x;
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let max_x = min_x + x_chars as i32;
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let min_y = player_pos.y - center_y;
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let max_y = min_y + y_chars as i32;
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let map_width = map.width - 1;
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let map_height = map.height - 1;
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let mut y = 0;
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for ty in min_y..max_y {
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let mut x = 0;
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for tx in min_x..max_x {
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if tx > 0 && tx < map_width && ty > 0 && ty < map_height {
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let idx = map.xy_idx(tx, ty);
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if map.revealed_tiles[idx] {
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let (glyph, fg, bg) = get_tile_glyph(idx, &*map);
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ctx.set(x, y, fg, bg, glyph);
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}
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} else if SHOW_BOUNDARIES {
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ctx.set(x, y, RGB::named(rltk::GRAY), RGB::named(rltk::BLACK), rltk::to_cp437('·'));
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}
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x += 1;
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}
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y += 1;
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}
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}
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@ -603,7 +603,6 @@ pub fn game_over(ctx: &mut Rltk) -> YesNoResult {
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RGB::named(rltk::BLACK),
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format!("- forgot the controls {} time(s)", crate::gamelog::get_event_count("looked_for_help")),
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);
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y += 1;
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}
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match ctx.key {
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15
src/main.rs
15
src/main.rs
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@ -1,7 +1,6 @@
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use rltk::{GameState, Point, RandomNumberGenerator, Rltk, RGB};
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use rltk::{GameState, Point, RandomNumberGenerator, Rltk};
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use specs::prelude::*;
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use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
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use std::ops::{Add, Mul};
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extern crate serde;
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pub mod camera;
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@ -82,7 +81,7 @@ impl State {
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self.mapgen_timer = 0.0;
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self.mapgen_history.clear();
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let mut rng = self.ecs.write_resource::<rltk::RandomNumberGenerator>();
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let mut builder = map_builders::random_builder(new_depth, &mut rng);
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let mut builder = map_builders::random_builder(new_depth, &mut rng, 64, 64);
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builder.build_map(&mut rng);
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std::mem::drop(rng);
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self.mapgen_history = builder.build_data.history.clone();
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@ -416,12 +415,12 @@ impl GameState for State {
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// Could probably toss this into a function somewhere, and/or
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// have multiple simple animations for it.
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for x in 0..MAPWIDTH {
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for x in 0..map.width {
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let idx;
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if x % 2 == 0 {
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idx = map.xy_idx(x as i32, row);
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} else {
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idx = map.xy_idx(x as i32, (MAPHEIGHT as i32 - 1) - (row));
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idx = map.xy_idx(x as i32, (map.height as i32 - 1) - (row));
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}
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if !cursed {
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map.revealed_tiles[idx] = true;
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@ -440,7 +439,7 @@ impl GameState for State {
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}
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}
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if row as usize == MAPHEIGHT - 1 {
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if row as usize == map.height as usize - 1 {
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new_runstate = RunState::MonsterTurn;
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} else {
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new_runstate = RunState::MagicMapReveal { row: row + 1, cursed: cursed };
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@ -452,7 +451,7 @@ impl GameState for State {
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}
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if self.mapgen_history.len() != 0 {
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ctx.cls();
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draw_map(&self.mapgen_history[self.mapgen_index], ctx);
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camera::render_debug_map(&self.mapgen_history[self.mapgen_index], ctx);
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self.mapgen_timer += ctx.frame_time_ms;
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if self.mapgen_timer > 300.0 {
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@ -545,7 +544,7 @@ fn main() -> rltk::BError {
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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let player_entity = spawner::player(&mut gs.ecs, 0, 0);
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gs.ecs.insert(Map::new(1));
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gs.ecs.insert(Map::new(1, 64, 64));
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gs.ecs.insert(Point::new(0, 0));
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gs.ecs.insert(player_entity);
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gs.ecs.insert(rltk::RandomNumberGenerator::new());
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222
src/map.rs
222
src/map.rs
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@ -1,8 +1,7 @@
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use rltk::{Algorithm2D, BaseMap, Point, Rltk, RGB};
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use rltk::{Algorithm2D, BaseMap, Point};
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use serde::{Deserialize, Serialize};
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use specs::prelude::*;
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use std::collections::HashSet;
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use std::ops::{Add, Mul};
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#[derive(PartialEq, Eq, Hash, Copy, Clone, Serialize, Deserialize)]
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pub enum TileType {
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@ -14,9 +13,6 @@ pub enum TileType {
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// FIXME: If the map size gets too small, entities stop being rendered starting from the right.
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// i.e. on a map size of 40*40, only entities to the left of the player are rendered.
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// on a map size of 42*42, the player can see entities up to 2 tiles to their right.
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pub const MAPWIDTH: usize = 64;
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pub const MAPHEIGHT: usize = 64;
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pub const MAPCOUNT: usize = MAPHEIGHT * MAPWIDTH;
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#[derive(Default, Serialize, Deserialize, Clone)]
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pub struct Map {
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@ -46,23 +42,24 @@ impl Map {
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(y as usize) * (self.width as usize) + (x as usize)
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}
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pub fn new(new_depth: i32) -> Map {
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pub fn new(new_depth: i32, width: i32, height: i32) -> Map {
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let map_tile_count = (width * height) as usize;
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let mut map = Map {
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tiles: vec![TileType::Wall; MAPCOUNT],
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width: MAPWIDTH as i32,
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height: MAPHEIGHT as i32,
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revealed_tiles: vec![false; MAPCOUNT],
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visible_tiles: vec![false; MAPCOUNT],
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lit_tiles: vec![true; MAPCOUNT], // NYI: Light sources. Once those exist, we can set this to false.
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telepath_tiles: vec![false; MAPCOUNT],
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red_offset: vec![0; MAPCOUNT],
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green_offset: vec![0; MAPCOUNT],
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blue_offset: vec![0; MAPCOUNT],
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blocked: vec![false; MAPCOUNT],
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tiles: vec![TileType::Wall; map_tile_count],
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width: width,
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height: height,
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revealed_tiles: vec![false; map_tile_count],
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visible_tiles: vec![false; map_tile_count],
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lit_tiles: vec![true; map_tile_count], // NYI: Light sources. Once those exist, we can set this to false.
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telepath_tiles: vec![false; map_tile_count],
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red_offset: vec![0; map_tile_count],
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green_offset: vec![0; map_tile_count],
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blue_offset: vec![0; map_tile_count],
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blocked: vec![false; map_tile_count],
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depth: new_depth,
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bloodstains: HashSet::new(),
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view_blocked: HashSet::new(),
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tile_content: vec![Vec::new(); MAPCOUNT],
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tile_content: vec![Vec::new(); map_tile_count],
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};
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const MAX_OFFSET: u8 = 32;
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@ -163,192 +160,3 @@ impl BaseMap for Map {
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exits
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}
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}
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pub fn draw_map(map: &Map, ctx: &mut Rltk) {
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let mut y = 0;
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let mut x = 0;
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for (idx, tile) in map.tiles.iter().enumerate() {
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// Get our colour offsets. Credit to Brogue for the inspiration here.
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let offsets = RGB::from_u8(map.red_offset[idx], map.green_offset[idx], map.blue_offset[idx]);
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if map.revealed_tiles[idx] {
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let mut fg = offsets.mul(2.0);
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// Right now, everything always has the same background. It's a
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// very dark green, just to distinguish it slightly from the
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// black that is tiles we've *never* seen.
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let mut bg = offsets.add(RGB::from_u8(26, 45, 45));
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let glyph;
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match tile {
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TileType::Floor => {
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glyph = rltk::to_cp437('.');
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fg = fg.add(RGB::from_f32(0.1, 0.8, 0.5));
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}
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TileType::Wall => {
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glyph = wall_glyph(&*map, x, y);
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fg = fg.add(RGB::from_f32(0.6, 0.5, 0.25));
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}
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TileType::DownStair => {
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glyph = rltk::to_cp437('>');
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fg = RGB::from_f32(0., 1., 1.);
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}
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}
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if map.bloodstains.contains(&idx) {
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bg = bg.add(RGB::from_f32(0.6, 0., 0.));
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}
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if !map.visible_tiles[idx] {
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fg = fg.mul(0.6);
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bg = bg.mul(0.6);
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}
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ctx.set(x, y, fg, bg, glyph);
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}
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// Move the coordinates
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x += 1;
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if x > (MAPWIDTH as i32) - 1 {
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x = 0;
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y += 1;
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}
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}
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}
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fn is_revealed_and_wall(map: &Map, x: i32, y: i32) -> bool {
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let idx = map.xy_idx(x, y);
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map.tiles[idx] == TileType::Wall && map.revealed_tiles[idx]
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}
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fn wall_glyph(map: &Map, x: i32, y: i32) -> rltk::FontCharType {
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if x < 1 || x > map.width - 2 || y < 1 || y > map.height - 2 as i32 {
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return 35;
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}
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let mut mask: u8 = 0;
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let diagonals_matter: Vec<u8> = vec![7, 11, 13, 14, 15];
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if is_revealed_and_wall(map, x, y - 1) {
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// N
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mask += 1;
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}
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if is_revealed_and_wall(map, x, y + 1) {
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// S
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mask += 2;
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}
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if is_revealed_and_wall(map, x - 1, y) {
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// W
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mask += 4;
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}
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if is_revealed_and_wall(map, x + 1, y) {
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// E
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mask += 8;
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}
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if diagonals_matter.contains(&mask) {
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if is_revealed_and_wall(map, x + 1, y - 1) {
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// Top right
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mask += 16;
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}
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if is_revealed_and_wall(map, x - 1, y - 1) {
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// Top left
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mask += 32;
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}
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if is_revealed_and_wall(map, x + 1, y + 1) {
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// Bottom right
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mask += 64;
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}
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if is_revealed_and_wall(map, x - 1, y + 1) {
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// Bottom left
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mask += 128;
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}
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}
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match mask {
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0 => 254, // ■ (254) square pillar; but maybe ○ (9) looks better
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1 => 186, // Wall only to the north
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2 => 186, // Wall only to the south
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3 => 186, // Wall to the north and south
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4 => 205, // Wall only to the west
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5 => 188, // Wall to the north and west
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6 => 187, // Wall to the south and west
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7 => 185, // Wall to the north, south and west
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8 => 205, // Wall only to the east
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9 => 200, // Wall to the north and east
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10 => 201, // Wall to the south and east
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11 => 204, // Wall to the north, south and east
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12 => 205, // Wall to the east and west
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13 => 202, // Wall to the east, west, and north
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14 => 203, // Wall to the east, west, and south
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15 => 206, // ╬ Wall on all sides
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29 => 202,
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31 => 206,
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45 => 202,
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46 => 203,
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47 => 206,
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55 => 185,
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59 => 204,
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63 => 203,
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87 => 185,
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126 => 203,
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143 => 206,
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77 => 202,
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171 => 204,
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187 => 204,
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215 => 185,
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190 => 203,
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237 => 202,
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30 => 203,
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110 => 203,
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111 => 206,
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119 => 185,
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142 => 203,
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158 => 203,
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235 => 204,
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93 => 202,
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109 => 202,
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94 => 203,
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174 => 203,
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159 => 206,
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221 => 202,
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157 => 202,
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79 => 206,
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95 => 185,
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23 => 185, // NSW and NSE + 1 diagonal
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39 => 185,
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71 => 185,
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103 => 185,
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135 => 185,
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151 => 185,
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199 => 185,
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78 => 203,
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27 => 204,
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43 => 204,
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75 => 204,
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107 => 204,
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139 => 204,
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155 => 204,
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173 => 202,
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141 => 202,
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205 => 202,
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175 => 204,
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203 => 204,
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61 => 205, // NEW cases
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125 => 205, // NEW cases
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189 => 205, // NEW cases
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206 => 205,
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207 => 202,
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222 => 205,
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238 => 205,
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253 => 205,
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254 => 205,
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167 => 186, // NSW, NW, SW
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91 => 186, // NSE, NE, SE
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183 => 186, // NSW, NW, SW, NE
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123 => 186, // NSE, NE, SE, NW
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231 => 186, // NSW, NW, SW, SE
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219 => 186, // NSE, NE, SE, SW
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247 => 186,
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251 => 186,
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127 => 187, // Everything except NE
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191 => 201, // Everything except NW
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223 => 188, // Everything except SE
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239 => 200, // Everything except SW
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_ => 35, // We missed one?
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}
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}
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@ -1,6 +1,7 @@
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use super::{Map, Rect, TileType};
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use std::cmp::{max, min};
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#[allow(dead_code)]
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pub fn apply_room_to_map(map: &mut Map, room: &Rect) {
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for y in room.y1 + 1..=room.y2 {
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for x in room.x1 + 1..=room.x2 {
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@ -65,6 +65,8 @@ pub struct BuilderMap {
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pub rooms: Option<Vec<Rect>>,
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pub corridors: Option<Vec<Vec<usize>>>,
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pub history: Vec<Map>,
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pub width: i32,
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pub height: i32,
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}
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impl BuilderMap {
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@ -86,17 +88,19 @@ pub struct BuilderChain {
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}
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impl BuilderChain {
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pub fn new(new_depth: i32) -> BuilderChain {
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pub fn new(new_depth: i32, width: i32, height: i32) -> BuilderChain {
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BuilderChain {
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starter: None,
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builders: Vec::new(),
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build_data: BuilderMap {
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spawn_list: Vec::new(),
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map: Map::new(new_depth),
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map: Map::new(new_depth, width, height),
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starting_position: None,
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rooms: None,
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corridors: None,
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history: Vec::new(),
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width: width,
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height: height,
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},
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}
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}
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@ -166,7 +170,7 @@ fn random_room_builder(rng: &mut rltk::RandomNumberGenerator, builder: &mut Buil
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let build_roll = rng.roll_dice(1, 3);
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// Start with a room builder.
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match build_roll {
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1 => builder.start_with(SimpleMapBuilder::new()),
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1 => builder.start_with(SimpleMapBuilder::new(None)),
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2 => builder.start_with(BspDungeonBuilder::new()),
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_ => builder.start_with(BspInteriorBuilder::new()),
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}
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@ -271,8 +275,8 @@ fn random_shape_builder(rng: &mut rltk::RandomNumberGenerator, builder: &mut Bui
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builder.with(DistantExit::new());
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}
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pub fn random_builder(new_depth: i32, rng: &mut rltk::RandomNumberGenerator) -> BuilderChain {
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/*let mut builder = BuilderChain::new(new_depth);
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pub fn random_builder(new_depth: i32, rng: &mut rltk::RandomNumberGenerator, width: i32, height: i32) -> BuilderChain {
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let mut builder = BuilderChain::new(new_depth, width, height);
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let type_roll = rng.roll_dice(1, 2);
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match type_roll {
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1 => random_room_builder(rng, &mut builder),
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@ -298,14 +302,5 @@ pub fn random_builder(new_depth: i32, rng: &mut rltk::RandomNumberGenerator) ->
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builder.with(DoorPlacement::new());
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builder.with(PrefabBuilder::vaults());
|
||||
|
||||
builder*/
|
||||
|
||||
let mut builder = BuilderChain::new(new_depth);
|
||||
builder.start_with(BspInteriorBuilder::new());
|
||||
builder.with(DoorPlacement::new());
|
||||
builder.with(RoomBasedSpawner::new());
|
||||
builder.with(PrefabBuilder::vaults());
|
||||
builder.with(RoomBasedStairs::new());
|
||||
builder.with(RoomBasedStartingPosition::new());
|
||||
builder
|
||||
}
|
||||
|
|
|
|||
|
|
@ -117,6 +117,11 @@ impl PrefabBuilder {
|
|||
build_data.spawn_list.push((idx, scroll_table(build_data.map.depth).roll(rng)));
|
||||
// Placeholder for scroll spawn
|
||||
}
|
||||
')' => {
|
||||
build_data.map.tiles[idx] = TileType::Floor;
|
||||
build_data.spawn_list.push((idx, equipment_table(build_data.map.depth).roll(rng)));
|
||||
// Placeholder for scroll spawn
|
||||
}
|
||||
_ => {
|
||||
rltk::console::log(format!("Unknown glyph '{}' when loading prefab", (ch as u8) as char));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
use super::{BuilderMap, MetaMapBuilder, Rect};
|
||||
use rltk::RandomNumberGenerator;
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub enum RoomSort {
|
||||
LEFTMOST,
|
||||
RIGHTMOST,
|
||||
|
|
|
|||
|
|
@ -1,7 +1,9 @@
|
|||
use super::{apply_room_to_map, apply_vertical_tunnel, BuilderMap, InitialMapBuilder, Rect};
|
||||
use super::{BuilderMap, InitialMapBuilder, Rect};
|
||||
use rltk::RandomNumberGenerator;
|
||||
|
||||
pub struct SimpleMapBuilder {}
|
||||
pub struct SimpleMapBuilder {
|
||||
room_params: (i32, i32, i32),
|
||||
}
|
||||
|
||||
impl InitialMapBuilder for SimpleMapBuilder {
|
||||
#[allow(dead_code)]
|
||||
|
|
@ -12,19 +14,28 @@ impl InitialMapBuilder for SimpleMapBuilder {
|
|||
|
||||
impl SimpleMapBuilder {
|
||||
#[allow(dead_code)]
|
||||
pub fn new() -> Box<SimpleMapBuilder> {
|
||||
Box::new(SimpleMapBuilder {})
|
||||
pub fn new(room_params: Option<(i32, i32, i32)>) -> Box<SimpleMapBuilder> {
|
||||
const DEFAULT_MAX_ROOMS: i32 = 40;
|
||||
const DEFAULT_MIN_SIZE: i32 = 6;
|
||||
const DEFAULT_MAX_SIZE: i32 = 16;
|
||||
|
||||
let (max_rooms, min_size, max_size);
|
||||
|
||||
if let Some(room_params) = room_params {
|
||||
(max_rooms, min_size, max_size) = (room_params.0, room_params.1, room_params.2)
|
||||
} else {
|
||||
(max_rooms, min_size, max_size) = (DEFAULT_MAX_ROOMS, DEFAULT_MIN_SIZE, DEFAULT_MAX_SIZE)
|
||||
}
|
||||
|
||||
Box::new(SimpleMapBuilder { room_params: (max_rooms, min_size, max_size) })
|
||||
}
|
||||
|
||||
fn build_rooms(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
|
||||
const MAX_ROOMS: i32 = 30;
|
||||
const MIN_SIZE: i32 = 6;
|
||||
const MAX_SIZE: i32 = 10;
|
||||
let mut rooms: Vec<Rect> = Vec::new();
|
||||
|
||||
for _i in 0..MAX_ROOMS {
|
||||
let w = rng.range(MIN_SIZE, MAX_SIZE);
|
||||
let h = rng.range(MIN_SIZE, MAX_SIZE);
|
||||
for _i in 0..self.room_params.0 {
|
||||
let w = rng.range(self.room_params.1, self.room_params.2);
|
||||
let h = rng.range(self.room_params.1, self.room_params.2);
|
||||
let x = rng.roll_dice(1, build_data.map.width - w - 1) - 1;
|
||||
let y = rng.roll_dice(1, build_data.map.height - h - 1) - 1;
|
||||
let new_room = Rect::new(x, y, w, h);
|
||||
|
|
|
|||
|
|
@ -31,7 +31,7 @@ impl WaveFunctionCollapseBuilder {
|
|||
let constraints = patterns_to_constraints(patterns, CHUNK_SIZE);
|
||||
self.render_tile_gallery(&constraints, CHUNK_SIZE, build_data);
|
||||
|
||||
build_data.map = Map::new(build_data.map.depth);
|
||||
build_data.map = Map::new(build_data.map.depth, build_data.map.width, build_data.map.height);
|
||||
loop {
|
||||
let mut solver = Solver::new(constraints.clone(), CHUNK_SIZE, &build_data.map);
|
||||
while !solver.iteration(&mut build_data.map, rng) {
|
||||
|
|
@ -46,7 +46,7 @@ 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.map = Map::new(0, build_data.width, build_data.height);
|
||||
let mut counter = 0;
|
||||
let mut x = 1;
|
||||
let mut y = 1;
|
||||
|
|
@ -62,7 +62,7 @@ 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.map = Map::new(0, build_data.width, build_data.height);
|
||||
|
||||
x = 1;
|
||||
y = 1;
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
use super::{
|
||||
gamelog, BlocksTile, BlocksVisibility, CombatStats, Door, EntityMoved, Hidden, HungerClock, HungerState, Item, Map,
|
||||
Monster, Name, Player, Position, Renderable, RunState, State, SufferDamage, Telepath, TileType, Viewshed,
|
||||
WantsToMelee, WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
|
||||
WantsToMelee, WantsToPickupItem,
|
||||
};
|
||||
use rltk::{Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
|
||||
use specs::prelude::*;
|
||||
|
|
@ -24,7 +24,7 @@ pub fn try_door(i: i32, j: i32, ecs: &mut World) -> RunState {
|
|||
let mut result = RunState::AwaitingInput;
|
||||
let mut door_pos: Option<Point> = None;
|
||||
|
||||
for (_entity, _player, pos, viewshed) in (&entities, &mut players, &mut positions, &mut viewsheds).join() {
|
||||
for (_entity, _player, pos) in (&entities, &mut players, &mut positions).join() {
|
||||
let delta_x = i;
|
||||
let delta_y = j;
|
||||
|
||||
|
|
@ -104,7 +104,7 @@ pub fn open(i: i32, j: i32, ecs: &mut World) -> RunState {
|
|||
let mut result = RunState::AwaitingInput;
|
||||
let mut door_pos: Option<Point> = None;
|
||||
|
||||
for (_entity, _player, pos, viewshed) in (&entities, &mut players, &mut positions, &mut viewsheds).join() {
|
||||
for (_entity, _player, pos) in (&entities, &mut players, &mut positions).join() {
|
||||
let delta_x = i;
|
||||
let delta_y = j;
|
||||
|
||||
|
|
@ -173,7 +173,7 @@ pub fn kick(i: i32, j: i32, ecs: &mut World) -> RunState {
|
|||
let names = ecs.read_storage::<Name>();
|
||||
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
|
||||
|
||||
for (entity, _player, pos, viewshed) in (&entities, &mut players, &mut positions, &mut viewsheds).join() {
|
||||
for (entity, _player, pos) in (&entities, &mut players, &mut positions).join() {
|
||||
let delta_x = i;
|
||||
let delta_y = j;
|
||||
|
||||
|
|
@ -335,8 +335,8 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> bool {
|
|||
}
|
||||
logger.period().log();
|
||||
}
|
||||
pos.x = min((MAPWIDTH as i32) - 1, max(0, pos.x + delta_x));
|
||||
pos.y = min((MAPHEIGHT as i32) - 1, max(0, pos.y + delta_y));
|
||||
pos.x = min(map.width - 1, max(0, pos.x + delta_x));
|
||||
pos.y = min(map.height - 1, max(0, pos.y + delta_y));
|
||||
|
||||
// Dirty viewsheds, and check only now if telepath viewshed exists
|
||||
viewshed.dirty = true;
|
||||
|
|
|
|||
|
|
@ -199,7 +199,7 @@ pub fn load_game(ecs: &mut World) {
|
|||
for (e, h) in (&entities, &helper).join() {
|
||||
let mut worldmap = ecs.write_resource::<super::map::Map>();
|
||||
*worldmap = h.map.clone();
|
||||
worldmap.tile_content = vec![Vec::new(); super::map::MAPCOUNT];
|
||||
worldmap.tile_content = vec![Vec::new(); (worldmap.width * worldmap.height) as usize];
|
||||
deleteme = Some(e);
|
||||
crate::gamelog::restore_log(&mut h.log.clone());
|
||||
crate::gamelog::load_events(h.events.clone());
|
||||
|
|
|
|||
|
|
@ -3,7 +3,7 @@ use super::{
|
|||
Cursed, DefenceBonus, Destructible, Digger, Door, EntryTrigger, EquipmentSlot, Equippable, Hidden, HungerClock,
|
||||
HungerState, InflictsDamage, Item, MagicMapper, Map, MeleePowerBonus, Mind, Monster, Name, Player, Position,
|
||||
ProvidesHealing, ProvidesNutrition, Ranged, Rect, Renderable, SerializeMe, SingleActivation, TileType, Viewshed,
|
||||
Wand, AOE, MAPWIDTH,
|
||||
Wand, AOE,
|
||||
};
|
||||
use rltk::{console, RandomNumberGenerator, RGB};
|
||||
use specs::prelude::*;
|
||||
|
|
@ -141,8 +141,11 @@ pub fn spawn_region(
|
|||
}
|
||||
|
||||
pub fn spawn_entity(ecs: &mut World, spawn: &(&usize, &String)) {
|
||||
let x = (*spawn.0 % MAPWIDTH) as i32;
|
||||
let y = (*spawn.0 / MAPWIDTH) as i32;
|
||||
let map = ecs.fetch::<Map>();
|
||||
let width = map.width as usize;
|
||||
std::mem::drop(map);
|
||||
let x = (*spawn.0 % width) as i32;
|
||||
let y = (*spawn.0 / width) as i32;
|
||||
|
||||
match spawn.1.as_ref() {
|
||||
// Monsters
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue