rust-rl/src/map_builders/mod.rs
2023-07-16 07:59:24 +01:00

36 lines
1.4 KiB
Rust

use super::{spawner, Map, Position, Rect, TileType, SHOW_MAPGEN};
mod bsp_dungeon;
mod bsp_interior;
mod cellular_automata;
mod common;
mod drunkard;
mod maze;
mod simple_map;
use common::*;
use rltk::RandomNumberGenerator;
use specs::prelude::*;
pub trait MapBuilder {
fn build_map(&mut self, rng: &mut RandomNumberGenerator);
fn spawn_entities(&mut self, ecs: &mut World);
fn get_map(&mut self) -> Map;
fn get_starting_pos(&mut self) -> Position;
fn get_snapshot_history(&self) -> Vec<Map>;
fn take_snapshot(&mut self);
}
pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
let mut rng = rltk::RandomNumberGenerator::new();
/* let builder = rng.roll_dice(1, 8);
match builder {
1 => Box::new(bsp_dungeon::BspDungeonBuilder::new(new_depth)),
2 => Box::new(bsp_interior::BspInteriorBuilder::new(new_depth)),
3 => Box::new(cellular_automata::CellularAutomataBuilder::new(new_depth)),
4 => Box::new(drunkard::DrunkardsWalkBuilder::open_area(new_depth)),
5 => Box::new(drunkard::DrunkardsWalkBuilder::open_halls(new_depth)),
6 => Box::new(drunkard::DrunkardsWalkBuilder::winding_passages(new_depth)),
7 => Box::new(maze::MazeBuilder::new(new_depth)),
_ => Box::new(simple_map::SimpleMapBuilder::new(new_depth)),
} */
Box::new(maze::MazeBuilder::new(new_depth))
}