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Add initial room vaults

This commit is contained in:
Timothy Warren 2021-12-13 15:22:59 -05:00
parent 9ff645066b
commit 5454dd0755
3 changed files with 194 additions and 18 deletions

View File

@ -69,6 +69,6 @@ pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
Box::new(PrefabBuilder::new(
new_depth,
Some(Box::new(CellularAutomataBuilder::new(new_depth))),
Some(Box::new(SimpleMapBuilder::new(new_depth))),
))
}

View File

@ -1,4 +1,5 @@
mod prefab_levels;
mod prefab_rooms;
mod prefab_sections;
use rltk::RandomNumberGenerator;
@ -19,6 +20,7 @@ pub enum PrefabMode {
Sectional {
section: prefab_sections::PrefabSection,
},
RoomVaults,
}
pub struct PrefabBuilder {
@ -71,9 +73,7 @@ impl PrefabBuilder {
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
history: Vec::new(),
mode: PrefabMode::Sectional {
section: prefab_sections::UNDERGROUND_FORT,
},
mode: PrefabMode::RoomVaults,
previous_builder,
spawn_list: Vec::new(),
}
@ -84,6 +84,7 @@ impl PrefabBuilder {
PrefabMode::RexLevel { template } => self.load_rex_map(template),
PrefabMode::Constant { level } => self.load_ascii_map(&level),
PrefabMode::Sectional { section } => self.apply_sectional(&section),
PrefabMode::RoomVaults => self.apply_room_vaults(),
}
self.take_snapshot();
@ -206,6 +207,28 @@ impl PrefabBuilder {
}
}
fn apply_previous_iteration<F>(&mut self, mut filter: F)
where
F: FnMut(i32, i32, &(usize, String)) -> bool,
{
// Build the map
let prev_builder = self.previous_builder.as_mut().unwrap();
prev_builder.build_map();
self.starting_position = prev_builder.get_starting_position();
self.map = prev_builder.get_map();
self.history = prev_builder.get_snapshot_history();
for e in prev_builder.get_spawn_list().iter() {
let idx = e.0;
let x = idx as i32 % self.map.width;
let y = idx as i32 / self.map.width;
if filter(x, y, e) {
self.spawn_list.push((idx, e.1.to_string()))
}
}
self.take_snapshot();
}
pub fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection) {
use prefab_sections::*;
@ -225,23 +248,12 @@ impl PrefabBuilder {
};
// Build the map
let prev_builder = self.previous_builder.as_mut().unwrap();
prev_builder.build_map();
self.starting_position = prev_builder.get_starting_position();
self.map = prev_builder.get_map();
for e in prev_builder.get_spawn_list().iter() {
let idx = e.0;
let x = idx as i32 % self.map.width;
let y = idx as i32 / self.map.width;
if x < chunk_x
self.apply_previous_iteration(|x, y, e| {
x < chunk_x
|| x > (chunk_x + section.width as i32)
|| y < chunk_y
|| y > (chunk_y + section.height as i32)
{
self.spawn_list.push((idx, e.1.to_string()))
}
}
self.take_snapshot();
});
let mut i = 0;
for ty in 0..section.height {
@ -255,4 +267,104 @@ impl PrefabBuilder {
}
self.take_snapshot();
}
fn apply_room_vaults(&mut self) {
use prefab_rooms::*;
let mut rng = RandomNumberGenerator::new();
// Apply the previous builder, and keep all entities it spawns (for now)
self.apply_previous_iteration(|_x, _y, _e| true);
// Note that this is a place-holder and will be moved out of this function
let master_vault_list = vec![TOTALLY_NOT_A_TRAP, CHECKERBOARD, SILLY_SMILE];
// Filter the possible vault list down to ones that are application to the current depth
let possible_vaults: Vec<&PrefabRoom> = master_vault_list
.iter()
.filter(|v| self.depth >= v.first_depth && self.depth <= v.last_depth)
.collect();
// Bail out if there's nothing to build
if possible_vaults.is_empty() {
return;
}
let vault_index = if possible_vaults.len() == 1 {
0
} else {
(rng.roll_dice(1, possible_vaults.len() as i32) - 1) as usize
};
let vault = possible_vaults[vault_index];
// We'll make a list of places in which the vault could fit
let mut vault_positions: Vec<Position> = Vec::new();
let mut idx = 0_usize;
loop {
let x = (idx % self.map.width as usize) as i32;
let y = (idx / self.map.width as usize) as i32;
// Check that we won't overflow the map
if x > 1
&& (x + vault.width as i32) < self.map.width - 2
&& y > 1
&& (y + vault.height as i32) < self.map.height - 2
{
let mut possible = true;
for ty in 0..vault.height as i32 {
for tx in 0..vault.width as i32 {
let idx = self.map.xy_idx(tx + x, ty + y);
if self.map.tiles[idx] != TileType::Floor {
possible = false;
}
}
}
if possible {
vault_positions.push(Position { x, y });
break;
}
idx += 1;
if idx >= self.map.tiles.len() - 1 {
break;
}
}
}
if !vault_positions.is_empty() {
let pos_idx = if vault_positions.len() == 1 {
0
} else {
(rng.roll_dice(1, vault_positions.len() as i32) - 1) as usize
};
let pos = &vault_positions[pos_idx];
let chunk_x = pos.x;
let chunk_y = pos.y;
let width = self.map.width;
let height = self.map.height;
self.spawn_list.retain(|e| {
let idx = e.0 as i32;
let x = idx % width;
let y = idx / height;
x < chunk_x
|| x > chunk_x + vault.width as i32
|| y < chunk_y
|| y > chunk_y + vault.height as i32
});
let string_vec = PrefabBuilder::read_ascii_to_vec(vault.template);
let mut i = 0;
for ty in 0..vault.height {
for tx in 0..vault.width {
let idx = self.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
self.char_to_map(string_vec[i], idx);
i += 1;
}
}
self.take_snapshot();
}
}
}

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@ -0,0 +1,64 @@
#[allow(dead_code)]
#[derive(PartialEq, Copy, Clone)]
pub struct PrefabRoom {
pub template: &'static str,
pub width: usize,
pub height: usize,
pub first_depth: i32,
pub last_depth: i32,
}
#[allow(dead_code)]
pub const TOTALLY_NOT_A_TRAP: PrefabRoom = PrefabRoom {
template: TOTALLY_NOT_A_TRAP_MAP,
width: 5,
height: 5,
first_depth: 0,
last_depth: 100,
};
#[allow(dead_code)]
const TOTALLY_NOT_A_TRAP_MAP: &str = "
^^^
^!^
^^^
";
#[allow(dead_code)]
pub const SILLY_SMILE: PrefabRoom = PrefabRoom {
template: SILLY_SMILE_MAP,
width: 6,
height: 6,
first_depth: 0,
last_depth: 100,
};
#[allow(dead_code)]
const SILLY_SMILE_MAP: &str = "
^ ^
#
###
";
#[allow(dead_code)]
pub const CHECKERBOARD: PrefabRoom = PrefabRoom {
template: CHECKERBOARD_MAP,
width: 6,
height: 6,
first_depth: 0,
last_depth: 100,
};
#[allow(dead_code)]
const CHECKERBOARD_MAP: &str = "
g#%#
#!#
^# #
";