overmap travel - needs refactoring urgently, but it works for now

This commit is contained in:
Llywelwyn 2023-08-27 03:00:48 +01:00
parent 00dea1a55e
commit e1eae7efaf
15 changed files with 150 additions and 110 deletions

View file

@ -5,6 +5,7 @@ use serde::{ Deserialize, Serialize };
use specs::prelude::*;
use std::collections::{ HashMap, HashSet };
use crate::data::events::*;
use crate::data::ids::*;
#[derive(Default, Serialize, Deserialize, Clone)]
pub struct MasterDungeonMap {
@ -188,12 +189,12 @@ fn make_wand_name(rng: &mut RandomNumberGenerator, used_names: &mut HashSet<Stri
}
}
pub fn level_transition(ecs: &mut World, new_id: i32, offset: i32) -> Option<Vec<Map>> {
pub fn level_transition(ecs: &mut World, new_id: i32, offset: i32, from_tile: Option<TileType>) -> Option<Vec<Map>> {
// Obtain master
let dungeon_master = ecs.read_resource::<MasterDungeonMap>();
if dungeon_master.get_map(new_id).is_some() {
std::mem::drop(dungeon_master);
transition_to_existing_map(ecs, new_id, offset);
transition_to_existing_map(ecs, new_id, offset, from_tile);
return None;
} else {
std::mem::drop(dungeon_master);
@ -201,20 +202,36 @@ pub fn level_transition(ecs: &mut World, new_id: i32, offset: i32) -> Option<Vec
}
}
fn transition_to_existing_map(ecs: &mut World, new_id: i32, offset: i32) {
fn transition_to_existing_map(ecs: &mut World, new_id: i32, offset: i32, from_tile: Option<TileType>) {
let mut dungeon_master = ecs.write_resource::<MasterDungeonMap>();
// Unwrapping here panics if new_id isn't present. But this should
// never be called without new_id being present by level_transition.
let map = dungeon_master.get_map(new_id).unwrap();
let mut worldmap_resource = ecs.write_resource::<Map>();
// Store new state of old map
dungeon_master.store_map(&worldmap_resource);
let player_entity = ecs.fetch::<Entity>();
// Find down stairs, place player
let dest_tile = if from_tile.is_some() {
match from_tile.unwrap() {
TileType::UpStair => TileType::DownStair,
TileType::DownStair => TileType::UpStair,
TileType::ToTown => TileType::ToOvermap,
TileType::ToOvermap => {
match worldmap_resource.id {
ID_TOWN => TileType::ToTown,
_ => panic!("Tried to transition to overmap from somewhere unaccounted for!"),
}
}
_ => if offset < 0 { TileType::DownStair } else { TileType::UpStair }
}
} else if offset < 0 {
TileType::DownStair
} else {
TileType::UpStair
};
let w = map.width;
let stair_type = if offset < 0 { TileType::DownStair } else { TileType::UpStair };
for (idx, tt) in map.tiles.iter().enumerate() {
if *tt == stair_type {
if *tt == dest_tile {
let mut player_position = ecs.write_resource::<Point>();
*player_position = Point::new((idx as i32) % w, (idx as i32) / w);
let mut position_components = ecs.write_storage::<Position>();
@ -225,6 +242,7 @@ fn transition_to_existing_map(ecs: &mut World, new_id: i32, offset: i32) {
}
}
}
dungeon_master.store_map(&worldmap_resource);
*worldmap_resource = map;
// Dirtify viewsheds (forces refresh)
let mut viewshed_components = ecs.write_storage::<Viewshed>();
@ -248,18 +266,23 @@ fn transition_to_new_map(ecs: &mut World, new_id: i32) -> Vec<Map> {
let mut builder = map_builders::level_builder(new_id, &mut rng, 100, 50, player_level);
builder.build_map(&mut rng);
std::mem::drop(rng);
if new_id > 1 {
if let Some(pos) = &builder.build_data.starting_position {
let up_idx = builder.build_data.map.xy_idx(pos.x, pos.y);
builder.build_data.map.tiles[up_idx] = TileType::UpStair;
}
}
let mapgen_history = builder.build_data.history.clone();
let player_start;
let old_map: Map;
{
let mut worldmap_resource = ecs.write_resource::<Map>();
old_map = worldmap_resource.clone();
if !old_map.overmap {
if let Some(pos) = &builder.build_data.starting_position {
let up_idx = builder.build_data.map.xy_idx(pos.x, pos.y);
builder.build_data.map.tiles[up_idx] = TileType::UpStair;
}
} else {
if let Some(pos) = &builder.build_data.starting_position {
let down_idx = builder.build_data.map.xy_idx(pos.x, pos.y);
builder.build_data.map.tiles[down_idx] = TileType::ToOvermap;
}
}
*worldmap_resource = builder.build_data.map.clone();
// Unwrap so we get a CTD if there's no starting pos.
player_start = builder.build_data.starting_position.as_mut().unwrap().clone();