refactors mapgen into chained builders
This commit is contained in:
parent
8a5600267c
commit
dd367dc39b
22 changed files with 1381 additions and 1480 deletions
|
|
@ -1,107 +1,59 @@
|
|||
use super::{
|
||||
apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, spawner, Map, MapBuilder, Position, Rect,
|
||||
TileType, SHOW_MAPGEN,
|
||||
};
|
||||
use super::{apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, BuilderMap, InitialMapBuilder, Rect};
|
||||
use rltk::RandomNumberGenerator;
|
||||
|
||||
pub struct SimpleMapBuilder {
|
||||
map: Map,
|
||||
starting_position: Position,
|
||||
depth: i32,
|
||||
rooms: Vec<Rect>,
|
||||
history: Vec<Map>,
|
||||
spawn_list: Vec<(usize, String)>,
|
||||
}
|
||||
pub struct SimpleMapBuilder {}
|
||||
|
||||
impl MapBuilder for SimpleMapBuilder {
|
||||
fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
|
||||
return self.rooms_and_corridors(rng);
|
||||
}
|
||||
// Getters
|
||||
fn get_map(&mut self) -> Map {
|
||||
return self.map.clone();
|
||||
}
|
||||
fn get_starting_pos(&mut self) -> Position {
|
||||
return self.starting_position.clone();
|
||||
}
|
||||
fn get_spawn_list(&self) -> &Vec<(usize, String)> {
|
||||
return &self.spawn_list;
|
||||
}
|
||||
// Mapgen visualisation stuff
|
||||
fn get_snapshot_history(&self) -> Vec<Map> {
|
||||
return self.history.clone();
|
||||
}
|
||||
fn take_snapshot(&mut self) {
|
||||
if SHOW_MAPGEN {
|
||||
let mut snapshot = self.map.clone();
|
||||
for v in snapshot.revealed_tiles.iter_mut() {
|
||||
*v = true;
|
||||
}
|
||||
self.history.push(snapshot);
|
||||
}
|
||||
impl InitialMapBuilder for SimpleMapBuilder {
|
||||
#[allow(dead_code)]
|
||||
fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap) {
|
||||
self.rooms_and_corridors(rng, build_data);
|
||||
}
|
||||
}
|
||||
|
||||
impl SimpleMapBuilder {
|
||||
#[allow(dead_code)]
|
||||
pub fn new(new_depth: i32) -> SimpleMapBuilder {
|
||||
SimpleMapBuilder {
|
||||
map: Map::new(new_depth),
|
||||
starting_position: Position { x: 0, y: 0 },
|
||||
depth: new_depth,
|
||||
rooms: Vec::new(),
|
||||
history: Vec::new(),
|
||||
spawn_list: Vec::new(),
|
||||
}
|
||||
pub fn new() -> Box<SimpleMapBuilder> {
|
||||
Box::new(SimpleMapBuilder {})
|
||||
}
|
||||
|
||||
fn rooms_and_corridors(&mut self, rng: &mut RandomNumberGenerator) {
|
||||
fn rooms_and_corridors(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
|
||||
const MAX_ROOMS: i32 = 30;
|
||||
const MIN_SIZE: i32 = 6;
|
||||
const MAX_SIZE: i32 = 10;
|
||||
let mut rooms: Vec<Rect> = Vec::new();
|
||||
|
||||
for _i in 0..MAX_ROOMS {
|
||||
let w = rng.range(MIN_SIZE, MAX_SIZE);
|
||||
let h = rng.range(MIN_SIZE, MAX_SIZE);
|
||||
let x = rng.roll_dice(1, self.map.width - w - 1) - 1;
|
||||
let y = rng.roll_dice(1, self.map.height - h - 1) - 1;
|
||||
let x = rng.roll_dice(1, build_data.map.width - w - 1) - 1;
|
||||
let y = rng.roll_dice(1, build_data.map.height - h - 1) - 1;
|
||||
let new_room = Rect::new(x, y, w, h);
|
||||
let mut ok = true;
|
||||
for other_room in self.rooms.iter() {
|
||||
for other_room in rooms.iter() {
|
||||
if new_room.intersect(other_room) {
|
||||
ok = false
|
||||
}
|
||||
}
|
||||
if ok {
|
||||
apply_room_to_map(&mut self.map, &new_room);
|
||||
apply_room_to_map(&mut build_data.map, &new_room);
|
||||
build_data.take_snapshot();
|
||||
|
||||
if !self.rooms.is_empty() {
|
||||
if !rooms.is_empty() {
|
||||
let (new_x, new_y) = new_room.centre();
|
||||
let (prev_x, prev_y) = self.rooms[self.rooms.len() - 1].centre();
|
||||
let (prev_x, prev_y) = rooms[rooms.len() - 1].centre();
|
||||
if rng.range(0, 2) == 1 {
|
||||
apply_horizontal_tunnel(&mut self.map, prev_x, new_x, prev_y);
|
||||
apply_vertical_tunnel(&mut self.map, prev_y, new_y, new_x);
|
||||
apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, prev_y);
|
||||
apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, new_x);
|
||||
} else {
|
||||
apply_vertical_tunnel(&mut self.map, prev_y, new_y, prev_x);
|
||||
apply_horizontal_tunnel(&mut self.map, prev_x, new_x, new_y);
|
||||
apply_vertical_tunnel(&mut build_data.map, prev_y, new_y, prev_x);
|
||||
apply_horizontal_tunnel(&mut build_data.map, prev_x, new_x, new_y);
|
||||
}
|
||||
}
|
||||
|
||||
self.rooms.push(new_room);
|
||||
self.take_snapshot();
|
||||
rooms.push(new_room);
|
||||
build_data.take_snapshot();
|
||||
}
|
||||
}
|
||||
|
||||
let stairs_position = self.rooms[self.rooms.len() - 1].centre();
|
||||
let stairs_idx = self.map.xy_idx(stairs_position.0, stairs_position.1);
|
||||
self.map.tiles[stairs_idx] = TileType::DownStair;
|
||||
|
||||
let start_pos = self.rooms[0].centre();
|
||||
self.starting_position = Position { x: start_pos.0, y: start_pos.1 };
|
||||
|
||||
// Spawn entities
|
||||
for room in self.rooms.iter().skip(1) {
|
||||
spawner::spawn_room(&self.map, rng, room, self.depth, &mut self.spawn_list);
|
||||
}
|
||||
build_data.rooms = Some(rooms);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue