400 lines
15 KiB
Rust
400 lines
15 KiB
Rust
use super::{BuilderMap, InitialMapBuilder, MetaMapBuilder, Position, TileType};
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use rltk::RandomNumberGenerator;
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pub mod prefab_levels;
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pub mod prefab_sections;
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pub mod prefab_vaults;
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use std::collections::HashSet;
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#[derive(PartialEq, Copy, Clone)]
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#[allow(dead_code)]
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pub enum PrefabMode {
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RexLevel { template: &'static str },
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Constant { level: prefab_levels::PrefabLevel },
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Sectional { section: prefab_sections::PrefabSection },
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RoomVaults,
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}
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#[allow(dead_code)]
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pub struct PrefabBuilder {
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mode: PrefabMode,
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}
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impl MetaMapBuilder for PrefabBuilder {
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fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl InitialMapBuilder for PrefabBuilder {
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#[allow(dead_code)]
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fn build_map(&mut self, rng: &mut rltk::RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl PrefabBuilder {
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#[allow(dead_code)]
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pub fn new() -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::RoomVaults })
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}
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#[allow(dead_code)]
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pub fn rex_level(template: &'static str) -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::RexLevel { template } })
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}
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#[allow(dead_code)]
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pub fn constant(level: prefab_levels::PrefabLevel) -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::Constant { level } })
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}
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#[allow(dead_code)]
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pub fn sectional(section: prefab_sections::PrefabSection) -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::Sectional { section } })
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}
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#[allow(dead_code)]
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pub fn vaults() -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder { mode: PrefabMode::RoomVaults })
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}
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fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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match self.mode {
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PrefabMode::RexLevel { template } => self.load_rex_map(&template, build_data),
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PrefabMode::Constant { level } => self.load_ascii_map(&level, build_data),
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PrefabMode::Sectional { section } => self.apply_sectional(§ion, rng, build_data),
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PrefabMode::RoomVaults => self.apply_room_vaults(rng, build_data),
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}
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build_data.take_snapshot();
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}
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fn char_to_map(&mut self, ch: char, idx: usize, build_data: &mut BuilderMap) {
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match ch {
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' ' => build_data.map.tiles[idx] = TileType::Floor,
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'#' => build_data.map.tiles[idx] = TileType::Wall,
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'>' => build_data.map.tiles[idx] = TileType::DownStair,
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'≈' => build_data.map.tiles[idx] = TileType::Floor, // Placeholder for vines/brush
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'@' => {
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let x = idx as i32 % build_data.map.width;
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let y = idx as i32 / build_data.map.width;
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.starting_position = Some(Position { x: x as i32, y: y as i32 });
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}
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'g' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "goblin".to_string()));
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}
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'G' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "goblin chieftain".to_string()));
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}
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'o' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "orc".to_string()));
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}
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'^' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "bear trap".to_string()));
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}
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'%' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "rations".to_string()));
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}
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'!' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "health potion".to_string()));
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}
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'/' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "magic missile wand".to_string()));
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// Placeholder for wand spawn
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}
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'?' => {
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "fireball scroll".to_string()));
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// Placeholder for scroll spawn
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}
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_ => {
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rltk::console::log(format!("Unknown glyph '{}' when loading prefab", (ch as u8) as char));
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}
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}
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}
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#[allow(dead_code)]
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fn load_rex_map(&mut self, path: &str, build_data: &mut BuilderMap) {
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let xp_file = rltk::rex::XpFile::from_resource(path).unwrap();
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for layer in &xp_file.layers {
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for y in 0..layer.height {
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for x in 0..layer.width {
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let cell = layer.get(x, y).unwrap();
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if x < build_data.map.width as usize && y < build_data.map.height as usize {
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let idx = build_data.map.xy_idx(x as i32, y as i32);
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// We're doing some nasty casting to make it easier to type things like '#' in the match
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self.char_to_map(cell.ch as u8 as char, idx, build_data);
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}
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}
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}
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}
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}
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fn read_ascii_to_vec(template: &str) -> Vec<char> {
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let mut string_vec: Vec<char> = template.chars().filter(|a| *a != '\r' && *a != '\n').collect();
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for c in string_vec.iter_mut() {
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if *c as u8 == 160u8 {
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*c = ' ';
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}
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}
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string_vec
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}
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#[allow(dead_code)]
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fn load_ascii_map(&mut self, level: &prefab_levels::PrefabLevel, build_data: &mut BuilderMap) {
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let string_vec = PrefabBuilder::read_ascii_to_vec(level.template);
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let mut i = 0;
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for ty in 0..level.height {
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for tx in 0..level.width {
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if tx < build_data.map.width as usize && ty < build_data.map.height as usize {
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let idx = build_data.map.xy_idx(tx as i32, ty as i32);
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if i < string_vec.len() {
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self.char_to_map(string_vec[i], idx, build_data);
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}
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}
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i += 1;
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}
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}
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}
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fn apply_previous_iteration<F>(
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&mut self,
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mut filter: F,
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_rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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) where
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F: FnMut(i32, i32) -> bool,
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{
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let width = build_data.map.width;
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build_data.spawn_list.retain(|(idx, _name)| {
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let x = *idx as i32 % width;
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let y = *idx as i32 / width;
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filter(x, y)
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});
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build_data.take_snapshot();
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}
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#[allow(dead_code)]
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fn apply_sectional(
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&mut self,
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section: &prefab_sections::PrefabSection,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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) {
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use prefab_sections::*;
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let string_vec = PrefabBuilder::read_ascii_to_vec(section.template);
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// Place the new section
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let chunk_x;
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match section.placement.0 {
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HorizontalPlacement::Left => chunk_x = 0,
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HorizontalPlacement::Center => chunk_x = (build_data.map.width / 2) - (section.width as i32 / 2),
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HorizontalPlacement::Right => chunk_x = (build_data.map.width - 1) - section.width as i32,
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}
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let chunk_y;
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match section.placement.1 {
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VerticalPlacement::Top => chunk_y = 0,
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VerticalPlacement::Center => chunk_y = (build_data.map.height / 2) - (section.height as i32 / 2),
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VerticalPlacement::Bottom => chunk_y = (build_data.map.height - 1) - section.height as i32,
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}
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// Build the map
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self.apply_previous_iteration(
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|x, y| {
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x < chunk_x
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|| x > (chunk_x + section.width as i32)
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|| y < chunk_y
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|| y > (chunk_y + section.height as i32)
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},
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rng,
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build_data,
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);
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let mut i = 0;
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for ty in 0..section.height {
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for tx in 0..section.width {
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if tx > 0 && tx < build_data.map.width as usize - 1 && ty < build_data.map.height as usize - 1 && ty > 0
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{
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let idx = build_data.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
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if i < string_vec.len() {
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self.char_to_map(string_vec[i], idx, build_data);
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}
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}
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i += 1;
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}
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}
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build_data.take_snapshot();
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}
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fn apply_room_vaults(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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use prefab_vaults::*;
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// Apply the previous builder, and keep all entities it spawns (for now)
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self.apply_previous_iteration(|_x, _y| true, rng, build_data);
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// Do we want a vault at all?
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let vault_roll = rng.roll_dice(1, 6) + build_data.map.depth;
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if vault_roll < 4 {
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return;
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}
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// Note that this is a place-holder and will be moved out of this function
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let master_vault_list = vec![
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CLASSIC_TRAP_5X5,
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CLASSIC_TRAP_DIAGONALGAP_5X5,
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CLASSIC_TRAP_CARDINALGAP_5X5,
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GOBLINS_4X4,
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GOBLINS2_4X4,
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GOBLINS_5X5,
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GOBLINS_6X6,
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FLUFF_6X3,
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FLUFF2_6X3,
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HOUSE_NOTRAP_7X7,
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HOUSE_TRAP_7X7,
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ORC_HOUSE_8X8,
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];
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// Filter the vault list down to ones that are applicable to the current depth
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let mut possible_vaults: Vec<&PrefabVault> = master_vault_list
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.iter()
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.filter(|v| build_data.map.depth >= v.first_depth && build_data.map.depth <= v.last_depth)
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.collect();
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if possible_vaults.is_empty() {
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return;
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} // Bail out if there's nothing to build
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let n_vaults = i32::min(rng.roll_dice(1, 3), possible_vaults.len() as i32);
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let mut used_tiles: HashSet<usize> = HashSet::new();
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for _i in 0..n_vaults {
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let vault_index = if possible_vaults.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, possible_vaults.len() as i32) - 1) as usize
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};
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let vault = possible_vaults[vault_index];
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// Decide if we want to flip the vault
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let mut flip_x: bool = false;
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let mut flip_y: bool = false;
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match vault.can_flip {
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// Equal chance at every orientation
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Flipping::None => {}
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Flipping::Horizontal => {
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flip_x = rng.roll_dice(1, 2) == 1;
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}
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Flipping::Vertical => {
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flip_y = rng.roll_dice(1, 2) == 1;
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}
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Flipping::Both => {
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let roll = rng.roll_dice(1, 4);
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match roll {
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1 => {}
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2 => flip_x = true,
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3 => flip_y = true,
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_ => {
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flip_x = true;
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flip_y = true;
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}
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}
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}
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}
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// We'll make a list of places in which the vault could fit
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let mut vault_positions: Vec<Position> = Vec::new();
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let mut idx = 0usize;
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loop {
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let x = (idx % build_data.map.width as usize) as i32;
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let y = (idx / build_data.map.width as usize) as i32;
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// Check that we won't overflow the map
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if x > 1
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&& (x + vault.width as i32) < build_data.map.width - 2
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&& y > 1
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&& (y + vault.height as i32) < build_data.map.height - 2
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{
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let mut possible = true;
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for ty in 0..vault.height as i32 {
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for tx in 0..vault.width as i32 {
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let idx = build_data.map.xy_idx(tx + x, ty + y);
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if build_data.map.tiles[idx] != TileType::Floor {
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possible = false;
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}
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if used_tiles.contains(&idx) {
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possible = false;
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}
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}
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}
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if possible {
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vault_positions.push(Position { x, y });
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break;
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}
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}
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idx += 1;
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if idx >= build_data.map.tiles.len() - 1 {
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break;
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}
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}
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if !vault_positions.is_empty() {
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let pos_idx = if vault_positions.len() == 1 {
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0
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} else {
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(rng.roll_dice(1, vault_positions.len() as i32) - 1) as usize
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};
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let pos = &vault_positions[pos_idx];
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let chunk_x = pos.x;
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let chunk_y = pos.y;
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let width = build_data.map.width; // The borrow checker really doesn't like it
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let height = build_data.map.height; // when we access `self` inside the `retain`
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build_data.spawn_list.retain(|e| {
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let idx = e.0 as i32;
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let x = idx % width;
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let y = idx / height;
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x < chunk_x || x > chunk_x + vault.width as i32 || y < chunk_y || y > chunk_y + vault.height as i32
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});
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let string_vec = PrefabBuilder::read_ascii_to_vec(vault.template);
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let mut i = 0;
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for tile_y in 0..vault.height {
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for tile_x in 0..vault.width {
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let mut x_: i32 = tile_x as i32;
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let mut y_: i32 = tile_y as i32;
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// Handle flipping
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if flip_x {
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x_ = vault.height as i32 - 1 - x_;
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}
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if flip_y {
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y_ = vault.width as i32 - 1 - y_;
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}
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let idx = build_data.map.xy_idx(x_ + chunk_x, y_ + chunk_y);
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if i < string_vec.len() {
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self.char_to_map(string_vec[i], idx, build_data);
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}
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used_tiles.insert(idx);
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i += 1;
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}
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}
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build_data.take_snapshot();
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possible_vaults.remove(vault_index);
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}
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}
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}
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}
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