541 lines
19 KiB
Rust
541 lines
19 KiB
Rust
use super::{ spawner, BuilderMap, InitialMapBuilder, MetaMapBuilder, Position, TileType };
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use bracket_lib::prelude::*;
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pub mod prefab_levels;
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pub mod prefab_sections;
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pub mod prefab_vaults;
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use std::collections::HashSet;
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use crate::consts::ids::*;
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#[derive(PartialEq, Copy, Clone)]
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#[allow(dead_code)]
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pub enum PrefabMode {
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Overmap,
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Constant {
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level: prefab_levels::PrefabLevel,
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},
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Sectional {
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section: prefab_sections::PrefabSection,
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},
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RoomVaults,
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}
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#[allow(dead_code)]
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pub struct PrefabBuilder {
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mode: PrefabMode,
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}
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impl MetaMapBuilder for PrefabBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl InitialMapBuilder for PrefabBuilder {
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#[allow(dead_code)]
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl PrefabBuilder {
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#[allow(dead_code)]
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pub fn new() -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::RoomVaults })
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}
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#[allow(dead_code)]
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pub fn overmap() -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::Overmap })
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}
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#[allow(dead_code)]
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pub fn constant(level: prefab_levels::PrefabLevel) -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::Constant { level } })
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}
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#[allow(dead_code)]
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pub fn sectional(section: prefab_sections::PrefabSection) -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::Sectional { section } })
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}
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#[allow(dead_code)]
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pub fn vaults() -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::RoomVaults })
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}
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fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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match self.mode {
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PrefabMode::Overmap =>
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self.load_ascii_map(&prefab_levels::OVERMAP, rng, build_data, true),
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PrefabMode::Constant { level } => self.load_ascii_map(&level, rng, build_data, false),
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PrefabMode::Sectional { section } => self.apply_sectional(§ion, rng, build_data),
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PrefabMode::RoomVaults => self.apply_room_vaults(rng, build_data),
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}
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build_data.take_snapshot();
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}
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fn char_to_map(
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&mut self,
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ch: char,
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idx: usize,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap
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) {
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let difficulty = (build_data.map.difficulty + build_data.initial_player_level) / 2;
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match ch {
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' ' => {
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build_data.map.tiles[idx] = TileType::Floor;
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}
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'.' => {
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build_data.map.tiles[idx] = TileType::Grass;
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}
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'#' => {
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build_data.map.tiles[idx] = TileType::Wall;
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}
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'>' => {
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build_data.map.tiles[idx] = TileType::DownStair;
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}
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'≈' => {
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build_data.map.tiles[idx] = TileType::DeepWater;
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} // Placeholder for vines/brush
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'@' => {
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let x = (idx as i32) % build_data.map.width;
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let y = (idx as i32) / build_data.map.width;
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.starting_position = Some(Position { x: x as i32, y: y as i32 });
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}
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'+' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "door".to_string()));
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}
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'g' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "goblin".to_string()));
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}
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'G' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "goblin_chieftain".to_string()));
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}
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'o' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "orc".to_string()));
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}
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'^' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "trap_bear".to_string()));
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}
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'%' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, spawner::food_table(Some(difficulty)).roll(rng)));
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}
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'!' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((
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idx,
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spawner::potion_table(Some(difficulty)).roll(rng),
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));
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}
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'/' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, spawner::wand_table(Some(difficulty)).roll(rng)));
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}
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'?' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((
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idx,
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spawner::scroll_table(Some(difficulty)).roll(rng),
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));
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}
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')' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((
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idx,
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spawner::equipment_table(Some(difficulty)).roll(rng),
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));
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}
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_ => {
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console::log(format!("Unknown glyph '{}' when loading prefab", ch as u8 as char));
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}
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}
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}
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fn overmap_char_to_map(
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&mut self,
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ch: char,
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idx: usize,
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_rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap
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) {
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match ch {
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' ' => {
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build_data.map.tiles[idx] = TileType::Floor;
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}
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'.' => {
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build_data.map.tiles[idx] = TileType::Grass;
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}
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'#' => {
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build_data.map.tiles[idx] = TileType::Wall;
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}
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'>' => {
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build_data.map.tiles[idx] = TileType::DownStair;
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}
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'~' => {
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build_data.map.tiles[idx] = TileType::ShallowWater;
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}
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'≈' => {
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build_data.map.tiles[idx] = TileType::DeepWater;
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}
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'@' => {
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let x = (idx as i32) % build_data.map.width;
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let y = (idx as i32) / build_data.map.width;
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build_data.map.tiles[idx] = TileType::Grass;
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build_data.starting_position = Some(Position { x: x as i32, y: y as i32 });
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}
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'^' => {
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build_data.map.tiles[idx] = TileType::ImpassableMountain;
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}
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'1' => {
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build_data.map.tiles[idx] = TileType::ToLocal(ID_TOWN);
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}
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'2' => {
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build_data.map.tiles[idx] = TileType::ToLocal(ID_INFINITE);
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}
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_ => {
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console::log(format!("Unknown glyph '{}' when loading overmap", ch as u8 as char));
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}
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}
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}
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#[allow(dead_code)]
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fn load_rex_map(
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&mut self,
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path: &str,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap
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) {
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let xp_file = rex::XpFile::from_resource(path).unwrap();
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for layer in &xp_file.layers {
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for y in 0..layer.height {
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for x in 0..layer.width {
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let cell = layer.get(x, y).unwrap();
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if x < (build_data.map.width as usize) && y < (build_data.map.height as usize) {
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let idx = build_data.map.xy_idx(x as i32, y as i32);
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// We're doing some nasty casting to make it easier to type things like '#' in the match
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self.char_to_map(cell.ch as u8 as char, idx, rng, build_data);
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}
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}
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}
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}
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}
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fn read_ascii_to_vec(template: &str) -> Vec<char> {
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let mut string_vec: Vec<char> = template
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.chars()
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.filter(|a| *a != '\r' && *a != '\n')
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.collect();
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for c in string_vec.iter_mut() {
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if (*c as u8) == 160u8 {
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*c = ' ';
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}
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}
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string_vec
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}
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#[allow(dead_code)]
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fn load_ascii_map(
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&mut self,
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level: &prefab_levels::PrefabLevel,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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overmap: bool
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) {
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let string_vec = PrefabBuilder::read_ascii_to_vec(level.template);
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let mut i = 0;
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for ty in 0..level.height {
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for tx in 0..level.width {
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if tx < (build_data.map.width as usize) && ty < (build_data.map.height as usize) {
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let idx = build_data.map.xy_idx(tx as i32, ty as i32);
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if i < string_vec.len() {
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if overmap {
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self.overmap_char_to_map(string_vec[i], idx, rng, build_data);
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} else {
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self.char_to_map(string_vec[i], idx, rng, build_data);
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}
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}
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}
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i += 1;
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}
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}
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}
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fn apply_previous_iteration<F>(
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&mut self,
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mut filter: F,
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_rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap
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)
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where F: FnMut(i32, i32) -> bool
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{
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let width = build_data.map.width;
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build_data.spawn_list.retain(|(idx, _name)| {
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let x = (*idx as i32) % width;
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let y = (*idx as i32) / width;
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filter(x, y)
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});
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build_data.take_snapshot();
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}
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#[allow(dead_code)]
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fn apply_sectional(
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&mut self,
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section: &prefab_sections::PrefabSection,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap
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) {
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use prefab_sections::*;
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let string_vec = PrefabBuilder::read_ascii_to_vec(section.template);
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// Place the new section
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let chunk_x;
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match section.placement.0 {
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HorizontalPlacement::Left => {
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chunk_x = 0;
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}
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HorizontalPlacement::Center => {
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chunk_x = build_data.map.width / 2 - (section.width as i32) / 2;
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}
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HorizontalPlacement::Right => {
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chunk_x = build_data.map.width - 1 - (section.width as i32);
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}
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}
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let chunk_y;
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match section.placement.1 {
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VerticalPlacement::Top => {
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chunk_y = 0;
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}
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VerticalPlacement::Center => {
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chunk_y = build_data.map.height / 2 - (section.height as i32) / 2;
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}
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VerticalPlacement::Bottom => {
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chunk_y = build_data.map.height - 1 - (section.height as i32);
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}
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}
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// Build the map
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self.apply_previous_iteration(
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|x, y| {
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x < chunk_x ||
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x > chunk_x + (section.width as i32) ||
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y < chunk_y ||
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y > chunk_y + (section.height as i32)
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},
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rng,
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build_data
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);
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let mut i = 0;
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for ty in 0..section.height {
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for tx in 0..section.width {
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if
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tx > 0 &&
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tx < (build_data.map.width as usize) - 1 &&
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ty < (build_data.map.height as usize) - 1 &&
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ty > 0
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{
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let idx = build_data.map.xy_idx((tx as i32) + chunk_x, (ty as i32) + chunk_y);
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if i < string_vec.len() {
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self.char_to_map(string_vec[i], idx, rng, build_data);
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}
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}
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i += 1;
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}
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}
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build_data.take_snapshot();
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}
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fn apply_room_vaults(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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use prefab_vaults::*;
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// Apply the previous builder, and keep all entities it spawns (for now)
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self.apply_previous_iteration(|_x, _y| true, rng, build_data);
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// Do we want a vault at all?
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let vault_roll = rng.roll_dice(1, 6) + build_data.map.difficulty;
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if vault_roll < 4 {
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return;
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}
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// Note that this is a place-holder and will be moved out of this function
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let master_vault_list = vec![
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CLASSIC_TRAP_5X5,
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CLASSIC_TRAP_DIAGONALGAP_5X5,
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CLASSIC_TRAP_CARDINALGAP_5X5,
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GOBLINS_4X4,
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GOBLINS2_4X4,
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GOBLINS_5X5,
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GOBLINS_6X6,
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FLUFF_6X3,
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FLUFF2_6X3,
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HOUSE_NOTRAP_7X7,
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HOUSE_TRAP_7X7,
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ORC_HOUSE_8X8
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];
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// Filter the vault list down to ones that are applicable to the current id
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let mut possible_vaults: Vec<&PrefabVault> = master_vault_list
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.iter()
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.filter(|v| build_data.map.id >= v.first_id && build_data.map.id <= v.last_id)
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.collect();
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if possible_vaults.is_empty() {
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return;
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} // Bail out if there's nothing to build
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let n_vaults = i32::min(rng.roll_dice(1, 3), possible_vaults.len() as i32);
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let mut used_tiles: HashSet<usize> = HashSet::new();
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for _i in 0..n_vaults {
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let vault_index = if possible_vaults.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, possible_vaults.len() as i32) - 1) as usize
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};
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let vault = possible_vaults[vault_index];
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// Decide if we want to flip the vault
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let mut flip_x: bool = false;
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let mut flip_y: bool = false;
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match vault.can_flip {
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// Equal chance at every orientation
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Flipping::None => {}
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Flipping::Horizontal => {
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flip_x = rng.roll_dice(1, 2) == 1;
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}
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Flipping::Vertical => {
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flip_y = rng.roll_dice(1, 2) == 1;
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}
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Flipping::Both => {
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let roll = rng.roll_dice(1, 4);
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match roll {
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1 => {}
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2 => {
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flip_x = true;
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}
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3 => {
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flip_y = true;
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}
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_ => {
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flip_x = true;
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flip_y = true;
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}
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}
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}
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}
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// We'll make a list of places in which the vault could fit
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let mut vault_positions: Vec<Position> = Vec::new();
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let mut idx = 0usize;
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loop {
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let x = (idx % (build_data.map.width as usize)) as i32;
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let y = (idx / (build_data.map.width as usize)) as i32;
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// Check that we won't overflow the map
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if
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x > 1 &&
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x + (vault.width as i32) < build_data.map.width - 2 &&
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y > 1 &&
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y + (vault.height as i32) < build_data.map.height - 2
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{
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let mut possible = true;
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for ty in 0..vault.height as i32 {
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for tx in 0..vault.width as i32 {
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let idx = build_data.map.xy_idx(tx + x, ty + y);
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if build_data.map.tiles[idx] != TileType::Floor {
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possible = false;
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}
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if used_tiles.contains(&idx) {
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possible = false;
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}
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}
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}
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if possible {
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vault_positions.push(Position { x, y });
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break;
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}
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}
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idx += 1;
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if idx >= build_data.map.tiles.len() - 1 {
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break;
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}
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}
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if !vault_positions.is_empty() {
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let pos_idx = if vault_positions.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, vault_positions.len() as i32) - 1) as usize
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};
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let pos = &vault_positions[pos_idx];
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let chunk_x = pos.x;
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let chunk_y = pos.y;
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let width = build_data.map.width; // The borrow checker really doesn't like it
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let height = build_data.map.height; // when we access `self` inside the `retain`
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build_data.spawn_list.retain(|e| {
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let idx = e.0 as i32;
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let x = idx % width;
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let y = idx / height;
|
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x < chunk_x ||
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x > chunk_x + (vault.width as i32) ||
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y < chunk_y ||
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y > chunk_y + (vault.height as i32)
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});
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|
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let string_vec = PrefabBuilder::read_ascii_to_vec(vault.template);
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let mut i = 0;
|
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for tile_y in 0..vault.height {
|
|
for tile_x in 0..vault.width {
|
|
let mut x_: i32 = tile_x as i32;
|
|
let mut y_: i32 = tile_y as i32;
|
|
// Handle flipping
|
|
if flip_x {
|
|
x_ = (vault.width as i32) - 1 - x_;
|
|
}
|
|
if flip_y {
|
|
y_ = (vault.height as i32) - 1 - y_;
|
|
}
|
|
if x_ < 0 || y_ < 0 {
|
|
// If either of these go below 0, we run the risk of CTD, so just panic.
|
|
// Something went wrong with flipping/rotating/defining a vault.
|
|
panic!(
|
|
"X or Y went below 0 when trying to place a vault! DEBUGINFO == [H: {}, W: {}; FLIPPED X: {}, FLIPPED Y: {}; X_: {}, Y_: {}]",
|
|
vault.width,
|
|
vault.height,
|
|
flip_x,
|
|
flip_y,
|
|
x_,
|
|
y_
|
|
);
|
|
}
|
|
let idx = build_data.map.xy_idx(x_ + chunk_x, y_ + chunk_y);
|
|
if i < string_vec.len() {
|
|
self.char_to_map(string_vec[i], idx, rng, build_data);
|
|
}
|
|
used_tiles.insert(idx);
|
|
i += 1;
|
|
}
|
|
}
|
|
build_data.take_snapshot();
|
|
|
|
possible_vaults.remove(vault_index);
|
|
}
|
|
}
|
|
}
|
|
}
|