Refactor map generation to return original player position
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parent
8bb6bf35d6
commit
7f8c16a79f
20
src/main.rs
20
src/main.rs
@ -386,11 +386,15 @@ impl State {
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// Build a new map and place the player
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let 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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*worldmap_resource = map_builders::build_random_map(current_depth + 1);
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let (newmap, start) = map_builders::build_random_map(current_depth + 1);
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*worldmap_resource = newmap;
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player_start = start;
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worldmap = worldmap_resource.clone();
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}
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@ -400,7 +404,7 @@ impl State {
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}
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// Place the player and update resources
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let (player_x, player_y) = worldmap.rooms[0].center();
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let (player_x, player_y) = (player_start.x, player_start.y);
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let mut player_position = self.ecs.write_resource::<Point>();
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*player_position = Point::new(player_x, player_y);
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let mut position_components = self.ecs.write_storage::<Position>();
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@ -442,9 +446,13 @@ impl State {
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// Build a new map and place the player
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let 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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*worldmap_resource = map_builders::build_random_map(1);
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let (newmap, start) = map_builders::build_random_map(1);
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*worldmap_resource = newmap;
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player_start = start;
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worldmap = worldmap_resource.clone();
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}
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@ -454,7 +462,7 @@ impl State {
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}
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// Place the player and update resources
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let (player_x, player_y) = worldmap.rooms[0].center();
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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 self.ecs, player_x, player_y);
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let mut player_position = self.ecs.write_resource::<Point>();
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*player_position = Point::new(player_x, player_y);
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@ -526,8 +534,8 @@ fn main() -> rltk::BError {
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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let map = map_builders::build_random_map(1);
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let (player_x, player_y) = map.rooms[0].center();
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let (map, player_start) = map_builders::build_random_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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@ -1,14 +1,14 @@
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mod common;
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mod simple_map;
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use crate::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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trait MapBuilder {
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fn build(new_depth: i32) -> Map;
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fn build(new_depth: i32) -> (Map, Position);
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}
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pub fn build_random_map(new_depth: i32) -> Map {
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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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}
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@ -1,21 +1,20 @@
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use super::{apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, MapBuilder};
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use crate::{Map, Rect, TileType};
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use crate::{Map, Position, Rect, TileType};
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use rltk::RandomNumberGenerator;
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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 {
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fn build(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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SimpleMapBuilder::rooms_and_corridors(&mut map);
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map
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(map, playerpos)
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}
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}
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impl SimpleMapBuilder {
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fn rooms_and_corridors(map: &mut Map) {
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fn rooms_and_corridors(map: &mut Map) -> Position {
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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@ -60,5 +59,12 @@ impl SimpleMapBuilder {
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let stairs_position = map.rooms[map.rooms.len() - 1].center();
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let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
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map.tiles[stairs_idx] = TileType::DownStairs;
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let start_pos = map.rooms[0].center();
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Position {
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x: start_pos.0,
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y: start_pos.1,
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}
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}
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}
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