rust-rl/src/map_builders/forest.rs

139 lines
5 KiB
Rust

use super::{
AreaStartingPosition,
BuilderChain,
BuilderMap,
CellularAutomataBuilder,
CullUnreachable,
MetaMapBuilder,
TileType,
VoronoiSpawning,
XStart,
YStart,
Foliage,
};
use rltk::prelude::*;
use crate::data::names::*;
pub fn forest_builder(
new_id: i32,
_rng: &mut rltk::RandomNumberGenerator,
width: i32,
height: i32,
difficulty: i32,
initial_player_level: i32
) -> BuilderChain {
let mut chain = BuilderChain::new(
false,
new_id,
width,
height,
difficulty,
NAME_FOREST_BUILDER,
SHORTNAME_FOREST_BUILDER,
0,
initial_player_level
);
chain.start_with(CellularAutomataBuilder::floor(TileType::Grass));
// Change ~30% of the floor to some sort of foliage.
chain.with(AreaStartingPosition::new(XStart::CENTRE, YStart::CENTRE));
chain.with(CullUnreachable::new());
chain.with(AreaStartingPosition::new(XStart::LEFT, YStart::CENTRE));
// Setup an exit and spawn mobs
chain.with(RoadExit::new());
chain.with(Foliage::percent(TileType::Grass, 30));
chain.with(VoronoiSpawning::new());
return chain;
}
pub struct RoadExit {}
impl MetaMapBuilder for RoadExit {
fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
self.build(rng, build_data);
}
}
impl RoadExit {
#[allow(dead_code)]
pub fn new() -> Box<RoadExit> {
return Box::new(RoadExit {});
}
fn find_exit(&self, build_data: &mut BuilderMap, seed_x: i32, seed_y: i32) -> (i32, i32) {
let mut available_floors: Vec<(usize, f32)> = Vec::new();
for (idx, tiletype) in build_data.map.tiles.iter().enumerate() {
if crate::map::tile_walkable(*tiletype) {
available_floors.push((
idx,
DistanceAlg::PythagorasSquared.distance2d(
Point::new(
(idx as i32) % build_data.map.width,
(idx as i32) / build_data.map.width
),
Point::new(seed_x, seed_y)
),
));
}
}
if available_floors.is_empty() {
panic!("No valid floors to start on.");
}
available_floors.sort_by(|a, b| a.1.partial_cmp(&b.1).unwrap());
let end_x = (available_floors[0].0 as i32) % build_data.map.width;
let end_y = (available_floors[0].0 as i32) / build_data.map.width;
return (end_x, end_y);
}
fn paint_road(&self, build_data: &mut BuilderMap, x: i32, y: i32) {
if x < 1 || x > build_data.map.width - 2 || y < 1 || y > build_data.map.width - 2 {
return;
}
let idx = build_data.map.xy_idx(x, y);
if build_data.map.tiles[idx] != TileType::DownStair {
build_data.map.tiles[idx] = TileType::Road;
}
}
fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
let starting_pos = build_data.starting_position.as_ref().unwrap().clone();
let start_idx = build_data.map.xy_idx(starting_pos.x, starting_pos.y);
let (end_x, end_y) = self.find_exit(
build_data,
build_data.map.width - 2,
build_data.height / 2
);
let end_idx = build_data.map.xy_idx(end_x, end_y);
build_data.map.populate_blocked();
let path = a_star_search(start_idx, end_idx, &mut build_data.map);
for idx in path.steps.iter() {
let x = (*idx as i32) % build_data.map.width;
let y = (*idx as i32) / build_data.map.width;
self.paint_road(build_data, x, y);
self.paint_road(build_data, x - 1, y);
self.paint_road(build_data, x + 1, y);
self.paint_road(build_data, x, y - 1);
self.paint_road(build_data, x, y + 1);
}
build_data.take_snapshot();
let exit_dir = rng.roll_dice(1, 2);
let (seed_x, seed_y, stream_start_x, stream_start_y) = if exit_dir == 1 {
(build_data.map.width - 1, 1, 0, build_data.height - 1)
} else {
(build_data.map.width - 1, build_data.height - 1, 1, build_data.height - 1)
};
let (stairs_x, stairs_y) = self.find_exit(build_data, seed_x, seed_y);
let stairs_idx = build_data.map.xy_idx(stairs_x, stairs_y);
let (stream_x, stream_y) = self.find_exit(build_data, stream_start_x, stream_start_y);
let stream_idx = build_data.map.xy_idx(stream_x, stream_y) as usize;
let stream = a_star_search(stairs_idx, stream_idx, &mut build_data.map);
for tile in stream.steps.iter() {
// Maybe only turn grass to water here, and turn the road into a bridge.
// i.e. if build_data.map.tiles[*tile as usize] == TileType::Grass
build_data.map.tiles[*tile as usize] = TileType::ShallowWater;
}
build_data.map.tiles[stairs_idx] = TileType::DownStair;
build_data.take_snapshot();
}
}