296 lines
9.3 KiB
Rust
296 lines
9.3 KiB
Rust
use super::{
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random_table::RandomTable,
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raws,
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Attribute,
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Attributes,
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Clock,
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Energy,
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EquipmentChanged,
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Faction,
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HungerClock,
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HungerState,
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Map,
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Mind,
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Name,
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Player,
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Pool,
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Pools,
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Position,
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Rect,
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Renderable,
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SerializeMe,
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Skill,
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Skills,
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tile_walkable,
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Viewshed,
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BlocksTile,
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Bleeds,
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HasDamageModifiers,
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Intrinsics,
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HasAncestry,
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HasClass,
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};
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use crate::gui::{ Ancestry, Class };
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use crate::consts::entity;
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use crate::consts::visuals::BLOODSTAIN_COLOUR;
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use crate::gamesystem::*;
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use bracket_lib::prelude::*;
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use specs::prelude::*;
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use specs::saveload::{ MarkedBuilder, SimpleMarker };
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use std::collections::{ HashMap, HashSet };
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/// Spawns the player and returns his/her entity object.
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pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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let mut skills = Skills { skills: HashMap::new() };
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skills.skills.insert(Skill::Melee, 0);
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skills.skills.insert(Skill::Defence, 0);
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skills.skills.insert(Skill::Magic, 0);
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let (int, con) = (10, 10);
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// We only create the player once, so create the Clock here for counting turns too.
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ecs.create_entity()
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.with(Clock {})
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.with(Energy { current: 0, speed: entity::NORMAL_SPEED })
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.build();
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let player = ecs
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.create_entity()
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.with(Position { x: player_x, y: player_y })
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.with(BlocksTile {})
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.with(Renderable {
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glyph: to_cp437('@'),
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sprite: Some("@".to_string()), // TODO: Player sprite
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colour_sprite: true,
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fg: RGB::named(YELLOW),
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bg: RGB::named(BLACK),
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render_order: 0,
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})
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.with(Bleeds { colour: RGB::named(BLOODSTAIN_COLOUR) })
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.with(Player {})
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.with(Mind {})
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.with(Faction { name: "player".to_string() })
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.with(HasAncestry { name: Ancestry::Unset })
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.with(HasClass { name: Class::Unset })
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.with(Viewshed {
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visible_tiles: Vec::new(),
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range: entity::DEFAULT_VIEWSHED_STANDARD,
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dirty: true,
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})
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.with(Name { name: "you".to_string(), plural: "you".to_string() })
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.with(HungerClock { state: HungerState::Satiated, duration: 1200 })
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.with(Attributes {
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// These are overwritten with chargen later -- placeholders.
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strength: Attribute { base: 10, modifiers: 0, bonus: 0 },
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dexterity: Attribute { base: 10, modifiers: 0, bonus: 0 },
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constitution: Attribute { base: 10, modifiers: 0, bonus: 0 },
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intelligence: Attribute { base: 10, modifiers: 0, bonus: 0 },
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wisdom: Attribute { base: 10, modifiers: 0, bonus: 0 },
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charisma: Attribute { base: 10, modifiers: 0, bonus: 0 },
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})
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.with(Pools {
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// These are overwritten with chargen later -- placeholders.
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hit_points: Pool { current: 8 + attr_bonus(con), max: 8 + attr_bonus(con) },
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mana: Pool { current: 1 + attr_bonus(int), max: 1 + attr_bonus(int) },
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xp: 0,
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level: 1,
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bac: 10,
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weight: 0.0,
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god: false,
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})
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.with(HasDamageModifiers { modifiers: HashMap::new() })
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.with(Intrinsics { list: HashSet::new() })
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.with(EquipmentChanged {}) // To force re-calc of equipment bonuses.
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.with(skills)
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.with(Energy { current: 0, speed: entity::NORMAL_SPEED })
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.marked::<SimpleMarker<SerializeMe>>()
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.build();
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return player;
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}
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/// Fills a room with stuff!
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pub fn spawn_room(
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map: &Map,
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rng: &mut RandomNumberGenerator,
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room: &Rect,
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spawn_list: &mut Vec<(usize, String)>,
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player_level: i32
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) {
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let mut possible_targets: Vec<usize> = Vec::new();
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{
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// Borrow scope - to keep access to the map separated
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for y in room.y1 + 1..room.y2 {
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for x in room.x1 + 1..room.x2 {
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let idx = map.xy_idx(x, y);
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if tile_walkable(map.tiles[idx]) {
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possible_targets.push(idx);
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}
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}
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}
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}
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spawn_region(map, rng, &possible_targets, spawn_list, player_level);
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}
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pub fn spawn_region(
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map: &Map,
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rng: &mut RandomNumberGenerator,
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area: &[usize],
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spawn_list: &mut Vec<(usize, String)>,
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player_level: i32
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) {
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let mut spawn_points: HashMap<usize, String> = HashMap::new();
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let mut areas: Vec<usize> = Vec::from(area);
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let difficulty = (map.difficulty + player_level) / 2;
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// If no area, log and return.
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if areas.len() == 0 {
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console::log("DEBUGINFO: No areas capable of spawning mobs!");
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return;
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}
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// Get num of each entity type.
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let spawn_mob: bool = rng.roll_dice(1, 3) == 1;
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let num_items = match rng.roll_dice(1, 20) {
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1..=2 => 1, // 10% chance of spawning 1 item
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3 => 2, // 5% chance of spawning 2 items
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_ => 0, // 85% chance of spawning nothing
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};
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let num_traps = match rng.roll_dice(1, 20) {
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1 => 1, // 5% chance of spawning 1 trap
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2 => 2, // 5% chance of spawning 2 traps
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_ => 0, // 85% chance of spawning nothing
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};
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// Roll on each table, getting an entity + spawn point
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if spawn_mob {
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let key = mob_table(Some(difficulty)).roll(rng);
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let spawn_type = raws::get_mob_spawn_type(&raws::RAWS.lock().unwrap(), &key);
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let roll = raws::get_mob_spawn_amount(rng, &spawn_type, player_level);
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for _i in 0..roll {
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entity_to_spawn_list(rng, &mut areas, key.clone(), &mut spawn_points);
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}
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}
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for _i in 0..num_traps {
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let key = trap_table(Some(difficulty)).roll(rng);
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entity_to_spawn_list(rng, &mut areas, key, &mut spawn_points);
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}
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for _i in 0..num_items {
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// Player level isn't taken into account for item spawning, to encourage
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// delving deeper to gear up more quickly.
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let key = get_random_item_category(rng, Some(map.difficulty)).roll(rng);
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entity_to_spawn_list(rng, &mut areas, key, &mut spawn_points);
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}
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// Push entities and their spawn points to map's spawn list
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for spawn in spawn_points.iter() {
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spawn_list.push((*spawn.0, spawn.1.to_string()));
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}
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}
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fn entity_to_spawn_list(
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rng: &mut RandomNumberGenerator,
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possible_areas: &mut Vec<usize>,
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key: String,
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spawn_points: &mut HashMap<usize, String>
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) {
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if possible_areas.len() == 0 {
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return;
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}
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let array_idx = if possible_areas.len() == 1 {
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0usize
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} else {
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(rng.roll_dice(1, possible_areas.len() as i32) - 1) as usize
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};
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let map_idx = possible_areas[array_idx];
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spawn_points.insert(map_idx, key);
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possible_areas.remove(array_idx);
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}
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/// Spawns a named entity (name in tuple.1) at the location in (tuple.0)
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pub fn spawn_entity(ecs: &mut World, spawn: &(&usize, &String)) {
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let map = ecs.fetch::<Map>();
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let map_difficulty = map.difficulty;
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let width = map.width as usize;
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let x = (*spawn.0 % width) as i32;
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let y = (*spawn.0 / width) as i32;
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std::mem::drop(map);
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let spawn_result = raws::spawn_named_entity(
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&raws::RAWS.lock().unwrap(),
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ecs,
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&spawn.1,
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None,
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raws::SpawnType::AtPosition { x, y },
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map_difficulty
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);
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if spawn_result.is_some() {
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return;
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}
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console::log(format!("WARNING: We don't know how to spawn [{}]!", spawn.1));
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}
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// 3 scrolls : 3 potions : 1 equipment : 1 wand?
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fn item_category_table() -> RandomTable {
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return RandomTable::new()
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.add("equipment", 20)
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.add("food", 20)
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.add("potion", 16)
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.add("scroll", 16)
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.add("wand", 4);
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}
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fn debug_table() -> RandomTable {
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return RandomTable::new().add("debug", 1);
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}
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fn get_random_item_category(
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rng: &mut RandomNumberGenerator,
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difficulty: Option<i32>
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) -> RandomTable {
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let item_category = item_category_table().roll(rng);
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match item_category.as_ref() {
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"equipment" => {
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return equipment_table(difficulty);
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}
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"food" => {
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return food_table(difficulty);
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}
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"potion" => {
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return potion_table(difficulty);
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}
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"scroll" => {
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return scroll_table(difficulty);
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}
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"wand" => {
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return wand_table(difficulty);
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}
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_ => {
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return debug_table();
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}
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};
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}
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pub fn equipment_table(difficulty: Option<i32>) -> RandomTable {
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raws::table_by_name(&raws::RAWS.lock().unwrap(), "equipment", difficulty)
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}
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pub fn potion_table(difficulty: Option<i32>) -> RandomTable {
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raws::table_by_name(&raws::RAWS.lock().unwrap(), "potions", difficulty)
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}
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pub fn scroll_table(difficulty: Option<i32>) -> RandomTable {
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raws::table_by_name(&raws::RAWS.lock().unwrap(), "scrolls", difficulty)
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}
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pub fn wand_table(difficulty: Option<i32>) -> RandomTable {
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raws::table_by_name(&raws::RAWS.lock().unwrap(), "wands", difficulty)
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}
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pub fn food_table(difficulty: Option<i32>) -> RandomTable {
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raws::table_by_name(&raws::RAWS.lock().unwrap(), "food", difficulty)
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}
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/// Locks RAWS, and provides access to master list of all mobs.
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pub fn mob_table(difficulty: Option<i32>) -> RandomTable {
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raws::table_by_name(&raws::RAWS.lock().unwrap(), "mobs", difficulty)
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}
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pub fn trap_table(difficulty: Option<i32>) -> RandomTable {
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raws::table_by_name(&raws::RAWS.lock().unwrap(), "traps", difficulty)
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}
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