vaults
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a3b4688608
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d1f36499c2
16 changed files with 286 additions and 88 deletions
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@ -1,10 +1,9 @@
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use super::{
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remove_unreachable_areas_returning_most_distant, spawner, Map, MapBuilder, Position, TileType, SHOW_MAPGEN,
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};
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use super::{remove_unreachable_areas_returning_most_distant, Map, MapBuilder, Position, TileType, SHOW_MAPGEN};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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mod prefab_levels;
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mod prefab_sections;
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pub mod prefab_levels;
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pub mod prefab_sections;
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pub mod prefab_vaults;
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use std::collections::HashSet;
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#[allow(dead_code)]
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#[derive(PartialEq, Clone)]
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@ -12,6 +11,7 @@ pub enum PrefabMode {
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RexLevel { template: &'static str },
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Constant { level: prefab_levels::PrefabLevel },
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Sectional { section: prefab_sections::PrefabSection },
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Vaults,
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}
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pub struct PrefabBuilder {
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@ -53,17 +53,54 @@ impl MapBuilder for PrefabBuilder {
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}
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}
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#[allow(dead_code)]
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impl PrefabBuilder {
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#[allow(dead_code)]
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pub fn new(new_depth: i32, previous_builder: Option<Box<dyn MapBuilder>>) -> PrefabBuilder {
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pub fn rex_level(new_depth: i32, template: &'static str) -> PrefabBuilder {
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PrefabBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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history: Vec::new(),
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mode: PrefabMode::Sectional { section: prefab_sections::UNDERGROUND_FORT },
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mode: PrefabMode::RexLevel { template },
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spawn_list: Vec::new(),
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previous_builder,
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previous_builder: None,
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}
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}
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pub fn constant(new_depth: i32, level: prefab_levels::PrefabLevel) -> PrefabBuilder {
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PrefabBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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history: Vec::new(),
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mode: PrefabMode::Constant { level },
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spawn_list: Vec::new(),
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previous_builder: None,
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}
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}
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pub fn sectional(
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new_depth: i32,
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section: prefab_sections::PrefabSection,
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previous_builder: Box<dyn MapBuilder>,
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) -> PrefabBuilder {
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PrefabBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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history: Vec::new(),
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mode: PrefabMode::Sectional { section },
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spawn_list: Vec::new(),
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previous_builder: Some(previous_builder),
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}
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}
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pub fn vaults(new_depth: i32, previous_builder: Box<dyn MapBuilder>) -> PrefabBuilder {
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PrefabBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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history: Vec::new(),
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mode: PrefabMode::Vaults,
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spawn_list: Vec::new(),
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previous_builder: Some(previous_builder),
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}
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}
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@ -72,6 +109,7 @@ impl PrefabBuilder {
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PrefabMode::RexLevel { template } => self.load_rex_map(&template),
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PrefabMode::Constant { level } => self.load_ascii_map(&level),
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PrefabMode::Sectional { section } => self.apply_sectional(§ion, rng),
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PrefabMode::Vaults => self.apply_room_vaults(rng),
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}
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self.take_snapshot();
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@ -95,6 +133,134 @@ impl PrefabBuilder {
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}
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}
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fn apply_previous_iteration<F>(&mut self, rng: &mut RandomNumberGenerator, mut filter: F)
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where
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F: FnMut(i32, i32, &(usize, String)) -> bool,
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{
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// Build the map
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let prev_builder = self.previous_builder.as_mut().unwrap();
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prev_builder.build_map(rng);
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self.starting_position = prev_builder.get_starting_pos();
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self.map = prev_builder.get_map().clone();
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self.history = prev_builder.get_snapshot_history();
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for e in prev_builder.get_spawn_list().iter() {
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let idx = e.0;
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let x = idx as i32 % self.map.width;
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let y = idx as i32 / self.map.width;
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if filter(x, y, e) {
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self.spawn_list.push((idx, e.1.to_string()))
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}
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}
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self.take_snapshot();
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}
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fn apply_room_vaults(&mut self, rng: &mut RandomNumberGenerator) {
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use prefab_vaults::*;
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// Apply prev builder, and keep all entities
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self.apply_previous_iteration(rng, |_x, _y, _e| true);
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// Roll for a vault
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let vault_roll = rng.roll_dice(1, 6);
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if vault_roll < 4 {
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return;
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}
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// Get all vaults
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let master_vault_list = vec![GOBLINS_4X4, GOBLINS2_4X4, CLASSIC_TRAP_5X5];
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// Filter out vaults from outside the current depth
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let mut possible_vaults: Vec<&PrefabVault> =
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master_vault_list.iter().filter(|v| self.depth >= v.first_depth && self.depth <= v.last_depth).collect();
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// Return if there's no possible vaults
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if possible_vaults.is_empty() {
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return;
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}
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// Pick number of vaults
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let n_vaults = i32::min(rng.roll_dice(1, 3), possible_vaults.len() as i32);
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let mut used_tiles: HashSet<usize> = HashSet::new();
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for _i in 0..n_vaults {
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// Select a vault
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let vault_idx = if possible_vaults.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, possible_vaults.len() as i32) - 1) as usize
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};
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let vault = possible_vaults[vault_idx];
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// Make a list of all places the vault can fit
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let mut vault_positions: Vec<Position> = Vec::new();
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let mut idx = 0usize;
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loop {
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let x = (idx % self.map.width as usize) as i32;
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let y = (idx / self.map.width as usize) as i32;
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// Check for overflow
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if x > 1
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&& (x + vault.width as i32) < self.map.width - 2
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&& y > 1
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&& (y + vault.height as i32) < self.map.height - 2
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{
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let mut possible = true;
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for tile_y in 0..vault.height as i32 {
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for tile_x in 0..vault.width as i32 {
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let idx = self.map.xy_idx(tile_x + x, tile_y + y);
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if self.map.tiles[idx] != TileType::Floor {
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possible = false;
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}
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if used_tiles.contains(&idx) {
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possible = false;
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}
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}
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}
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// If we find a position that works, push it
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if possible {
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vault_positions.push(Position { x, y });
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}
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}
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// Once we reach the end of the map, break
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idx += 1;
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if idx >= self.map.tiles.len() - 1 {
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break;
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}
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}
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// If we have a position, make the vault
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if !vault_positions.is_empty() {
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let pos_idx = if vault_positions.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, vault_positions.len() as i32) - 1) as usize
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};
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let pos = &vault_positions[pos_idx];
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let chunk_x = pos.x;
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let chunk_y = pos.y;
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// Filter out entities from our spawn list that would have spawned inside this vault
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let width = self.map.width; // For borrow checker.
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let height = self.map.height; // As above.
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self.spawn_list.retain(|e| {
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let idx = e.0 as i32;
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let x = idx % width;
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let y = idx / height;
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x < chunk_x || x > chunk_x + vault.width as i32 || y < chunk_y || y > chunk_y + vault.height as i32
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});
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let string_vec = PrefabBuilder::read_ascii_to_vec(vault.template);
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let mut i = 0;
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for tile_y in 0..vault.height {
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for tile_x in 0..vault.width {
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let idx = self.map.xy_idx(tile_x as i32 + chunk_x, tile_y as i32 + chunk_y);
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self.char_to_map(string_vec[i], idx);
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used_tiles.insert(idx);
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i += 1;
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}
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}
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rltk::console::log("-> adding vault");
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self.take_snapshot();
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possible_vaults.remove(vault_idx);
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}
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}
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}
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pub fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection, rng: &mut RandomNumberGenerator) {
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use prefab_sections::*;
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let string_vec = PrefabBuilder::read_ascii_to_vec(section.template);
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@ -115,24 +281,9 @@ impl PrefabBuilder {
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}
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// Build the map
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let prev_builder = self.previous_builder.as_mut().unwrap();
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prev_builder.build_map(rng);
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self.starting_position = prev_builder.get_starting_pos();
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self.map = prev_builder.get_map().clone();
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// Iterate previous spawn list, culling entities within new section
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for entity in prev_builder.get_spawn_list().iter() {
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let idx = entity.0;
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let x = idx as i32 % self.map.width;
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let y = idx as i32 / self.map.width;
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if x < chunk_x
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|| x > (chunk_x + section.width as i32)
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|| y < chunk_y
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|| y > (chunk_y + section.height as i32)
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{
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self.spawn_list.push((idx, entity.1.to_string()));
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}
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}
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self.take_snapshot();
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self.apply_previous_iteration(rng, |x, y, _e| {
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x < chunk_x || x > (chunk_x + section.width as i32) || y < chunk_y || y > (chunk_y + section.height as i32)
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});
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let mut i = 0;
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for ty in 0..section.height {
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@ -162,6 +313,10 @@ impl PrefabBuilder {
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self.map.tiles[idx] = TileType::Floor;
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self.spawn_list.push((idx, "goblin".to_string()));
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}
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'G' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawn_list.push((idx, "goblin chieftain".to_string()));
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}
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'o' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawn_list.push((idx, "orc".to_string()));
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@ -5,8 +5,10 @@ pub struct PrefabLevel {
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pub height: usize,
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}
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#[allow(dead_code)]
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pub const WFC_POPULATED: PrefabLevel = PrefabLevel { template: LEVEL_MAP, width: 80, height: 43 };
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#[allow(dead_code)]
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const LEVEL_MAP: &str = "
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################################################################################
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# ######################################################## #########
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41
src/map_builders/prefab_builder/prefab_vaults.rs
Normal file
41
src/map_builders/prefab_builder/prefab_vaults.rs
Normal file
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@ -0,0 +1,41 @@
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#[allow(dead_code)]
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#[derive(PartialEq, Copy, Clone)]
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pub struct PrefabVault {
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pub template: &'static str,
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pub width: usize,
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pub height: usize,
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pub first_depth: i32,
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pub last_depth: i32,
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}
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#[allow(dead_code)]
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pub const CLASSIC_TRAP_5X5: PrefabVault =
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PrefabVault { template: CLASSIC_TRAP_5X5_V, width: 5, height: 5, first_depth: 0, last_depth: 100 };
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#[allow(dead_code)]
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const CLASSIC_TRAP_5X5_V: &str = "
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^^^
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^!^
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^^^
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";
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#[allow(dead_code)]
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pub const GOBLINS_4X4: PrefabVault =
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PrefabVault { template: GOBLINS_4X4_V, width: 4, height: 4, first_depth: 0, last_depth: 100 };
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const GOBLINS_4X4_V: &str = "
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#^
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#G#
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#g#
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^g^
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";
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#[allow(dead_code)]
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pub const GOBLINS2_4X4: PrefabVault =
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PrefabVault { template: GOBLINS2_4X4_V, width: 4, height: 4, first_depth: 0, last_depth: 100 };
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const GOBLINS2_4X4_V: &str = "
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#^#g
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G# #
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g#
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# g^
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";
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