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

@ -1,5 +1,5 @@
use crate::data::entity::*; use crate::data::entity::*;
use crate::{ Burden, BurdenLevel, Clock, Energy, Name, Position, RunState, TakingTurn }; use crate::{ Burden, BurdenLevel, Clock, Energy, Name, Position, RunState, Map, TakingTurn };
use rltk::prelude::*; use rltk::prelude::*;
use specs::prelude::*; use specs::prelude::*;
use crate::config::CONFIG; use crate::config::CONFIG;
@ -12,6 +12,7 @@ const TURN_COST: i32 = NORMAL_SPEED * TURN_COST_MULTIPLIER;
impl<'a> System<'a> for EnergySystem { impl<'a> System<'a> for EnergySystem {
#[allow(clippy::type_complexity)] #[allow(clippy::type_complexity)]
type SystemData = ( type SystemData = (
ReadExpect<'a, Map>,
ReadStorage<'a, Clock>, ReadStorage<'a, Clock>,
WriteStorage<'a, Energy>, WriteStorage<'a, Energy>,
ReadStorage<'a, Burden>, ReadStorage<'a, Burden>,
@ -27,6 +28,7 @@ impl<'a> System<'a> for EnergySystem {
fn run(&mut self, data: Self::SystemData) { fn run(&mut self, data: Self::SystemData) {
let ( let (
map,
clock, clock,
mut energies, mut energies,
burdens, burdens,
@ -62,15 +64,16 @@ impl<'a> System<'a> for EnergySystem {
for (entity, energy, pos) in (&entities, &mut energies, &positions).join() { for (entity, energy, pos) in (&entities, &mut energies, &positions).join() {
let burden_modifier = if let Some(burden) = burdens.get(entity) { let burden_modifier = if let Some(burden) = burdens.get(entity) {
match burden.level { match burden.level {
BurdenLevel::Burdened => 0.75, BurdenLevel::Burdened => SPEED_MOD_BURDENED,
BurdenLevel::Strained => 0.5, BurdenLevel::Strained => SPEED_MOD_STRAINED,
BurdenLevel::Overloaded => 0.25, BurdenLevel::Overloaded => SPEED_MOD_OVERLOADED,
} }
} else { } else {
1.0 1.0
}; };
let overmap_mod = if map.overmap { SPEED_MOD_OVERMAP_TRAVEL } else { 1.0 };
// Every entity has a POTENTIAL equal to their speed. // Every entity has a POTENTIAL equal to their speed.
let mut energy_potential: i32 = ((energy.speed as f32) * burden_modifier) as i32; let mut energy_potential: i32 = ((energy.speed as f32) * burden_modifier * overmap_mod) as i32;
// Increment current energy by NORMAL_SPEED for every // Increment current energy by NORMAL_SPEED for every
// whole number of NORMAL_SPEEDS in their POTENTIAL. // whole number of NORMAL_SPEEDS in their POTENTIAL.
while energy_potential >= NORMAL_SPEED { while energy_potential >= NORMAL_SPEED {

View file

@ -1,6 +1,10 @@
pub const DEFAULT_VIEWSHED_STANDARD: i32 = 16; // Standard viewshed radius for almost all entities. pub const DEFAULT_VIEWSHED_STANDARD: i32 = 16; // Standard viewshed radius for almost all entities.
pub const CARRY_CAPACITY_PER_STRENGTH: i32 = 8; // How much weight can be carried per point of strength. pub const CARRY_CAPACITY_PER_STRENGTH: i32 = 8; // How much weight can be carried per point of strength.
pub const NORMAL_SPEED: i32 = 12; // Normal speed for almost all entities. pub const NORMAL_SPEED: i32 = 12; // Normal speed for almost all entities.
pub const SPEED_MOD_BURDENED: f32 = 0.75;
pub const SPEED_MOD_STRAINED: f32 = 0.5;
pub const SPEED_MOD_OVERLOADED: f32 = 0.25;
pub const SPEED_MOD_OVERMAP_TRAVEL: f32 = 0.33;
pub const TURN_COST_MULTIPLIER: i32 = 4; // How many ticks for NORMAL_SPEED to get a turn. pub const TURN_COST_MULTIPLIER: i32 = 4; // How many ticks for NORMAL_SPEED to get a turn.
pub const ATTR_BONUS_0: i32 = 10; // At this value, the attribute bonus is 0. pub const ATTR_BONUS_0: i32 = 10; // At this value, the attribute bonus is 0.
pub const ATTR_NEEDED_PER_POINT: i32 = 2; // How many points +- ATTR_BONUS_0 are needed per +- 1 bonus. pub const ATTR_NEEDED_PER_POINT: i32 = 2; // How many points +- ATTR_BONUS_0 are needed per +- 1 bonus.

6
src/data/ids.rs Normal file
View file

@ -0,0 +1,6 @@
pub const ID_PREVIOUS_LEVEL: i32 = -5;
pub const ID_NEXT_LEVEL: i32 = -6;
pub const ID_OVERMAP: i32 = 1;
pub const ID_TOWN: i32 = 10;
pub const ID_TOWN2: i32 = ID_TOWN + 1;

View file

@ -3,3 +3,4 @@ pub mod visuals;
pub mod messages; pub mod messages;
pub mod char_create; pub mod char_create;
pub mod events; pub mod events;
pub mod ids;

View file

@ -76,3 +76,9 @@ pub const IMPASSABLE_MOUNTAIN_GLYPH: char = '▲';
// FOREST THEME // FOREST THEME
pub const FOREST_WALL_GLYPH: char = '♣'; pub const FOREST_WALL_GLYPH: char = '♣';
// Overmap/transition stuff
pub const TO_OVERMAP_GLYPH: char = '<';
pub const TO_OVERMAP_COLOUR: (u8, u8, u8) = (205, 127, 50);
pub const TO_TOWN_GLYPH: char = 'o';
pub const TO_TOWN_COLOUR: (u8, u8, u8) = (205, 127, 50);

View file

@ -70,8 +70,9 @@ pub enum RunState {
}, },
SaveGame, SaveGame,
GameOver, GameOver,
NextLevel,
PreviousLevel, PreviousLevel,
NextLevel,
GoToLevel(i32, Option<TileType>),
HelpScreen, HelpScreen,
MagicMapReveal { MagicMapReveal {
row: i32, row: i32,
@ -89,12 +90,12 @@ pub struct State {
} }
impl State { impl State {
fn generate_world_map(&mut self, new_id: i32, offset: i32) { fn generate_world_map(&mut self, new_id: i32, offset: i32, from_tile: Option<TileType>) {
// Visualisation stuff // Visualisation stuff
self.mapgen_index = 0; self.mapgen_index = 0;
self.mapgen_timer = 0.0; self.mapgen_timer = 0.0;
self.mapgen_history.clear(); self.mapgen_history.clear();
let map_building_info = map::level_transition(&mut self.ecs, new_id, offset); let map_building_info = map::level_transition(&mut self.ecs, new_id, offset, from_tile);
if let Some(history) = map_building_info { if let Some(history) = map_building_info {
self.mapgen_history = history; self.mapgen_history = history;
} else { } else {
@ -171,7 +172,17 @@ impl State {
default_move_ai.run_now(&self.ecs); default_move_ai.run_now(&self.ecs);
} }
fn goto_level(&mut self, offset: i32) { fn goto_id(&mut self, id: i32, from_tile: Option<TileType>) {
let current_id;
{
let worldmap_resource = self.ecs.fetch::<Map>();
current_id = worldmap_resource.id;
}
let offset = id - current_id;
self.goto_level(offset, from_tile);
}
fn goto_level(&mut self, offset: i32, from_tile: Option<TileType>) {
// Build new map + place player // Build new map + place player
let current_id; let current_id;
{ {
@ -187,7 +198,7 @@ impl State {
} }
// Freeze the current level // Freeze the current level
map::dungeon::freeze_entities(&mut self.ecs); map::dungeon::freeze_entities(&mut self.ecs);
self.generate_world_map(current_id + offset, offset); self.generate_world_map(current_id + offset, offset, from_tile);
let mapname = self.ecs.fetch::<Map>().name.clone(); let mapname = self.ecs.fetch::<Map>().name.clone();
gamelog::Logger::new().append("You head to").npc_name_n(mapname).period().log(); gamelog::Logger::new().append("You head to").npc_name_n(mapname).period().log();
} }
@ -210,7 +221,7 @@ impl State {
} }
// Replace map list // Replace map list
self.ecs.insert(map::dungeon::MasterDungeonMap::new()); self.ecs.insert(map::dungeon::MasterDungeonMap::new());
self.generate_world_map(1, 0); self.generate_world_map(1, 0, None);
gamelog::setup_log(); gamelog::setup_log();
gamelog::record_event(EVENT::LEVEL(1)); gamelog::record_event(EVENT::LEVEL(1));
@ -299,12 +310,12 @@ impl GameState for State {
} }
gui::CheatMenuResult::NoResponse => {} gui::CheatMenuResult::NoResponse => {}
gui::CheatMenuResult::Ascend => { gui::CheatMenuResult::Ascend => {
self.goto_level(-1); self.goto_level(-1, Some(TileType::UpStair));
self.mapgen_next_state = Some(RunState::PreRun); self.mapgen_next_state = Some(RunState::PreRun);
new_runstate = RunState::MapGeneration; new_runstate = RunState::MapGeneration;
} }
gui::CheatMenuResult::Descend => { gui::CheatMenuResult::Descend => {
self.goto_level(1); self.goto_level(1, Some(TileType::DownStair));
self.mapgen_next_state = Some(RunState::PreRun); self.mapgen_next_state = Some(RunState::PreRun);
new_runstate = RunState::MapGeneration; new_runstate = RunState::MapGeneration;
} }
@ -524,12 +535,17 @@ impl GameState for State {
} }
} }
RunState::NextLevel => { RunState::NextLevel => {
self.goto_level(1); self.goto_level(1, Some(TileType::DownStair));
self.mapgen_next_state = Some(RunState::PreRun); self.mapgen_next_state = Some(RunState::PreRun);
new_runstate = RunState::MapGeneration; new_runstate = RunState::MapGeneration;
} }
RunState::PreviousLevel => { RunState::PreviousLevel => {
self.goto_level(-1); self.goto_level(-1, Some(TileType::UpStair));
self.mapgen_next_state = Some(RunState::PreRun);
new_runstate = RunState::MapGeneration;
}
RunState::GoToLevel(id, from_tile) => {
self.goto_id(id, from_tile);
self.mapgen_next_state = Some(RunState::PreRun); self.mapgen_next_state = Some(RunState::PreRun);
new_runstate = RunState::MapGeneration; new_runstate = RunState::MapGeneration;
} }
@ -734,7 +750,7 @@ fn main() -> rltk::BError {
gamelog::setup_log(); gamelog::setup_log();
gamelog::record_event(EVENT::LEVEL(1)); gamelog::record_event(EVENT::LEVEL(1));
gs.generate_world_map(1, 0); gs.generate_world_map(1, 0, None);
rltk::main_loop(context, gs) rltk::main_loop(context, gs)
} }

View file

@ -5,6 +5,7 @@ use serde::{ Deserialize, Serialize };
use specs::prelude::*; use specs::prelude::*;
use std::collections::{ HashMap, HashSet }; use std::collections::{ HashMap, HashSet };
use crate::data::events::*; use crate::data::events::*;
use crate::data::ids::*;
#[derive(Default, Serialize, Deserialize, Clone)] #[derive(Default, Serialize, Deserialize, Clone)]
pub struct MasterDungeonMap { 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 // Obtain master
let dungeon_master = ecs.read_resource::<MasterDungeonMap>(); let dungeon_master = ecs.read_resource::<MasterDungeonMap>();
if dungeon_master.get_map(new_id).is_some() { if dungeon_master.get_map(new_id).is_some() {
std::mem::drop(dungeon_master); 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; return None;
} else { } else {
std::mem::drop(dungeon_master); 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>(); let mut dungeon_master = ecs.write_resource::<MasterDungeonMap>();
// Unwrapping here panics if new_id isn't present. But this should // Unwrapping here panics if new_id isn't present. But this should
// never be called without new_id being present by level_transition. // never be called without new_id being present by level_transition.
let map = dungeon_master.get_map(new_id).unwrap(); let map = dungeon_master.get_map(new_id).unwrap();
let mut worldmap_resource = ecs.write_resource::<Map>(); 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>(); let player_entity = ecs.fetch::<Entity>();
// Find down stairs, place player // 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 w = map.width;
let stair_type = if offset < 0 { TileType::DownStair } else { TileType::UpStair };
for (idx, tt) in map.tiles.iter().enumerate() { for (idx, tt) in map.tiles.iter().enumerate() {
if *tt == stair_type { if *tt == dest_tile {
let mut player_position = ecs.write_resource::<Point>(); let mut player_position = ecs.write_resource::<Point>();
*player_position = Point::new((idx as i32) % w, (idx as i32) / w); *player_position = Point::new((idx as i32) % w, (idx as i32) / w);
let mut position_components = ecs.write_storage::<Position>(); 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; *worldmap_resource = map;
// Dirtify viewsheds (forces refresh) // Dirtify viewsheds (forces refresh)
let mut viewshed_components = ecs.write_storage::<Viewshed>(); 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); let mut builder = map_builders::level_builder(new_id, &mut rng, 100, 50, player_level);
builder.build_map(&mut rng); builder.build_map(&mut rng);
std::mem::drop(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 mapgen_history = builder.build_data.history.clone();
let player_start; let player_start;
let old_map: Map; let old_map: Map;
{ {
let mut worldmap_resource = ecs.write_resource::<Map>(); let mut worldmap_resource = ecs.write_resource::<Map>();
old_map = worldmap_resource.clone(); 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(); *worldmap_resource = builder.build_data.map.clone();
// Unwrap so we get a CTD if there's no starting pos. // Unwrap so we get a CTD if there's no starting pos.
player_start = builder.build_data.starting_position.as_mut().unwrap().clone(); player_start = builder.build_data.starting_position.as_mut().unwrap().clone();

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@ -1,6 +1,7 @@
use super::{ Map, Point, TileType }; use super::{ Map, Point, TileType };
use crate::data::visuals::*; use crate::data::visuals::*;
use crate::config::CONFIG; use crate::config::CONFIG;
use crate::data::ids::*;
use rltk::prelude::*; use rltk::prelude::*;
use std::ops::{ Add, Mul }; use std::ops::{ Add, Mul };
@ -12,7 +13,7 @@ pub fn get_tile_renderables_for_id(
debug: Option<bool> debug: Option<bool>
) -> (rltk::FontCharType, RGB, RGB) { ) -> (rltk::FontCharType, RGB, RGB) {
let (glyph, mut fg, mut bg, offsets, bg_main_col) = match map.id { let (glyph, mut fg, mut bg, offsets, bg_main_col) = match map.id {
3 => get_forest_theme_renderables(idx, map, debug), ID_TOWN2 => get_forest_theme_renderables(idx, map, debug),
_ => get_default_theme_renderables(idx, map, debug), _ => get_default_theme_renderables(idx, map, debug),
}; };
@ -87,6 +88,8 @@ pub fn get_default_theme_renderables(idx: usize, map: &Map, debug: Option<bool>)
TileType::DeepWater => { glyph = rltk::to_cp437(DEEP_WATER_GLYPH); bg = RGB::named(DEEP_WATER_COLOUR); offsets = DEEP_WATER_OFFSETS; } TileType::DeepWater => { glyph = rltk::to_cp437(DEEP_WATER_GLYPH); bg = RGB::named(DEEP_WATER_COLOUR); offsets = DEEP_WATER_OFFSETS; }
TileType::Bars => { glyph = rltk::to_cp437(BARS_GLYPH); fg = RGB::named(BARS_COLOUR); bg = RGB::named(FLOOR_COLOUR); } TileType::Bars => { glyph = rltk::to_cp437(BARS_GLYPH); fg = RGB::named(BARS_COLOUR); bg = RGB::named(FLOOR_COLOUR); }
TileType::ImpassableMountain => { glyph = rltk::to_cp437(IMPASSABLE_MOUNTAIN_GLYPH); bg = RGB::named(IMPASSABLE_MOUNTAIN_COLOUR); offsets = IMPASSABLE_MOUNTAIN_OFFSETS } TileType::ImpassableMountain => { glyph = rltk::to_cp437(IMPASSABLE_MOUNTAIN_GLYPH); bg = RGB::named(IMPASSABLE_MOUNTAIN_COLOUR); offsets = IMPASSABLE_MOUNTAIN_OFFSETS }
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; }
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; }
} }
return (glyph, fg, bg, offsets, bg_main_col); return (glyph, fg, bg, offsets, bg_main_col);
} }

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@ -23,23 +23,15 @@ pub enum TileType {
// Stairs (changes floor) // Stairs (changes floor)
DownStair, DownStair,
UpStair, UpStair,
// To/From Overmap - ids are in src/data/ids.rs, are used in try_change_level() in src/player.rs
ToOvermap,
ToTown,
} }
pub fn tile_walkable(tt: TileType) -> bool { pub fn tile_walkable(tt: TileType) -> bool {
match tt { match tt {
| TileType::Floor TileType::ImpassableMountain | TileType::Wall | TileType::DeepWater | TileType::Fence | TileType::Bars => false,
| TileType::WoodFloor _ => true,
| TileType::Gravel
| TileType::Road
| TileType::Grass
| TileType::Foliage
| TileType::HeavyFoliage
| TileType::Sand
| TileType::ShallowWater
| TileType::Bridge
| TileType::DownStair
| TileType::UpStair => true,
_ => false,
} }
} }

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@ -36,6 +36,7 @@ use common::*;
use specs::prelude::*; use specs::prelude::*;
use voronoi_spawning::VoronoiSpawning; use voronoi_spawning::VoronoiSpawning;
use super::config::CONFIG; use super::config::CONFIG;
use super::data::ids::*;
//use wfc::WaveFunctionCollapseBuilder; //use wfc::WaveFunctionCollapseBuilder;
mod room_exploder; mod room_exploder;
use room_exploder::RoomExploder; use room_exploder::RoomExploder;
@ -318,7 +319,7 @@ fn random_shape_builder(rng: &mut rltk::RandomNumberGenerator, builder: &mut Bui
} }
fn overmap_builder() -> BuilderChain { fn overmap_builder() -> BuilderChain {
let mut builder = BuilderChain::new(true, 1, 69, 41, 0, "the world", 1); let mut builder = BuilderChain::new(true, ID_OVERMAP, 69, 41, 0, "the world", 1);
builder.start_with(PrefabBuilder::overmap()); builder.start_with(PrefabBuilder::overmap());
return builder; return builder;
} }
@ -385,9 +386,9 @@ pub fn level_builder(
// TODO: With difficulty and ID/depth decoupled, this can be used for branches later. // TODO: With difficulty and ID/depth decoupled, this can be used for branches later.
let difficulty = new_id; let difficulty = new_id;
match new_id { match new_id {
1 => overmap_builder(), ID_OVERMAP => overmap_builder(),
2 => town_builder(new_id, rng, width, height, 0, initial_player_level), ID_TOWN => town_builder(new_id, rng, width, height, 0, initial_player_level),
3 => forest_builder(new_id, rng, width, height, 1, 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), _ => random_builder(new_id, rng, width, height, difficulty, initial_player_level),
} }
} }

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@ -177,6 +177,9 @@ impl PrefabBuilder {
'^' => { '^' => {
build_data.map.tiles[idx] = TileType::ImpassableMountain; 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)); rltk::console::log(format!("Unknown glyph '{}' when loading overmap", ch as u8 as char));
} }

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@ -1,41 +0,0 @@
~~~~~~~~~.................~~~.......~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~...........................~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~............................~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~....~..........................~~~~~~~~~~~~~.....~~~~~~~
~~~....~...........................~..~~~~~~~~~~......~~~~~~
~~~.................~.................~~~~~~~~~........~...~
~~~.................~.......................................
~~~~........................................................
~~~~~~......................................................
~~~~~~..................................~...................
~~~~~........~~.........................~...................
~~~~~......~~~.~............................................
~~~~.......~~..~...........................................~
~~~........~...............................................~
~~~~......~...............................................~~
~~~~~......................................................~
~~~~~...~................~..................................
~~~~~~~~~~~............~~~..................................
~~~~~~~~~~...........~..~...................................
~~~~~~~~~~~............~....................................
~~~~~~~~~..............~....................................
~~~~~~~~.............~~...................................~~
~~~~~~~..............~.....................................~
~~~~~......................................................~
~~~~~.................~~...................................~
~~~~..................~.~~~.................................
~~~~..............~.......~.................................
~.................~~..................~~....................
~...............~..~..................~~~...................
..~......~~~~~~~~.....~~~.............~~....................
..~~.....~~~~~~~~~~...~~~...................................
..~~~~~~~~~~~~~~~~..~~~~~~..................................
....~~~~~~~~~~~~...~~~~~~~..............~~~~................
........~~~~~~~~..........~.~....~......~......~.......~....
~...~...~~~~~~~~...........................................~
...~~.......~~~~............................................
...............~............................................
.................................~..........................
~~...............................~~.....~...................
~~~..............................~~.........................
~~~......................................~~~.~~~~...........

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@ -93,7 +93,7 @@ const OVERMAP_TEMPLATE: &str =
^^^^^^^............................. ^^^^^^^.............................
^^^^^^^^........@.................. ^^^^^^^^........@..................
^^^^^^^^............................ ^^^^^^^^............................
^^^^^^^^^.............>................. ^^^^^^^^^.............1.................
^^^^^^^^^....................... ^^^^^^^^^.......................
^^^^^^^^^^................ ^^^^^^^^^^................
^^^^^^^^^^............. ^^^^^^^^^^.............

View file

@ -61,6 +61,11 @@ impl TownBuilder {
self.spawn_dockers(build_data, rng); self.spawn_dockers(build_data, rng);
self.spawn_townsfolk(build_data, rng, &mut available_building_tiles); 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(); build_data.take_snapshot();
} }
@ -186,11 +191,6 @@ impl TownBuilder {
build_data: &mut BuilderMap, build_data: &mut BuilderMap,
rng: &mut rltk::RandomNumberGenerator 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); let player_idx = build_data.map.xy_idx(building.0 + building.2 / 2, building.1 + building.3 / 2);
// Place other items // Place other items

View file

@ -35,6 +35,7 @@ use rltk::{ Point, RandomNumberGenerator, Rltk, VirtualKeyCode };
use specs::prelude::*; use specs::prelude::*;
use std::cmp::{ max, min }; use std::cmp::{ max, min };
use crate::data::events::*; use crate::data::events::*;
use crate::data::ids::*;
pub fn try_door(i: i32, j: i32, ecs: &mut World) -> RunState { pub fn try_door(i: i32, j: i32, ecs: &mut World) -> RunState {
let mut positions = ecs.write_storage::<Position>(); let mut positions = ecs.write_storage::<Position>();
@ -529,20 +530,28 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
// id // id
VirtualKeyCode::Period => { VirtualKeyCode::Period => {
if ctx.shift { 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; return RunState::AwaitingInput;
} else if id == ID_NEXT_LEVEL {
return RunState::NextLevel;
} }
return RunState::NextLevel; // > to descend return RunState::GoToLevel(id, from_tile);
} else { } else {
return skip_turn(&mut gs.ecs); // (Wait a turn) return skip_turn(&mut gs.ecs); // (Wait a turn)
} }
} }
VirtualKeyCode::Comma => { VirtualKeyCode::Comma => {
if ctx.shift { 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; 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 => { VirtualKeyCode::Slash => {
@ -591,27 +600,41 @@ pub fn player_input(gs: &mut State, ctx: &mut Rltk) -> RunState {
return RunState::AwaitingInput; 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 player_pos = ecs.fetch::<Point>();
let map = ecs.fetch::<Map>(); let map = ecs.fetch::<Map>();
let player_idx = map.xy_idx(player_pos.x, player_pos.y); let player_idx = map.xy_idx(player_pos.x, player_pos.y);
if map.tiles[player_idx] == TileType::DownStair { let this_tile = map.tiles[player_idx];
return true; match this_tile {
} else { TileType::DownStair => {
gamelog::Logger::new().append("You don't see a way down from here.").log(); return (ID_NEXT_LEVEL, Some(this_tile));
return false; }
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 player_pos = ecs.fetch::<Point>();
let map = ecs.fetch::<Map>(); let map = ecs.fetch::<Map>();
let player_idx = map.xy_idx(player_pos.x, player_pos.y); let player_idx = map.xy_idx(player_pos.x, player_pos.y);
if map.tiles[player_idx] == TileType::UpStair { let this_tile = map.tiles[player_idx];
return true; match this_tile {
} else { TileType::UpStair => {
gamelog::Logger::new().append("You don't see a way up from here.").log(); return (ID_PREVIOUS_LEVEL, Some(this_tile));
return false; }
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);
}
} }
} }