use super::{ generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant, spawner, Map, MapBuilder, Position, TileType, SHOW_MAPGEN, }; use rltk::RandomNumberGenerator; use specs::prelude::*; use std::collections::HashMap; pub struct MazeBuilder { map: Map, starting_position: Position, id: i32, history: Vec, noise_areas: HashMap>, } impl MapBuilder for MazeBuilder { fn build_map(&mut self, rng: &mut RandomNumberGenerator) { return self.build(rng); } fn spawn_entities(&mut self, ecs: &mut World) { for area in self.noise_areas.iter() { spawner::spawn_region(ecs, area.1, self.id); } } // 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 { 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 MazeBuilder { pub fn new(new_id: i32) -> MazeBuilder { MazeBuilder { map: Map::new(new_id), starting_position: Position { x: 0, y: 0 }, id: new_id, history: Vec::new(), noise_areas: HashMap::new(), } } #[allow(clippy::map_entry)] fn build(&mut self, rng: &mut RandomNumberGenerator) { // Find a starting point; start at the middle and walk left until we find an open tile 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(); // Now we build a noise map for use in spawning entities later self.noise_areas = generate_voronoi_spawn_regions(&self.map, rng); } }