rust-rl/src/spawner.rs

296 lines
9.3 KiB
Rust

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