prefabs from ascii

This commit is contained in:
Llywelwyn 2023-07-20 22:30:56 +01:00
parent ea79d4064f
commit e72d1bd694
2 changed files with 123 additions and 39 deletions

View file

@ -0,0 +1,175 @@
use super::{
remove_unreachable_areas_returning_most_distant, spawner, Map, MapBuilder, Position, TileType, SHOW_MAPGEN,
};
use rltk::RandomNumberGenerator;
use specs::prelude::*;
mod prefab_levels;
#[allow(dead_code)]
#[derive(PartialEq, Clone)]
pub enum PrefabMode {
RexLevel { template: &'static str },
Constant { level: prefab_levels::PrefabLevel },
}
pub struct PrefabBuilder {
map: Map,
starting_position: Position,
depth: i32,
history: Vec<Map>,
mode: PrefabMode,
spawns: Vec<(usize, String)>,
}
impl MapBuilder for PrefabBuilder {
fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
return self.build(rng);
}
fn spawn_entities(&mut self, ecs: &mut World) {
for entity in self.spawns.iter() {
spawner::spawn_entity(ecs, &(&entity.0, &entity.1));
}
}
// Getters
fn get_map(&mut self) -> Map {
return self.map.clone();
}
fn get_starting_pos(&mut self) -> Position {
return self.starting_position.clone();
}
// 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 PrefabBuilder {
#[allow(dead_code)]
pub fn new(new_depth: i32) -> PrefabBuilder {
PrefabBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
history: Vec::new(),
mode: PrefabMode::Constant { level: prefab_levels::WFC_POPULATED },
spawns: Vec::new(),
}
}
fn build(&mut self, rng: &mut RandomNumberGenerator) {
match self.mode {
PrefabMode::RexLevel { template } => self.load_rex_map(&template),
PrefabMode::Constant { level } => self.load_ascii_map(&level),
}
self.take_snapshot();
// Find starting pos by starting at middle and walking left until finding a floor tile
if self.starting_position.x == 0 {
self.starting_position = Position { x: self.map.width / 2, y: self.map.height / 2 };
let mut start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
while self.map.tiles[start_idx] != TileType::Floor {
self.starting_position.x -= 1;
start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
}
self.take_snapshot();
// Find all tiles we can reach from the starting point
let exit_tile = remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx);
self.take_snapshot();
// Place the stairs
self.map.tiles[exit_tile] = TileType::DownStair;
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.spawns.push((idx, "Goblin".to_string()));
}
'o' => {
self.map.tiles[idx] = TileType::Floor;
self.spawns.push((idx, "Orc".to_string()));
}
'^' => {
self.map.tiles[idx] = TileType::Floor;
self.spawns.push((idx, "Bear Trap".to_string()));
}
'%' => {
self.map.tiles[idx] = TileType::Floor;
self.spawns.push((idx, "Rations".to_string()));
}
'!' => {
self.map.tiles[idx] = TileType::Floor;
self.spawns.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 {
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;
}
}
}
}