weighted spawns, magic mapping, and curses
This commit is contained in:
parent
b8f8691e90
commit
c6639b7616
8 changed files with 318 additions and 133 deletions
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@ -81,6 +81,9 @@ impl SufferDamage {
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct Item {}
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#[derive(Component, Debug, Serialize, Deserialize, Clone)]
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pub struct Cursed {}
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#[derive(Component, Debug, ConvertSaveload, Clone)]
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pub struct ProvidesHealing {
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pub amount: i32,
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@ -106,6 +109,9 @@ pub struct Confusion {
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pub turns: i32,
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}
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#[derive(Component, Serialize, Deserialize, Clone)]
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pub struct MagicMapper {}
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#[derive(Component, Debug, ConvertSaveload)]
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pub struct InBackpack {
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pub owner: Entity,
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106
src/gui.rs
106
src/gui.rs
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@ -57,64 +57,54 @@ fn draw_tooltips(ecs: &World, ctx: &mut Rltk) {
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}
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if !tooltip.is_empty() {
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let mut width: i32 = 0;
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for s in tooltip.iter() {
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if width < s.len() as i32 {
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width = s.len() as i32;
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}
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width += 3;
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if mouse_pos.0 > 40 {
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let arrow_pos = Point::new(mouse_pos.0 - 2, mouse_pos.1);
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let left_x = mouse_pos.0 - width;
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let mut y = mouse_pos.1;
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for s in tooltip.iter() {
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ctx.print_color(left_x, y, RGB::named(rltk::WHITE), RGB::named(rltk::GREY), s);
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let padding = (width - s.len() as i32) - 1;
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for i in 0..padding {
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ctx.print_color(
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arrow_pos.x - i,
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y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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&" ".to_string(),
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);
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}
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y += 1;
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if mouse_pos.0 > 40 {
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let arrow_pos = Point::new(mouse_pos.0 - 2, mouse_pos.1);
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let left_x = mouse_pos.0 - 3;
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let mut y = mouse_pos.1;
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for s in tooltip.iter() {
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for i in 0..2 {
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ctx.print_color(
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arrow_pos.x - i,
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y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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&" ".to_string(),
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);
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}
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ctx.print_color(
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arrow_pos.x,
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arrow_pos.y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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&"->".to_string(),
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);
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} else {
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let arrow_pos = Point::new(mouse_pos.0 + 1, mouse_pos.1);
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let left_x = mouse_pos.0 + 3;
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let mut y = mouse_pos.1;
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for s in tooltip.iter() {
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ctx.print_color(left_x + 1, y, RGB::named(rltk::WHITE), RGB::named(rltk::GREY), s);
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let padding = (width - s.len() as i32) - 1;
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for i in 0..padding {
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ctx.print_color(
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arrow_pos.x + 1 + i,
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y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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&" ".to_string(),
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);
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}
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y += 1;
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}
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ctx.print_color(
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arrow_pos.x,
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arrow_pos.y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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&"<-".to_string(),
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);
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ctx.print_color_right(left_x, y, RGB::named(rltk::WHITE), RGB::named(rltk::GREY), s);
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y += 1;
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}
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ctx.print_color(
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arrow_pos.x,
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arrow_pos.y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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&"->".to_string(),
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);
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} else {
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let arrow_pos = Point::new(mouse_pos.0 + 1, mouse_pos.1);
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let left_x = mouse_pos.0 + 3;
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let mut y = mouse_pos.1;
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for s in tooltip.iter() {
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for i in 0..2 {
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ctx.print_color(
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arrow_pos.x + 1 + i,
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y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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&" ".to_string(),
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);
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}
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ctx.print_color(left_x + 1, y, RGB::named(rltk::WHITE), RGB::named(rltk::DARKGREY), s);
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y += 1;
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}
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ctx.print_color(
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arrow_pos.x,
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arrow_pos.y,
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RGB::named(rltk::WHITE),
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RGB::named(rltk::GREY),
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&"<-".to_string(),
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);
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}
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}
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}
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@ -136,7 +126,7 @@ pub fn show_inventory(gs: &mut State, ctx: &mut Rltk) -> (ItemMenuResult, Option
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let count = inventory.count();
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let mut y = (25 - (count / 2)) as i32;
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ctx.draw_box(15, y - 2, 31, (count + 3) as i32, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK));
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ctx.draw_box(15, y - 2, 37, (count + 3) as i32, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK));
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ctx.print_color(18, y - 2, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "Inventory");
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ctx.print_color(18, y + count as i32 + 1, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "ESC to cancel");
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@ -178,7 +168,7 @@ pub fn drop_item_menu(gs: &mut State, ctx: &mut Rltk) -> (ItemMenuResult, Option
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let count = inventory.count();
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let mut y = (25 - (count / 2)) as i32;
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ctx.draw_box(15, y - 2, 31, (count + 3) as i32, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK));
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ctx.draw_box(15, y - 2, 37, (count + 3) as i32, RGB::named(rltk::WHITE), RGB::named(rltk::BLACK));
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ctx.print_color(18, y - 2, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "Drop what?");
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ctx.print_color(18, y + count as i32 + 1, RGB::named(rltk::YELLOW), RGB::named(rltk::BLACK), "ESC to cancel");
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@ -1,7 +1,7 @@
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use super::{
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gamelog::GameLog, CombatStats, Confusion, Consumable, Destructible, InBackpack, InflictsDamage, Map, Name,
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ParticleBuilder, Position, ProvidesHealing, SufferDamage, WantsToDropItem, WantsToPickupItem, WantsToUseItem, AOE,
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DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME,
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gamelog::GameLog, CombatStats, Confusion, Consumable, Cursed, Destructible, InBackpack, InflictsDamage,
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MagicMapper, Map, Name, ParticleBuilder, Position, ProvidesHealing, RunState, SufferDamage, WantsToDropItem,
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WantsToPickupItem, WantsToUseItem, AOE, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME,
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};
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use specs::prelude::*;
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@ -46,6 +46,7 @@ impl<'a> System<'a> for ItemUseSystem {
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ReadStorage<'a, Name>,
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ReadStorage<'a, Consumable>,
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ReadStorage<'a, Destructible>,
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ReadStorage<'a, Cursed>,
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ReadStorage<'a, ProvidesHealing>,
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WriteStorage<'a, CombatStats>,
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WriteStorage<'a, SufferDamage>,
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@ -54,6 +55,8 @@ impl<'a> System<'a> for ItemUseSystem {
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ReadStorage<'a, InflictsDamage>,
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ReadStorage<'a, AOE>,
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WriteStorage<'a, Confusion>,
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ReadStorage<'a, MagicMapper>,
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WriteExpect<'a, RunState>,
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);
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fn run(&mut self, data: Self::SystemData) {
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@ -66,6 +69,7 @@ impl<'a> System<'a> for ItemUseSystem {
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names,
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consumables,
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destructibles,
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cursed_items,
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provides_healing,
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mut combat_stats,
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mut suffer_damage,
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@ -74,6 +78,8 @@ impl<'a> System<'a> for ItemUseSystem {
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inflicts_damage,
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aoe,
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mut confused,
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magic_mapper,
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mut runstate,
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) = data;
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for (entity, wants_to_use) in (&entities, &wants_to_use).join() {
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@ -81,6 +87,8 @@ impl<'a> System<'a> for ItemUseSystem {
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let mut aoe_item = false;
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let item_being_used = names.get(wants_to_use.item).unwrap();
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let is_cursed = cursed_items.get(wants_to_use.item);
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// TARGETING
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let mut targets: Vec<Entity> = Vec::new();
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match wants_to_use.target {
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@ -132,7 +140,7 @@ impl<'a> System<'a> for ItemUseSystem {
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// Ideally, replace it with something that picks the correct verb for
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// whatever the item is being used, probably tied to a component.
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// i.e. quaffs, uses, reads
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gamelog.entries.push(format!("You use the {}!", item_being_used.name));
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gamelog.entries.push(format!("You use the {}.", item_being_used.name));
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}
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Some(heal) => {
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for target in targets.iter() {
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@ -219,6 +227,25 @@ impl<'a> System<'a> for ItemUseSystem {
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confused.insert(mob.0, Confusion { turns: mob.1 }).expect("Unable to insert status");
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}
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// MAGIC MAPPERS
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let is_mapper = magic_mapper.get(wants_to_use.item);
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match is_mapper {
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None => {}
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Some(_) => {
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used_item = true;
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match is_cursed {
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None => {
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gamelog.entries.push("You feel a sense of acuity to your surroundings.".to_string());
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*runstate = RunState::MagicMapReveal { row: 0, cursed: false };
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}
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Some(_) => {
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gamelog.entries.push("You forget where you just were!".to_string());
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*runstate = RunState::MagicMapReveal { row: 0, cursed: true };
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}
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}
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}
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}
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// ITEM DELETION AFTER USE
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if used_item {
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let consumable = consumables.get(wants_to_use.item);
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49
src/main.rs
49
src/main.rs
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@ -30,6 +30,7 @@ mod inventory_system;
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use inventory_system::*;
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mod particle_system;
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use particle_system::{ParticleBuilder, DEFAULT_PARTICLE_LIFETIME, LONG_PARTICLE_LIFETIME};
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mod random_table;
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mod rex_assets;
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// Embedded resources for use in wasm build
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@ -49,6 +50,7 @@ pub enum RunState {
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MainMenu { menu_selection: gui::MainMenuSelection },
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SaveGame,
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NextLevel,
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MagicMapReveal { row: i32, cursed: bool },
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}
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pub struct State {
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@ -119,16 +121,17 @@ impl State {
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// Build new map
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let worldmap;
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let current_depth;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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let current_depth = worldmap_resource.depth;
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current_depth = worldmap_resource.depth;
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*worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
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worldmap = worldmap_resource.clone();
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}
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// Spawn things in rooms
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for room in worldmap.rooms.iter().skip(1) {
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spawner::spawn_room(&mut self.ecs, room);
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spawner::spawn_room(&mut self.ecs, room, current_depth + 1);
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}
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// Place the player and update resources
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@ -213,7 +216,12 @@ impl GameState for State {
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RunState::PlayerTurn => {
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self.run_systems();
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self.ecs.maintain();
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new_runstate = RunState::MonsterTurn;
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match *self.ecs.fetch::<RunState>() {
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RunState::MagicMapReveal { row, cursed } => {
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new_runstate = RunState::MagicMapReveal { row: row, cursed: cursed }
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}
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_ => new_runstate = RunState::MonsterTurn,
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}
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}
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RunState::MonsterTurn => {
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self.run_systems();
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@ -308,6 +316,37 @@ impl GameState for State {
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self.goto_next_level();
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new_runstate = RunState::PreRun;
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}
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RunState::MagicMapReveal { row, cursed } => {
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let mut map = self.ecs.fetch_mut::<Map>();
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for x in 0..MAPWIDTH {
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let top_idx = map.xy_idx(x as i32, row);
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let bottom_idx = map.xy_idx(x as i32, (MAPHEIGHT as i32 - 1) - row);
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if !cursed {
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map.revealed_tiles[top_idx] = true;
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map.revealed_tiles[bottom_idx] = true;
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} else {
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map.revealed_tiles[top_idx] = false;
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map.revealed_tiles[bottom_idx] = false;
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}
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}
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// Dirtify viewshed only if cursed, so our currently visible tiles aren't removed too
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if cursed {
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let player_entity = self.ecs.fetch::<Entity>();
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let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
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let viewshed = viewshed_components.get_mut(*player_entity);
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if let Some(viewshed) = viewshed {
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viewshed.dirty = true;
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}
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}
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if row as usize == MAPHEIGHT / 2 {
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new_runstate = RunState::MonsterTurn;
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} else {
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new_runstate = RunState::MagicMapReveal { row: row + 1, cursed: cursed };
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}
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}
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}
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{
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@ -349,11 +388,13 @@ fn main() -> rltk::BError {
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gs.ecs.register::<WantsToMelee>();
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gs.ecs.register::<SufferDamage>();
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gs.ecs.register::<Item>();
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gs.ecs.register::<Cursed>();
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gs.ecs.register::<ProvidesHealing>();
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gs.ecs.register::<InflictsDamage>();
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gs.ecs.register::<Ranged>();
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gs.ecs.register::<AOE>();
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gs.ecs.register::<Confusion>();
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gs.ecs.register::<MagicMapper>();
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gs.ecs.register::<InBackpack>();
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gs.ecs.register::<WantsToPickupItem>();
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gs.ecs.register::<WantsToDropItem>();
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@ -372,7 +413,7 @@ fn main() -> rltk::BError {
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gs.ecs.insert(rltk::RandomNumberGenerator::new());
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for room in map.rooms.iter().skip(1) {
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spawner::spawn_room(&mut gs.ecs, room);
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spawner::spawn_room(&mut gs.ecs, room, 1);
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}
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gs.ecs.insert(map);
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@ -1,5 +1,5 @@
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use super::{
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gamelog::GameLog, CombatStats, Item, Map, Monster, Player, Position, RunState, State, TileType, Viewshed,
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gamelog::GameLog, CombatStats, Item, Map, Monster, Name, Player, Position, RunState, State, TileType, Viewshed,
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WantsToMelee, WantsToPickupItem, MAPHEIGHT, MAPWIDTH,
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};
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use rltk::{Point, RandomNumberGenerator, Rltk, VirtualKeyCode};
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@ -35,6 +35,22 @@ pub fn try_move_player(delta_x: i32, delta_y: i32, ecs: &mut World) {
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}
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if !map.blocked[destination_idx] {
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// TODO: Refactor
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let mut tile_content = "You see ".to_string();
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let names = ecs.read_storage::<Name>();
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for entity in map.tile_content[destination_idx].iter() {
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if let Some(name) = names.get(*entity) {
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if tile_content != "You see " {
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tile_content.push_str(", ");
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}
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tile_content.push_str(&name.name);
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}
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}
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if tile_content != "You see " {
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tile_content.push_str(".");
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let mut gamelog = ecs.write_resource::<GameLog>();
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gamelog.entries.push(tile_content);
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}
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pos.x = min((MAPWIDTH as i32) - 1, max(0, pos.x + delta_x));
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pos.y = min((MAPHEIGHT as i32) - 1, max(0, pos.y + delta_y));
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viewshed.dirty = true;
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67
src/random_table.rs
Normal file
67
src/random_table.rs
Normal file
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@ -0,0 +1,67 @@
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use rltk::RandomNumberGenerator;
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// FIXME: note to self,
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// passing around strings here is super inefficient, so this is
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// a good place to look for optimisation. Using a unique ID here
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// for every entry on the table and returning that instead of the
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// name would be helpful. That said, these tables see low enough
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// use that reducing readability and confusing things right now
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// seems like a waste of time.
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pub struct RandomEntry {
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name: String,
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weight: i32,
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}
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impl RandomEntry {
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pub fn new<S: ToString>(name: S, weight: i32) -> RandomEntry {
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RandomEntry { name: name.to_string(), weight }
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}
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}
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#[derive(Default)]
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pub struct RandomTable {
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entries: Vec<RandomEntry>,
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total_weight: i32,
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}
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impl RandomTable {
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/// Creates a new, blank RandomTable
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pub fn new() -> RandomTable {
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||||
return RandomTable { entries: Vec::new(), total_weight: 0 };
|
||||
}
|
||||
|
||||
/// Adds an entry to an existing RandomTable
|
||||
pub fn add<S: ToString>(mut self, name: S, weight: i32) -> RandomTable {
|
||||
self.total_weight += weight;
|
||||
self.entries.push(RandomEntry::new(name.to_string(), weight));
|
||||
return self;
|
||||
}
|
||||
|
||||
/// Rolls on an existing RandomTable
|
||||
pub fn roll(&self, rng: &mut RandomNumberGenerator) -> String {
|
||||
// If the table has no weight, return nothing.
|
||||
if self.total_weight == 0 {
|
||||
return "None".to_string();
|
||||
}
|
||||
|
||||
// If the table has weight, roll a die, and iterate through
|
||||
// every index on the RandomTable. If the roll is below the
|
||||
// weight of the current index, return it - otherwise, reduce
|
||||
// the roll by the weight and test the next entry.
|
||||
let mut roll = rng.roll_dice(1, self.total_weight) - 1;
|
||||
let mut index: usize = 0;
|
||||
while roll > 0 {
|
||||
if roll < self.entries[index].weight {
|
||||
return self.entries[index].name.clone();
|
||||
}
|
||||
|
||||
roll -= self.entries[index].weight;
|
||||
index += 1;
|
||||
}
|
||||
|
||||
// If the rolling fails to produce anything (i.e. there is no
|
||||
// item on the table with a weight large to be spawned
|
||||
// by the roll) then return nothing.
|
||||
return "None".to_string();
|
||||
}
|
||||
}
|
||||
|
|
@ -51,12 +51,14 @@ pub fn save_game(ecs: &mut World) {
|
|||
SufferDamage,
|
||||
WantsToMelee,
|
||||
Item,
|
||||
Cursed,
|
||||
Consumable,
|
||||
Destructible,
|
||||
Ranged,
|
||||
InflictsDamage,
|
||||
AOE,
|
||||
Confusion,
|
||||
MagicMapper,
|
||||
ProvidesHealing,
|
||||
InBackpack,
|
||||
WantsToPickupItem,
|
||||
|
|
@ -126,12 +128,14 @@ pub fn load_game(ecs: &mut World) {
|
|||
SufferDamage,
|
||||
WantsToMelee,
|
||||
Item,
|
||||
Cursed,
|
||||
Consumable,
|
||||
Destructible,
|
||||
Ranged,
|
||||
InflictsDamage,
|
||||
AOE,
|
||||
Confusion,
|
||||
MagicMapper,
|
||||
ProvidesHealing,
|
||||
InBackpack,
|
||||
WantsToPickupItem,
|
||||
|
|
|
|||
166
src/spawner.rs
166
src/spawner.rs
|
|
@ -1,10 +1,12 @@
|
|||
use super::{
|
||||
BlocksTile, CombatStats, Confusion, Consumable, Destructible, InflictsDamage, Item, Monster, Name, Player,
|
||||
Position, ProvidesHealing, Ranged, Rect, Renderable, SerializeMe, Viewshed, AOE, MAPWIDTH,
|
||||
random_table::RandomTable, BlocksTile, CombatStats, Confusion, Consumable, Cursed, Destructible, InflictsDamage,
|
||||
Item, MagicMapper, Monster, Name, Player, Position, ProvidesHealing, Ranged, Rect, Renderable, SerializeMe,
|
||||
Viewshed, AOE, MAPWIDTH,
|
||||
};
|
||||
use rltk::{RandomNumberGenerator, RGB};
|
||||
use specs::prelude::*;
|
||||
use specs::saveload::{MarkedBuilder, SimpleMarker};
|
||||
use std::collections::HashMap;
|
||||
|
||||
/// Spawns the player and returns his/her entity object.
|
||||
pub fn player(ecs: &mut World, player_x: i32, player_y: i32, player_name: String) -> Entity {
|
||||
|
|
@ -25,39 +27,6 @@ pub fn player(ecs: &mut World, player_x: i32, player_y: i32, player_name: String
|
|||
.build()
|
||||
}
|
||||
|
||||
/// Spawns a random monster at a given loc
|
||||
pub fn random_monster(ecs: &mut World, x: i32, y: i32) {
|
||||
let roll: i32;
|
||||
{
|
||||
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
|
||||
roll = rng.roll_dice(1, 3);
|
||||
}
|
||||
match roll {
|
||||
1 => orc(ecs, x, y),
|
||||
2 => goblin_chieftain(ecs, x, y),
|
||||
_ => goblin(ecs, x, y),
|
||||
}
|
||||
}
|
||||
/// Spawns a random item at a given loc
|
||||
pub fn random_item(ecs: &mut World, x: i32, y: i32) {
|
||||
let roll: i32;
|
||||
{
|
||||
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
|
||||
roll = rng.roll_dice(1, 6);
|
||||
}
|
||||
match roll {
|
||||
1 => health_potion(ecs, x, y),
|
||||
2 => poison_potion(ecs, x, y),
|
||||
3 => magic_missile_scroll(ecs, x, y),
|
||||
4 => fireball_scroll(ecs, x, y),
|
||||
5 => confusion_scroll(ecs, x, y),
|
||||
_ => weak_health_potion(ecs, x, y),
|
||||
}
|
||||
}
|
||||
|
||||
const MAX_MONSTERS: i32 = 4;
|
||||
const MAX_ITEMS: i32 = 3;
|
||||
|
||||
fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: rltk::FontCharType, name: S, hit_die: i32) {
|
||||
let rolled_hp = roll_hit_dice(ecs, 1, hit_die);
|
||||
|
||||
|
|
@ -96,56 +65,82 @@ pub fn roll_hit_dice(ecs: &mut World, n: i32, d: i32) -> i32 {
|
|||
return rolled_hp;
|
||||
}
|
||||
|
||||
pub fn spawn_room(ecs: &mut World, room: &Rect) {
|
||||
let mut monster_spawn_points: Vec<usize> = Vec::new();
|
||||
let mut item_spawn_points: Vec<usize> = Vec::new();
|
||||
// Consts
|
||||
const MAX_ENTITIES: i32 = 4;
|
||||
|
||||
#[allow(clippy::map_entry)]
|
||||
pub fn spawn_room(ecs: &mut World, room: &Rect, map_depth: i32) {
|
||||
let spawn_table = room_table(map_depth);
|
||||
let mut spawn_points: HashMap<usize, String> = HashMap::new();
|
||||
|
||||
// Scope for borrow checker
|
||||
{
|
||||
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
|
||||
let num_monsters = rng.roll_dice(1, MAX_MONSTERS + 2) - 3;
|
||||
let num_items = rng.roll_dice(1, MAX_ITEMS + 2) - 3;
|
||||
let num_spawns = rng.roll_dice(1, MAX_ENTITIES + 3) + (map_depth - 1) - 3;
|
||||
// With a MAX_ENTITIES of 4, this means each room has between:
|
||||
// d1: -2 to 4
|
||||
// d2: -1 to 5
|
||||
// d3: 0 to 6
|
||||
// etc.
|
||||
|
||||
for _i in 0..num_monsters {
|
||||
for _i in 0..num_spawns {
|
||||
let mut added = false;
|
||||
while !added {
|
||||
let mut tries = 0;
|
||||
while !added && tries < 20 {
|
||||
let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize;
|
||||
let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize;
|
||||
let idx = (y * MAPWIDTH) + x;
|
||||
if !monster_spawn_points.contains(&idx) {
|
||||
monster_spawn_points.push(idx);
|
||||
added = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for _i in 0..num_items {
|
||||
let mut added = false;
|
||||
while !added {
|
||||
let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize;
|
||||
let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize;
|
||||
let idx = (y * MAPWIDTH) + x;
|
||||
if !item_spawn_points.contains(&idx) {
|
||||
item_spawn_points.push(idx);
|
||||
if !spawn_points.contains_key(&idx) {
|
||||
spawn_points.insert(idx, spawn_table.roll(&mut rng));
|
||||
added = true;
|
||||
} else {
|
||||
tries += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Spawn
|
||||
for idx in monster_spawn_points.iter() {
|
||||
let x = *idx % MAPWIDTH;
|
||||
let y = *idx / MAPWIDTH;
|
||||
random_monster(ecs, x as i32, y as i32);
|
||||
}
|
||||
for idx in item_spawn_points.iter() {
|
||||
let x = *idx % MAPWIDTH;
|
||||
let y = *idx / MAPWIDTH;
|
||||
random_item(ecs, x as i32, y as i32);
|
||||
for spawn in spawn_points.iter() {
|
||||
let x = (*spawn.0 % MAPWIDTH) as i32;
|
||||
let y = (*spawn.0 / MAPWIDTH) as i32;
|
||||
|
||||
match spawn.1.as_ref() {
|
||||
// Monsters
|
||||
"goblin" => goblin(ecs, x, y),
|
||||
"goblin chieftain" => goblin_chieftain(ecs, x, y),
|
||||
"orc" => orc(ecs, x, y),
|
||||
// Potions
|
||||
"weak health potion" => weak_health_potion(ecs, x, y),
|
||||
"health potion" => health_potion(ecs, x, y),
|
||||
// Scrolls
|
||||
"fireball scroll" => fireball_scroll(ecs, x, y),
|
||||
"confusion scroll" => confusion_scroll(ecs, x, y),
|
||||
"magic missile scroll" => magic_missile_scroll(ecs, x, y),
|
||||
"magic map scroll" => magic_map_scroll(ecs, x, y),
|
||||
"cursed magic map scroll" => cursed_magic_map_scroll(ecs, x, y),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn room_table(map_depth: i32) -> RandomTable {
|
||||
return RandomTable::new()
|
||||
// Monsters
|
||||
.add("goblin", 15)
|
||||
.add("goblin chieftain", 2 + map_depth)
|
||||
.add("orc", 4 + map_depth)
|
||||
// Potions
|
||||
.add("weak health potion", 4)
|
||||
.add("health potion", 1 + map_depth)
|
||||
// Scrolls
|
||||
.add("fireball scroll", 1 + map_depth)
|
||||
.add("confusion scroll", 1)
|
||||
.add("magic missile scroll", 4)
|
||||
.add("magic map scroll", 400)
|
||||
.add("cursed magic map scroll", 400);
|
||||
}
|
||||
|
||||
fn health_potion(ecs: &mut World, x: i32, y: i32) {
|
||||
ecs.create_entity()
|
||||
.with(Position { x, y })
|
||||
|
|
@ -182,6 +177,7 @@ fn weak_health_potion(ecs: &mut World, x: i32, y: i32) {
|
|||
.build();
|
||||
}
|
||||
|
||||
/*
|
||||
fn poison_potion(ecs: &mut World, x: i32, y: i32) {
|
||||
ecs.create_entity()
|
||||
.with(Position { x, y })
|
||||
|
|
@ -199,6 +195,7 @@ fn poison_potion(ecs: &mut World, x: i32, y: i32) {
|
|||
.marked::<SimpleMarker<SerializeMe>>()
|
||||
.build();
|
||||
}
|
||||
*/
|
||||
|
||||
// Scrolls
|
||||
// ~10 range should be considered average here.
|
||||
|
|
@ -259,3 +256,40 @@ fn confusion_scroll(ecs: &mut World, x: i32, y: i32) {
|
|||
.marked::<SimpleMarker<SerializeMe>>()
|
||||
.build();
|
||||
}
|
||||
|
||||
fn magic_map_scroll(ecs: &mut World, x: i32, y: i32) {
|
||||
ecs.create_entity()
|
||||
.with(Position { x, y })
|
||||
.with(Renderable {
|
||||
glyph: rltk::to_cp437(')'),
|
||||
fg: RGB::named(rltk::ROYALBLUE),
|
||||
bg: RGB::named(rltk::BLACK),
|
||||
render_order: 2,
|
||||
})
|
||||
.with(Name { name: "scroll of magic mapping".to_string() })
|
||||
.with(Item {})
|
||||
.with(MagicMapper {})
|
||||
.with(Consumable {})
|
||||
.with(Destructible {})
|
||||
.marked::<SimpleMarker<SerializeMe>>()
|
||||
.build();
|
||||
}
|
||||
|
||||
fn cursed_magic_map_scroll(ecs: &mut World, x: i32, y: i32) {
|
||||
ecs.create_entity()
|
||||
.with(Position { x, y })
|
||||
.with(Renderable {
|
||||
glyph: rltk::to_cp437(')'),
|
||||
fg: RGB::named(rltk::ROYALBLUE),
|
||||
bg: RGB::named(rltk::BLACK),
|
||||
render_order: 2,
|
||||
})
|
||||
.with(Name { name: "cursed scroll of magic mapping".to_string() })
|
||||
.with(Item {})
|
||||
.with(Cursed {})
|
||||
.with(MagicMapper {})
|
||||
.with(Consumable {})
|
||||
.with(Destructible {})
|
||||
.marked::<SimpleMarker<SerializeMe>>()
|
||||
.build();
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue