finishes decoupling map from camera

This commit is contained in:
Llywelwyn 2023-07-24 18:53:51 +01:00
parent 2ecfd25d95
commit 7f0465da73
13 changed files with 110 additions and 254 deletions

View file

@ -3,7 +3,7 @@ use rltk::{Point, Rltk, RGB};
use specs::prelude::*;
use std::ops::{Add, Mul};
const SHOW_BOUNDARIES: bool = true;
const SHOW_BOUNDARIES: bool = false;
pub fn get_screen_bounds(ecs: &World, ctx: &mut Rltk) -> (i32, i32, i32, i32) {
let player_pos = ecs.fetch::<Point>();
@ -277,3 +277,37 @@ fn wall_glyph(map: &Map, x: i32, y: i32) -> rltk::FontCharType {
_ => 35, // We missed one?
}
}
pub fn render_debug_map(map: &Map, ctx: &mut Rltk) {
let player_pos = Point::new(map.width / 2, map.height / 2);
let (x_chars, y_chars) = ctx.get_char_size();
let center_x = (x_chars / 2) as i32;
let center_y = (y_chars / 2) as i32;
let min_x = player_pos.x - center_x;
let max_x = min_x + x_chars as i32;
let min_y = player_pos.y - center_y;
let max_y = min_y + y_chars as i32;
let map_width = map.width - 1;
let map_height = map.height - 1;
let mut y = 0;
for ty in min_y..max_y {
let mut x = 0;
for tx in min_x..max_x {
if tx > 0 && tx < map_width && ty > 0 && ty < map_height {
let idx = map.xy_idx(tx, ty);
if map.revealed_tiles[idx] {
let (glyph, fg, bg) = get_tile_glyph(idx, &*map);
ctx.set(x, y, fg, bg, glyph);
}
} else if SHOW_BOUNDARIES {
ctx.set(x, y, RGB::named(rltk::GRAY), RGB::named(rltk::BLACK), rltk::to_cp437('·'));
}
x += 1;
}
y += 1;
}
}

View file

@ -603,7 +603,6 @@ pub fn game_over(ctx: &mut Rltk) -> YesNoResult {
RGB::named(rltk::BLACK),
format!("- forgot the controls {} time(s)", crate::gamelog::get_event_count("looked_for_help")),
);
y += 1;
}
match ctx.key {

View file

@ -1,7 +1,6 @@
use rltk::{GameState, Point, RandomNumberGenerator, Rltk, RGB};
use rltk::{GameState, Point, RandomNumberGenerator, Rltk};
use specs::prelude::*;
use specs::saveload::{SimpleMarker, SimpleMarkerAllocator};
use std::ops::{Add, Mul};
extern crate serde;
pub mod camera;
@ -82,7 +81,7 @@ impl State {
self.mapgen_timer = 0.0;
self.mapgen_history.clear();
let mut rng = self.ecs.write_resource::<rltk::RandomNumberGenerator>();
let mut builder = map_builders::random_builder(new_depth, &mut rng);
let mut builder = map_builders::random_builder(new_depth, &mut rng, 64, 64);
builder.build_map(&mut rng);
std::mem::drop(rng);
self.mapgen_history = builder.build_data.history.clone();
@ -416,12 +415,12 @@ impl GameState for State {
// Could probably toss this into a function somewhere, and/or
// have multiple simple animations for it.
for x in 0..MAPWIDTH {
for x in 0..map.width {
let idx;
if x % 2 == 0 {
idx = map.xy_idx(x as i32, row);
} else {
idx = map.xy_idx(x as i32, (MAPHEIGHT as i32 - 1) - (row));
idx = map.xy_idx(x as i32, (map.height as i32 - 1) - (row));
}
if !cursed {
map.revealed_tiles[idx] = true;
@ -440,7 +439,7 @@ impl GameState for State {
}
}
if row as usize == MAPHEIGHT - 1 {
if row as usize == map.height as usize - 1 {
new_runstate = RunState::MonsterTurn;
} else {
new_runstate = RunState::MagicMapReveal { row: row + 1, cursed: cursed };
@ -452,7 +451,7 @@ impl GameState for State {
}
if self.mapgen_history.len() != 0 {
ctx.cls();
draw_map(&self.mapgen_history[self.mapgen_index], ctx);
camera::render_debug_map(&self.mapgen_history[self.mapgen_index], ctx);
self.mapgen_timer += ctx.frame_time_ms;
if self.mapgen_timer > 300.0 {
@ -545,7 +544,7 @@ fn main() -> rltk::BError {
gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
let player_entity = spawner::player(&mut gs.ecs, 0, 0);
gs.ecs.insert(Map::new(1));
gs.ecs.insert(Map::new(1, 64, 64));
gs.ecs.insert(Point::new(0, 0));
gs.ecs.insert(player_entity);
gs.ecs.insert(rltk::RandomNumberGenerator::new());

View file

@ -1,8 +1,7 @@
use rltk::{Algorithm2D, BaseMap, Point, Rltk, RGB};
use rltk::{Algorithm2D, BaseMap, Point};
use serde::{Deserialize, Serialize};
use specs::prelude::*;
use std::collections::HashSet;
use std::ops::{Add, Mul};
#[derive(PartialEq, Eq, Hash, Copy, Clone, Serialize, Deserialize)]
pub enum TileType {
@ -14,9 +13,6 @@ pub enum TileType {
// 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.
// on a map size of 42*42, the player can see entities up to 2 tiles to their right.
pub const MAPWIDTH: usize = 64;
pub const MAPHEIGHT: usize = 64;
pub const MAPCOUNT: usize = MAPHEIGHT * MAPWIDTH;
#[derive(Default, Serialize, Deserialize, Clone)]
pub struct Map {
@ -46,23 +42,24 @@ impl Map {
(y as usize) * (self.width as usize) + (x as usize)
}
pub fn new(new_depth: i32) -> Map {
pub fn new(new_depth: i32, width: i32, height: i32) -> Map {
let map_tile_count = (width * height) as usize;
let mut map = Map {
tiles: vec![TileType::Wall; MAPCOUNT],
width: MAPWIDTH as i32,
height: MAPHEIGHT as i32,
revealed_tiles: vec![false; MAPCOUNT],
visible_tiles: vec![false; MAPCOUNT],
lit_tiles: vec![true; MAPCOUNT], // NYI: Light sources. Once those exist, we can set this to false.
telepath_tiles: vec![false; MAPCOUNT],
red_offset: vec![0; MAPCOUNT],
green_offset: vec![0; MAPCOUNT],
blue_offset: vec![0; MAPCOUNT],
blocked: vec![false; MAPCOUNT],
tiles: vec![TileType::Wall; map_tile_count],
width: width,
height: height,
revealed_tiles: vec![false; map_tile_count],
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],
red_offset: vec![0; map_tile_count],
green_offset: vec![0; map_tile_count],
blue_offset: vec![0; map_tile_count],
blocked: vec![false; map_tile_count],
depth: new_depth,
bloodstains: HashSet::new(),
view_blocked: HashSet::new(),
tile_content: vec![Vec::new(); MAPCOUNT],
tile_content: vec![Vec::new(); map_tile_count],
};
const MAX_OFFSET: u8 = 32;
@ -163,192 +160,3 @@ impl BaseMap for Map {
exits
}
}
pub fn draw_map(map: &Map, ctx: &mut Rltk) {
let mut y = 0;
let mut x = 0;
for (idx, tile) in map.tiles.iter().enumerate() {
// Get our colour offsets. Credit to Brogue for the inspiration here.
let offsets = RGB::from_u8(map.red_offset[idx], map.green_offset[idx], map.blue_offset[idx]);
if map.revealed_tiles[idx] {
let mut fg = offsets.mul(2.0);
// Right now, everything always has the same background. It's a
// very dark green, just to distinguish it slightly from the
// black that is tiles we've *never* seen.
let mut bg = offsets.add(RGB::from_u8(26, 45, 45));
let glyph;
match tile {
TileType::Floor => {
glyph = rltk::to_cp437('.');
fg = fg.add(RGB::from_f32(0.1, 0.8, 0.5));
}
TileType::Wall => {
glyph = wall_glyph(&*map, x, y);
fg = fg.add(RGB::from_f32(0.6, 0.5, 0.25));
}
TileType::DownStair => {
glyph = rltk::to_cp437('>');
fg = RGB::from_f32(0., 1., 1.);
}
}
if map.bloodstains.contains(&idx) {
bg = bg.add(RGB::from_f32(0.6, 0., 0.));
}
if !map.visible_tiles[idx] {
fg = fg.mul(0.6);
bg = bg.mul(0.6);
}
ctx.set(x, y, fg, bg, glyph);
}
// Move the coordinates
x += 1;
if x > (MAPWIDTH as i32) - 1 {
x = 0;
y += 1;
}
}
}
fn is_revealed_and_wall(map: &Map, x: i32, y: i32) -> bool {
let idx = map.xy_idx(x, y);
map.tiles[idx] == TileType::Wall && map.revealed_tiles[idx]
}
fn wall_glyph(map: &Map, x: i32, y: i32) -> rltk::FontCharType {
if x < 1 || x > map.width - 2 || y < 1 || y > map.height - 2 as i32 {
return 35;
}
let mut mask: u8 = 0;
let diagonals_matter: Vec<u8> = vec![7, 11, 13, 14, 15];
if is_revealed_and_wall(map, x, y - 1) {
// N
mask += 1;
}
if is_revealed_and_wall(map, x, y + 1) {
// S
mask += 2;
}
if is_revealed_and_wall(map, x - 1, y) {
// W
mask += 4;
}
if is_revealed_and_wall(map, x + 1, y) {
// E
mask += 8;
}
if diagonals_matter.contains(&mask) {
if is_revealed_and_wall(map, x + 1, y - 1) {
// Top right
mask += 16;
}
if is_revealed_and_wall(map, x - 1, y - 1) {
// Top left
mask += 32;
}
if is_revealed_and_wall(map, x + 1, y + 1) {
// Bottom right
mask += 64;
}
if is_revealed_and_wall(map, x - 1, y + 1) {
// Bottom left
mask += 128;
}
}
match mask {
0 => 254, // ■ (254) square pillar; but maybe ○ (9) looks better
1 => 186, // Wall only to the north
2 => 186, // Wall only to the south
3 => 186, // Wall to the north and south
4 => 205, // Wall only to the west
5 => 188, // Wall to the north and west
6 => 187, // Wall to the south and west
7 => 185, // Wall to the north, south and west
8 => 205, // Wall only to the east
9 => 200, // Wall to the north and east
10 => 201, // Wall to the south and east
11 => 204, // Wall to the north, south and east
12 => 205, // Wall to the east and west
13 => 202, // Wall to the east, west, and north
14 => 203, // Wall to the east, west, and south
15 => 206, // ╬ Wall on all sides
29 => 202,
31 => 206,
45 => 202,
46 => 203,
47 => 206,
55 => 185,
59 => 204,
63 => 203,
87 => 185,
126 => 203,
143 => 206,
77 => 202,
171 => 204,
187 => 204,
215 => 185,
190 => 203,
237 => 202,
30 => 203,
110 => 203,
111 => 206,
119 => 185,
142 => 203,
158 => 203,
235 => 204,
93 => 202,
109 => 202,
94 => 203,
174 => 203,
159 => 206,
221 => 202,
157 => 202,
79 => 206,
95 => 185,
23 => 185, // NSW and NSE + 1 diagonal
39 => 185,
71 => 185,
103 => 185,
135 => 185,
151 => 185,
199 => 185,
78 => 203,
27 => 204,
43 => 204,
75 => 204,
107 => 204,
139 => 204,
155 => 204,
173 => 202,
141 => 202,
205 => 202,
175 => 204,
203 => 204,
61 => 205, // NEW cases
125 => 205, // NEW cases
189 => 205, // NEW cases
206 => 205,
207 => 202,
222 => 205,
238 => 205,
253 => 205,
254 => 205,
167 => 186, // NSW, NW, SW
91 => 186, // NSE, NE, SE
183 => 186, // NSW, NW, SW, NE
123 => 186, // NSE, NE, SE, NW
231 => 186, // NSW, NW, SW, SE
219 => 186, // NSE, NE, SE, SW
247 => 186,
251 => 186,
127 => 187, // Everything except NE
191 => 201, // Everything except NW
223 => 188, // Everything except SE
239 => 200, // Everything except SW
_ => 35, // We missed one?
}
}

View file

@ -1,6 +1,7 @@
use super::{Map, Rect, TileType};
use std::cmp::{max, min};
#[allow(dead_code)]
pub fn apply_room_to_map(map: &mut Map, room: &Rect) {
for y in room.y1 + 1..=room.y2 {
for x in room.x1 + 1..=room.x2 {

View file

@ -65,6 +65,8 @@ pub struct BuilderMap {
pub rooms: Option<Vec<Rect>>,
pub corridors: Option<Vec<Vec<usize>>>,
pub history: Vec<Map>,
pub width: i32,
pub height: i32,
}
impl BuilderMap {
@ -86,17 +88,19 @@ pub struct BuilderChain {
}
impl BuilderChain {
pub fn new(new_depth: i32) -> BuilderChain {
pub fn new(new_depth: i32, width: i32, height: i32) -> BuilderChain {
BuilderChain {
starter: None,
builders: Vec::new(),
build_data: BuilderMap {
spawn_list: Vec::new(),
map: Map::new(new_depth),
map: Map::new(new_depth, width, height),
starting_position: None,
rooms: None,
corridors: None,
history: Vec::new(),
width: width,
height: height,
},
}
}
@ -166,7 +170,7 @@ fn random_room_builder(rng: &mut rltk::RandomNumberGenerator, builder: &mut Buil
let build_roll = rng.roll_dice(1, 3);
// Start with a room builder.
match build_roll {
1 => builder.start_with(SimpleMapBuilder::new()),
1 => builder.start_with(SimpleMapBuilder::new(None)),
2 => builder.start_with(BspDungeonBuilder::new()),
_ => builder.start_with(BspInteriorBuilder::new()),
}
@ -271,8 +275,8 @@ fn random_shape_builder(rng: &mut rltk::RandomNumberGenerator, builder: &mut Bui
builder.with(DistantExit::new());
}
pub fn random_builder(new_depth: i32, rng: &mut rltk::RandomNumberGenerator) -> BuilderChain {
/*let mut builder = BuilderChain::new(new_depth);
pub fn random_builder(new_depth: i32, rng: &mut rltk::RandomNumberGenerator, width: i32, height: i32) -> BuilderChain {
let mut builder = BuilderChain::new(new_depth, width, height);
let type_roll = rng.roll_dice(1, 2);
match type_roll {
1 => random_room_builder(rng, &mut builder),
@ -298,14 +302,5 @@ pub fn random_builder(new_depth: i32, rng: &mut rltk::RandomNumberGenerator) ->
builder.with(DoorPlacement::new());
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
}

View file

@ -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));
}

View file

@ -1,6 +1,7 @@
use super::{BuilderMap, MetaMapBuilder, Rect};
use rltk::RandomNumberGenerator;
#[allow(dead_code)]
pub enum RoomSort {
LEFTMOST,
RIGHTMOST,

View file

@ -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);

View file

@ -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;

View file

@ -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;

View file

@ -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());

View file

@ -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