Merge branch 'mapgen_refactor'

This commit is contained in:
Llywelwyn 2023-07-15 12:27:58 +01:00
commit b6dd1c7367
5 changed files with 193 additions and 129 deletions

View file

@ -14,6 +14,7 @@ mod rect;
pub use rect::Rect;
mod gamelog;
mod gui;
pub mod map_builders;
mod saveload_system;
mod spawner;
mod visibility_system;
@ -141,31 +142,31 @@ impl State {
}
// Build new map
let worldmap;
let mut builder;
let current_depth;
let player_start;
{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
current_depth = worldmap_resource.depth;
let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
*worldmap_resource = Map::new_map_rooms_and_corridors(&mut rng, current_depth + 1);
worldmap = worldmap_resource.clone();
builder = map_builders::random_builder(current_depth + 1);
builder.build_map(&mut rng);
*worldmap_resource = builder.get_map();
player_start = builder.get_starting_pos();
}
// Spawn things in rooms
for room in worldmap.rooms.iter().skip(1) {
spawner::spawn_room(&mut self.ecs, room, current_depth + 1);
}
builder.spawn_entities(&mut self.ecs);
// Place the player and update resources
let (player_x, player_y) = worldmap.rooms[0].centre();
let mut player_position = self.ecs.write_resource::<Point>();
*player_position = Point::new(player_x, player_y);
*player_position = Point::new(player_start.x, player_start.y);
let mut position_components = self.ecs.write_storage::<Position>();
let player_entity = self.ecs.fetch::<Entity>();
let player_pos_comp = position_components.get_mut(*player_entity);
if let Some(player_pos_comp) = player_pos_comp {
player_pos_comp.x = player_x;
player_pos_comp.y = player_y;
player_pos_comp.x = player_start.x;
player_pos_comp.y = player_start.y;
}
// Dirtify viewshed
@ -195,21 +196,22 @@ impl State {
}
// Build a new map and place the player
let worldmap;
let mut builder;
let player_start;
{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
*worldmap_resource = Map::new_map_rooms_and_corridors(&mut rng, 1);
worldmap = worldmap_resource.clone();
builder = map_builders::random_builder(1);
builder.build_map(&mut rng);
*worldmap_resource = builder.get_map();
player_start = builder.get_starting_pos();
}
// Spawn bad guys
for room in worldmap.rooms.iter().skip(1) {
spawner::spawn_room(&mut self.ecs, room, 1);
}
builder.spawn_entities(&mut self.ecs);
// Place the player and update resources
let (player_x, player_y) = worldmap.rooms[0].centre();
let (player_x, player_y) = (player_start.x, player_start.y);
let player_entity = spawner::player(&mut self.ecs, player_x, player_y, "Player".to_string());
let mut player_position = self.ecs.write_resource::<Point>();
*player_position = Point::new(player_x, player_y);
@ -524,23 +526,23 @@ fn main() -> rltk::BError {
gs.ecs.register::<SerializationHelper>();
gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
// Create RNG.
// Create seed.
let mut rng = rltk::RandomNumberGenerator::new();
// Use seed to generate the map.
let map = Map::new_map_rooms_and_corridors(&mut rng, 1);
let mut builder = map_builders::random_builder(1);
builder.build_map(&mut rng);
let player_start = builder.get_starting_pos();
let map = builder.get_map();
// Insert seed into the ECS.
gs.ecs.insert(rng);
let (player_x, player_y) = map.rooms[0].centre();
let player_name = "wanderer".to_string();
let player_entity = spawner::player(&mut gs.ecs, player_x, player_y, player_name);
let player_entity = spawner::player(&mut gs.ecs, player_start.x, player_start.y, player_name);
for room in map.rooms.iter().skip(1) {
spawner::spawn_room(&mut gs.ecs, room, 1);
}
builder.spawn_entities(&mut gs.ecs);
gs.ecs.insert(map);
gs.ecs.insert(Point::new(player_x, player_y));
gs.ecs.insert(Point::new(player_start.x, player_start.y));
gs.ecs.insert(player_entity);
gamelog::setup_log();

View file

@ -1,8 +1,6 @@
use super::Rect;
use rltk::{Algorithm2D, BaseMap, Point, RandomNumberGenerator, Rltk, RGB};
use rltk::{Algorithm2D, BaseMap, Point, Rltk, RGB};
use serde::{Deserialize, Serialize};
use specs::prelude::*;
use std::cmp::{max, min};
use std::collections::HashSet;
use std::ops::{Add, Mul};
@ -15,13 +13,11 @@ pub enum TileType {
pub const MAPWIDTH: usize = 80;
pub const MAPHEIGHT: usize = 43;
const MAX_OFFSET: u8 = 32;
pub const MAPCOUNT: usize = MAPHEIGHT * MAPWIDTH;
#[derive(Default, Serialize, Deserialize, Clone)]
pub struct Map {
pub tiles: Vec<TileType>,
pub rooms: Vec<Rect>,
pub width: i32,
pub height: i32,
pub revealed_tiles: Vec<bool>,
@ -45,30 +41,22 @@ impl Map {
(y as usize) * (self.width as usize) + (x as usize)
}
fn apply_room_to_map(&mut self, room: &Rect) {
for y in room.y1 + 1..=room.y2 {
for x in room.x1 + 1..=room.x2 {
let idx = self.xy_idx(x, y);
self.tiles[idx] = TileType::Floor;
}
}
}
fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
for x in min(x1, x2)..=max(x1, x2) {
let idx = self.xy_idx(x, y);
if idx > 0 && idx < (self.width as usize) * (self.height as usize) {
self.tiles[idx as usize] = TileType::Floor;
}
}
}
fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {
for y in min(y1, y2)..=max(y1, y2) {
let idx = self.xy_idx(x, y);
if idx > 0 && idx < (self.width as usize) * (self.height as usize) {
self.tiles[idx as usize] = TileType::Floor;
}
pub fn new(new_depth: i32) -> Map {
Map {
tiles: vec![TileType::Wall; MAPCOUNT],
width: MAPWIDTH as i32,
height: MAPHEIGHT as i32,
revealed_tiles: vec![false; MAPCOUNT],
visible_tiles: vec![false; MAPCOUNT],
lit_tiles: vec![true; MAPCOUNT], // NYI: Light sources. Once those exist, we can set this to false.
telepath_tiles: vec![false; MAPCOUNT],
red_offset: vec![0; MAPCOUNT],
green_offset: vec![0; MAPCOUNT],
blue_offset: vec![0; MAPCOUNT],
blocked: vec![false; MAPCOUNT],
depth: new_depth,
bloodstains: HashSet::new(),
tile_content: vec![Vec::new(); MAPCOUNT],
}
}
@ -92,81 +80,6 @@ impl Map {
content.clear();
}
}
/// Makes a procgen map out of rooms and corridors, and returns the rooms and the map.
pub fn new_map_rooms_and_corridors(rng: &mut RandomNumberGenerator, new_depth: i32) -> Map {
let mut map = Map {
tiles: vec![TileType::Wall; MAPCOUNT],
rooms: Vec::new(),
width: MAPWIDTH as i32,
height: MAPHEIGHT as i32,
revealed_tiles: vec![false; MAPCOUNT],
visible_tiles: vec![false; MAPCOUNT],
lit_tiles: vec![true; MAPCOUNT], // NYI: Light sources. Once those exist, we can set this to false.
telepath_tiles: vec![false; MAPCOUNT],
red_offset: vec![0; MAPCOUNT],
green_offset: vec![0; MAPCOUNT],
blue_offset: vec![0; MAPCOUNT],
blocked: vec![false; MAPCOUNT],
depth: new_depth,
bloodstains: HashSet::new(),
tile_content: vec![Vec::new(); MAPCOUNT],
};
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
for idx in 0..map.red_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
map.red_offset[idx] = roll as u8;
}
for idx in 0..map.green_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
map.green_offset[idx] = roll as u8;
}
for idx in 0..map.blue_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
map.blue_offset[idx] = roll as u8;
}
for _i in 0..MAX_ROOMS {
let w = rng.range(MIN_SIZE, MAX_SIZE);
let h = rng.range(MIN_SIZE, MAX_SIZE);
let x = rng.roll_dice(1, map.width - w - 1) - 1;
let y = rng.roll_dice(1, map.height - h - 1) - 1;
let new_room = Rect::new(x, y, w, h);
let mut ok = true;
for other_room in map.rooms.iter() {
if new_room.intersect(other_room) {
ok = false;
}
}
if ok {
map.apply_room_to_map(&new_room);
if !map.rooms.is_empty() {
let (new_x, new_y) = new_room.centre();
let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].centre();
if rng.range(0, 2) == 1 {
map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
map.apply_vertical_tunnel(prev_y, new_y, new_x);
} else {
map.apply_vertical_tunnel(prev_y, new_y, prev_x);
map.apply_horizontal_tunnel(prev_x, new_x, new_y);
}
}
map.rooms.push(new_room);
}
}
let stairs_position = map.rooms[map.rooms.len() - 1].centre();
let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
map.tiles[stairs_idx] = TileType::DownStair;
map
}
}
impl Algorithm2D for Map {

View file

@ -0,0 +1,29 @@
use super::{Map, Rect, TileType};
use std::cmp::{max, min};
pub fn apply_room_to_map(map: &mut Map, room: &Rect) {
for y in room.y1 + 1..=room.y2 {
for x in room.x1 + 1..=room.x2 {
let idx = map.xy_idx(x, y);
map.tiles[idx] = TileType::Floor;
}
}
}
pub fn apply_horizontal_tunnel(map: &mut Map, x1: i32, x2: i32, y: i32) {
for x in min(x1, x2)..=max(x1, x2) {
let idx = map.xy_idx(x, y);
if idx > 0 && idx < (map.width as usize) * (map.height as usize) {
map.tiles[idx as usize] = TileType::Floor;
}
}
}
pub fn apply_vertical_tunnel(map: &mut Map, y1: i32, y2: i32, x: i32) {
for y in min(y1, y2)..=max(y1, y2) {
let idx = map.xy_idx(x, y);
if idx > 0 && idx < (map.width as usize) * (map.height as usize) {
map.tiles[idx as usize] = TileType::Floor;
}
}
}

18
src/map_builders/mod.rs Normal file
View file

@ -0,0 +1,18 @@
use super::{spawner, Map, Position, Rect, TileType};
mod simple_map;
use simple_map::SimpleMapBuilder;
mod common;
use common::*;
use rltk::RandomNumberGenerator;
use specs::prelude::*;
pub trait MapBuilder {
fn build_map(&mut self, rng: &mut RandomNumberGenerator);
fn spawn_entities(&mut self, ecs: &mut World);
fn get_map(&mut self) -> Map;
fn get_starting_pos(&mut self) -> Position;
}
pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
return Box::new(SimpleMapBuilder::new(new_depth));
}

View file

@ -0,0 +1,102 @@
use super::{
apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, spawner, Map, MapBuilder, Position, Rect,
TileType,
};
use rltk::RandomNumberGenerator;
use specs::prelude::*;
pub struct SimpleMapBuilder {
map: Map,
starting_position: Position,
depth: i32,
rooms: Vec<Rect>,
}
impl MapBuilder for SimpleMapBuilder {
fn get_map(&mut self) -> Map {
return self.map.clone();
}
fn get_starting_pos(&mut self) -> Position {
return self.starting_position.clone();
}
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) {
return spawner::spawn_room(ecs, room, self.depth);
}
}
}
impl SimpleMapBuilder {
pub fn new(new_depth: i32) -> SimpleMapBuilder {
SimpleMapBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
rooms: Vec::new(),
}
}
fn rooms_and_corridors(&mut self, rng: &mut RandomNumberGenerator) {
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
const MAX_OFFSET: u8 = 32;
for idx in 0..self.map.red_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
self.map.red_offset[idx] = roll as u8;
}
for idx in 0..self.map.green_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
self.map.green_offset[idx] = roll as u8;
}
for idx in 0..self.map.blue_offset.len() {
let roll = rng.roll_dice(1, MAX_OFFSET as i32);
self.map.blue_offset[idx] = roll as u8;
}
for _i in 0..MAX_ROOMS {
let w = rng.range(MIN_SIZE, MAX_SIZE);
let h = rng.range(MIN_SIZE, MAX_SIZE);
let x = rng.roll_dice(1, self.map.width - w - 1) - 1;
let y = rng.roll_dice(1, self.map.height - h - 1) - 1;
let new_room = Rect::new(x, y, w, h);
let mut ok = true;
for other_room in self.rooms.iter() {
if new_room.intersect(other_room) {
ok = false
}
}
if ok {
apply_room_to_map(&mut self.map, &new_room);
if !self.rooms.is_empty() {
let (new_x, new_y) = new_room.centre();
let (prev_x, prev_y) = self.rooms[self.rooms.len() - 1].centre();
if rng.range(0, 2) == 1 {
apply_horizontal_tunnel(&mut self.map, prev_x, new_x, prev_y);
apply_vertical_tunnel(&mut self.map, prev_y, new_y, new_x);
} else {
apply_vertical_tunnel(&mut self.map, prev_y, new_y, prev_x);
apply_horizontal_tunnel(&mut self.map, prev_x, new_x, new_y);
}
}
self.rooms.push(new_room);
}
}
let stairs_position = self.rooms[self.rooms.len() - 1].centre();
let stairs_idx = self.map.xy_idx(stairs_position.0, stairs_position.1);
self.map.tiles[stairs_idx] = TileType::DownStair;
let start_pos = self.rooms[0].centre();
self.starting_position = Position { x: start_pos.0, y: start_pos.1 };
}
}