rust-rl/src/spawner.rs
2023-07-29 05:56:52 +01:00

213 lines
7.5 KiB
Rust

use super::{
gamesystem, gamesystem::attr_bonus, random_table::RandomTable, raws, Attribute, Attributes, HungerClock,
HungerState, Map, Name, Player, Pool, Pools, Position, Rect, Renderable, SerializeMe, Skill, Skills, TileType,
Viewshed,
};
use rltk::{RandomNumberGenerator, RGB};
use specs::prelude::*;
use specs::saveload::{MarkedBuilder, SimpleMarker};
use std::collections::HashMap;
/// Spawns the player and returns his/her entity object.
pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
let mut skills = Skills { skills: HashMap::new() };
skills.skills.insert(Skill::Melee, 0);
skills.skills.insert(Skill::Defence, 0);
skills.skills.insert(Skill::Magic, 0);
let mut rng = ecs.write_resource::<rltk::RandomNumberGenerator>();
let str = gamesystem::roll_4d6(&mut rng);
let dex = gamesystem::roll_4d6(&mut rng);
let con = gamesystem::roll_4d6(&mut rng);
let int = gamesystem::roll_4d6(&mut rng);
let wis = gamesystem::roll_4d6(&mut rng);
let cha = gamesystem::roll_4d6(&mut rng);
std::mem::drop(rng);
// d8 hit die - but always maxxed at level 1, so player doesn't have to roll.
let player = ecs
.create_entity()
.with(Position { x: player_x, y: player_y })
.with(Renderable {
glyph: rltk::to_cp437('@'),
fg: RGB::named(rltk::YELLOW),
bg: RGB::named(rltk::BLACK),
render_order: 0,
})
.with(Player {})
.with(Viewshed { visible_tiles: Vec::new(), range: 12, dirty: true })
.with(Name { name: "you".to_string(), plural: "you".to_string() })
.with(HungerClock { state: HungerState::Satiated, duration: 50 })
.with(Attributes {
strength: Attribute { base: str, modifiers: 0, bonus: attr_bonus(str) },
dexterity: Attribute { base: dex, modifiers: 0, bonus: attr_bonus(dex) },
constitution: Attribute { base: con, modifiers: 0, bonus: attr_bonus(con) },
intelligence: Attribute { base: int, modifiers: 0, bonus: attr_bonus(int) },
wisdom: Attribute { base: wis, modifiers: 0, bonus: attr_bonus(wis) },
charisma: Attribute { base: cha, modifiers: 0, bonus: attr_bonus(cha) },
})
.with(Pools {
hit_points: Pool { current: 10 + attr_bonus(con), max: 10 + attr_bonus(con) },
mana: Pool { current: 2 + attr_bonus(int), max: 2 + attr_bonus(int) },
xp: 0,
level: 1,
bac: 10,
})
.with(skills)
.marked::<SimpleMarker<SerializeMe>>()
.build();
raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs,
"equip_dagger",
raws::SpawnType::Equipped { by: player },
0,
);
raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs,
"food_apple",
raws::SpawnType::Carried { by: player },
0,
);
return player;
}
// Consts
const MAX_ENTITIES: i32 = 2;
/// Fills a room with stuff!
pub fn spawn_room(map: &Map, rng: &mut RandomNumberGenerator, room: &Rect, spawn_list: &mut Vec<(usize, String)>) {
let mut possible_targets: Vec<usize> = Vec::new();
{
// Borrow scope - to keep access to the map separated
for y in room.y1 + 1..room.y2 {
for x in room.x1 + 1..room.x2 {
let idx = map.xy_idx(x, y);
if map.tiles[idx] == TileType::Floor {
possible_targets.push(idx);
}
}
}
}
spawn_region(map, rng, &possible_targets, spawn_list);
}
pub fn spawn_region(map: &Map, rng: &mut RandomNumberGenerator, area: &[usize], spawn_list: &mut Vec<(usize, String)>) {
let mut spawn_points: HashMap<usize, String> = HashMap::new();
let mut areas: Vec<usize> = Vec::from(area);
let difficulty = map.difficulty;
if areas.len() == 0 {
rltk::console::log("DEBUGINFO: No areas capable of spawning mobs!");
return;
}
if rng.roll_dice(1, 3) == 1 {
let array_idx = if areas.len() == 1 { 0usize } else { (rng.roll_dice(1, areas.len() as i32) - 1) as usize };
let map_idx = areas[array_idx];
spawn_points.insert(map_idx, mob_table(difficulty).roll(rng));
areas.remove(array_idx);
}
let num_spawns = i32::min(areas.len() as i32, rng.roll_dice(1, MAX_ENTITIES + 2) - 2);
if num_spawns <= 0 {
return;
}
for _i in 0..num_spawns {
let category = category_table().roll(rng);
let spawn_table;
match category.as_ref() {
"item" => {
let item_category = item_category_table().roll(rng);
match item_category.as_ref() {
"equipment" => spawn_table = equipment_table(difficulty),
"potion" => spawn_table = potion_table(difficulty),
"scroll" => spawn_table = scroll_table(difficulty),
"wand" => spawn_table = wand_table(difficulty),
_ => spawn_table = debug_table(),
}
}
"food" => spawn_table = food_table(difficulty),
"trap" => spawn_table = trap_table(difficulty),
_ => spawn_table = debug_table(),
}
let array_idx = if areas.len() == 1 { 0usize } else { (rng.roll_dice(1, areas.len() as i32) - 1) as usize };
let map_idx = areas[array_idx];
spawn_points.insert(map_idx, spawn_table.roll(rng));
areas.remove(array_idx);
}
for spawn in spawn_points.iter() {
spawn_list.push((*spawn.0, spawn.1.to_string()));
}
}
/// Spawns a named entity (name in tuple.1) at the location in (tuple.0)
pub fn spawn_entity(ecs: &mut World, spawn: &(&usize, &String)) {
let map = ecs.fetch::<Map>();
let map_difficulty = map.difficulty;
let width = map.width as usize;
let x = (*spawn.0 % width) as i32;
let y = (*spawn.0 / width) as i32;
std::mem::drop(map);
let spawn_result = raws::spawn_named_entity(
&raws::RAWS.lock().unwrap(),
ecs,
&spawn.1,
raws::SpawnType::AtPosition { x, y },
map_difficulty,
);
if spawn_result.is_some() {
return;
}
rltk::console::log(format!("WARNING: We don't know how to spawn [{}]!", spawn.1));
}
// 3 items : 1 food : 1 trap
fn category_table() -> RandomTable {
return RandomTable::new().add("item", 3).add("food", 1).add("trap", 1);
}
// 3 scrolls : 3 potions : 1 equipment : 1 wand?
fn item_category_table() -> RandomTable {
return RandomTable::new().add("equipment", 1).add("potion", 3).add("scroll", 3).add("wand", 1);
}
fn debug_table() -> RandomTable {
return RandomTable::new().add("debug", 1);
}
pub fn equipment_table(difficulty: i32) -> RandomTable {
raws::table_by_name(&raws::RAWS.lock().unwrap(), "equipment", difficulty)
}
pub fn potion_table(difficulty: i32) -> RandomTable {
raws::table_by_name(&raws::RAWS.lock().unwrap(), "potions", difficulty)
}
pub fn scroll_table(difficulty: i32) -> RandomTable {
raws::table_by_name(&raws::RAWS.lock().unwrap(), "scrolls", difficulty)
}
pub fn wand_table(difficulty: i32) -> RandomTable {
raws::table_by_name(&raws::RAWS.lock().unwrap(), "wands", difficulty)
}
pub fn food_table(difficulty: i32) -> RandomTable {
raws::table_by_name(&raws::RAWS.lock().unwrap(), "food", difficulty)
}
pub fn mob_table(difficulty: i32) -> RandomTable {
raws::table_by_name(&raws::RAWS.lock().unwrap(), "mobs", difficulty)
}
pub fn trap_table(difficulty: i32) -> RandomTable {
raws::table_by_name(&raws::RAWS.lock().unwrap(), "traps", difficulty)
}