corridor types, doors, some refactoring

This commit is contained in:
Llywelwyn 2023-07-23 21:23:38 +01:00
parent 46e0c6ec6b
commit ab5797078c
19 changed files with 380 additions and 35 deletions

View file

@ -63,6 +63,14 @@ pub struct Name {
#[derive(Component, Debug, Serialize, Deserialize, Clone)] #[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct BlocksTile {} pub struct BlocksTile {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct BlocksVisibility {}
#[derive(Component, Debug, Serialize, Deserialize, Clone)]
pub struct Door {
pub open: bool,
}
#[derive(Serialize, Deserialize, Copy, Clone, PartialEq)] #[derive(Serialize, Deserialize, Copy, Clone, PartialEq)]
pub enum HungerState { pub enum HungerState {
Satiated, Satiated,

View file

@ -132,7 +132,6 @@ impl State {
let mut particle_system = particle_system::ParticleSpawnSystem {}; let mut particle_system = particle_system::ParticleSpawnSystem {};
vis.run_now(&self.ecs); vis.run_now(&self.ecs);
hunger_clock.run_now(&self.ecs);
mob.run_now(&self.ecs); mob.run_now(&self.ecs);
mapindex.run_now(&self.ecs); mapindex.run_now(&self.ecs);
trigger_system.run_now(&self.ecs); trigger_system.run_now(&self.ecs);
@ -142,6 +141,7 @@ impl State {
item_remove_system.run_now(&self.ecs); item_remove_system.run_now(&self.ecs);
melee_system.run_now(&self.ecs); melee_system.run_now(&self.ecs);
damage_system.run_now(&self.ecs); damage_system.run_now(&self.ecs);
hunger_clock.run_now(&self.ecs);
particle_system.run_now(&self.ecs); particle_system.run_now(&self.ecs);
self.ecs.maintain(); self.ecs.maintain();
@ -515,6 +515,8 @@ fn main() -> rltk::BError {
gs.ecs.register::<Telepath>(); gs.ecs.register::<Telepath>();
gs.ecs.register::<Name>(); gs.ecs.register::<Name>();
gs.ecs.register::<BlocksTile>(); gs.ecs.register::<BlocksTile>();
gs.ecs.register::<BlocksVisibility>();
gs.ecs.register::<Door>();
gs.ecs.register::<CombatStats>(); gs.ecs.register::<CombatStats>();
gs.ecs.register::<Attributes>(); gs.ecs.register::<Attributes>();
gs.ecs.register::<HungerClock>(); gs.ecs.register::<HungerClock>();

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@ -24,12 +24,14 @@ pub struct Map {
pub visible_tiles: Vec<bool>, pub visible_tiles: Vec<bool>,
pub lit_tiles: Vec<bool>, pub lit_tiles: Vec<bool>,
pub telepath_tiles: Vec<bool>, pub telepath_tiles: Vec<bool>,
// Combine these offsets into one Vec<(u8, u8, u8)>
pub red_offset: Vec<u8>, pub red_offset: Vec<u8>,
pub green_offset: Vec<u8>, pub green_offset: Vec<u8>,
pub blue_offset: Vec<u8>, pub blue_offset: Vec<u8>,
pub blocked: Vec<bool>, pub blocked: Vec<bool>,
pub depth: i32, pub depth: i32,
pub bloodstains: HashSet<usize>, pub bloodstains: HashSet<usize>,
pub view_blocked: HashSet<usize>,
#[serde(skip_serializing)] #[serde(skip_serializing)]
#[serde(skip_deserializing)] #[serde(skip_deserializing)]
@ -56,6 +58,7 @@ impl Map {
blocked: vec![false; MAPCOUNT], blocked: vec![false; MAPCOUNT],
depth: new_depth, depth: new_depth,
bloodstains: HashSet::new(), bloodstains: HashSet::new(),
view_blocked: HashSet::new(),
tile_content: vec![Vec::new(); MAPCOUNT], tile_content: vec![Vec::new(); MAPCOUNT],
}; };
@ -108,7 +111,8 @@ impl Algorithm2D for Map {
impl BaseMap for Map { impl BaseMap for Map {
fn is_opaque(&self, idx: usize) -> bool { fn is_opaque(&self, idx: usize) -> bool {
self.tiles[idx as usize] == TileType::Wall let idx_u = idx as usize;
return self.tiles[idx_u] == TileType::Wall || self.view_blocked.contains(&idx_u);
} }
fn get_pathing_distance(&self, idx1: usize, idx2: usize) -> f32 { fn get_pathing_distance(&self, idx1: usize, idx2: usize) -> f32 {

View file

@ -1,4 +1,4 @@
use super::{BuilderMap, InitialMapBuilder, Map, Rect, TileType}; use super::{BuilderMap, InitialMapBuilder, Rect, TileType};
use rltk::RandomNumberGenerator; use rltk::RandomNumberGenerator;
pub struct BspDungeonBuilder { pub struct BspDungeonBuilder {

View file

@ -10,25 +10,32 @@ pub fn apply_room_to_map(map: &mut Map, room: &Rect) {
} }
} }
pub fn apply_horizontal_tunnel(map: &mut Map, x1: i32, x2: i32, y: i32) { pub fn apply_horizontal_tunnel(map: &mut Map, x1: i32, x2: i32, y: i32) -> Vec<usize> {
let mut corridor = Vec::new();
for x in min(x1, x2)..=max(x1, x2) { for x in min(x1, x2)..=max(x1, x2) {
let idx = map.xy_idx(x, y); let idx = map.xy_idx(x, y);
if idx > 0 && idx < (map.width as usize) * (map.height as usize) { if idx > 0 && idx < (map.width as usize) * (map.height as usize) {
map.tiles[idx as usize] = TileType::Floor; map.tiles[idx as usize] = TileType::Floor;
corridor.push(idx as usize);
} }
} }
return corridor;
} }
pub fn apply_vertical_tunnel(map: &mut Map, y1: i32, y2: i32, x: i32) { pub fn apply_vertical_tunnel(map: &mut Map, y1: i32, y2: i32, x: i32) -> Vec<usize> {
let mut corridor = Vec::new();
for y in min(y1, y2)..=max(y1, y2) { for y in min(y1, y2)..=max(y1, y2) {
let idx = map.xy_idx(x, y); let idx = map.xy_idx(x, y);
if idx > 0 && idx < (map.width as usize) * (map.height as usize) { if idx > 0 && idx < (map.width as usize) * (map.height as usize) {
map.tiles[idx as usize] = TileType::Floor; map.tiles[idx as usize] = TileType::Floor;
corridor.push(idx as usize);
} }
} }
return corridor;
} }
pub fn draw_corridor(map: &mut Map, x1: i32, y1: i32, x2: i32, y2: i32) { pub fn draw_corridor(map: &mut Map, x1: i32, y1: i32, x2: i32, y2: i32) -> Vec<usize> {
let mut corridor = Vec::new();
let mut x = x1; let mut x = x1;
let mut y = y1; let mut y = y1;
@ -44,8 +51,12 @@ pub fn draw_corridor(map: &mut Map, x1: i32, y1: i32, x2: i32, y2: i32) {
} }
let idx = map.xy_idx(x, y); let idx = map.xy_idx(x, y);
if map.tiles[idx] != TileType::Floor {
map.tiles[idx] = TileType::Floor; map.tiles[idx] = TileType::Floor;
corridor.push(idx);
} }
}
return corridor;
} }
#[allow(dead_code)] #[allow(dead_code)]

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@ -0,0 +1,75 @@
use super::{BuilderMap, MetaMapBuilder, TileType};
use rltk::RandomNumberGenerator;
pub struct DoorPlacement {}
impl MetaMapBuilder for DoorPlacement {
#[allow(dead_code)]
fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap) {
self.doors(rng, build_data);
}
}
impl DoorPlacement {
#[allow(dead_code)]
pub fn new() -> Box<DoorPlacement> {
Box::new(DoorPlacement {})
}
fn doors(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
if let Some(halls_original) = &build_data.corridors {
let halls = halls_original.clone(); // Avoids nested borrow
for hall in halls.iter() {
if hall.len() > 2 {
if self.door_possible(build_data, hall[0]) {
build_data.spawn_list.push((hall[0], "door".to_string()));
}
}
}
} else {
// There are no corridors - scan for possible places
let tiles = build_data.map.tiles.clone();
for (i, tile) in tiles.iter().enumerate() {
if *tile == TileType::Floor && self.door_possible(build_data, i) && rng.roll_dice(1, 3) == 1 {
build_data.spawn_list.push((i, "door".to_string()));
}
}
}
}
fn door_possible(&self, build_data: &mut BuilderMap, idx: usize) -> bool {
// Iterate through spawn list. If another entity wants to spawn on this tile, return false
for spawn in build_data.spawn_list.iter() {
if spawn.0 == idx {
return false;
}
}
let x = idx % build_data.map.width as usize;
let y = idx / build_data.map.width as usize;
// Check for east-west door possibility
if build_data.map.tiles[idx] == TileType::Floor
&& (x > 1 && build_data.map.tiles[idx - 1] == TileType::Floor)
&& (x < build_data.map.width as usize - 2 && build_data.map.tiles[idx + 1] == TileType::Floor)
&& (y > 1 && build_data.map.tiles[idx - build_data.map.width as usize] == TileType::Wall)
&& (y < build_data.map.height as usize - 2
&& build_data.map.tiles[idx + build_data.map.width as usize] == TileType::Wall)
{
return true;
}
// Check for north-south door possibility
if build_data.map.tiles[idx] == TileType::Floor
&& (x > 1 && build_data.map.tiles[idx - 1] == TileType::Wall)
&& (x < build_data.map.width as usize - 2 && build_data.map.tiles[idx + 1] == TileType::Wall)
&& (y > 1 && build_data.map.tiles[idx - build_data.map.width as usize] == TileType::Floor)
&& (y < build_data.map.height as usize - 2
&& build_data.map.tiles[idx + build_data.map.width as usize] == TileType::Floor)
{
return true;
}
false
}
}

View file

@ -48,6 +48,14 @@ mod room_sorter;
use room_sorter::{RoomSort, RoomSorter}; use room_sorter::{RoomSort, RoomSorter};
mod room_draw; mod room_draw;
use room_draw::RoomDrawer; use room_draw::RoomDrawer;
mod rooms_corridors_nearest;
use rooms_corridors_nearest::NearestCorridors;
mod rooms_corridors_bresenham;
use rooms_corridors_bresenham::BresenhamCorridors;
mod rooms_corridors_spawner;
use rooms_corridors_spawner::CorridorSpawner;
mod door_placement;
use door_placement::DoorPlacement;
// Shared data to be passed around build chain // Shared data to be passed around build chain
pub struct BuilderMap { pub struct BuilderMap {
@ -55,6 +63,7 @@ pub struct BuilderMap {
pub map: Map, pub map: Map,
pub starting_position: Option<Position>, pub starting_position: Option<Position>,
pub rooms: Option<Vec<Rect>>, pub rooms: Option<Vec<Rect>>,
pub corridors: Option<Vec<Vec<usize>>>,
pub history: Vec<Map>, pub history: Vec<Map>,
} }
@ -86,6 +95,7 @@ impl BuilderChain {
map: Map::new(new_depth), map: Map::new(new_depth),
starting_position: None, starting_position: None,
rooms: None, rooms: None,
corridors: None,
history: Vec::new(), history: Vec::new(),
}, },
} }
@ -182,12 +192,19 @@ fn random_room_builder(rng: &mut rltk::RandomNumberGenerator, builder: &mut Buil
_ => builder.with(BspCorridors::new()), _ => builder.with(BspCorridors::new()),
} }
let corridor_roll = rng.roll_dice(1, 2); let corridor_roll = rng.roll_dice(1, 4);
match corridor_roll { match corridor_roll {
1 => builder.with(DoglegCorridors::new()), 1 => builder.with(DoglegCorridors::new()),
2 => builder.with(NearestCorridors::new()),
3 => builder.with(BresenhamCorridors::new()),
_ => builder.with(BspCorridors::new()), _ => builder.with(BspCorridors::new()),
} }
let cspawn_roll = rng.roll_dice(1, 2);
if cspawn_roll == 1 {
builder.with(CorridorSpawner::new());
}
let modifier_roll = rng.roll_dice(1, 6); let modifier_roll = rng.roll_dice(1, 6);
match modifier_roll { match modifier_roll {
1 => builder.with(RoomExploder::new()), 1 => builder.with(RoomExploder::new()),
@ -255,7 +272,7 @@ fn random_shape_builder(rng: &mut rltk::RandomNumberGenerator, builder: &mut Bui
} }
pub fn random_builder(new_depth: i32, rng: &mut rltk::RandomNumberGenerator) -> BuilderChain { pub fn random_builder(new_depth: i32, rng: &mut rltk::RandomNumberGenerator) -> BuilderChain {
let mut builder = BuilderChain::new(new_depth); /*let mut builder = BuilderChain::new(new_depth);
let type_roll = rng.roll_dice(1, 2); let type_roll = rng.roll_dice(1, 2);
match type_roll { match type_roll {
1 => random_room_builder(rng, &mut builder), 1 => random_room_builder(rng, &mut builder),
@ -264,13 +281,30 @@ pub fn random_builder(new_depth: i32, rng: &mut rltk::RandomNumberGenerator) ->
/*if rng.roll_dice(1, 3)==1 { /*if rng.roll_dice(1, 3)==1 {
builder.with(WaveformCollapseBuilder::new()); builder.with(WaveformCollapseBuilder::new());
// Now set the start to a random starting area
let (start_x, start_y) = random_start_position(rng);
builder.with(AreaStartingPosition::new(start_x, start_y));
// Setup an exit and spawn mobs
builder.with(VoronoiSpawning::new());
builder.with(DistantExit::new());
}*/ }*/
if rng.roll_dice(1, 20) == 1 { if rng.roll_dice(1, 20) == 1 {
builder.with(PrefabBuilder::sectional(prefab_builder::prefab_sections::UNDERGROUND_FORT)); builder.with(PrefabBuilder::sectional(prefab_builder::prefab_sections::UNDERGROUND_FORT));
} }
builder.with(DoorPlacement::new());
builder.with(PrefabBuilder::vaults()); 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(RoomBasedStairs::new());
builder.with(RoomBasedStartingPosition::new());
builder builder
} }

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@ -47,7 +47,7 @@ impl RoomDrawer {
if let Some(rooms_builder) = &build_data.rooms { if let Some(rooms_builder) = &build_data.rooms {
rooms = rooms_builder.clone(); rooms = rooms_builder.clone();
} else { } else {
panic!("Room Drawing require a builder with room structures"); panic!("RoomDrawer require a builder with rooms");
} }
for room in rooms.iter() { for room in rooms.iter() {

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@ -0,0 +1,64 @@
use super::{BuilderMap, MetaMapBuilder, Rect, TileType};
use rltk::RandomNumberGenerator;
use std::collections::HashSet;
pub struct BresenhamCorridors {}
impl MetaMapBuilder for BresenhamCorridors {
#[allow(dead_code)]
fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap) {
self.corridors(rng, build_data);
}
}
impl BresenhamCorridors {
#[allow(dead_code)]
pub fn new() -> Box<BresenhamCorridors> {
Box::new(BresenhamCorridors {})
}
fn corridors(&mut self, _rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
let rooms: Vec<Rect>;
if let Some(rooms_builder) = &build_data.rooms {
rooms = rooms_builder.clone();
} else {
panic!("BresenhamCorridors require a builder with room structures");
}
let mut connected: HashSet<usize> = HashSet::new();
let mut corridors: Vec<Vec<usize>> = Vec::new();
for (i, room) in rooms.iter().enumerate() {
let mut room_distance: Vec<(usize, f32)> = Vec::new();
let room_centre = room.centre();
let room_centre_pt = rltk::Point::new(room_centre.0, room_centre.1);
for (j, other_room) in rooms.iter().enumerate() {
if i != j && !connected.contains(&j) {
let other_centre = other_room.centre();
let other_centre_pt = rltk::Point::new(other_centre.0, other_centre.1);
let distance = rltk::DistanceAlg::Pythagoras.distance2d(room_centre_pt, other_centre_pt);
room_distance.push((j, distance));
}
}
if !room_distance.is_empty() {
room_distance.sort_by(|a, b| a.1.partial_cmp(&b.1).unwrap());
let dest_centre = rooms[room_distance[0].0].centre();
let line = rltk::line2d(
rltk::LineAlg::Bresenham,
room_centre_pt,
rltk::Point::new(dest_centre.0, dest_centre.1),
);
let mut corridor = Vec::new();
for cell in line.iter() {
let idx = build_data.map.xy_idx(cell.x, cell.y);
build_data.map.tiles[idx] = TileType::Floor;
corridor.push(idx);
}
corridors.push(corridor);
connected.insert(i);
build_data.take_snapshot();
}
}
build_data.corridors = Some(corridors);
}
}

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@ -24,6 +24,7 @@ impl BspCorridors {
panic!("BSP Corridors require a builder with room structures"); panic!("BSP Corridors require a builder with room structures");
} }
let mut corridors: Vec<Vec<usize>> = Vec::new();
for i in 0..rooms.len() - 1 { for i in 0..rooms.len() - 1 {
let room = rooms[i]; let room = rooms[i];
let next_room = rooms[i + 1]; let next_room = rooms[i + 1];
@ -31,8 +32,10 @@ impl BspCorridors {
let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2)) - 1); let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2)) - 1);
let end_x = next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2)) - 1); let end_x = next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2)) - 1);
let end_y = next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1); let end_y = next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1);
draw_corridor(&mut build_data.map, start_x, start_y, end_x, end_y); let corridor = draw_corridor(&mut build_data.map, start_x, start_y, end_x, end_y);
corridors.push(corridor);
build_data.take_snapshot(); build_data.take_snapshot();
} }
build_data.corridors = Some(corridors);
} }
} }

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@ -24,19 +24,25 @@ impl DoglegCorridors {
panic!("DoglegCorridors require a builder with rooms."); panic!("DoglegCorridors require a builder with rooms.");
} }
let mut corridors: Vec<Vec<usize>> = Vec::new();
for (i, room) in rooms.iter().enumerate() { for (i, room) in rooms.iter().enumerate() {
if i > 0 { if i > 0 {
let (new_x, new_y) = room.centre(); let (new_x, new_y) = room.centre();
let (prev_x, prev_y) = rooms[i as usize - 1].centre(); let (prev_x, prev_y) = rooms[i as usize - 1].centre();
if rng.range(0, 2) == 1 { if rng.range(0, 2) == 1 {
apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, prev_y); let mut c1 = apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, prev_y);
apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, new_x); let mut c2 = apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, new_x);
c1.append(&mut c2);
corridors.push(c1);
} else { } else {
apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, prev_x); let mut c1 = apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, prev_x);
apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, new_y); let mut c2 = apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, new_y);
c1.append(&mut c2);
corridors.push(c1);
} }
build_data.take_snapshot(); build_data.take_snapshot();
} }
} }
build_data.corridors = Some(corridors);
} }
} }

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@ -0,0 +1,55 @@
use super::{draw_corridor, BuilderMap, MetaMapBuilder, Rect};
use rltk::RandomNumberGenerator;
use std::collections::HashSet;
pub struct NearestCorridors {}
impl MetaMapBuilder for NearestCorridors {
#[allow(dead_code)]
fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap) {
self.corridors(rng, build_data);
}
}
impl NearestCorridors {
#[allow(dead_code)]
pub fn new() -> Box<NearestCorridors> {
return Box::new(NearestCorridors {});
}
fn corridors(&mut self, _rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
let rooms: Vec<Rect>;
if let Some(rooms_builder) = &build_data.rooms {
rooms = rooms_builder.clone();
} else {
panic!("NearestCorridors requires a builder with rooms");
}
let mut connected: HashSet<usize> = HashSet::new();
let mut corridors: Vec<Vec<usize>> = Vec::new();
for (i, room) in rooms.iter().enumerate() {
let mut room_distance: Vec<(usize, f32)> = Vec::new();
let room_centre = room.centre();
let room_centre_pt = rltk::Point::new(room_centre.0, room_centre.1);
for (j, other_room) in rooms.iter().enumerate() {
if i != j && !connected.contains(&j) {
let other_centre = other_room.centre();
let other_centre_pt = rltk::Point::new(other_centre.0, other_centre.1);
let distance = rltk::DistanceAlg::Pythagoras.distance2d(room_centre_pt, other_centre_pt);
room_distance.push((j, distance));
}
}
if !room_distance.is_empty() {
room_distance.sort_by(|a, b| a.1.partial_cmp(&b.1).unwrap());
let dest_centre = rooms[room_distance[0].0].centre();
let corridor =
draw_corridor(&mut build_data.map, room_centre.0, room_centre.1, dest_centre.0, dest_centre.1);
connected.insert(i);
build_data.take_snapshot();
corridors.push(corridor);
}
}
build_data.corridors = Some(corridors);
}
}

View file

@ -0,0 +1,28 @@
use super::{spawner, BuilderMap, MetaMapBuilder};
use rltk::RandomNumberGenerator;
pub struct CorridorSpawner {}
impl MetaMapBuilder for CorridorSpawner {
fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap) {
self.build(rng, build_data);
}
}
impl CorridorSpawner {
#[allow(dead_code)]
pub fn new() -> Box<CorridorSpawner> {
return Box::new(CorridorSpawner {});
}
fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
if let Some(corridors) = &build_data.corridors {
for corridor in corridors.iter() {
let depth = build_data.map.depth;
spawner::spawn_region(&build_data.map, rng, &corridor, depth, &mut build_data.spawn_list);
}
} else {
panic!("CorridorSpawner only works after corridors have been created");
}
}
}

View file

@ -59,6 +59,10 @@ impl ParticleBuilder {
self.request(x, y, rltk::RGB::named(rltk::ORANGE), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('‼'), 200.0); self.request(x, y, rltk::RGB::named(rltk::ORANGE), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('‼'), 200.0);
} }
pub fn trap_triggered(&mut self, x: i32, y: i32) {
self.request(x, y, rltk::RGB::named(rltk::RED), rltk::RGB::named(rltk::RED), rltk::to_cp437('‼'), 200.0);
}
// Makes a particle request in the shape of an 'x'. Sort of. // Makes a particle request in the shape of an 'x'. Sort of.
pub fn request_star(&mut self, x: i32, y: i32, fg: RGB, bg: RGB, glyph: rltk::FontCharType, lifetime: f32) { pub fn request_star(&mut self, x: i32, y: i32, fg: RGB, bg: RGB, glyph: rltk::FontCharType, lifetime: f32) {
self.request(x, y, fg, bg, glyph, lifetime * 2.0); self.request(x, y, fg, bg, glyph, lifetime * 2.0);

View file

@ -1,6 +1,7 @@
use super::{ use super::{
gamelog, CombatStats, EntityMoved, Hidden, HungerClock, HungerState, Item, Map, Monster, Name, Player, Position, gamelog, BlocksTile, BlocksVisibility, CombatStats, Door, EntityMoved, Hidden, HungerClock, HungerState, Item, Map,
RunState, State, Telepath, TileType, Viewshed, WantsToMelee, WantsToPickupItem, MAPHEIGHT, MAPWIDTH, Monster, Name, Player, Position, Renderable, RunState, State, Telepath, TileType, Viewshed, WantsToMelee,
WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
}; };
use rltk::{Point, RandomNumberGenerator, Rltk, VirtualKeyCode}; use rltk::{Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
use specs::prelude::*; use specs::prelude::*;
@ -17,6 +18,11 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> bool {
let entities = ecs.entities(); let entities = ecs.entities();
let mut wants_to_melee = ecs.write_storage::<WantsToMelee>(); let mut wants_to_melee = ecs.write_storage::<WantsToMelee>();
let mut doors = ecs.write_storage::<Door>();
let mut blocks_visibility = ecs.write_storage::<BlocksVisibility>();
let mut blocks_movement = ecs.write_storage::<BlocksTile>();
let mut renderables = ecs.write_storage::<Renderable>();
let names = ecs.read_storage::<Name>();
for (entity, _player, pos, viewshed) in (&entities, &mut players, &mut positions, &mut viewsheds).join() { for (entity, _player, pos, viewshed) in (&entities, &mut players, &mut positions, &mut viewsheds).join() {
if pos.x + delta_x < 1 if pos.x + delta_x < 1
@ -34,14 +40,27 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) -> bool {
wants_to_melee.insert(entity, WantsToMelee { target: *potential_target }).expect("Add target failed."); wants_to_melee.insert(entity, WantsToMelee { target: *potential_target }).expect("Add target failed.");
return true; return true;
} }
let door = doors.get_mut(*potential_target);
if let Some(door) = door {
if door.open == false {
door.open = true;
blocks_visibility.remove(*potential_target);
blocks_movement.remove(*potential_target);
let render_data = renderables.get_mut(*potential_target).unwrap();
if let Some(name) = names.get(entity) {
gamelog::Logger::new().append("You open the").item_name_n(&name.name).period().log();
}
render_data.glyph = rltk::to_cp437('▓'); // Nethack open door, maybe just use '/' instead.
viewshed.dirty = true;
return true;
}
}
} }
if map.blocked[destination_idx] { if map.blocked[destination_idx] {
gamelog::Logger::new().append("You can't move there.").log(); gamelog::Logger::new().append("You can't move there.").log();
return false; return false;
} }
let names = ecs.read_storage::<Name>();
let hidden = ecs.read_storage::<Hidden>(); let hidden = ecs.read_storage::<Hidden>();
// Push every entity name in the pile to a vector of strings // Push every entity name in the pile to a vector of strings
let mut item_names: Vec<String> = Vec::new(); let mut item_names: Vec<String> = Vec::new();

View file

@ -50,12 +50,14 @@ pub fn save_game(ecs: &mut World) {
AOE, AOE,
Attributes, Attributes,
BlocksTile, BlocksTile,
BlocksVisibility,
CombatStats, CombatStats,
Confusion, Confusion,
Consumable, Consumable,
Cursed, Cursed,
DefenceBonus, DefenceBonus,
Destructible, Destructible,
Door,
EntityMoved, EntityMoved,
EntryTrigger, EntryTrigger,
Equippable, Equippable,
@ -143,12 +145,14 @@ pub fn load_game(ecs: &mut World) {
AOE, AOE,
Attributes, Attributes,
BlocksTile, BlocksTile,
BlocksVisibility,
CombatStats, CombatStats,
Confusion, Confusion,
Consumable, Consumable,
Cursed, Cursed,
DefenceBonus, DefenceBonus,
Destructible, Destructible,
Door,
EntityMoved, EntityMoved,
EntryTrigger, EntryTrigger,
Equippable, Equippable,

View file

@ -1,9 +1,9 @@
use super::{ use super::{
random_table::RandomTable, Attribute, Attributes, BlocksTile, CombatStats, Confusion, Consumable, Cursed, random_table::RandomTable, Attribute, Attributes, BlocksTile, BlocksVisibility, CombatStats, Confusion, Consumable,
DefenceBonus, Destructible, EntryTrigger, EquipmentSlot, Equippable, Hidden, HungerClock, HungerState, Cursed, DefenceBonus, Destructible, Door, EntryTrigger, EquipmentSlot, Equippable, Hidden, HungerClock,
InflictsDamage, Item, MagicMapper, Map, MeleePowerBonus, Mind, Monster, Name, Player, Position, ProvidesHealing, HungerState, InflictsDamage, Item, MagicMapper, Map, MeleePowerBonus, Mind, Monster, Name, Player, Position,
ProvidesNutrition, Ranged, Rect, Renderable, SerializeMe, SingleActivation, TileType, Viewshed, Wand, AOE, ProvidesHealing, ProvidesNutrition, Ranged, Rect, Renderable, SerializeMe, SingleActivation, TileType, Viewshed,
MAPWIDTH, Wand, AOE, MAPWIDTH,
}; };
use rltk::{console, RandomNumberGenerator, RGB}; use rltk::{console, RandomNumberGenerator, RGB};
use specs::prelude::*; use specs::prelude::*;
@ -113,6 +113,13 @@ pub fn spawn_region(
) { ) {
let mut spawn_points: HashMap<usize, String> = HashMap::new(); let mut spawn_points: HashMap<usize, String> = HashMap::new();
let mut areas: Vec<usize> = Vec::from(area); let mut areas: Vec<usize> = Vec::from(area);
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 category = category_table().roll(rng); let category = category_table().roll(rng);
let spawn_table; let spawn_table;
match category.as_ref() { match category.as_ref() {
@ -122,13 +129,6 @@ pub fn spawn_region(
"trap" => spawn_table = trap_table(map_depth), "trap" => spawn_table = trap_table(map_depth),
_ => spawn_table = debug_table(), _ => 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;
}
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 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]; let map_idx = areas[array_idx];
spawn_points.insert(map_idx, spawn_table.roll(rng)); spawn_points.insert(map_idx, spawn_table.roll(rng));
@ -174,6 +174,8 @@ pub fn spawn_entity(ecs: &mut World, spawn: &(&usize, &String)) {
// Traps // Traps
"bear trap" => bear_trap(ecs, x, y), "bear trap" => bear_trap(ecs, x, y),
"confusion trap" => confusion_trap(ecs, x, y), "confusion trap" => confusion_trap(ecs, x, y),
// Other
"door" => door(ecs, x, y),
_ => console::log(format!("Tried to spawn nothing ({}). Bugfix needed!", spawn.1)), _ => console::log(format!("Tried to spawn nothing ({}). Bugfix needed!", spawn.1)),
} }
} }
@ -228,6 +230,23 @@ fn trap_table(_map_depth: i32) -> RandomTable {
return RandomTable::new().add("bear trap", 0).add("confusion trap", 1); return RandomTable::new().add("bear trap", 0).add("confusion trap", 1);
} }
fn door(ecs: &mut World, x: i32, y: i32) {
ecs.create_entity()
.with(Position { x, y })
.with(Renderable {
glyph: rltk::to_cp437('+'),
fg: RGB::named(rltk::LIGHTYELLOW),
bg: RGB::named(rltk::BLACK),
render_order: 2,
})
.with(Name { name: "door".to_string(), plural: "doors".to_string() })
.with(BlocksTile {})
.with(BlocksVisibility {})
.with(Door { open: false })
.marked::<SimpleMarker<SerializeMe>>()
.build();
}
fn health_potion(ecs: &mut World, x: i32, y: i32) { fn health_potion(ecs: &mut World, x: i32, y: i32) {
ecs.create_entity() ecs.create_entity()
.with(Position { x, y }) .with(Position { x, y })

View file

@ -53,6 +53,7 @@ impl<'a> System<'a> for TriggerSystem {
let name = names.get(*entity_id); let name = names.get(*entity_id);
hidden.remove(*entity_id); hidden.remove(*entity_id);
if let Some(name) = name { if let Some(name) = name {
particle_builder.trap_triggered(pos.x, pos.y);
gamelog::Logger::new().item_name(&name.name).append("triggers!").log(); gamelog::Logger::new().item_name(&name.name).append("triggers!").log();
} }

View file

@ -1,4 +1,4 @@
use super::{gamelog, Hidden, Map, Name, Player, Position, Telepath, Viewshed}; use super::{gamelog, BlocksVisibility, Hidden, Map, Name, Player, Position, Telepath, Viewshed};
use rltk::{FieldOfViewAlg::SymmetricShadowcasting, Point}; use rltk::{FieldOfViewAlg::SymmetricShadowcasting, Point};
use specs::prelude::*; use specs::prelude::*;
@ -15,10 +15,18 @@ impl<'a> System<'a> for VisibilitySystem {
ReadStorage<'a, Player>, ReadStorage<'a, Player>,
WriteStorage<'a, Hidden>, WriteStorage<'a, Hidden>,
ReadStorage<'a, Name>, ReadStorage<'a, Name>,
ReadStorage<'a, BlocksVisibility>,
); );
fn run(&mut self, data: Self::SystemData) { fn run(&mut self, data: Self::SystemData) {
let (mut map, mut rng, entities, mut viewshed, mut telepath, pos, player, mut hidden, names) = data; let (mut map, mut rng, entities, mut viewshed, mut telepath, pos, player, mut hidden, names, blocks_visibility) =
data;
map.view_blocked.clear();
for (block_pos, _block) in (&pos, &blocks_visibility).join() {
let idx = map.xy_idx(block_pos.x, block_pos.y);
map.view_blocked.insert(idx);
}
for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() { for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
if viewshed.dirty { if viewshed.dirty {