refactors entity spawning
This commit is contained in:
parent
e72d1bd694
commit
8664a8e066
13 changed files with 286 additions and 83 deletions
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@ -9,17 +9,13 @@ pub struct BspDungeonBuilder {
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rooms: Vec<Rect>,
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history: Vec<Map>,
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rects: Vec<Rect>,
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spawn_list: Vec<(usize, String)>,
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}
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impl MapBuilder for BspDungeonBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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return self.build(rng);
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for room in self.rooms.iter().skip(1) {
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spawner::spawn_room(ecs, room, self.depth);
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}
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}
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// Getters
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fn get_map(&mut self) -> Map {
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return self.map.clone();
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@ -27,6 +23,9 @@ impl MapBuilder for BspDungeonBuilder {
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fn get_starting_pos(&mut self) -> Position {
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return self.starting_position.clone();
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}
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fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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return &self.spawn_list;
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}
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// Mapgen visualisation stuff
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fn get_snapshot_history(&self) -> Vec<Map> {
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return self.history.clone();
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@ -51,6 +50,7 @@ impl BspDungeonBuilder {
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rooms: Vec::new(),
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history: Vec::new(),
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rects: Vec::new(),
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spawn_list: Vec::new(),
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}
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}
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@ -97,6 +97,11 @@ impl BspDungeonBuilder {
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let stairs = self.rooms[self.rooms.len() - 1].centre();
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let stairs_idx = self.map.xy_idx(stairs.0, stairs.1);
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self.map.tiles[stairs_idx] = TileType::DownStair;
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// Spawn entities
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for room in self.rooms.iter().skip(1) {
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spawner::spawn_room(&self.map, rng, room, self.depth, &mut self.spawn_list);
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}
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}
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fn add_subrects(&mut self, rect: Rect) {
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@ -9,17 +9,13 @@ pub struct BspInteriorBuilder {
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rooms: Vec<Rect>,
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history: Vec<Map>,
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rects: Vec<Rect>,
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spawn_list: Vec<(usize, String)>,
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}
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impl MapBuilder for BspInteriorBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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return self.build(rng);
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for room in self.rooms.iter().skip(1) {
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spawner::spawn_room(ecs, room, self.depth);
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}
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}
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// Getters
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fn get_map(&mut self) -> Map {
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return self.map.clone();
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@ -27,6 +23,9 @@ impl MapBuilder for BspInteriorBuilder {
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fn get_starting_pos(&mut self) -> Position {
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return self.starting_position.clone();
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}
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fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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return &self.spawn_list;
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}
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// Mapgen visualisation stuff
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fn get_snapshot_history(&self) -> Vec<Map> {
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return self.history.clone();
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@ -51,6 +50,7 @@ impl BspInteriorBuilder {
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rooms: Vec::new(),
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history: Vec::new(),
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rects: Vec::new(),
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spawn_list: Vec::new(),
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}
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}
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@ -94,6 +94,11 @@ impl BspInteriorBuilder {
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let stairs = self.rooms[self.rooms.len() - 1].centre();
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let stairs_idx = self.map.xy_idx(stairs.0, stairs.1);
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self.map.tiles[stairs_idx] = TileType::DownStair;
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// Spawn entities
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for room in self.rooms.iter().skip(1) {
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spawner::spawn_room(&self.map, rng, room, self.depth, &mut self.spawn_list);
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}
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}
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fn add_subrects(&mut self, rect: Rect, rng: &mut RandomNumberGenerator) {
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@ -14,17 +14,13 @@ pub struct CellularAutomataBuilder {
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depth: i32,
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history: Vec<Map>,
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noise_areas: HashMap<i32, Vec<usize>>,
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spawn_list: Vec<(usize, String)>,
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}
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impl MapBuilder for CellularAutomataBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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return self.build(rng);
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for area in self.noise_areas.iter() {
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spawner::spawn_region(ecs, area.1, self.depth);
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}
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}
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// Getters
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fn get_map(&mut self) -> Map {
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return self.map.clone();
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@ -32,6 +28,9 @@ impl MapBuilder for CellularAutomataBuilder {
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fn get_starting_pos(&mut self) -> Position {
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return self.starting_position.clone();
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}
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fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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return &self.spawn_list;
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}
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// Mapgen visualisation stuff
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fn get_snapshot_history(&self) -> Vec<Map> {
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return self.history.clone();
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@ -55,6 +54,7 @@ impl CellularAutomataBuilder {
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depth: new_depth,
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history: Vec::new(),
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noise_areas: HashMap::new(),
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spawn_list: Vec::new(),
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}
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}
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@ -135,5 +135,10 @@ impl CellularAutomataBuilder {
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// Noise map for spawning entities
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self.noise_areas = generate_voronoi_spawn_regions(&self.map, rng);
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// Spawn the entities
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for area in self.noise_areas.iter() {
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spawner::spawn_region(&self.map, rng, area.1, self.depth, &mut self.spawn_list);
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}
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}
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}
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@ -23,17 +23,13 @@ pub struct DLABuilder {
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brush_size: i32,
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symmetry: Symmetry,
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floor_percent: f32,
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spawn_list: Vec<(usize, String)>,
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}
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impl MapBuilder for DLABuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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return self.build(rng);
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for area in self.noise_areas.iter() {
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spawner::spawn_region(ecs, area.1, self.depth);
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}
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}
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// Getters
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fn get_map(&mut self) -> Map {
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return self.map.clone();
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@ -41,6 +37,9 @@ impl MapBuilder for DLABuilder {
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fn get_starting_pos(&mut self) -> Position {
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return self.starting_position.clone();
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}
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fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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return &self.spawn_list;
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}
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// Mapgen visualisation stuff
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fn get_snapshot_history(&self) -> Vec<Map> {
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return self.history.clone();
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@ -68,6 +67,7 @@ impl DLABuilder {
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brush_size: 1,
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symmetry: Symmetry::None,
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floor_percent: 0.25,
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spawn_list: Vec::new(),
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}
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}
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@ -82,6 +82,7 @@ impl DLABuilder {
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brush_size: 2,
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symmetry: Symmetry::None,
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floor_percent: 0.25,
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spawn_list: Vec::new(),
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}
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}
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@ -96,6 +97,7 @@ impl DLABuilder {
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brush_size: 2,
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symmetry: Symmetry::None,
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floor_percent: 0.25,
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spawn_list: Vec::new(),
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}
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}
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@ -110,6 +112,7 @@ impl DLABuilder {
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brush_size: 2,
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symmetry: Symmetry::Horizontal,
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floor_percent: 0.25,
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spawn_list: Vec::new(),
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}
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}
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@ -236,5 +239,10 @@ impl DLABuilder {
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// Now we build a noise map for use in spawning entities later
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self.noise_areas = generate_voronoi_spawn_regions(&self.map, rng);
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// Spawn the entities
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for area in self.noise_areas.iter() {
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spawner::spawn_region(&self.map, rng, area.1, self.depth, &mut self.spawn_list);
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}
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}
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}
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@ -27,17 +27,13 @@ pub struct DrunkardsWalkBuilder {
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history: Vec<Map>,
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noise_areas: HashMap<i32, Vec<usize>>,
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settings: DrunkardSettings,
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spawn_list: Vec<(usize, String)>,
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}
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impl MapBuilder for DrunkardsWalkBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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return self.build(rng);
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for area in self.noise_areas.iter() {
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spawner::spawn_region(ecs, area.1, self.depth);
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}
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}
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// Getters
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fn get_map(&mut self) -> Map {
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return self.map.clone();
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@ -45,6 +41,9 @@ impl MapBuilder for DrunkardsWalkBuilder {
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fn get_starting_pos(&mut self) -> Position {
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return self.starting_position.clone();
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}
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fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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return &self.spawn_list;
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}
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// Mapgen visualisation stuff
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fn get_snapshot_history(&self) -> Vec<Map> {
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return self.history.clone();
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@ -75,6 +74,7 @@ impl DrunkardsWalkBuilder {
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brush_size: 1,
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symmetry: Symmetry::None,
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},
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spawn_list: Vec::new(),
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}
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}
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@ -92,6 +92,7 @@ impl DrunkardsWalkBuilder {
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brush_size: 1,
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symmetry: Symmetry::None,
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},
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spawn_list: Vec::new(),
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}
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}
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@ -109,6 +110,7 @@ impl DrunkardsWalkBuilder {
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brush_size: 1,
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symmetry: Symmetry::None,
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},
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spawn_list: Vec::new(),
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}
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}
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@ -126,6 +128,7 @@ impl DrunkardsWalkBuilder {
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brush_size: 2,
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symmetry: Symmetry::None,
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},
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spawn_list: Vec::new(),
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}
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}
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@ -143,6 +146,7 @@ impl DrunkardsWalkBuilder {
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brush_size: 1,
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symmetry: Symmetry::Both,
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},
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spawn_list: Vec::new(),
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}
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}
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@ -242,5 +246,10 @@ impl DrunkardsWalkBuilder {
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// Noise map for spawning entities
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self.noise_areas = generate_voronoi_spawn_regions(&self.map, rng);
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// Spawn the entities
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for area in self.noise_areas.iter() {
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spawner::spawn_region(&self.map, rng, area.1, self.depth, &mut self.spawn_list);
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}
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}
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}
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@ -12,17 +12,13 @@ pub struct MazeBuilder {
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depth: i32,
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history: Vec<Map>,
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noise_areas: HashMap<i32, Vec<usize>>,
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spawn_list: Vec<(usize, String)>,
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}
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impl MapBuilder for MazeBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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return self.build(rng);
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for area in self.noise_areas.iter() {
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spawner::spawn_region(ecs, area.1, self.depth);
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}
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}
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// Getters
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fn get_map(&mut self) -> Map {
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return self.map.clone();
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@ -30,6 +26,9 @@ impl MapBuilder for MazeBuilder {
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fn get_starting_pos(&mut self) -> Position {
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return self.starting_position.clone();
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}
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fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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return &self.spawn_list;
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}
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// Mapgen visualisation stuff
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fn get_snapshot_history(&self) -> Vec<Map> {
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return self.history.clone();
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@ -53,6 +52,7 @@ impl MazeBuilder {
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depth: new_depth,
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history: Vec::new(),
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noise_areas: HashMap::new(),
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spawn_list: Vec::new(),
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}
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}
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@ -75,6 +75,11 @@ impl MazeBuilder {
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// Now we build a noise map for use in spawning entities later
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self.noise_areas = generate_voronoi_spawn_regions(&self.map, rng);
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// Spawn the entities
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for area in self.noise_areas.iter() {
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spawner::spawn_region(&self.map, rng, area.1, self.depth, &mut self.spawn_list);
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}
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}
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}
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@ -16,6 +16,7 @@ mod simple_map;
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mod voronoi;
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use voronoi::VoronoiBuilder;
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mod prefab_builder;
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use prefab_builder::PrefabBuilder;
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mod wfc;
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use common::*;
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use rltk::RandomNumberGenerator;
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@ -24,9 +25,14 @@ use wfc::WaveFunctionCollapseBuilder;
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pub trait MapBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator);
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fn spawn_entities(&mut self, ecs: &mut World);
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fn spawn_entities(&mut self, ecs: &mut World) {
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for entity in self.get_spawn_list().iter() {
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spawner::spawn_entity(ecs, &(&entity.0, &entity.1));
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}
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}
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fn get_map(&mut self) -> Map;
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fn get_starting_pos(&mut self) -> Position;
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fn get_spawn_list(&self) -> &Vec<(usize, String)>;
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fn get_snapshot_history(&self) -> Vec<Map>;
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fn take_snapshot(&mut self);
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}
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@ -60,6 +66,14 @@ pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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}
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result*/
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Box::new(prefab_builder::PrefabBuilder::new(new_depth))
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Box::new(
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PrefabBuilder::new(
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new_depth,
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Some(
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Box::new(
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CellularAutomataBuilder::new(new_depth)
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)
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)
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)
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)
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}
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@ -4,12 +4,14 @@ use super::{
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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mod prefab_levels;
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mod prefab_sections;
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#[allow(dead_code)]
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#[derive(PartialEq, Clone)]
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pub enum PrefabMode {
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RexLevel { template: &'static str },
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Constant { level: prefab_levels::PrefabLevel },
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Sectional { section: prefab_sections::PrefabSection },
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}
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pub struct PrefabBuilder {
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@ -19,6 +21,7 @@ pub struct PrefabBuilder {
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history: Vec<Map>,
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mode: PrefabMode,
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spawns: Vec<(usize, String)>,
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previous_builder: Option<Box<dyn MapBuilder>>,
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}
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impl MapBuilder for PrefabBuilder {
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@ -54,14 +57,15 @@ impl MapBuilder for PrefabBuilder {
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impl PrefabBuilder {
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#[allow(dead_code)]
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pub fn new(new_depth: i32) -> PrefabBuilder {
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pub fn new(new_depth: i32, previous_builder: Option<Box<dyn MapBuilder>>) -> PrefabBuilder {
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PrefabBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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history: Vec::new(),
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mode: PrefabMode::Constant { level: prefab_levels::WFC_POPULATED },
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mode: PrefabMode::Sectional { section: prefab_sections::UNDERGROUND_FORT },
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spawns: Vec::new(),
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previous_builder,
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}
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}
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@ -69,6 +73,7 @@ impl PrefabBuilder {
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match self.mode {
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PrefabMode::RexLevel { template } => self.load_rex_map(&template),
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PrefabMode::Constant { level } => self.load_ascii_map(&level),
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PrefabMode::Sectional { section } => self.apply_sectional(§ion, rng),
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}
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self.take_snapshot();
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@ -92,6 +97,47 @@ impl PrefabBuilder {
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}
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}
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pub fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection, rng: &mut RandomNumberGenerator) {
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// Build the map
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let prev_builder = self.previous_builder.as_mut().unwrap();
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prev_builder.build_map(rng);
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self.starting_position = prev_builder.get_starting_pos();
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self.map = prev_builder.get_map().clone();
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self.take_snapshot();
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use prefab_sections::*;
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||||
let string_vec = PrefabBuilder::read_ascii_to_vec(section.template);
|
||||
|
||||
// Place the new section
|
||||
let chunk_x;
|
||||
match section.placement.0 {
|
||||
HorizontalPlacement::Left => chunk_x = 0,
|
||||
HorizontalPlacement::Center => chunk_x = (self.map.width / 2) - (section.width as i32 / 2),
|
||||
HorizontalPlacement::Right => chunk_x = (self.map.width - 1) - section.width as i32,
|
||||
}
|
||||
|
||||
let chunk_y;
|
||||
match section.placement.1 {
|
||||
VerticalPlacement::Top => chunk_y = 0,
|
||||
VerticalPlacement::Center => chunk_y = (self.map.height / 2) - (section.height as i32 / 2),
|
||||
VerticalPlacement::Bottom => chunk_y = (self.map.height - 1) - section.height as i32,
|
||||
}
|
||||
println!("{},{}", chunk_x, chunk_y);
|
||||
|
||||
let mut i = 0;
|
||||
for ty in 0..section.height {
|
||||
for tx in 0..section.width {
|
||||
if tx < self.map.width as usize && ty < self.map.height as usize {
|
||||
let idx = self.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
|
||||
self.char_to_map(string_vec[i], idx);
|
||||
}
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
self.take_snapshot();
|
||||
}
|
||||
|
||||
fn char_to_map(&mut self, ch: char, idx: usize) {
|
||||
match ch {
|
||||
' ' => self.map.tiles[idx] = TileType::Floor,
|
||||
|
|
@ -105,23 +151,23 @@ impl PrefabBuilder {
|
|||
}
|
||||
'g' => {
|
||||
self.map.tiles[idx] = TileType::Floor;
|
||||
self.spawns.push((idx, "Goblin".to_string()));
|
||||
self.spawns.push((idx, "goblin".to_string()));
|
||||
}
|
||||
'o' => {
|
||||
self.map.tiles[idx] = TileType::Floor;
|
||||
self.spawns.push((idx, "Orc".to_string()));
|
||||
self.spawns.push((idx, "orc".to_string()));
|
||||
}
|
||||
'^' => {
|
||||
self.map.tiles[idx] = TileType::Floor;
|
||||
self.spawns.push((idx, "Bear Trap".to_string()));
|
||||
self.spawns.push((idx, "bear trap".to_string()));
|
||||
}
|
||||
'%' => {
|
||||
self.map.tiles[idx] = TileType::Floor;
|
||||
self.spawns.push((idx, "Rations".to_string()));
|
||||
self.spawns.push((idx, "rations".to_string()));
|
||||
}
|
||||
'!' => {
|
||||
self.map.tiles[idx] = TileType::Floor;
|
||||
self.spawns.push((idx, "Health Potion".to_string()));
|
||||
self.spawns.push((idx, "health potion".to_string()));
|
||||
}
|
||||
_ => {
|
||||
rltk::console::log(format!("Unknown glyph loading map: {}", (ch as u8) as char));
|
||||
|
|
|
|||
79
src/map_builders/prefab_builder/prefab_sections.rs
Normal file
79
src/map_builders/prefab_builder/prefab_sections.rs
Normal file
|
|
@ -0,0 +1,79 @@
|
|||
#[allow(dead_code)]
|
||||
#[derive(PartialEq, Copy, Clone)]
|
||||
pub enum HorizontalPlacement {
|
||||
Left,
|
||||
Center,
|
||||
Right,
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
#[derive(PartialEq, Copy, Clone)]
|
||||
pub enum VerticalPlacement {
|
||||
Top,
|
||||
Center,
|
||||
Bottom,
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
#[derive(PartialEq, Copy, Clone)]
|
||||
pub struct PrefabSection {
|
||||
pub template: &'static str,
|
||||
pub width: usize,
|
||||
pub height: usize,
|
||||
pub placement: (HorizontalPlacement, VerticalPlacement),
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub const UNDERGROUND_FORT: PrefabSection = PrefabSection {
|
||||
template: RIGHT_FORT,
|
||||
width: 15,
|
||||
height: 43,
|
||||
placement: (HorizontalPlacement::Right, VerticalPlacement::Top),
|
||||
};
|
||||
|
||||
#[allow(dead_code)]
|
||||
const RIGHT_FORT: &str = "
|
||||
#
|
||||
#######
|
||||
# #
|
||||
# #######
|
||||
# g #
|
||||
# #######
|
||||
# #
|
||||
### ###
|
||||
# #
|
||||
# #
|
||||
# ##
|
||||
^
|
||||
^
|
||||
# ##
|
||||
# #
|
||||
# #
|
||||
# #
|
||||
# #
|
||||
### ###
|
||||
# #
|
||||
# #
|
||||
# g #
|
||||
# #
|
||||
# #
|
||||
### ###
|
||||
# #
|
||||
# #
|
||||
# #
|
||||
# ##
|
||||
^
|
||||
^
|
||||
# ##
|
||||
# #
|
||||
# #
|
||||
# #
|
||||
### ###
|
||||
# #
|
||||
# #######
|
||||
# g #
|
||||
# #######
|
||||
# #
|
||||
#######
|
||||
#
|
||||
";
|
||||
|
|
@ -11,17 +11,13 @@ pub struct SimpleMapBuilder {
|
|||
depth: i32,
|
||||
rooms: Vec<Rect>,
|
||||
history: Vec<Map>,
|
||||
spawn_list: Vec<(usize, String)>,
|
||||
}
|
||||
|
||||
impl MapBuilder for SimpleMapBuilder {
|
||||
fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
|
||||
return self.rooms_and_corridors(rng);
|
||||
}
|
||||
fn spawn_entities(&mut self, ecs: &mut World) {
|
||||
for room in self.rooms.iter().skip(1) {
|
||||
spawner::spawn_room(ecs, room, self.depth);
|
||||
}
|
||||
}
|
||||
// Getters
|
||||
fn get_map(&mut self) -> Map {
|
||||
return self.map.clone();
|
||||
|
|
@ -29,6 +25,9 @@ impl MapBuilder for SimpleMapBuilder {
|
|||
fn get_starting_pos(&mut self) -> Position {
|
||||
return self.starting_position.clone();
|
||||
}
|
||||
fn get_spawn_list(&self) -> &Vec<(usize, String)> {
|
||||
return &self.spawn_list;
|
||||
}
|
||||
// Mapgen visualisation stuff
|
||||
fn get_snapshot_history(&self) -> Vec<Map> {
|
||||
return self.history.clone();
|
||||
|
|
@ -52,6 +51,7 @@ impl SimpleMapBuilder {
|
|||
depth: new_depth,
|
||||
rooms: Vec::new(),
|
||||
history: Vec::new(),
|
||||
spawn_list: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -99,5 +99,10 @@ impl SimpleMapBuilder {
|
|||
|
||||
let start_pos = self.rooms[0].centre();
|
||||
self.starting_position = Position { x: start_pos.0, y: start_pos.1 };
|
||||
|
||||
// Spawn entities
|
||||
for room in self.rooms.iter().skip(1) {
|
||||
spawner::spawn_room(&self.map, rng, room, self.depth, &mut self.spawn_list);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -21,17 +21,13 @@ pub struct VoronoiBuilder {
|
|||
noise_areas: HashMap<i32, Vec<usize>>,
|
||||
n_seeds: usize,
|
||||
distance_algorithm: DistanceAlgorithm,
|
||||
spawn_list: Vec<(usize, String)>,
|
||||
}
|
||||
|
||||
impl MapBuilder for VoronoiBuilder {
|
||||
fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
|
||||
return self.build(rng);
|
||||
}
|
||||
fn spawn_entities(&mut self, ecs: &mut World) {
|
||||
for area in self.noise_areas.iter() {
|
||||
spawner::spawn_region(ecs, area.1, self.depth);
|
||||
}
|
||||
}
|
||||
// Getters
|
||||
fn get_map(&mut self) -> Map {
|
||||
return self.map.clone();
|
||||
|
|
@ -39,6 +35,9 @@ impl MapBuilder for VoronoiBuilder {
|
|||
fn get_starting_pos(&mut self) -> Position {
|
||||
return self.starting_position.clone();
|
||||
}
|
||||
fn get_spawn_list(&self) -> &Vec<(usize, String)> {
|
||||
return &self.spawn_list;
|
||||
}
|
||||
// Mapgen visualisation stuff
|
||||
fn get_snapshot_history(&self) -> Vec<Map> {
|
||||
return self.history.clone();
|
||||
|
|
@ -64,6 +63,7 @@ impl VoronoiBuilder {
|
|||
noise_areas: HashMap::new(),
|
||||
n_seeds: 64,
|
||||
distance_algorithm: DistanceAlgorithm::Pythagoras,
|
||||
spawn_list: Vec::new(),
|
||||
}
|
||||
}
|
||||
pub fn manhattan(new_depth: i32) -> VoronoiBuilder {
|
||||
|
|
@ -75,6 +75,7 @@ impl VoronoiBuilder {
|
|||
noise_areas: HashMap::new(),
|
||||
n_seeds: 64,
|
||||
distance_algorithm: DistanceAlgorithm::Manhattan,
|
||||
spawn_list: Vec::new(),
|
||||
}
|
||||
}
|
||||
#[allow(dead_code)]
|
||||
|
|
@ -87,6 +88,7 @@ impl VoronoiBuilder {
|
|||
noise_areas: HashMap::new(),
|
||||
n_seeds: 64,
|
||||
distance_algorithm: DistanceAlgorithm::Chebyshev,
|
||||
spawn_list: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -174,5 +176,10 @@ impl VoronoiBuilder {
|
|||
|
||||
// Now we build a noise map for use in spawning entities later
|
||||
self.noise_areas = generate_voronoi_spawn_regions(&self.map, rng);
|
||||
|
||||
// Spawn the entities
|
||||
for area in self.noise_areas.iter() {
|
||||
spawner::spawn_region(&self.map, rng, area.1, self.depth, &mut self.spawn_list);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -19,17 +19,13 @@ pub struct WaveFunctionCollapseBuilder {
|
|||
history: Vec<Map>,
|
||||
noise_areas: HashMap<i32, Vec<usize>>,
|
||||
derive_from: Option<Box<dyn MapBuilder>>,
|
||||
spawn_list: Vec<(usize, String)>,
|
||||
}
|
||||
|
||||
impl MapBuilder for WaveFunctionCollapseBuilder {
|
||||
fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
|
||||
return self.build(rng);
|
||||
}
|
||||
fn spawn_entities(&mut self, ecs: &mut World) {
|
||||
for area in self.noise_areas.iter() {
|
||||
spawner::spawn_region(ecs, area.1, self.depth);
|
||||
}
|
||||
}
|
||||
// Getters
|
||||
fn get_map(&mut self) -> Map {
|
||||
return self.map.clone();
|
||||
|
|
@ -37,6 +33,9 @@ impl MapBuilder for WaveFunctionCollapseBuilder {
|
|||
fn get_starting_pos(&mut self) -> Position {
|
||||
return self.starting_position.clone();
|
||||
}
|
||||
fn get_spawn_list(&self) -> &Vec<(usize, String)> {
|
||||
return &self.spawn_list;
|
||||
}
|
||||
// Mapgen visualisation stuff
|
||||
fn get_snapshot_history(&self) -> Vec<Map> {
|
||||
return self.history.clone();
|
||||
|
|
@ -61,6 +60,7 @@ impl WaveFunctionCollapseBuilder {
|
|||
history: Vec::new(),
|
||||
noise_areas: HashMap::new(),
|
||||
derive_from,
|
||||
spawn_list: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -117,6 +117,11 @@ impl WaveFunctionCollapseBuilder {
|
|||
|
||||
// Now we build a noise map for use in spawning entities later
|
||||
self.noise_areas = generate_voronoi_spawn_regions(&self.map, rng);
|
||||
|
||||
// Spawn the entities
|
||||
for area in self.noise_areas.iter() {
|
||||
spawner::spawn_region(&self.map, rng, area.1, self.depth, &mut self.spawn_list);
|
||||
}
|
||||
}
|
||||
|
||||
fn render_tile_gallery(&mut self, constraints: &Vec<MapChunk>, chunk_size: i32) {
|
||||
|
|
|
|||
|
|
@ -71,11 +71,17 @@ pub fn roll_hit_dice(ecs: &mut World, n: i32, d: i32) -> i32 {
|
|||
// Consts
|
||||
const MAX_ENTITIES: i32 = 2;
|
||||
|
||||
#[allow(clippy::map_entry)]
|
||||
pub fn spawn_room(ecs: &mut World, room: &Rect, map_depth: i32) {
|
||||
/// Fills a room with stuff!
|
||||
pub fn spawn_room(
|
||||
map: &Map,
|
||||
rng: &mut RandomNumberGenerator,
|
||||
room: &Rect,
|
||||
map_depth: i32,
|
||||
spawn_list: &mut Vec<(usize, String)>,
|
||||
) {
|
||||
let mut possible_targets: Vec<usize> = Vec::new();
|
||||
{
|
||||
let map = ecs.fetch::<Map>();
|
||||
// Borrow scope - to keep access to the map separated
|
||||
for y in room.y1 + 1..room.y2 {
|
||||
for x in room.x1 + 1..room.x2 {
|
||||
let idx = map.xy_idx(x, y);
|
||||
|
|
@ -86,38 +92,42 @@ pub fn spawn_room(ecs: &mut World, room: &Rect, map_depth: i32) {
|
|||
}
|
||||
}
|
||||
|
||||
spawn_region(ecs, &possible_targets, map_depth);
|
||||
spawn_region(map, rng, &possible_targets, map_depth, spawn_list);
|
||||
}
|
||||
|
||||
pub fn spawn_region(ecs: &mut World, area: &[usize], map_depth: i32) {
|
||||
pub fn spawn_region(
|
||||
map: &Map,
|
||||
rng: &mut RandomNumberGenerator,
|
||||
area: &[usize],
|
||||
map_depth: i32,
|
||||
spawn_list: &mut Vec<(usize, String)>,
|
||||
) {
|
||||
let mut spawn_points: HashMap<usize, String> = HashMap::new();
|
||||
let mut areas: Vec<usize> = Vec::from(area);
|
||||
{
|
||||
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
|
||||
let category = category_table().roll(&mut rng);
|
||||
let spawn_table;
|
||||
match category.as_ref() {
|
||||
"mob" => spawn_table = mob_table(map_depth),
|
||||
"item" => spawn_table = item_table(map_depth),
|
||||
"food" => spawn_table = food_table(map_depth),
|
||||
"trap" => spawn_table = trap_table(map_depth),
|
||||
_ => spawn_table = debug_table(),
|
||||
}
|
||||
let num_spawns = i32::min(areas.len() as i32, rng.roll_dice(1, MAX_ENTITIES + 2) - 2);
|
||||
if num_spawns <= 0 {
|
||||
return;
|
||||
}
|
||||
let category = category_table().roll(rng);
|
||||
let spawn_table;
|
||||
match category.as_ref() {
|
||||
"mob" => spawn_table = mob_table(map_depth),
|
||||
"item" => spawn_table = item_table(map_depth),
|
||||
"food" => spawn_table = food_table(map_depth),
|
||||
"trap" => spawn_table = trap_table(map_depth),
|
||||
_ => spawn_table = debug_table(),
|
||||
}
|
||||
|
||||
for _i in 0..num_spawns {
|
||||
let array_idx = if areas.len() == 1 { 0usize } else { (rng.roll_dice(1, areas.len() as i32) - 1) as usize };
|
||||
let map_idx = areas[array_idx];
|
||||
spawn_points.insert(map_idx, spawn_table.roll(&mut rng));
|
||||
areas.remove(array_idx);
|
||||
}
|
||||
let num_spawns = i32::min(areas.len() as i32, rng.roll_dice(1, MAX_ENTITIES + 2) - 2);
|
||||
if num_spawns <= 0 {
|
||||
return;
|
||||
}
|
||||
|
||||
for _i in 0..num_spawns {
|
||||
let array_idx = if areas.len() == 1 { 0usize } else { (rng.roll_dice(1, areas.len() as i32) - 1) as usize };
|
||||
let map_idx = areas[array_idx];
|
||||
spawn_points.insert(map_idx, spawn_table.roll(rng));
|
||||
areas.remove(array_idx);
|
||||
}
|
||||
|
||||
for spawn in spawn_points.iter() {
|
||||
spawn_entity(ecs, &spawn);
|
||||
spawn_list.push((*spawn.0, spawn.1.to_string()));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -154,7 +164,7 @@ pub fn spawn_entity(ecs: &mut World, spawn: &(&usize, &String)) {
|
|||
// Traps
|
||||
"bear trap" => bear_trap(ecs, x, y),
|
||||
"confusion trap" => confusion_trap(ecs, x, y),
|
||||
_ => console::log("Tried to spawn nothing. Bugfix needed!"),
|
||||
_ => console::log(format!("Tried to spawn nothing ({}). Bugfix needed!", spawn.1)),
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue