Move more map procedure stuff into the map builder
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parent
a54377e4b7
commit
6b48111a97
26
src/main.rs
26
src/main.rs
@ -384,14 +384,16 @@ impl State {
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}
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// Build a new map and place the player
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let worldmap;
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let mut builder = map_builders::random_builder();
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let mut worldmap;
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let current_depth;
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let player_start;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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current_depth = worldmap_resource.depth;
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// builder = map_builders::random_builder(current_depth + 1);
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let (newmap, start) = map_builders::build_random_map(current_depth + 1);
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let (newmap, start) = builder.build_map(current_depth + 1);
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*worldmap_resource = newmap;
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player_start = start;
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@ -399,9 +401,7 @@ impl State {
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}
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// Spawn bad guys
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for room in worldmap.rooms.iter().skip(1) {
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spawner::spawn_room(&mut self.ecs, room, current_depth + 1);
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}
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builder.spawn_entities(&mut worldmap, &mut self.ecs, current_depth + 1);
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// Place the player and update resources
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let (player_x, player_y) = (player_start.x, player_start.y);
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@ -445,11 +445,12 @@ impl State {
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}
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// Build a new map and place the player
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let worldmap;
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let mut builder = map_builders::random_builder();
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let mut worldmap;
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let player_start;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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let (newmap, start) = map_builders::build_random_map(1);
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let (newmap, start) = builder.build_map(1);
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*worldmap_resource = newmap;
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player_start = start;
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@ -457,9 +458,7 @@ impl State {
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}
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// Spawn bad guys
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for room in worldmap.rooms.iter().skip(1) {
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spawner::spawn_room(&mut self.ecs, room, 1);
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}
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builder.spawn_entities(&mut worldmap, &mut self.ecs, 1);
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// Place the player and update resources
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let (player_x, player_y) = (player_start.x, player_start.y);
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@ -534,15 +533,14 @@ fn main() -> rltk::BError {
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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let (map, player_start) = map_builders::build_random_map(1);
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let mut builder = map_builders::random_builder();
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let (mut map, player_start) = builder.build_map(1);
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let (player_x, player_y) = (player_start.x, player_start.y);
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let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
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gs.ecs.insert(rltk::RandomNumberGenerator::new());
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for room in map.rooms.iter().skip(1) {
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spawner::spawn_room(&mut gs.ecs, room, 1);
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}
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builder.spawn_entities(&mut map, &mut gs.ecs, 1);
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gs.ecs.insert(map);
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gs.ecs.insert(Point::new(player_x, player_y));
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@ -4,11 +4,14 @@ mod simple_map;
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use crate::{Map, Position};
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use common::*;
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use simple_map::SimpleMapBuilder;
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use specs::prelude::*;
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trait MapBuilder {
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fn build(new_depth: i32) -> (Map, Position);
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pub trait MapBuilder {
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fn build_map(&mut self, new_depth: i32) -> (Map, Position);
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fn spawn_entities(&mut self, map: &Map, ecs: &mut World, new_depth: i32);
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}
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pub fn build_random_map(new_depth: i32) -> (Map, Position) {
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SimpleMapBuilder::build(new_depth)
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pub fn random_builder() -> Box<dyn MapBuilder> {
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// Note that until we have a second map type, this isn't even slightly random
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Box::new(SimpleMapBuilder {})
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}
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@ -1,16 +1,24 @@
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use super::{apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, MapBuilder};
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use crate::spawner;
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use crate::{Map, Position, Rect, TileType};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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pub struct SimpleMapBuilder {}
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impl MapBuilder for SimpleMapBuilder {
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fn build(new_depth: i32) -> (Map, Position) {
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fn build_map(&mut self, new_depth: i32) -> (Map, Position) {
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let mut map = Map::new(new_depth);
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let playerpos = SimpleMapBuilder::rooms_and_corridors(&mut map);
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(map, playerpos)
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}
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fn spawn_entities(&mut self, map: &Map, ecs: &mut World, _new_depth: i32) {
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for room in map.rooms.iter().skip(1) {
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spawner::spawn_room(ecs, room, 1);
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}
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}
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}
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impl SimpleMapBuilder {
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