rust-rl/src/map_builders/scaffold.txt
2023-07-27 17:59:46 +01:00

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use super::{
generate_voronoi_spawn_regions, remove_unreachable_areas_returning_most_distant, spawner, Map, MapBuilder,
Position, TileType, SHOW_MAPGEN,
};
use rltk::RandomNumberGenerator;
use specs::prelude::*;
use std::collections::HashMap;
pub struct MazeBuilder {
map: Map,
starting_position: Position,
id: i32,
history: Vec<Map>,
noise_areas: HashMap<i32, Vec<usize>>,
}
impl MapBuilder for MazeBuilder {
fn build_map(&mut self, rng: &mut RandomNumberGenerator) {
return self.build(rng);
}
fn spawn_entities(&mut self, ecs: &mut World) {
for area in self.noise_areas.iter() {
spawner::spawn_region(ecs, area.1, self.id);
}
}
// Getters
fn get_map(&mut self) -> Map {
return self.map.clone();
}
fn get_starting_pos(&mut self) -> Position {
return self.starting_position.clone();
}
// Mapgen visualisation stuff
fn get_snapshot_history(&self) -> Vec<Map> {
return self.history.clone();
}
fn take_snapshot(&mut self) {
if SHOW_MAPGEN {
let mut snapshot = self.map.clone();
for v in snapshot.revealed_tiles.iter_mut() {
*v = true;
}
self.history.push(snapshot);
}
}
}
impl MazeBuilder {
pub fn new(new_id: i32) -> MazeBuilder {
MazeBuilder {
map: Map::new(new_id),
starting_position: Position { x: 0, y: 0 },
id: new_id,
history: Vec::new(),
noise_areas: HashMap::new(),
}
}
#[allow(clippy::map_entry)]
fn build(&mut self, rng: &mut RandomNumberGenerator) {
// Find a starting point; start at the middle and walk left until we find an open tile
self.starting_position = Position { x: self.map.width / 2, y: self.map.height / 2 };
let mut start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
while self.map.tiles[start_idx] != TileType::Floor {
self.starting_position.x -= 1;
start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
}
self.take_snapshot();
// Find all tiles we can reach from the starting point
let exit_tile = remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx);
self.take_snapshot();
// Place the stairs
self.map.tiles[exit_tile] = TileType::DownStair;
self.take_snapshot();
// Now we build a noise map for use in spawning entities later
self.noise_areas = generate_voronoi_spawn_regions(&self.map, rng);
}
}