huge refactor of overmap-local map travel
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02be487334
commit
8e3ed5cead
9 changed files with 103 additions and 145 deletions
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@ -189,60 +189,55 @@ fn make_wand_name(rng: &mut RandomNumberGenerator, used_names: &mut HashSet<Stri
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}
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}
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pub fn level_transition(ecs: &mut World, new_id: i32, offset: i32, from_tile: Option<TileType>) -> Option<Vec<Map>> {
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pub fn level_transition(ecs: &mut World, new_id: i32, dest_tile: TileType) -> Option<Vec<Map>> {
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// Obtain master
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let dungeon_master = ecs.read_resource::<MasterDungeonMap>();
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if dungeon_master.get_map(new_id).is_some() {
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std::mem::drop(dungeon_master);
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transition_to_existing_map(ecs, new_id, offset, from_tile);
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transition_to_existing_map(ecs, new_id, dest_tile);
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return None;
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} else {
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std::mem::drop(dungeon_master);
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return Some(transition_to_new_map(ecs, new_id));
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return Some(transition_to_new_map(ecs, new_id, dest_tile));
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}
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}
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fn transition_to_existing_map(ecs: &mut World, new_id: i32, offset: i32, from_tile: Option<TileType>) {
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fn transition_to_existing_map(ecs: &mut World, new_id: i32, dest_tile: TileType) {
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let mut dungeon_master = ecs.write_resource::<MasterDungeonMap>();
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// Unwrapping here panics if new_id isn't present. But this should
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// never be called without new_id being present by level_transition.
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let map = dungeon_master.get_map(new_id).unwrap();
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let mut worldmap_resource = ecs.write_resource::<Map>();
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let player_entity = ecs.fetch::<Entity>();
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// Find down stairs, place player
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let dest_tile = if from_tile.is_some() {
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match from_tile.unwrap() {
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TileType::UpStair => TileType::DownStair,
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TileType::DownStair => TileType::UpStair,
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TileType::ToTown => TileType::ToOvermap,
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TileType::ToOvermap => {
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match worldmap_resource.id {
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ID_TOWN => TileType::ToTown,
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ID_INFINITE => TileType::ToInfinite,
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_ => panic!("Tried to transition to overmap from somewhere unaccounted for!"),
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}
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}
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_ => if offset < 0 { TileType::DownStair } else { TileType::UpStair }
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}
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} else if offset < 0 {
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TileType::DownStair
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} else {
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TileType::UpStair
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};
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let w = map.width;
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let mut possible_destinations: Vec<usize> = Vec::new();
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for (idx, tt) in map.tiles.iter().enumerate() {
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if *tt == dest_tile {
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let mut player_position = ecs.write_resource::<Point>();
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*player_position = Point::new((idx as i32) % w, (idx as i32) / w);
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let mut position_components = ecs.write_storage::<Position>();
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let player_pos_component = position_components.get_mut(*player_entity);
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if let Some(player_pos_component) = player_pos_component {
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player_pos_component.x = (idx as i32) % w;
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player_pos_component.y = (idx as i32) / w;
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}
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possible_destinations.push(idx);
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}
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}
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if possible_destinations.is_empty() {
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console::log("WARNING: No destination tiles found on map transition.");
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match dest_tile {
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TileType::DownStair => console::log("DESTINATION: DownStair"),
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TileType::UpStair => console::log("DESTINATION: UpStair"),
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TileType::ToOvermap(id) => console::log(format!("DESTINATION: ToOvermap({})", id)),
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TileType::ToLocal(id) => console::log(format!("DESTINATION: ToLocal({})", id)),
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_ => console::log("DESTINATION: Unknown"),
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}
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possible_destinations.push(((map.width * map.height) as usize) / 2); // Centre of map
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}
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let mut rng = ecs.write_resource::<rltk::RandomNumberGenerator>();
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let idx = possible_destinations[(rng.roll_dice(1, possible_destinations.len() as i32) as usize) - 1];
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let mut player_position = ecs.write_resource::<Point>();
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*player_position = Point::new((idx as i32) % w, (idx as i32) / w);
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let mut position_components = ecs.write_storage::<Position>();
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let player_pos_component = position_components.get_mut(*player_entity);
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if let Some(player_pos_component) = player_pos_component {
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player_pos_component.x = (idx as i32) % w;
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player_pos_component.y = (idx as i32) / w;
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}
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dungeon_master.store_map(&worldmap_resource);
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*worldmap_resource = map;
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// Dirtify viewsheds (forces refresh)
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@ -258,7 +253,7 @@ fn transition_to_existing_map(ecs: &mut World, new_id: i32, offset: i32, from_ti
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}
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}
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fn transition_to_new_map(ecs: &mut World, new_id: i32) -> Vec<Map> {
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fn transition_to_new_map(ecs: &mut World, new_id: i32, _dest_tile: TileType) -> Vec<Map> {
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let mut rng = ecs.write_resource::<rltk::RandomNumberGenerator>();
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// Might need this to fallback to 1, but if player
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// level isn't found at all, there's a bigger concern
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@ -280,11 +275,6 @@ fn transition_to_new_map(ecs: &mut World, new_id: i32) -> Vec<Map> {
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let up_idx = builder.build_data.map.xy_idx(pos.x, pos.y);
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builder.build_data.map.tiles[up_idx] = TileType::UpStair;
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}
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} else if old_map.overmap && !builder.build_data.map.overmap {
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if let Some(pos) = &builder.build_data.starting_position {
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let down_idx = builder.build_data.map.xy_idx(pos.x, pos.y);
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builder.build_data.map.tiles[down_idx] = TileType::ToOvermap;
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}
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}
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*worldmap_resource = builder.build_data.map.clone();
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// Unwrap so we get a CTD if there's no starting pos.
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@ -2,7 +2,7 @@ use rltk::{ Algorithm2D, BaseMap, Point };
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use serde::{ Deserialize, Serialize };
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use std::collections::HashSet;
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mod tiletype;
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pub use tiletype::{ tile_cost, tile_opaque, tile_walkable, TileType };
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pub use tiletype::{ tile_cost, tile_opaque, tile_walkable, TileType, get_dest, Destination };
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mod interval_spawning_system;
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pub use interval_spawning_system::try_spawn_interval;
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pub mod dungeon;
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@ -88,9 +88,8 @@ pub fn get_default_theme_renderables(idx: usize, map: &Map, debug: Option<bool>)
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TileType::DeepWater => { glyph = rltk::to_cp437(DEEP_WATER_GLYPH); bg = RGB::named(DEEP_WATER_COLOUR); offsets = DEEP_WATER_OFFSETS; }
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TileType::Bars => { glyph = rltk::to_cp437(BARS_GLYPH); fg = RGB::named(BARS_COLOUR); bg = RGB::named(FLOOR_COLOUR); }
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TileType::ImpassableMountain => { glyph = rltk::to_cp437(IMPASSABLE_MOUNTAIN_GLYPH); bg = RGB::named(IMPASSABLE_MOUNTAIN_COLOUR); offsets = IMPASSABLE_MOUNTAIN_OFFSETS }
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TileType::ToOvermap => { glyph = rltk::to_cp437(TO_OVERMAP_GLYPH); fg = RGB::named(TO_OVERMAP_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); bg_main_col = false; }
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TileType::ToTown => { glyph = rltk::to_cp437(TO_TOWN_GLYPH); fg = RGB::named(TO_TOWN_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); bg_main_col = false; }
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TileType::ToInfinite => { glyph = rltk::to_cp437(TO_INFINITE_GLYPH); fg = RGB::named(TO_INFINITE_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); bg_main_col = true; }
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TileType::ToOvermap(_) => { glyph = rltk::to_cp437(TO_OVERMAP_GLYPH); fg = RGB::named(TO_OVERMAP_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); bg_main_col = false; }
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TileType::ToLocal(_) => { glyph = rltk::to_cp437(TO_TOWN_GLYPH); fg = RGB::named(TO_TOWN_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); bg_main_col = false; }
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}
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return (glyph, fg, bg, offsets, bg_main_col);
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}
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@ -24,18 +24,15 @@ pub enum TileType {
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DownStair,
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UpStair,
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// To/From Overmap - ids are in src/data/ids.rs, are used in try_change_level() in src/player.rs
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ToOvermap,
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ToTown,
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ToInfinite,
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ToOvermap(i32),
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ToLocal(i32),
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}
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pub fn tile_walkable(tt: TileType) -> bool {
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match tt {
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TileType::ImpassableMountain | TileType::Wall | TileType::DeepWater | TileType::Fence | TileType::Bars => false,
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_ => true,
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}
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}
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pub fn tile_opaque(tt: TileType) -> bool {
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match tt {
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TileType::ImpassableMountain => true,
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@ -43,7 +40,6 @@ pub fn tile_opaque(tt: TileType) -> bool {
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_ => false,
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}
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}
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pub fn tile_cost(tt: TileType) -> f32 {
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match tt {
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TileType::Road => 0.5,
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@ -52,3 +48,29 @@ pub fn tile_cost(tt: TileType) -> f32 {
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_ => 1.0,
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}
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}
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pub fn get_dest(this_tile: TileType, backtracking: bool) -> Destination {
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let result = if !backtracking {
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match this_tile {
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// If on downstair, GOTO next level, and end up on an upstair
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TileType::DownStair => Destination::NextLevel,
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// If on overmap ToLocal tile, GOTO local map, and end up on an overmap ToOvermap tile with corresponding ID
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TileType::ToLocal(id) => Destination::ToOvermap(id),
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_ => Destination::None,
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}
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} else {
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match this_tile {
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TileType::UpStair => Destination::PreviousLevel,
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TileType::ToOvermap(id) => Destination::ToLocal(id),
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_ => Destination::None,
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}
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};
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return result;
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}
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pub enum Destination {
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PreviousLevel,
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NextLevel,
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ToOvermap(i32),
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ToLocal(i32),
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None,
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}
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