rust-rl/src/map_builders/prefab_builder/mod.rs
2023-08-21 09:01:58 +01:00

420 lines
16 KiB
Rust

use super::{spawner, BuilderMap, InitialMapBuilder, MetaMapBuilder, Position, TileType};
use rltk::RandomNumberGenerator;
pub mod prefab_levels;
pub mod prefab_sections;
pub mod prefab_vaults;
use std::collections::HashSet;
#[derive(PartialEq, Copy, Clone)]
#[allow(dead_code)]
pub enum PrefabMode {
RexLevel { template: &'static str },
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 rltk::RandomNumberGenerator, build_data: &mut BuilderMap) {
self.build(rng, build_data);
}
}
impl InitialMapBuilder for PrefabBuilder {
#[allow(dead_code)]
fn build_map(&mut self, rng: &mut rltk::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 rex_level(template: &'static str) -> Box<PrefabBuilder> {
Box::new(PrefabBuilder { mode: PrefabMode::RexLevel { template } })
}
#[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::RexLevel { template } => self.load_rex_map(&template, rng, build_data),
PrefabMode::Constant { level } => self.load_ascii_map(&level, rng, build_data),
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::Wall,
'>' => build_data.map.tiles[idx] = TileType::DownStair,
'≈' => build_data.map.tiles[idx] = TileType::Floor, // 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)));
}
_ => {
rltk::console::log(format!("Unknown glyph '{}' when loading prefab", (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 = 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 < 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,
) {
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() {
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);
}
}
}
}