Improve forest map generation
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e475a91c19
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27b6cc385d
@ -9,7 +9,7 @@ pub fn player_hp_per_level(fitness: i32) -> i32 {
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}
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pub fn player_hp_at_level(fitness: i32, level: i32) -> i32 {
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player_hp_per_level(fitness) * level
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10 + player_hp_per_level(fitness) * level
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}
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pub fn npc_hp(fitness: i32, level: i32) -> i32 {
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@ -1,9 +1,11 @@
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use ::rltk::RandomNumberGenerator;
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use super::{
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AreaStartingPosition, BuilderChain, CellularAutomataBuilder, CullUnreachable, DistantExit,
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AreaStartingPosition, BuilderChain, CellularAutomataBuilder, CullUnreachable, MetaMapBuilder,
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VoronoiSpawning, XStart, YStart,
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};
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use crate::map_builders::BuilderMap;
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use crate::{map, TileType};
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pub fn forest_builder(
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new_depth: i32,
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@ -17,10 +19,119 @@ pub fn forest_builder(
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.start_with(CellularAutomataBuilder::new())
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.with(AreaStartingPosition::new(XStart::Center, YStart::Center))
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.with(CullUnreachable::new())
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.with(AreaStartingPosition::new(XStart::Left, YStart::Center));
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// Setup an exit and spawn mobs
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chain.with(VoronoiSpawning::new()).with(DistantExit::new());
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.with(AreaStartingPosition::new(XStart::Left, YStart::Center))
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.with(VoronoiSpawning::new())
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.with(YellowBrickRoad::new());
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chain
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}
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pub struct YellowBrickRoad {}
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impl MetaMapBuilder for YellowBrickRoad {
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fn build_map(&mut self, rng: &mut 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 YellowBrickRoad {
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#[allow(dead_code)]
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pub fn new() -> Box<YellowBrickRoad> {
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Box::new(YellowBrickRoad {})
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}
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fn find_exit(&self, build_data: &mut BuilderMap, seed_x: i32, seed_y: i32) -> (i32, i32) {
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let mut available_floors: Vec<(usize, f32)> = Vec::new();
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for (idx, tiletype) in build_data.map.tiles.iter().enumerate() {
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if map::tile_walkable(*tiletype) {
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available_floors.push((
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idx,
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rltk::DistanceAlg::PythagorasSquared.distance2d(
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rltk::Point::new(
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idx as i32 % build_data.map.width,
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idx as i32 / build_data.map.width,
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),
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rltk::Point::new(seed_x, seed_y),
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),
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));
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}
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}
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if available_floors.is_empty() {
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panic!("No valid floors to start on");
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}
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available_floors.sort_by(|a, b| a.1.partial_cmp(&b.1).unwrap());
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let end_x = available_floors[0].0 as i32 % build_data.map.width;
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let end_y = available_floors[0].0 as i32 / build_data.map.width;
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(end_x, end_y)
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}
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fn paint_road(&self, build_data: &mut BuilderMap, x: i32, y: i32) {
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if x < 1 || x > build_data.map.width - 2 || y < 1 || y > build_data.map.height - 2 {
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return;
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}
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let idx = build_data.map.xy_idx(x, y);
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if build_data.map.tiles[idx] != TileType::DownStairs {
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build_data.map.tiles[idx] = TileType::Road;
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}
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}
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fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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let starting_pos = build_data.starting_position.as_ref().unwrap().clone();
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let start_idx = build_data.map.xy_idx(starting_pos.x, starting_pos.y);
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let (end_x, end_y) = self.find_exit(
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build_data,
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build_data.map.width - 2,
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build_data.map.height / 2,
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);
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let end_idx = build_data.map.xy_idx(end_x, end_y);
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build_data.map.populate_blocked();
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let path = rltk::a_star_search(start_idx, end_idx, &mut build_data.map);
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for idx in path.steps.iter() {
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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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self.paint_road(build_data, x, y);
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self.paint_road(build_data, x - 1, y);
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self.paint_road(build_data, x + 1, y);
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self.paint_road(build_data, x, y - 1);
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self.paint_road(build_data, x, y + 1);
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}
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build_data.map.tiles[end_idx] = TileType::DownStairs;
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build_data.take_snapshot();
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// Place exit
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let exit_dir = rng.roll_dice(1, 2);
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let (seed_x, seed_y, stream_startx, stream_starty) = if exit_dir == 1 {
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(build_data.map.width - 1, 1, 0, build_data.height - 1)
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} else {
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(
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build_data.map.width - 1,
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build_data.height - 1,
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1,
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build_data.height - 1,
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)
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};
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let (stairs_x, stairs_y) = self.find_exit(build_data, seed_x, seed_y);
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let stairs_idx = build_data.map.xy_idx(stairs_x, stairs_y);
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build_data.take_snapshot();
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let (stream_x, stream_y) = self.find_exit(build_data, stream_startx, stream_starty);
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let stream_idx = build_data.map.xy_idx(stream_x, stream_y) as usize;
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let stream = rltk::a_star_search(stairs_idx, stream_idx, &mut build_data.map);
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for tile in stream.steps.iter() {
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if build_data.map.tiles[*tile as usize] == TileType::Floor {
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build_data.map.tiles[*tile as usize] = TileType::ShallowWater;
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}
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}
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build_data.map.tiles[stairs_idx] = TileType::DownStairs;
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build_data.take_snapshot();
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}
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}
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