overmap travel - needs refactoring urgently, but it works for now
This commit is contained in:
parent
00dea1a55e
commit
e1eae7efaf
15 changed files with 150 additions and 110 deletions
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@ -1,5 +1,5 @@
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use crate::data::entity::*;
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use crate::{ Burden, BurdenLevel, Clock, Energy, Name, Position, RunState, TakingTurn };
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use crate::{ Burden, BurdenLevel, Clock, Energy, Name, Position, RunState, Map, TakingTurn };
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use rltk::prelude::*;
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use specs::prelude::*;
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use crate::config::CONFIG;
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@ -12,6 +12,7 @@ const TURN_COST: i32 = NORMAL_SPEED * TURN_COST_MULTIPLIER;
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impl<'a> System<'a> for EnergySystem {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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ReadExpect<'a, Map>,
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ReadStorage<'a, Clock>,
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WriteStorage<'a, Energy>,
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ReadStorage<'a, Burden>,
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@ -27,6 +28,7 @@ impl<'a> System<'a> for EnergySystem {
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fn run(&mut self, data: Self::SystemData) {
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let (
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map,
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clock,
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mut energies,
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burdens,
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@ -62,15 +64,16 @@ impl<'a> System<'a> for EnergySystem {
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for (entity, energy, pos) in (&entities, &mut energies, &positions).join() {
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let burden_modifier = if let Some(burden) = burdens.get(entity) {
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match burden.level {
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BurdenLevel::Burdened => 0.75,
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BurdenLevel::Strained => 0.5,
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BurdenLevel::Overloaded => 0.25,
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BurdenLevel::Burdened => SPEED_MOD_BURDENED,
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BurdenLevel::Strained => SPEED_MOD_STRAINED,
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BurdenLevel::Overloaded => SPEED_MOD_OVERLOADED,
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}
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} else {
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1.0
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};
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let overmap_mod = if map.overmap { SPEED_MOD_OVERMAP_TRAVEL } else { 1.0 };
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// Every entity has a POTENTIAL equal to their speed.
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let mut energy_potential: i32 = ((energy.speed as f32) * burden_modifier) as i32;
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let mut energy_potential: i32 = ((energy.speed as f32) * burden_modifier * overmap_mod) as i32;
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// Increment current energy by NORMAL_SPEED for every
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// whole number of NORMAL_SPEEDS in their POTENTIAL.
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while energy_potential >= NORMAL_SPEED {
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@ -1,6 +1,10 @@
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pub const DEFAULT_VIEWSHED_STANDARD: i32 = 16; // Standard viewshed radius for almost all entities.
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pub const CARRY_CAPACITY_PER_STRENGTH: i32 = 8; // How much weight can be carried per point of strength.
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pub const NORMAL_SPEED: i32 = 12; // Normal speed for almost all entities.
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pub const SPEED_MOD_BURDENED: f32 = 0.75;
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pub const SPEED_MOD_STRAINED: f32 = 0.5;
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pub const SPEED_MOD_OVERLOADED: f32 = 0.25;
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pub const SPEED_MOD_OVERMAP_TRAVEL: f32 = 0.33;
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pub const TURN_COST_MULTIPLIER: i32 = 4; // How many ticks for NORMAL_SPEED to get a turn.
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pub const ATTR_BONUS_0: i32 = 10; // At this value, the attribute bonus is 0.
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pub const ATTR_NEEDED_PER_POINT: i32 = 2; // How many points +- ATTR_BONUS_0 are needed per +- 1 bonus.
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6
src/data/ids.rs
Normal file
6
src/data/ids.rs
Normal file
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@ -0,0 +1,6 @@
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pub const ID_PREVIOUS_LEVEL: i32 = -5;
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pub const ID_NEXT_LEVEL: i32 = -6;
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pub const ID_OVERMAP: i32 = 1;
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pub const ID_TOWN: i32 = 10;
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pub const ID_TOWN2: i32 = ID_TOWN + 1;
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@ -3,3 +3,4 @@ pub mod visuals;
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pub mod messages;
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pub mod char_create;
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pub mod events;
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pub mod ids;
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@ -76,3 +76,9 @@ pub const IMPASSABLE_MOUNTAIN_GLYPH: char = '▲';
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// FOREST THEME
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pub const FOREST_WALL_GLYPH: char = '♣';
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// Overmap/transition stuff
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pub const TO_OVERMAP_GLYPH: char = '<';
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pub const TO_OVERMAP_COLOUR: (u8, u8, u8) = (205, 127, 50);
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pub const TO_TOWN_GLYPH: char = 'o';
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pub const TO_TOWN_COLOUR: (u8, u8, u8) = (205, 127, 50);
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38
src/main.rs
38
src/main.rs
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@ -70,8 +70,9 @@ pub enum RunState {
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},
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SaveGame,
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GameOver,
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NextLevel,
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PreviousLevel,
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NextLevel,
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GoToLevel(i32, Option<TileType>),
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HelpScreen,
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MagicMapReveal {
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row: i32,
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@ -89,12 +90,12 @@ pub struct State {
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}
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impl State {
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fn generate_world_map(&mut self, new_id: i32, offset: i32) {
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fn generate_world_map(&mut self, new_id: i32, offset: i32, from_tile: Option<TileType>) {
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// Visualisation stuff
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self.mapgen_index = 0;
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self.mapgen_timer = 0.0;
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self.mapgen_history.clear();
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let map_building_info = map::level_transition(&mut self.ecs, new_id, offset);
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let map_building_info = map::level_transition(&mut self.ecs, new_id, offset, from_tile);
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if let Some(history) = map_building_info {
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self.mapgen_history = history;
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} else {
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@ -171,7 +172,17 @@ impl State {
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default_move_ai.run_now(&self.ecs);
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}
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fn goto_level(&mut self, offset: i32) {
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fn goto_id(&mut self, id: i32, from_tile: Option<TileType>) {
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let current_id;
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{
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let worldmap_resource = self.ecs.fetch::<Map>();
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current_id = worldmap_resource.id;
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}
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let offset = id - current_id;
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self.goto_level(offset, from_tile);
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}
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fn goto_level(&mut self, offset: i32, from_tile: Option<TileType>) {
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// Build new map + place player
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let current_id;
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{
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@ -187,7 +198,7 @@ impl State {
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}
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// Freeze the current level
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map::dungeon::freeze_entities(&mut self.ecs);
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self.generate_world_map(current_id + offset, offset);
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self.generate_world_map(current_id + offset, offset, from_tile);
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let mapname = self.ecs.fetch::<Map>().name.clone();
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gamelog::Logger::new().append("You head to").npc_name_n(mapname).period().log();
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}
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@ -210,7 +221,7 @@ impl State {
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}
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// Replace map list
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self.ecs.insert(map::dungeon::MasterDungeonMap::new());
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self.generate_world_map(1, 0);
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self.generate_world_map(1, 0, None);
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gamelog::setup_log();
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gamelog::record_event(EVENT::LEVEL(1));
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@ -299,12 +310,12 @@ impl GameState for State {
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}
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gui::CheatMenuResult::NoResponse => {}
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gui::CheatMenuResult::Ascend => {
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self.goto_level(-1);
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self.goto_level(-1, Some(TileType::UpStair));
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self.mapgen_next_state = Some(RunState::PreRun);
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new_runstate = RunState::MapGeneration;
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}
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gui::CheatMenuResult::Descend => {
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self.goto_level(1);
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self.goto_level(1, Some(TileType::DownStair));
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self.mapgen_next_state = Some(RunState::PreRun);
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new_runstate = RunState::MapGeneration;
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}
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@ -524,12 +535,17 @@ impl GameState for State {
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}
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}
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RunState::NextLevel => {
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self.goto_level(1);
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self.goto_level(1, Some(TileType::DownStair));
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self.mapgen_next_state = Some(RunState::PreRun);
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new_runstate = RunState::MapGeneration;
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}
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RunState::PreviousLevel => {
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self.goto_level(-1);
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self.goto_level(-1, Some(TileType::UpStair));
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self.mapgen_next_state = Some(RunState::PreRun);
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new_runstate = RunState::MapGeneration;
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}
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RunState::GoToLevel(id, from_tile) => {
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self.goto_id(id, from_tile);
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self.mapgen_next_state = Some(RunState::PreRun);
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new_runstate = RunState::MapGeneration;
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}
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@ -734,7 +750,7 @@ fn main() -> rltk::BError {
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gamelog::setup_log();
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gamelog::record_event(EVENT::LEVEL(1));
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gs.generate_world_map(1, 0);
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gs.generate_world_map(1, 0, None);
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rltk::main_loop(context, gs)
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}
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@ -5,6 +5,7 @@ use serde::{ Deserialize, Serialize };
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use specs::prelude::*;
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use std::collections::{ HashMap, HashSet };
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use crate::data::events::*;
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use crate::data::ids::*;
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#[derive(Default, Serialize, Deserialize, Clone)]
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pub struct MasterDungeonMap {
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@ -188,12 +189,12 @@ fn make_wand_name(rng: &mut RandomNumberGenerator, used_names: &mut HashSet<Stri
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}
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}
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pub fn level_transition(ecs: &mut World, new_id: i32, offset: i32) -> Option<Vec<Map>> {
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pub fn level_transition(ecs: &mut World, new_id: i32, offset: i32, from_tile: Option<TileType>) -> Option<Vec<Map>> {
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// Obtain master
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let dungeon_master = ecs.read_resource::<MasterDungeonMap>();
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if dungeon_master.get_map(new_id).is_some() {
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std::mem::drop(dungeon_master);
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transition_to_existing_map(ecs, new_id, offset);
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transition_to_existing_map(ecs, new_id, offset, from_tile);
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return None;
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} else {
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std::mem::drop(dungeon_master);
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@ -201,20 +202,36 @@ pub fn level_transition(ecs: &mut World, new_id: i32, offset: i32) -> Option<Vec
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}
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}
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fn transition_to_existing_map(ecs: &mut World, new_id: i32, offset: i32) {
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fn transition_to_existing_map(ecs: &mut World, new_id: i32, offset: i32, from_tile: Option<TileType>) {
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let mut dungeon_master = ecs.write_resource::<MasterDungeonMap>();
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// Unwrapping here panics if new_id isn't present. But this should
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// never be called without new_id being present by level_transition.
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let map = dungeon_master.get_map(new_id).unwrap();
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let mut worldmap_resource = ecs.write_resource::<Map>();
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// Store new state of old map
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dungeon_master.store_map(&worldmap_resource);
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let player_entity = ecs.fetch::<Entity>();
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// Find down stairs, place player
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let dest_tile = if from_tile.is_some() {
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match from_tile.unwrap() {
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TileType::UpStair => TileType::DownStair,
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TileType::DownStair => TileType::UpStair,
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TileType::ToTown => TileType::ToOvermap,
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TileType::ToOvermap => {
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match worldmap_resource.id {
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ID_TOWN => TileType::ToTown,
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_ => panic!("Tried to transition to overmap from somewhere unaccounted for!"),
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}
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}
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_ => if offset < 0 { TileType::DownStair } else { TileType::UpStair }
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}
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} else if offset < 0 {
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TileType::DownStair
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} else {
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TileType::UpStair
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};
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let w = map.width;
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let stair_type = if offset < 0 { TileType::DownStair } else { TileType::UpStair };
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for (idx, tt) in map.tiles.iter().enumerate() {
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if *tt == stair_type {
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if *tt == dest_tile {
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let mut player_position = ecs.write_resource::<Point>();
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*player_position = Point::new((idx as i32) % w, (idx as i32) / w);
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let mut position_components = ecs.write_storage::<Position>();
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@ -225,6 +242,7 @@ fn transition_to_existing_map(ecs: &mut World, new_id: i32, offset: i32) {
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}
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}
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}
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dungeon_master.store_map(&worldmap_resource);
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*worldmap_resource = map;
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// Dirtify viewsheds (forces refresh)
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let mut viewshed_components = ecs.write_storage::<Viewshed>();
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@ -248,18 +266,23 @@ fn transition_to_new_map(ecs: &mut World, new_id: i32) -> Vec<Map> {
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let mut builder = map_builders::level_builder(new_id, &mut rng, 100, 50, player_level);
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builder.build_map(&mut rng);
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std::mem::drop(rng);
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if new_id > 1 {
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if let Some(pos) = &builder.build_data.starting_position {
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let up_idx = builder.build_data.map.xy_idx(pos.x, pos.y);
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builder.build_data.map.tiles[up_idx] = TileType::UpStair;
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}
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}
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let mapgen_history = builder.build_data.history.clone();
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let player_start;
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let old_map: Map;
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{
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let mut worldmap_resource = ecs.write_resource::<Map>();
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old_map = worldmap_resource.clone();
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if !old_map.overmap {
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if let Some(pos) = &builder.build_data.starting_position {
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let up_idx = builder.build_data.map.xy_idx(pos.x, pos.y);
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builder.build_data.map.tiles[up_idx] = TileType::UpStair;
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}
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} else {
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if let Some(pos) = &builder.build_data.starting_position {
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let down_idx = builder.build_data.map.xy_idx(pos.x, pos.y);
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builder.build_data.map.tiles[down_idx] = TileType::ToOvermap;
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}
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}
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*worldmap_resource = builder.build_data.map.clone();
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// Unwrap so we get a CTD if there's no starting pos.
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player_start = builder.build_data.starting_position.as_mut().unwrap().clone();
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@ -1,6 +1,7 @@
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use super::{ Map, Point, TileType };
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use crate::data::visuals::*;
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use crate::config::CONFIG;
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use crate::data::ids::*;
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use rltk::prelude::*;
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use std::ops::{ Add, Mul };
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@ -12,7 +13,7 @@ pub fn get_tile_renderables_for_id(
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debug: Option<bool>
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) -> (rltk::FontCharType, RGB, RGB) {
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let (glyph, mut fg, mut bg, offsets, bg_main_col) = match map.id {
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3 => get_forest_theme_renderables(idx, map, debug),
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ID_TOWN2 => get_forest_theme_renderables(idx, map, debug),
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_ => get_default_theme_renderables(idx, map, debug),
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};
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@ -87,6 +88,8 @@ pub fn get_default_theme_renderables(idx: usize, map: &Map, debug: Option<bool>)
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TileType::DeepWater => { glyph = rltk::to_cp437(DEEP_WATER_GLYPH); bg = RGB::named(DEEP_WATER_COLOUR); offsets = DEEP_WATER_OFFSETS; }
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TileType::Bars => { glyph = rltk::to_cp437(BARS_GLYPH); fg = RGB::named(BARS_COLOUR); bg = RGB::named(FLOOR_COLOUR); }
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TileType::ImpassableMountain => { glyph = rltk::to_cp437(IMPASSABLE_MOUNTAIN_GLYPH); bg = RGB::named(IMPASSABLE_MOUNTAIN_COLOUR); offsets = IMPASSABLE_MOUNTAIN_OFFSETS }
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TileType::ToOvermap => { glyph = rltk::to_cp437(TO_OVERMAP_GLYPH); fg = RGB::named(TO_OVERMAP_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); bg_main_col = false; }
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TileType::ToTown => { glyph = rltk::to_cp437(TO_TOWN_GLYPH); fg = RGB::named(TO_TOWN_COLOUR); bg = RGB::named(DEFAULT_BG_COLOUR); bg_main_col = false; }
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}
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return (glyph, fg, bg, offsets, bg_main_col);
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}
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@ -23,23 +23,15 @@ pub enum TileType {
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// Stairs (changes floor)
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DownStair,
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UpStair,
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// To/From Overmap - ids are in src/data/ids.rs, are used in try_change_level() in src/player.rs
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ToOvermap,
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ToTown,
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}
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pub fn tile_walkable(tt: TileType) -> bool {
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match tt {
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| TileType::Floor
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| TileType::WoodFloor
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| TileType::Gravel
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| TileType::Road
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| TileType::Grass
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| TileType::Foliage
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| TileType::HeavyFoliage
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| TileType::Sand
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| TileType::ShallowWater
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| TileType::Bridge
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| TileType::DownStair
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| TileType::UpStair => true,
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_ => false,
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TileType::ImpassableMountain | TileType::Wall | TileType::DeepWater | TileType::Fence | TileType::Bars => false,
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_ => true,
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}
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}
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@ -36,6 +36,7 @@ use common::*;
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use specs::prelude::*;
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use voronoi_spawning::VoronoiSpawning;
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use super::config::CONFIG;
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use super::data::ids::*;
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//use wfc::WaveFunctionCollapseBuilder;
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mod room_exploder;
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use room_exploder::RoomExploder;
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@ -318,7 +319,7 @@ fn random_shape_builder(rng: &mut rltk::RandomNumberGenerator, builder: &mut Bui
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}
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fn overmap_builder() -> BuilderChain {
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let mut builder = BuilderChain::new(true, 1, 69, 41, 0, "the world", 1);
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let mut builder = BuilderChain::new(true, ID_OVERMAP, 69, 41, 0, "the world", 1);
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builder.start_with(PrefabBuilder::overmap());
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return builder;
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}
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@ -385,9 +386,9 @@ pub fn level_builder(
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// TODO: With difficulty and ID/depth decoupled, this can be used for branches later.
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let difficulty = new_id;
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match new_id {
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1 => overmap_builder(),
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2 => town_builder(new_id, rng, width, height, 0, initial_player_level),
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3 => forest_builder(new_id, rng, width, height, 1, initial_player_level),
|
||||
ID_OVERMAP => overmap_builder(),
|
||||
ID_TOWN => town_builder(new_id, rng, width, height, 0, initial_player_level),
|
||||
ID_TOWN2 => forest_builder(new_id, rng, width, height, 1, initial_player_level),
|
||||
_ => random_builder(new_id, rng, width, height, difficulty, initial_player_level),
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -177,6 +177,9 @@ impl PrefabBuilder {
|
|||
'^' => {
|
||||
build_data.map.tiles[idx] = TileType::ImpassableMountain;
|
||||
}
|
||||
'1' => {
|
||||
build_data.map.tiles[idx] = TileType::ToTown;
|
||||
}
|
||||
_ => {
|
||||
rltk::console::log(format!("Unknown glyph '{}' when loading overmap", ch as u8 as char));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,41 +0,0 @@
|
|||
~~~~~~~~~.................~~~.......~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
~~~~~~~~...........................~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
~~~~~~~............................~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
~~~~....~..........................~~~~~~~~~~~~~.....~~~~~~~
|
||||
~~~....~...........................~..~~~~~~~~~~......~~~~~~
|
||||
~~~.................~.................~~~~~~~~~........~...~
|
||||
~~~.................~.......................................
|
||||
~~~~........................................................
|
||||
~~~~~~......................................................
|
||||
~~~~~~..................................~...................
|
||||
~~~~~........~~.........................~...................
|
||||
~~~~~......~~~.~............................................
|
||||
~~~~.......~~..~...........................................~
|
||||
~~~........~...............................................~
|
||||
~~~~......~...............................................~~
|
||||
~~~~~......................................................~
|
||||
~~~~~...~................~..................................
|
||||
~~~~~~~~~~~............~~~..................................
|
||||
~~~~~~~~~~...........~..~...................................
|
||||
~~~~~~~~~~~............~....................................
|
||||
~~~~~~~~~..............~....................................
|
||||
~~~~~~~~.............~~...................................~~
|
||||
~~~~~~~..............~.....................................~
|
||||
~~~~~......................................................~
|
||||
~~~~~.................~~...................................~
|
||||
~~~~..................~.~~~.................................
|
||||
~~~~..............~.......~.................................
|
||||
~.................~~..................~~....................
|
||||
~...............~..~..................~~~...................
|
||||
..~......~~~~~~~~.....~~~.............~~....................
|
||||
..~~.....~~~~~~~~~~...~~~...................................
|
||||
..~~~~~~~~~~~~~~~~..~~~~~~..................................
|
||||
....~~~~~~~~~~~~...~~~~~~~..............~~~~................
|
||||
........~~~~~~~~..........~.~....~......~......~.......~....
|
||||
~...~...~~~~~~~~...........................................~
|
||||
...~~.......~~~~............................................
|
||||
...............~............................................
|
||||
.................................~..........................
|
||||
~~...............................~~.....~...................
|
||||
~~~..............................~~.........................
|
||||
~~~......................................~~~.~~~~...........
|
||||
|
|
@ -93,7 +93,7 @@ const OVERMAP_TEMPLATE: &str =
|
|||
^^^^^^^........................≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈.....≈
|
||||
^^^^^^^^........@..............≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈....≈
|
||||
^^^^^^^^..................≈...≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈...≈≈≈...≈≈≈≈≈≈≈≈.≈≈
|
||||
^^^^^^^^^.............>...≈≈....≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈....≈≈......≈≈≈≈≈≈≈≈≈
|
||||
^^^^^^^^^.............1...≈≈....≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈....≈≈......≈≈≈≈≈≈≈≈≈
|
||||
^^^^^^^^^........≈≈≈≈...≈≈≈≈....≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈..≈≈≈......≈≈≈≈≈≈≈≈≈
|
||||
^^^^^^^^^^......≈≈≈≈≈≈≈≈≈≈≈≈≈..≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈........≈≈≈≈≈≈≈≈
|
||||
^^^^^^^^^^.....≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈≈........≈≈≈≈≈≈≈≈≈
|
||||
|
|
|
|||
|
|
@ -61,6 +61,11 @@ impl TownBuilder {
|
|||
self.spawn_dockers(build_data, rng);
|
||||
self.spawn_townsfolk(build_data, rng, &mut available_building_tiles);
|
||||
|
||||
build_data.starting_position = Some(Position {
|
||||
x: build_data.width - 2,
|
||||
y: wall_gap_y,
|
||||
});
|
||||
|
||||
build_data.take_snapshot();
|
||||
}
|
||||
|
||||
|
|
@ -186,11 +191,6 @@ impl TownBuilder {
|
|||
build_data: &mut BuilderMap,
|
||||
rng: &mut rltk::RandomNumberGenerator
|
||||
) {
|
||||
// Place player
|
||||
build_data.starting_position = Some(Position {
|
||||
x: building.0 + building.2 / 2,
|
||||
y: building.1 + building.3 / 2,
|
||||
});
|
||||
let player_idx = build_data.map.xy_idx(building.0 + building.2 / 2, building.1 + building.3 / 2);
|
||||
|
||||
// Place other items
|
||||
|
|
|
|||
|
|
@ -35,6 +35,7 @@ use rltk::{ Point, RandomNumberGenerator, Rltk, VirtualKeyCode };
|
|||
use specs::prelude::*;
|
||||
use std::cmp::{ max, min };
|
||||
use crate::data::events::*;
|
||||
use crate::data::ids::*;
|
||||
|
||||
pub fn try_door(i: i32, j: i32, ecs: &mut World) -> RunState {
|
||||
let mut positions = ecs.write_storage::<Position>();
|
||||
|
|
@ -529,20 +530,28 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
|
|||
// id
|
||||
VirtualKeyCode::Period => {
|
||||
if ctx.shift {
|
||||
if !try_next_level(&mut gs.ecs) {
|
||||
let (id, from_tile) = try_next_level(&mut gs.ecs);
|
||||
if from_tile.is_none() {
|
||||
return RunState::AwaitingInput;
|
||||
} else if id == ID_NEXT_LEVEL {
|
||||
return RunState::NextLevel;
|
||||
}
|
||||
return RunState::NextLevel; // > to descend
|
||||
return RunState::GoToLevel(id, from_tile);
|
||||
} else {
|
||||
return skip_turn(&mut gs.ecs); // (Wait a turn)
|
||||
}
|
||||
}
|
||||
VirtualKeyCode::Comma => {
|
||||
if ctx.shift {
|
||||
if !try_previous_level(&mut gs.ecs) {
|
||||
let (id, from_tile) = try_prev_level(&mut gs.ecs);
|
||||
if from_tile.is_none() {
|
||||
return RunState::AwaitingInput;
|
||||
} else if id == ID_PREVIOUS_LEVEL {
|
||||
return RunState::PreviousLevel;
|
||||
}
|
||||
return RunState::PreviousLevel; // < to ascend
|
||||
return RunState::GoToLevel(id, from_tile);
|
||||
} else {
|
||||
return skip_turn(&mut gs.ecs); // (Wait a turn)
|
||||
}
|
||||
}
|
||||
VirtualKeyCode::Slash => {
|
||||
|
|
@ -591,27 +600,41 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
|
|||
return RunState::AwaitingInput;
|
||||
}
|
||||
|
||||
pub fn try_next_level(ecs: &mut World) -> bool {
|
||||
fn try_next_level(ecs: &mut World) -> (i32, Option<TileType>) {
|
||||
let player_pos = ecs.fetch::<Point>();
|
||||
let map = ecs.fetch::<Map>();
|
||||
let player_idx = map.xy_idx(player_pos.x, player_pos.y);
|
||||
if map.tiles[player_idx] == TileType::DownStair {
|
||||
return true;
|
||||
} else {
|
||||
gamelog::Logger::new().append("You don't see a way down from here.").log();
|
||||
return false;
|
||||
let this_tile = map.tiles[player_idx];
|
||||
match this_tile {
|
||||
TileType::DownStair => {
|
||||
return (ID_NEXT_LEVEL, Some(this_tile));
|
||||
}
|
||||
TileType::ToTown => {
|
||||
return (ID_TOWN, Some(this_tile));
|
||||
}
|
||||
_ => {
|
||||
gamelog::Logger::new().append("You don't see a way down from here.").log();
|
||||
return (0, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn try_previous_level(ecs: &mut World) -> bool {
|
||||
fn try_prev_level(ecs: &mut World) -> (i32, Option<TileType>) {
|
||||
let player_pos = ecs.fetch::<Point>();
|
||||
let map = ecs.fetch::<Map>();
|
||||
let player_idx = map.xy_idx(player_pos.x, player_pos.y);
|
||||
if map.tiles[player_idx] == TileType::UpStair {
|
||||
return true;
|
||||
} else {
|
||||
gamelog::Logger::new().append("You don't see a way up from here.").log();
|
||||
return false;
|
||||
let this_tile = map.tiles[player_idx];
|
||||
match this_tile {
|
||||
TileType::UpStair => {
|
||||
return (ID_PREVIOUS_LEVEL, Some(this_tile));
|
||||
}
|
||||
TileType::ToOvermap => {
|
||||
return (ID_OVERMAP, Some(this_tile));
|
||||
}
|
||||
_ => {
|
||||
gamelog::Logger::new().append("You don't see a way out from here.").log();
|
||||
return (0, None);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue