made the switch to using bracket-lib directly, instead of rltk wrapper
this should solve the build issues; it makes using the non-crashing github build a lot easier, because it lets the explicit rltk dependency be removed.
This commit is contained in:
parent
455b8f2d80
commit
85efe13dc5
93 changed files with 1528 additions and 770 deletions
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@ -1,4 +1,6 @@
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use super::{ spawner, Map, Position, Rect, TileType };
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use bracket_lib::prelude::*;
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mod bsp_dungeon;
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use bsp_dungeon::BspDungeonBuilder;
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mod bsp_interior;
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@ -143,7 +145,7 @@ impl BuilderChain {
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self.builders.push(metabuilder);
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}
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pub fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator) {
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pub fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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match &mut self.starter {
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None => panic!("Cannot run a map builder chain without a starting build system"),
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Some(starter) => {
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@ -165,20 +167,20 @@ impl BuilderChain {
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spawner::spawn_entity(ecs, &(&entity.0, &entity.1));
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}
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if CONFIG.logging.log_spawning {
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rltk::console::log(format!("DEBUGINFO: SPAWNED ENTITIES = {:?}", spawned_entities));
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console::log(format!("DEBUGINFO: SPAWNED ENTITIES = {:?}", spawned_entities));
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}
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}
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}
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pub trait InitialMapBuilder {
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fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap);
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap);
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}
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pub trait MetaMapBuilder {
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fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap);
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap);
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}
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fn random_start_position(rng: &mut rltk::RandomNumberGenerator) -> (XStart, YStart) {
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fn random_start_position(rng: &mut RandomNumberGenerator) -> (XStart, YStart) {
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let x;
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let xroll = rng.roll_dice(1, 3);
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match xroll {
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@ -210,11 +212,7 @@ fn random_start_position(rng: &mut rltk::RandomNumberGenerator) -> (XStart, YSta
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(x, y)
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}
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fn random_room_builder(
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rng: &mut rltk::RandomNumberGenerator,
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builder: &mut BuilderChain,
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end: bool
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) {
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fn random_room_builder(rng: &mut RandomNumberGenerator, builder: &mut BuilderChain, end: bool) {
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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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@ -296,7 +294,7 @@ fn random_room_builder(
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}
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fn random_shape_builder(
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rng: &mut rltk::RandomNumberGenerator,
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rng: &mut RandomNumberGenerator,
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builder: &mut BuilderChain,
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end: bool
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) -> bool {
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@ -368,7 +366,7 @@ pub enum BuildType {
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pub fn random_builder(
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new_id: i32,
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rng: &mut rltk::RandomNumberGenerator,
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rng: &mut RandomNumberGenerator,
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width: i32,
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height: i32,
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difficulty: i32,
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@ -377,7 +375,7 @@ pub fn random_builder(
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end: bool,
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build_type: BuildType
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) -> BuilderChain {
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rltk::console::log(format!("DEBUGINFO: Building random (ID:{}, DIFF:{})", new_id, difficulty));
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console::log(format!("DEBUGINFO: Building random (ID:{}, DIFF:{})", new_id, difficulty));
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let mut builder = BuilderChain::new(
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false,
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new_id,
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@ -441,7 +439,7 @@ pub fn random_builder(
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pub fn level_builder(
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new_id: i32,
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rng: &mut rltk::RandomNumberGenerator,
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rng: &mut RandomNumberGenerator,
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width: i32,
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height: i32,
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initial_player_level: i32
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