vaults
This commit is contained in:
parent
a3b4688608
commit
d1f36499c2
16 changed files with 286 additions and 88 deletions
19
src/main.rs
19
src/main.rs
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@ -457,17 +457,16 @@ impl GameState for State {
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RunState::MapGeneration => {
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if !SHOW_MAPGEN {
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new_runstate = self.mapgen_next_state.unwrap();
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} else {
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ctx.cls();
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draw_map(&self.mapgen_history[self.mapgen_index], ctx);
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}
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ctx.cls();
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draw_map(&self.mapgen_history[self.mapgen_index], ctx);
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self.mapgen_timer += ctx.frame_time_ms;
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if self.mapgen_timer > 300.0 {
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self.mapgen_timer = 0.0;
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self.mapgen_index += 1;
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if self.mapgen_index >= self.mapgen_history.len() {
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new_runstate = self.mapgen_next_state.unwrap();
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}
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self.mapgen_timer += ctx.frame_time_ms;
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if self.mapgen_timer > 300.0 {
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self.mapgen_timer = 0.0;
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self.mapgen_index += 1;
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if self.mapgen_index >= self.mapgen_history.len() {
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new_runstate = self.mapgen_next_state.unwrap();
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}
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}
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}
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@ -1,6 +1,5 @@
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use super::{apply_room_to_map, spawner, Map, MapBuilder, Position, Rect, TileType, SHOW_MAPGEN};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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pub struct BspDungeonBuilder {
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map: Map,
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@ -42,6 +41,7 @@ impl MapBuilder for BspDungeonBuilder {
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}
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impl BspDungeonBuilder {
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#[allow(dead_code)]
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pub fn new(new_depth: i32) -> BspDungeonBuilder {
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BspDungeonBuilder {
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map: Map::new(new_depth),
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@ -1,6 +1,5 @@
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use super::{spawner, Map, MapBuilder, Position, Rect, TileType, SHOW_MAPGEN};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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pub struct BspInteriorBuilder {
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map: Map,
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@ -42,6 +41,7 @@ impl MapBuilder for BspInteriorBuilder {
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}
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impl BspInteriorBuilder {
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#[allow(dead_code)]
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pub fn new(new_depth: i32) -> BspInteriorBuilder {
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BspInteriorBuilder {
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map: Map::new(new_depth),
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@ -3,7 +3,6 @@ use super::{
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Position, TileType, SHOW_MAPGEN,
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};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use std::collections::HashMap;
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const PASSES: i32 = 15;
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@ -3,9 +3,9 @@ use super::{
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Map, MapBuilder, Position, TileType, SHOW_MAPGEN,
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};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use std::collections::HashMap;
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#[allow(dead_code)]
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#[derive(PartialEq, Copy, Clone)]
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pub enum DLAAlgorithm {
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WalkInwards,
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@ -55,6 +55,7 @@ impl MapBuilder for DLABuilder {
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}
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}
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#[allow(dead_code)]
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impl DLABuilder {
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pub fn walk_inwards(new_depth: i32) -> DLABuilder {
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DLABuilder {
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@ -3,7 +3,6 @@ use super::{
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Position, Symmetry, TileType, SHOW_MAPGEN,
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};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use std::collections::HashMap;
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#[derive(PartialEq, Copy, Clone)]
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@ -59,6 +58,7 @@ impl MapBuilder for DrunkardsWalkBuilder {
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}
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}
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#[allow(dead_code)]
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impl DrunkardsWalkBuilder {
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pub fn open_area(new_depth: i32) -> DrunkardsWalkBuilder {
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DrunkardsWalkBuilder {
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@ -3,7 +3,6 @@ use super::{
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Position, TileType, SHOW_MAPGEN,
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};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use std::collections::HashMap;
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pub struct MazeBuilder {
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@ -45,6 +44,7 @@ impl MapBuilder for MazeBuilder {
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}
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impl MazeBuilder {
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#[allow(dead_code)]
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pub fn new(new_depth: i32) -> MazeBuilder {
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MazeBuilder {
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map: Map::new(new_depth),
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@ -39,41 +39,41 @@ pub trait MapBuilder {
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#[rustfmt::skip]
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pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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/*let mut rng = rltk::RandomNumberGenerator::new();
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let builder = rng.roll_dice(1, 16);
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let mut result : Box<dyn MapBuilder>;
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match builder {
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1 => { result = Box::new(BspDungeonBuilder::new(new_depth)); }
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2 => { result = Box::new(BspInteriorBuilder::new(new_depth)); }
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3 => { result = Box::new(CellularAutomataBuilder::new(new_depth)); }
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4 => { result = Box::new(DrunkardsWalkBuilder::open_area(new_depth)); }
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5 => { result = Box::new(DrunkardsWalkBuilder::open_halls(new_depth)); }
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6 => { result = Box::new(DrunkardsWalkBuilder::winding_passages(new_depth)); }
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7 => { result = Box::new(DrunkardsWalkBuilder::fat_passages(new_depth)); }
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8 => { result = Box::new(DrunkardsWalkBuilder::fearful_symmetry(new_depth)); }
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9 => { result = Box::new(MazeBuilder::new(new_depth)); }
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10 => { result = Box::new(DLABuilder::walk_inwards(new_depth)); }
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11 => { result = Box::new(DLABuilder::walk_outwards(new_depth)); }
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12 => { result = Box::new(DLABuilder::central_attractor(new_depth)); }
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13 => { result = Box::new(DLABuilder::insectoid(new_depth)); }
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14 => { result = Box::new(VoronoiBuilder::pythagoras(new_depth)); }
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15 => { result = Box::new(VoronoiBuilder::manhattan(new_depth)); }
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_ => { result = Box::new(simple_map::SimpleMapBuilder::new(new_depth)); }
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}
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let mut rng = rltk::RandomNumberGenerator::new();
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let builder = rng.roll_dice(1, 17);
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let mut result : Box<dyn MapBuilder>;
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rltk::console::log("Picking procgen type ->");
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match builder {
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1 => { result = Box::new(BspDungeonBuilder::new(new_depth)); }
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2 => { result = Box::new(BspInteriorBuilder::new(new_depth)); }
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3 => { result = Box::new(CellularAutomataBuilder::new(new_depth)); }
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4 => { result = Box::new(DrunkardsWalkBuilder::open_area(new_depth)); }
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5 => { result = Box::new(DrunkardsWalkBuilder::open_halls(new_depth)); }
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6 => { result = Box::new(DrunkardsWalkBuilder::winding_passages(new_depth)); }
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7 => { result = Box::new(DrunkardsWalkBuilder::fat_passages(new_depth)); }
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8 => { result = Box::new(DrunkardsWalkBuilder::fearful_symmetry(new_depth)); }
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9 => { result = Box::new(MazeBuilder::new(new_depth)); }
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10 => { result = Box::new(DLABuilder::walk_inwards(new_depth)); }
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11 => { result = Box::new(DLABuilder::walk_outwards(new_depth)); }
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12 => { result = Box::new(DLABuilder::central_attractor(new_depth)); }
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13 => { result = Box::new(DLABuilder::insectoid(new_depth)); }
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14 => { result = Box::new(VoronoiBuilder::pythagoras(new_depth)); }
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15 => { result = Box::new(VoronoiBuilder::manhattan(new_depth)); }
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16 => { result = Box::new(PrefabBuilder::constant(new_depth, prefab_builder::prefab_levels::WFC_POPULATED)) },
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_ => { result = Box::new(simple_map::SimpleMapBuilder::new(new_depth)); }
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}
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if rng.roll_dice(1, 3)==1 {
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result = Box::new(wfc::WaveFunctionCollapseBuilder::derived_map(new_depth, result));
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}
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if rng.roll_dice(1, 3)==1 {
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result = Box::new(WaveFunctionCollapseBuilder::derived_map(new_depth, result));
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rltk::console::log("-> wfc");
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}
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result*/
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Box::new(
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PrefabBuilder::new(
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new_depth,
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Some(
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Box::new(
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CellularAutomataBuilder::new(new_depth)
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)
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)
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)
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)
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}
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if rng.roll_dice(1, 20)==1 {
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result = Box::new(PrefabBuilder::sectional(new_depth, prefab_builder::prefab_sections::UNDERGROUND_FORT ,result));
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rltk::console::log("-> sectional");
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}
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result = Box::new(PrefabBuilder::vaults(new_depth, result));
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result
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}
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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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection, rng: &mut RandomNumberGenerator) {
|
||||
use prefab_sections::*;
|
||||
let string_vec = PrefabBuilder::read_ascii_to_vec(section.template);
|
||||
|
|
@ -115,24 +281,9 @@ impl PrefabBuilder {
|
|||
}
|
||||
|
||||
// Build the map
|
||||
let prev_builder = self.previous_builder.as_mut().unwrap();
|
||||
prev_builder.build_map(rng);
|
||||
self.starting_position = prev_builder.get_starting_pos();
|
||||
self.map = prev_builder.get_map().clone();
|
||||
// Iterate previous spawn list, culling entities within new section
|
||||
for entity in prev_builder.get_spawn_list().iter() {
|
||||
let idx = entity.0;
|
||||
let x = idx as i32 % self.map.width;
|
||||
let y = idx as i32 / self.map.width;
|
||||
if x < chunk_x
|
||||
|| x > (chunk_x + section.width as i32)
|
||||
|| y < chunk_y
|
||||
|| y > (chunk_y + section.height as i32)
|
||||
{
|
||||
self.spawn_list.push((idx, entity.1.to_string()));
|
||||
}
|
||||
}
|
||||
self.take_snapshot();
|
||||
self.apply_previous_iteration(rng, |x, y, _e| {
|
||||
x < chunk_x || x > (chunk_x + section.width as i32) || y < chunk_y || y > (chunk_y + section.height as i32)
|
||||
});
|
||||
|
||||
let mut i = 0;
|
||||
for ty in 0..section.height {
|
||||
|
|
@ -162,6 +313,10 @@ impl PrefabBuilder {
|
|||
self.map.tiles[idx] = TileType::Floor;
|
||||
self.spawn_list.push((idx, "goblin".to_string()));
|
||||
}
|
||||
'G' => {
|
||||
self.map.tiles[idx] = TileType::Floor;
|
||||
self.spawn_list.push((idx, "goblin chieftain".to_string()));
|
||||
}
|
||||
'o' => {
|
||||
self.map.tiles[idx] = TileType::Floor;
|
||||
self.spawn_list.push((idx, "orc".to_string()));
|
||||
|
|
|
|||
|
|
@ -5,8 +5,10 @@ pub struct PrefabLevel {
|
|||
pub height: usize,
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub const WFC_POPULATED: PrefabLevel = PrefabLevel { template: LEVEL_MAP, width: 80, height: 43 };
|
||||
|
||||
#[allow(dead_code)]
|
||||
const LEVEL_MAP: &str = "
|
||||
################################################################################
|
||||
# ######################################################## #########
|
||||
|
|
|
|||
41
src/map_builders/prefab_builder/prefab_vaults.rs
Normal file
41
src/map_builders/prefab_builder/prefab_vaults.rs
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
#[allow(dead_code)]
|
||||
#[derive(PartialEq, Copy, Clone)]
|
||||
pub struct PrefabVault {
|
||||
pub template: &'static str,
|
||||
pub width: usize,
|
||||
pub height: usize,
|
||||
pub first_depth: i32,
|
||||
pub last_depth: i32,
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub const CLASSIC_TRAP_5X5: PrefabVault =
|
||||
PrefabVault { template: CLASSIC_TRAP_5X5_V, width: 5, height: 5, first_depth: 0, last_depth: 100 };
|
||||
#[allow(dead_code)]
|
||||
const CLASSIC_TRAP_5X5_V: &str = "
|
||||
|
||||
^^^
|
||||
^!^
|
||||
^^^
|
||||
|
||||
";
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub const GOBLINS_4X4: PrefabVault =
|
||||
PrefabVault { template: GOBLINS_4X4_V, width: 4, height: 4, first_depth: 0, last_depth: 100 };
|
||||
const GOBLINS_4X4_V: &str = "
|
||||
#^
|
||||
#G#
|
||||
#g#
|
||||
^g^
|
||||
";
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub const GOBLINS2_4X4: PrefabVault =
|
||||
PrefabVault { template: GOBLINS2_4X4_V, width: 4, height: 4, first_depth: 0, last_depth: 100 };
|
||||
const GOBLINS2_4X4_V: &str = "
|
||||
#^#g
|
||||
G# #
|
||||
g#
|
||||
# g^
|
||||
";
|
||||
|
|
@ -2,8 +2,7 @@ use super::{
|
|||
apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, spawner, Map, MapBuilder, Position, Rect,
|
||||
TileType, SHOW_MAPGEN,
|
||||
};
|
||||
use rltk::{console, RandomNumberGenerator};
|
||||
use specs::prelude::*;
|
||||
use rltk::RandomNumberGenerator;
|
||||
|
||||
pub struct SimpleMapBuilder {
|
||||
map: Map,
|
||||
|
|
@ -44,6 +43,7 @@ impl MapBuilder for SimpleMapBuilder {
|
|||
}
|
||||
|
||||
impl SimpleMapBuilder {
|
||||
#[allow(dead_code)]
|
||||
pub fn new(new_depth: i32) -> SimpleMapBuilder {
|
||||
SimpleMapBuilder {
|
||||
map: Map::new(new_depth),
|
||||
|
|
@ -88,7 +88,6 @@ impl SimpleMapBuilder {
|
|||
}
|
||||
|
||||
self.rooms.push(new_room);
|
||||
console::log("pushed new room");
|
||||
self.take_snapshot();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -3,9 +3,9 @@ use super::{
|
|||
Position, TileType, SHOW_MAPGEN,
|
||||
};
|
||||
use rltk::RandomNumberGenerator;
|
||||
use specs::prelude::*;
|
||||
use std::collections::HashMap;
|
||||
|
||||
#[allow(dead_code)]
|
||||
#[derive(PartialEq, Copy, Clone)]
|
||||
pub enum DistanceAlgorithm {
|
||||
Pythagoras,
|
||||
|
|
@ -53,6 +53,7 @@ impl MapBuilder for VoronoiBuilder {
|
|||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
impl VoronoiBuilder {
|
||||
pub fn pythagoras(new_depth: i32) -> VoronoiBuilder {
|
||||
VoronoiBuilder {
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@ mod constraints;
|
|||
mod solver;
|
||||
use rltk::RandomNumberGenerator;
|
||||
use solver::Solver;
|
||||
use specs::prelude::*;
|
||||
use std::collections::HashMap;
|
||||
|
||||
pub struct WaveFunctionCollapseBuilder {
|
||||
|
|
@ -51,6 +50,7 @@ impl MapBuilder for WaveFunctionCollapseBuilder {
|
|||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
impl WaveFunctionCollapseBuilder {
|
||||
pub fn new(new_depth: i32, derive_from: Option<Box<dyn MapBuilder>>) -> WaveFunctionCollapseBuilder {
|
||||
WaveFunctionCollapseBuilder {
|
||||
|
|
@ -74,6 +74,7 @@ impl WaveFunctionCollapseBuilder {
|
|||
let prebuilder = &mut self.derive_from.as_mut().unwrap();
|
||||
prebuilder.build_map(rng);
|
||||
self.map = prebuilder.get_map();
|
||||
self.history = prebuilder.get_snapshot_history();
|
||||
for t in self.map.tiles.iter_mut() {
|
||||
if *t == TileType::DownStair {
|
||||
*t = TileType::Floor;
|
||||
|
|
|
|||
|
|
@ -96,7 +96,7 @@ pub fn spawn_room(
|
|||
}
|
||||
|
||||
pub fn spawn_region(
|
||||
map: &Map,
|
||||
_map: &Map,
|
||||
rng: &mut RandomNumberGenerator,
|
||||
area: &[usize],
|
||||
map_depth: i32,
|
||||
|
|
|
|||
|
|
@ -52,7 +52,7 @@ impl<'a> System<'a> for VisibilitySystem {
|
|||
for thing in map.tile_content[idx].iter() {
|
||||
let is_hidden = hidden.get(*thing);
|
||||
if let Some(_is_hidden) = is_hidden {
|
||||
if rng.roll_dice(1, 20) == 1 {
|
||||
if rng.roll_dice(1, 12) == 1 {
|
||||
let name = names.get(*thing);
|
||||
if let Some(name) = name {
|
||||
gamelog::Logger::new()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue