refactors mapgen into chained builders
This commit is contained in:
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8a5600267c
commit
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22 changed files with 1381 additions and 1480 deletions
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@ -1,193 +1,290 @@
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use super::{remove_unreachable_areas_returning_most_distant, Map, MapBuilder, Position, TileType, SHOW_MAPGEN};
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use super::{BuilderMap, InitialMapBuilder, MetaMapBuilder, Position, TileType};
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use rltk::RandomNumberGenerator;
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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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#[derive(PartialEq, Copy, Clone)]
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#[allow(dead_code)]
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#[derive(PartialEq, Clone)]
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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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map: Map,
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starting_position: Position,
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depth: i32,
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history: Vec<Map>,
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mode: PrefabMode,
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spawn_list: Vec<(usize, String)>,
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previous_builder: Option<Box<dyn MapBuilder>>,
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}
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impl MapBuilder for PrefabBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
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return self.build(rng);
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}
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// Getters
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fn get_map(&mut self) -> Map {
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return self.map.clone();
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}
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fn get_starting_pos(&mut self) -> Position {
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return self.starting_position.clone();
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}
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fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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return &self.spawn_list;
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}
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// Mapgen visualisation stuff
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fn get_snapshot_history(&self) -> Vec<Map> {
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return self.history.clone();
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}
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN {
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let mut snapshot = self.map.clone();
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for v in snapshot.revealed_tiles.iter_mut() {
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*v = true;
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}
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self.history.push(snapshot);
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}
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}
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RoomVaults,
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}
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#[allow(dead_code)]
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pub struct PrefabBuilder {
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mode: PrefabMode,
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}
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impl MetaMapBuilder for PrefabBuilder {
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fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl InitialMapBuilder for PrefabBuilder {
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#[allow(dead_code)]
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fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl 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::RexLevel { template },
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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 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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#[allow(dead_code)]
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pub fn new() -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::RoomVaults })
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}
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fn build(&mut self, rng: &mut RandomNumberGenerator) {
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#[allow(dead_code)]
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pub fn rex_level(template: &'static str) -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::RexLevel { template } })
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}
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#[allow(dead_code)]
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pub fn constant(level: prefab_levels::PrefabLevel) -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::Constant { level } })
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}
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#[allow(dead_code)]
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pub fn sectional(section: prefab_sections::PrefabSection) -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::Sectional { section } })
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}
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#[allow(dead_code)]
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pub fn vaults() -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::RoomVaults })
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}
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fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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match self.mode {
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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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PrefabMode::RexLevel { template } => self.load_rex_map(&template, build_data),
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PrefabMode::Constant { level } => self.load_ascii_map(&level, build_data),
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PrefabMode::Sectional { section } => self.apply_sectional(§ion, rng, build_data),
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PrefabMode::RoomVaults => self.apply_room_vaults(rng, build_data),
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}
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self.take_snapshot();
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build_data.take_snapshot();
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}
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// Find starting pos by starting at middle and walking left until finding a floor tile
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if self.starting_position.x == 0 {
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self.starting_position = Position { x: self.map.width / 2, y: self.map.height / 2 };
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let mut start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
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while self.map.tiles[start_idx] != TileType::Floor {
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self.starting_position.x -= 1;
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start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
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fn char_to_map(&mut self, ch: char, idx: usize, build_data: &mut BuilderMap) {
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match ch {
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' ' => build_data.map.tiles[idx] = TileType::Floor,
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'#' => build_data.map.tiles[idx] = TileType::Wall,
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'>' => build_data.map.tiles[idx] = TileType::DownStair,
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'≈' => build_data.map.tiles[idx] = TileType::Floor, // Placeholder for vines/brush
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'@' => {
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let x = idx as i32 % build_data.map.width;
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let y = idx as i32 / build_data.map.width;
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.starting_position = Some(Position { x: x as i32, y: y as i32 });
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}
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'g' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "goblin".to_string()));
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}
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'G' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "goblin chieftain".to_string()));
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}
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'o' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "orc".to_string()));
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}
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'^' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "bear trap".to_string()));
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}
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'%' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "rations".to_string()));
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}
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'!' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "health potion".to_string()));
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}
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'/' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "magic missile wand".to_string()));
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// Placeholder for wand spawn
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}
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'?' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "fireball scroll".to_string()));
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// Placeholder for scroll spawn
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}
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_ => {
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rltk::console::log(format!("Unknown glyph '{}' when loading prefab", (ch as u8) as char));
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}
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self.take_snapshot();
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// Find all tiles we can reach from the starting point
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let exit_tile = remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx);
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self.take_snapshot();
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// Place the stairs
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self.map.tiles[exit_tile] = TileType::DownStair;
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self.take_snapshot();
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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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#[allow(dead_code)]
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fn load_rex_map(&mut self, path: &str, build_data: &mut BuilderMap) {
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let xp_file = rltk::rex::XpFile::from_resource(path).unwrap();
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for layer in &xp_file.layers {
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for y in 0..layer.height {
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for x in 0..layer.width {
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let cell = layer.get(x, y).unwrap();
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if x < build_data.map.width as usize && y < build_data.map.height as usize {
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let idx = build_data.map.xy_idx(x as i32, y as i32);
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// We're doing some nasty casting to make it easier to type things like '#' in the match
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self.char_to_map(cell.ch as u8 as char, idx, build_data);
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}
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}
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}
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}
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}
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fn read_ascii_to_vec(template: &str) -> Vec<char> {
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let mut string_vec: Vec<char> = template.chars().filter(|a| *a != '\r' && *a != '\n').collect();
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for c in string_vec.iter_mut() {
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if *c as u8 == 160u8 {
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*c = ' ';
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}
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}
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string_vec
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}
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#[allow(dead_code)]
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fn load_ascii_map(&mut self, level: &prefab_levels::PrefabLevel, build_data: &mut BuilderMap) {
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let string_vec = PrefabBuilder::read_ascii_to_vec(level.template);
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let mut i = 0;
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for ty in 0..level.height {
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for tx in 0..level.width {
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if tx < build_data.map.width as usize && ty < build_data.map.height as usize {
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let idx = build_data.map.xy_idx(tx as i32, ty as i32);
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if i < string_vec.len() {
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self.char_to_map(string_vec[i], idx, build_data);
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}
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}
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i += 1;
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}
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}
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}
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fn apply_previous_iteration<F>(
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&mut self,
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mut filter: F,
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_rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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) where
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F: FnMut(i32, i32) -> 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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let width = build_data.map.width;
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build_data.spawn_list.retain(|(idx, _name)| {
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let x = *idx as i32 % width;
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let y = *idx as i32 / width;
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filter(x, y)
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});
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build_data.take_snapshot();
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}
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fn apply_room_vaults(&mut self, rng: &mut RandomNumberGenerator) {
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#[allow(dead_code)]
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fn apply_sectional(
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&mut self,
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section: &prefab_sections::PrefabSection,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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) {
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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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// Place the new section
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let chunk_x;
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match section.placement.0 {
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HorizontalPlacement::Left => chunk_x = 0,
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HorizontalPlacement::Center => chunk_x = (build_data.map.width / 2) - (section.width as i32 / 2),
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HorizontalPlacement::Right => chunk_x = (build_data.map.width - 1) - section.width as i32,
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}
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let chunk_y;
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match section.placement.1 {
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VerticalPlacement::Top => chunk_y = 0,
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VerticalPlacement::Center => chunk_y = (build_data.map.height / 2) - (section.height as i32 / 2),
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VerticalPlacement::Bottom => chunk_y = (build_data.map.height - 1) - section.height as i32,
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}
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// Build the map
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self.apply_previous_iteration(
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|x, y| {
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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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rng,
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build_data,
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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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for tx in 0..section.width {
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if tx > 0 && tx < build_data.map.width as usize - 1 && ty < build_data.map.height as usize - 1 && ty > 0
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{
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let idx = build_data.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
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if i < string_vec.len() {
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self.char_to_map(string_vec[i], idx, build_data);
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}
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}
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i += 1;
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}
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}
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build_data.take_snapshot();
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}
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fn apply_room_vaults(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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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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// Apply the previous builder, and keep all entities it spawns (for now)
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self.apply_previous_iteration(|_x, _y| true, rng, build_data);
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// Roll for a vault
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let vault_roll = rng.roll_dice(1, 6);
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// Do we want a vault at all?
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let vault_roll = rng.roll_dice(1, 6) + build_data.map.depth;
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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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// Note that this is a place-holder and will be moved out of this function
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let master_vault_list = vec![
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CLASSIC_TRAP_5X5,
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CLASSIC_TRAP_DIAGONALGAP_5X5,
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CLASSIC_TRAP_CARDINALGAP_5X5,
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GOBLINS_4X4,
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GOBLINS2_4X4,
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GOBLINS_5X5,
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GOBLINS_6X6,
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FLUFF_6X3,
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FLUFF2_6X3,
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HOUSE_NOTRAP_7X7,
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HOUSE_TRAP_7X7,
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ORC_HOUSE_8X8,
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];
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// Filter the vault list down to ones that are applicable to the current depth
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let mut possible_vaults: Vec<&PrefabVault> = master_vault_list
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.iter()
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.filter(|v| build_data.map.depth >= v.first_depth && build_data.map.depth <= v.last_depth)
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.collect();
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if possible_vaults.is_empty() {
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return;
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}
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} // Bail out if there's nothing to build
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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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let vault_index = 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];
|
||||
let vault = possible_vaults[vault_index];
|
||||
// Decide if we want to flip the vault
|
||||
let mut flip_x: bool = false;
|
||||
let mut flip_y: bool = false;
|
||||
|
|
@ -214,23 +311,25 @@ impl PrefabBuilder {
|
|||
}
|
||||
}
|
||||
|
||||
// Make a list of all places the vault can fit
|
||||
// We'll make a list of places in which the vault could fit
|
||||
let mut vault_positions: Vec<Position> = Vec::new();
|
||||
|
||||
let mut idx = 0usize;
|
||||
loop {
|
||||
let x = (idx % self.map.width as usize) as i32;
|
||||
let y = (idx / self.map.width as usize) as i32;
|
||||
// Check for overflow
|
||||
let x = (idx % build_data.map.width as usize) as i32;
|
||||
let y = (idx / build_data.map.width as usize) as i32;
|
||||
|
||||
// Check that we won't overflow the map
|
||||
if x > 1
|
||||
&& (x + vault.width as i32) < self.map.width - 2
|
||||
&& (x + vault.width as i32) < build_data.map.width - 2
|
||||
&& y > 1
|
||||
&& (y + vault.height as i32) < self.map.height - 2
|
||||
&& (y + vault.height as i32) < build_data.map.height - 2
|
||||
{
|
||||
let mut possible = true;
|
||||
for tile_y in 0..vault.height as i32 {
|
||||
for tile_x in 0..vault.width as i32 {
|
||||
let idx = self.map.xy_idx(tile_x + x, tile_y + y);
|
||||
if self.map.tiles[idx] != TileType::Floor {
|
||||
for ty in 0..vault.height as i32 {
|
||||
for tx in 0..vault.width as i32 {
|
||||
let idx = build_data.map.xy_idx(tx + x, ty + y);
|
||||
if build_data.map.tiles[idx] != TileType::Floor {
|
||||
possible = false;
|
||||
}
|
||||
if used_tiles.contains(&idx) {
|
||||
|
|
@ -238,19 +337,19 @@ impl PrefabBuilder {
|
|||
}
|
||||
}
|
||||
}
|
||||
// If we find a position that works, push it
|
||||
|
||||
if possible {
|
||||
vault_positions.push(Position { x, y });
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Once we reach the end of the map, break
|
||||
|
||||
idx += 1;
|
||||
if idx >= self.map.tiles.len() - 1 {
|
||||
if idx >= build_data.map.tiles.len() - 1 {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If we have a position, make the vault
|
||||
if !vault_positions.is_empty() {
|
||||
let pos_idx = if vault_positions.len() == 1 {
|
||||
0
|
||||
|
|
@ -258,17 +357,19 @@ impl PrefabBuilder {
|
|||
(rng.roll_dice(1, vault_positions.len() as i32) - 1) as usize
|
||||
};
|
||||
let pos = &vault_positions[pos_idx];
|
||||
|
||||
let chunk_x = pos.x;
|
||||
let chunk_y = pos.y;
|
||||
// Filter out entities from our spawn list that would have spawned inside this vault
|
||||
let width = self.map.width; // For borrow checker.
|
||||
let height = self.map.height; // As above.
|
||||
self.spawn_list.retain(|e| {
|
||||
|
||||
let width = build_data.map.width; // The borrow checker really doesn't like it
|
||||
let height = build_data.map.height; // when we access `self` inside the `retain`
|
||||
build_data.spawn_list.retain(|e| {
|
||||
let idx = e.0 as i32;
|
||||
let x = idx % width;
|
||||
let y = idx / height;
|
||||
x < chunk_x || x > chunk_x + vault.width as i32 || y < chunk_y || y > chunk_y + vault.height as i32
|
||||
});
|
||||
|
||||
let string_vec = PrefabBuilder::read_ascii_to_vec(vault.template);
|
||||
let mut i = 0;
|
||||
for tile_y in 0..vault.height {
|
||||
|
|
@ -282,140 +383,17 @@ impl PrefabBuilder {
|
|||
if flip_y {
|
||||
y_ = vault.width as i32 - 1 - y_;
|
||||
}
|
||||
self.map.xy_idx(x_ + chunk_x, y_ as i32 + chunk_y);
|
||||
self.char_to_map(string_vec[i], idx);
|
||||
let idx = build_data.map.xy_idx(x_ + chunk_x, y_ + chunk_y);
|
||||
if i < string_vec.len() {
|
||||
self.char_to_map(string_vec[i], idx, build_data);
|
||||
}
|
||||
used_tiles.insert(idx);
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
rltk::console::log("-> adding vault");
|
||||
self.take_snapshot();
|
||||
possible_vaults.remove(vault_idx);
|
||||
}
|
||||
}
|
||||
}
|
||||
build_data.take_snapshot();
|
||||
|
||||
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);
|
||||
|
||||
// Place the new section
|
||||
let chunk_x;
|
||||
match section.placement.0 {
|
||||
HorizontalPlacement::Left => chunk_x = 0,
|
||||
HorizontalPlacement::Center => chunk_x = (self.map.width / 2) - (section.width as i32 / 2),
|
||||
HorizontalPlacement::Right => chunk_x = (self.map.width - 1) - section.width as i32,
|
||||
}
|
||||
|
||||
let chunk_y;
|
||||
match section.placement.1 {
|
||||
VerticalPlacement::Top => chunk_y = 0,
|
||||
VerticalPlacement::Center => chunk_y = (self.map.height / 2) - (section.height as i32 / 2),
|
||||
VerticalPlacement::Bottom => chunk_y = (self.map.height - 1) - section.height as i32,
|
||||
}
|
||||
|
||||
// Build the map
|
||||
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 {
|
||||
for tx in 0..section.width {
|
||||
if tx < self.map.width as usize && ty < self.map.height as usize {
|
||||
let idx = self.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
|
||||
self.char_to_map(string_vec[i], idx);
|
||||
}
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
self.take_snapshot();
|
||||
}
|
||||
|
||||
fn char_to_map(&mut self, ch: char, idx: usize) {
|
||||
match ch {
|
||||
' ' => self.map.tiles[idx] = TileType::Floor,
|
||||
'#' => self.map.tiles[idx] = TileType::Wall,
|
||||
'>' => self.map.tiles[idx] = TileType::DownStair,
|
||||
'@' => {
|
||||
let x = idx as i32 % self.map.width;
|
||||
let y = idx as i32 / self.map.width;
|
||||
self.map.tiles[idx] = TileType::Floor;
|
||||
self.starting_position = Position { x: x as i32, y: y as i32 };
|
||||
}
|
||||
'g' => {
|
||||
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()));
|
||||
}
|
||||
'^' => {
|
||||
self.map.tiles[idx] = TileType::Floor;
|
||||
self.spawn_list.push((idx, "bear trap".to_string()));
|
||||
}
|
||||
'%' => {
|
||||
self.map.tiles[idx] = TileType::Floor;
|
||||
self.spawn_list.push((idx, "rations".to_string()));
|
||||
}
|
||||
'!' => {
|
||||
self.map.tiles[idx] = TileType::Floor;
|
||||
self.spawn_list.push((idx, "health potion".to_string()));
|
||||
}
|
||||
_ => {
|
||||
rltk::console::log(format!("Unknown glyph loading map: {}", (ch as u8) as char));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
fn load_rex_map(&mut self, path: &str) {
|
||||
let xp_file = rltk::rex::XpFile::from_resource(path).unwrap();
|
||||
|
||||
for layer in &xp_file.layers {
|
||||
for y in 0..layer.height {
|
||||
for x in 0..layer.width {
|
||||
let cell = layer.get(x, y).unwrap();
|
||||
if x < self.map.width as usize && y < self.map.height as usize {
|
||||
// Saving these for later, for flipping the pref horizontally/vertically/both.
|
||||
// let flipped_x = (self.map.width - 1) - x as i32;
|
||||
// let flipped_y = (self.map.height - 1) - y as i32;
|
||||
let idx = self.map.xy_idx(x as i32, y as i32);
|
||||
// We're doing some nasty casting to make it easier to type things like '#' in the match
|
||||
self.char_to_map(cell.ch as u8 as char, idx);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn read_ascii_to_vec(template: &str) -> Vec<char> {
|
||||
let mut string_vec: Vec<char> = template.chars().filter(|a| *a != '\r' && *a != '\n').collect();
|
||||
for c in string_vec.iter_mut() {
|
||||
if *c as u8 == 160u8 {
|
||||
*c = ' ';
|
||||
}
|
||||
}
|
||||
return string_vec;
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
fn load_ascii_map(&mut self, level: &prefab_levels::PrefabLevel) {
|
||||
let string_vec = PrefabBuilder::read_ascii_to_vec(level.template);
|
||||
|
||||
let mut i = 0;
|
||||
for y in 0..level.height {
|
||||
for x in 0..level.width {
|
||||
if x < self.map.width as usize && y < self.map.height as usize {
|
||||
let idx = self.map.xy_idx(x as i32, y as i32);
|
||||
self.char_to_map(string_vec[i], idx);
|
||||
}
|
||||
i += 1;
|
||||
possible_vaults.remove(vault_index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue