roguelike-game/src/map_builders.rs

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6.5 KiB
Rust
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mod area_starting_points;
mod bsp_dungeon;
mod bsp_interior;
mod cellular_automata;
mod common;
mod cull_unreachable;
mod distant_exit;
mod dla;
mod drunkard;
mod maze;
mod prefab_builder;
mod room_based_spawner;
mod room_based_stairs;
mod room_based_starting_position;
mod room_corner_rounding;
mod room_exploder;
mod simple_map;
mod voronoi;
mod voronoi_spawning;
mod waveform_collapse;
use ::rltk::RandomNumberGenerator;
use area_starting_points::{AreaStartingPosition, XStart, YStart};
use bsp_dungeon::BspDungeonBuilder;
use bsp_interior::BspInteriorBuilder;
use cellular_automata::CellularAutomataBuilder;
use cull_unreachable::CullUnreachable;
use distant_exit::DistantExit;
use dla::DLABuilder;
use drunkard::DrunkardsWalkBuilder;
use maze::MazeBuilder;
use prefab_builder::PrefabBuilder;
use room_based_spawner::RoomBasedSpawner;
use room_based_stairs::RoomBasedStairs;
use room_based_starting_position::RoomBasedStartingPosition;
use room_corner_rounding::RoomCornerRounder;
use room_exploder::RoomExploder;
use simple_map::SimpleMapBuilder;
use specs::prelude::*;
use voronoi::VoronoiCellBuilder;
use voronoi_spawning::VoronoiSpawning;
use waveform_collapse::WaveformCollapseBuilder;
use crate::{spawner, Map, Position, Rect, SHOW_MAPGEN_VISUALIZER};
pub struct BuilderMap {
pub spawn_list: Vec<(usize, String)>,
pub map: Map,
pub starting_position: Option<Position>,
pub rooms: Option<Vec<Rect>>,
pub history: Vec<Map>,
}
impl BuilderMap {
fn new(new_depth: i32) -> BuilderMap {
BuilderMap {
spawn_list: Vec::new(),
map: Map::new(new_depth),
starting_position: None,
rooms: None,
history: Vec::new(),
}
}
fn take_snapshot(&mut self) {
if SHOW_MAPGEN_VISUALIZER {
let mut snapshot = self.map.clone();
for v in snapshot.revealed_tiles.iter_mut() {
*v = true;
}
self.history.push(snapshot);
}
}
}
pub struct BuilderChain {
starter: Option<Box<dyn InitialMapBuilder>>,
builders: Vec<Box<dyn MetaMapBuilder>>,
pub build_data: BuilderMap,
}
impl BuilderChain {
pub fn new(new_depth: i32) -> BuilderChain {
BuilderChain {
starter: None,
builders: Vec::new(),
build_data: BuilderMap::new(new_depth),
}
}
pub fn start_with(&mut self, starter: Box<dyn InitialMapBuilder>) -> &mut Self {
match self.starter {
None => self.starter = Some(starter),
Some(_) => panic!("You can only have one starting builder."),
}
self
}
pub fn with(&mut self, metabuilder: Box<dyn MetaMapBuilder>) -> &mut Self {
self.builders.push(metabuilder);
self
}
pub fn build_map(&mut self, rng: &mut RandomNumberGenerator) -> &mut Self {
match &mut self.starter {
None => panic!("Cannot run a map builder chain without starting a build system"),
Some(starter) => {
// Build the starting map
starter.build_map(rng, &mut self.build_data);
}
}
// Build additional layers in turn
for metabuilder in self.builders.iter_mut() {
metabuilder.build_map(rng, &mut self.build_data);
}
self
}
pub fn spawn_entities(&mut self, ecs: &mut World) -> &mut Self {
for entity in self.build_data.spawn_list.iter() {
spawner::spawn_entity(ecs, &(&entity.0, &entity.1));
}
self
}
pub fn get_map(&self) -> Map {
self.build_data.map.clone()
}
pub fn get_starting_position(&self) -> Option<Position> {
self.build_data.starting_position
}
pub fn get_snapshot_history(&self) -> Vec<Map> {
self.build_data.history.clone()
}
pub fn get_spawn_list(&self) -> &Vec<(usize, String)> {
&self.build_data.spawn_list
}
}
pub trait InitialMapBuilder {
fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap);
}
pub trait MetaMapBuilder {
fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap);
}
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fn random_initial_builder(rng: &mut RandomNumberGenerator) -> (Box<dyn InitialMapBuilder>, bool) {
match rng.roll_dice(1, 17) {
1 => (BspDungeonBuilder::new(), true),
2 => (BspInteriorBuilder::new(), true),
3 => (CellularAutomataBuilder::new(), false),
4 => (DrunkardsWalkBuilder::open_area(), false),
5 => (DrunkardsWalkBuilder::open_halls(), false),
6 => (DrunkardsWalkBuilder::winding_passages(), false),
7 => (DrunkardsWalkBuilder::fat_passages(), false),
8 => (DrunkardsWalkBuilder::fearful_symmetry(), false),
9 => (MazeBuilder::new(), false),
10 => (DLABuilder::walk_inwards(), false),
11 => (DLABuilder::walk_outwards(), false),
12 => (DLABuilder::central_attractor(), false),
13 => (DLABuilder::insectoid(), false),
14 => (VoronoiCellBuilder::pythagoras(), false),
15 => (VoronoiCellBuilder::manhattan(), false),
16 => (
PrefabBuilder::constant(prefab_builder::prefab_levels::WFC_POPULATED),
false,
),
_ => (SimpleMapBuilder::new(), true),
}
}
pub fn random_builder(new_depth: i32, rng: &mut RandomNumberGenerator) -> BuilderChain {
let mut builder = BuilderChain::new(new_depth);
// let (random_starter, has_rooms) = random_initial_builder(rng);
// builder.start_with(random_starter);
//
// if has_rooms {
// builder
// .with(RoomBasedSpawner::new())
// .with(RoomBasedStairs::new())
// .with(RoomBasedStartingPosition::new());
// } else {
// builder
// .with(AreaStartingPosition::new(XStart::Center, YStart::Center))
// .with(CullUnreachable::new())
// .with(VoronoiSpawning::new())
// .with(DistantExit::new());
// }
//
// if rng.roll_dice(1, 3) == 1 {
// builder.with(WaveformCollapseBuilder::new());
// }
//
// if rng.roll_dice(1, 20) == 1 {
// builder.with(PrefabBuilder::sectional(
// prefab_builder::prefab_sections::UNDERGROUND_FORT,
// ));
// }
//
// builder.with(PrefabBuilder::vaults());
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builder
.start_with(BspDungeonBuilder::new())
.with(RoomCornerRounder::new())
.with(AreaStartingPosition::new(XStart::Center, YStart::Center))
.with(CullUnreachable::new())
.with(VoronoiSpawning::new())
.with(DistantExit::new());
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builder
}