rust-rl/src/map_builders/prefab_builder/mod.rs
2023-09-24 23:46:27 +01:00

541 lines
19 KiB
Rust

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