map shortnames/identifiers

This commit is contained in:
Llywelwyn 2023-08-30 04:51:32 +01:00
parent 849a554055
commit 9fb791039f
12 changed files with 80 additions and 26 deletions

View file

@ -29,6 +29,8 @@ pub fn forest_builder(
height,
difficulty,
NAME_FOREST_BUILDER,
SHORTNAME_FOREST_BUILDER,
0,
initial_player_level
);
chain.start_with(CellularAutomataBuilder::floor(TileType::Grass));

View file

@ -107,6 +107,8 @@ impl BuilderChain {
height: i32,
difficulty: i32,
name: S,
short_name: S,
depth: i32,
initial_player_level: i32
) -> BuilderChain {
BuilderChain {
@ -114,7 +116,7 @@ impl BuilderChain {
builders: Vec::new(),
build_data: BuilderMap {
spawn_list: Vec::new(),
map: Map::new(overmap, new_id, width, height, difficulty, name),
map: Map::new(overmap, new_id, width, height, difficulty, name, short_name, depth),
starting_position: None,
rooms: None,
corridors: None,
@ -326,7 +328,7 @@ fn random_shape_builder(rng: &mut rltk::RandomNumberGenerator, builder: &mut Bui
}
fn overmap_builder() -> BuilderChain {
let mut builder = BuilderChain::new(true, ID_OVERMAP, 69, 41, 0, NAME_OVERMAP, 1);
let mut builder = BuilderChain::new(true, ID_OVERMAP, 69, 41, 0, NAME_OVERMAP, SHORTNAME_OVERMAP, 0, 1);
builder.start_with(PrefabBuilder::overmap());
builder.with(Foliage::percent(TileType::Grass, 30));
return builder;
@ -344,6 +346,7 @@ pub fn random_builder(
width: i32,
height: i32,
difficulty: i32,
depth: i32,
initial_player_level: i32,
end: bool,
build_type: BuildType
@ -356,6 +359,8 @@ pub fn random_builder(
height,
difficulty,
NAME_DUNGEON_RANDOM,
SHORTNAME_DUNGEON_RANDOM,
depth,
initial_player_level
);
let mut want_doors = true;
@ -421,8 +426,19 @@ pub fn level_builder(
ID_OVERMAP => overmap_builder(),
ID_TOWN => town_builder(new_id, rng, width, height, 0, initial_player_level),
ID_TOWN2 => forest_builder(new_id, rng, width, height, 1, initial_player_level),
ID_TOWN3 => random_builder(new_id, rng, width, height, 2, initial_player_level, true, BuildType::Room),
ID_INFINITE => random_builder(new_id, rng, width, height, 3, initial_player_level, false, BuildType::Room),
_ => random_builder(new_id, rng, width, height, difficulty, initial_player_level, false, BuildType::Any),
ID_TOWN3 => random_builder(new_id, rng, width, height, 2, 1, initial_player_level, true, BuildType::Room),
_ if new_id >= ID_INFINITE =>
random_builder(
new_id,
rng,
width,
height,
difficulty,
new_id - ID_INFINITE + 1,
initial_player_level,
false,
BuildType::Room
),
_ => random_builder(new_id, rng, width, height, difficulty, 404, initial_player_level, false, BuildType::Room),
}
}

View file

@ -93,7 +93,7 @@ const OVERMAP_TEMPLATE: &str =
^^^^^^^.............................
^^^^^^^^........@..................
^^^^^^^^............................
^^^^^^^^^.............1.................
^^^^^^^^^.................1.............
^^^^^^^^^.......................
^^^^^^^^^^................
^^^^^^^^^^.............

View file

@ -18,6 +18,8 @@ pub fn town_builder(
height,
difficulty,
NAME_STARTER_TOWN,
SHORTNAME_STARTER_TOWN,
0,
initial_player_level
);
chain.start_with(TownBuilder::new());

View file

@ -37,7 +37,9 @@ impl WaveFunctionCollapseBuilder {
build_data.map.width,
build_data.map.height,
build_data.map.difficulty,
&build_data.map.name
&build_data.map.name,
&build_data.map.short_name,
build_data.map.depth
);
loop {
let mut solver = Solver::new(constraints.clone(), CHUNK_SIZE, &build_data.map);
@ -53,7 +55,16 @@ impl WaveFunctionCollapseBuilder {
}
fn render_tile_gallery(&mut self, constraints: &[MapChunk], chunk_size: i32, build_data: &mut BuilderMap) {
build_data.map = Map::new(false, 0, build_data.width, build_data.height, 0, &build_data.map.name);
build_data.map = Map::new(
false,
0,
build_data.width,
build_data.height,
0,
&build_data.map.name,
&build_data.map.short_name,
build_data.map.depth
);
let mut counter = 0;
let mut x = 1;
let mut y = 1;
@ -69,7 +80,16 @@ impl WaveFunctionCollapseBuilder {
if y + chunk_size > build_data.map.height {
// Move to the next page
build_data.take_snapshot();
build_data.map = Map::new(false, 0, build_data.width, build_data.height, 0, &build_data.map.name);
build_data.map = Map::new(
false,
0,
build_data.width,
build_data.height,
0,
&build_data.map.name,
&build_data.map.short_name,
build_data.map.depth
);
x = 1;
y = 1;