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Start section 5.12 by adding the master dungeon map

This commit is contained in:
Timothy Warren 2022-01-05 16:44:44 -05:00
parent dd894452f3
commit ca79653703
5 changed files with 154 additions and 44 deletions

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@ -448,6 +448,9 @@ impl State {
*player_entity_writer = player_entity;
}
// Replace the world maps
self.ecs.insert(map::MasterDungeonMap::new());
// Build a new map and place the player
self.generate_world_map(1);
}
@ -457,38 +460,8 @@ impl State {
self.mapgen_timer = 0.0;
self.mapgen_history.clear();
let mut rng = self.ecs.write_resource::<RandomNumberGenerator>();
let mut builder = map_builders::level_builder(new_depth, &mut rng, 80, 50);
builder.build_map(&mut rng);
std::mem::drop(rng);
self.mapgen_history = builder.get_snapshot_history();
let player_start;
{
let mut worldmap_resource = self.ecs.write_resource::<Map>();
*worldmap_resource = builder.get_map();
player_start = *builder.get_starting_position().as_mut().unwrap();
}
// Spawn bad guys
builder.spawn_entities(&mut self.ecs);
// Place the player and update resources
let mut player_position = self.ecs.write_resource::<Point>();
*player_position = player_start.into();
let mut position_components = self.ecs.write_storage::<Position>();
let player_entity = self.ecs.fetch::<Entity>();
if let Some(player_pos_comp) = position_components.get_mut(*player_entity) {
player_pos_comp.x = player_start.x;
player_pos_comp.y = player_start.y;
}
// Mark the player's visibility as dirty
let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
if let Some(vs) = viewshed_components.get_mut(*player_entity) {
vs.dirty = true;
if let Some(history) = map::level_transition(&mut self.ecs, new_depth) {
self.mapgen_history = history;
}
}
}
@ -556,6 +529,7 @@ fn main() -> ::rltk::BError {
raws::load_raws();
gs.ecs.insert(map::MasterDungeonMap::new());
gs.ecs.insert(Map::new(1, 64, 64, "New Map"));
gs.ecs.insert(Point::zero());
gs.ecs.insert(RandomNumberGenerator::new());

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@ -1,3 +1,4 @@
mod dungeon;
mod themes;
mod tiletype;
@ -6,6 +7,7 @@ use std::collections::HashSet;
use ::rltk::{Algorithm2D, BaseMap, Point, SmallVec};
use ::serde::{Deserialize, Serialize};
use ::specs::prelude::*;
pub use dungeon::*;
pub use themes::*;
pub use tiletype::{tile_opaque, tile_walkable, TileType};

132
src/map/dungeon.rs Normal file
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@ -0,0 +1,132 @@
use std::collections::HashMap;
use ::rltk::{Point, RandomNumberGenerator};
use ::serde::{Deserialize, Serialize};
use ::specs::prelude::*;
use crate::components::{Position, Viewshed};
use crate::map::{Map, TileType};
use crate::map_builders::level_builder;
#[derive(Default, Serialize, Deserialize, Clone)]
pub struct MasterDungeonMap {
maps: HashMap<i32, Map>,
}
impl MasterDungeonMap {
pub fn new() -> MasterDungeonMap {
MasterDungeonMap {
maps: HashMap::new(),
}
}
pub fn store_map(&mut self, map: &Map) {
self.maps.insert(map.depth, map.clone());
}
pub fn get_map(&self, depth: i32) -> Option<Map> {
if self.maps.contains_key(&depth) {
let mut result = self.maps[&depth].clone();
result.tile_content = vec![Vec::new(); (result.width * result.height) as usize];
Some(result)
} else {
None
}
}
}
pub fn level_transition(ecs: &mut World, new_depth: i32) -> Option<Vec<Map>> {
// Obtain the master dungeon map
let dungeon_master = ecs.read_resource::<MasterDungeonMap>();
// Do we already have a map?
if dungeon_master.get_map(new_depth).is_some() {
std::mem::drop(dungeon_master);
transition_to_existing_map(ecs, new_depth);
None
} else {
std::mem::drop(dungeon_master);
Some(transition_to_new_map(ecs, new_depth))
}
}
fn transition_to_new_map(ecs: &mut World, new_depth: i32) -> Vec<Map> {
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
let mut builder = level_builder(new_depth, &mut rng, 80, 50);
builder.build_map(&mut rng);
if new_depth > 1 {
if let Some(pos) = &builder.build_data.starting_position {
let up_idx = builder.build_data.map.xy_idx(pos.x, pos.y);
builder.build_data.map.tiles[up_idx] = TileType::UpStairs;
}
}
let mapgen_history = builder.build_data.history.clone();
let player_start;
{
let mut worldmap_resource = ecs.write_resource::<Map>();
*worldmap_resource = builder.build_data.map.clone();
player_start = *builder.build_data.starting_position.as_mut().unwrap();
}
// Spawn bad guys
std::mem::drop(rng);
builder.spawn_entities(ecs);
// Place the player and update resources
let (player_x, player_y) = (player_start.x, player_start.y);
let mut player_position = ecs.write_resource::<Point>();
*player_position = player_start.into();
let mut position_components = ecs.write_storage::<Position>();
let player_entity = ecs.fetch::<Entity>();
if let Some(player_pos_comp) = position_components.get_mut(*player_entity) {
player_pos_comp.x = player_x;
player_pos_comp.y = player_y;
}
// Mark the player's visiblity as dirty
let mut viewshed_components = ecs.write_storage::<Viewshed>();
if let Some(vs) = viewshed_components.get_mut(*player_entity) {
vs.dirty = true;
}
// Store the newly minted map
let mut dungeon_master = ecs.write_resource::<MasterDungeonMap>();
dungeon_master.store_map(&builder.build_data.map);
mapgen_history
}
fn transition_to_existing_map(ecs: &mut World, new_depth: i32) {
let dungeon_master = ecs.write_resource::<MasterDungeonMap>();
let map = dungeon_master.get_map(new_depth).unwrap();
let mut worldmap_resource = ecs.write_resource::<Map>();
let player_entity = ecs.fetch::<Entity>();
// Find the down stairs and place the player
let w = map.width;
for (idx, tt) in map.tiles.iter().enumerate() {
if *tt == TileType::DownStairs {
let mut player_position = ecs.write_resource::<Point>();
*player_position = Point::new(idx as i32 % w, idx as i32 / w);
let mut position_components = ecs.write_storage::<Position>();
if let Some(player_pos_comp) = position_components.get_mut(*player_entity) {
player_pos_comp.x = idx as i32 % w;
player_pos_comp.y = idx as i32 / w;
}
}
}
*worldmap_resource = map;
// Mark the player's visibility as dirty
let mut viewshed_components = ecs.write_storage::<Viewshed>();
if let Some(vs) = viewshed_components.get_mut(*player_entity) {
vs.dirty = true;
}
}

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@ -1,4 +1,4 @@
use ::rltk::{FontCharType, RGB};
use ::rltk::{to_cp437, FontCharType, RGB};
use super::{Map, TileType};
@ -21,8 +21,6 @@ pub fn tile_glyph(idx: usize, map: &Map) -> (FontCharType, RGB, RGB) {
}
fn get_forest_glyph(idx: usize, map: &Map) -> (FontCharType, RGB, RGB) {
use rltk::to_cp437;
let bg = RGB::from_f32(0., 0., 0.);
let (glyph, fg) = match map.tiles[idx] {
@ -34,6 +32,7 @@ fn get_forest_glyph(idx: usize, map: &Map) -> (FontCharType, RGB, RGB) {
TileType::DeepWater => (to_cp437('~'), RGB::named(rltk::BLUE)),
TileType::Gravel => (to_cp437(';'), RGB::from_f32(0.5, 0.5, 0.5)),
TileType::DownStairs => (to_cp437('>'), RGB::from_f32(0., 1.0, 1.0)),
TileType::UpStairs => (to_cp437('<'), RGB::from_f32(0., 1.0, 1.0)),
_ => (to_cp437('"'), RGB::from_f32(0.0, 0.6, 0.0)),
};
@ -44,20 +43,21 @@ fn get_tile_glyph_default(idx: usize, map: &Map) -> (rltk::FontCharType, RGB, RG
let mut bg = RGB::from_f32(0., 0., 0.);
let (glyph, mut fg) = match map.tiles[idx] {
TileType::Floor => (rltk::to_cp437('.'), RGB::from_f32(0., 0.5, 0.5)),
TileType::WoodFloor => (rltk::to_cp437('░'), RGB::named(rltk::CHOCOLATE)),
TileType::Floor => (to_cp437('.'), RGB::from_f32(0., 0.5, 0.5)),
TileType::WoodFloor => (to_cp437('░'), RGB::named(rltk::CHOCOLATE)),
TileType::Wall => {
let x = idx as i32 % map.width;
let y = idx as i32 / map.width;
(wall_glyph(&*map, x, y), RGB::from_f32(0., 1.0, 0.))
}
TileType::DownStairs => (rltk::to_cp437('>'), RGB::from_f32(0., 1.0, 1.0)),
TileType::Bridge => (rltk::to_cp437('.'), RGB::named(rltk::CHOCOLATE)),
TileType::Road => (rltk::to_cp437('≡'), RGB::named(rltk::GRAY)),
TileType::Grass => (rltk::to_cp437('"'), RGB::named(rltk::GREEN)),
TileType::ShallowWater => (rltk::to_cp437('~'), RGB::named(rltk::CYAN)),
TileType::DeepWater => (rltk::to_cp437('~'), RGB::named(rltk::NAVY_BLUE)),
TileType::Gravel => (rltk::to_cp437(';'), RGB::named(rltk::GRAY)),
TileType::DownStairs => (to_cp437('>'), RGB::from_f32(0., 1.0, 1.0)),
TileType::Bridge => (to_cp437('.'), RGB::named(rltk::CHOCOLATE)),
TileType::Road => (to_cp437('≡'), RGB::named(rltk::GRAY)),
TileType::Grass => (to_cp437('"'), RGB::named(rltk::GREEN)),
TileType::ShallowWater => (to_cp437('~'), RGB::named(rltk::CYAN)),
TileType::DeepWater => (to_cp437('~'), RGB::named(rltk::NAVY_BLUE)),
TileType::Gravel => (to_cp437(';'), RGB::named(rltk::GRAY)),
TileType::UpStairs => (to_cp437('<'), RGB::from_f32(0., 1.0, 1.0)),
};
if map.bloodstains.contains(&idx) {

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@ -12,6 +12,7 @@ pub enum TileType {
WoodFloor,
Bridge,
Gravel,
UpStairs,
}
pub fn tile_walkable(tt: TileType) -> bool {
@ -25,6 +26,7 @@ pub fn tile_walkable(tt: TileType) -> bool {
| TileType::WoodFloor
| TileType::Bridge
| TileType::Gravel
| TileType::UpStairs
)
}