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Finish Prefab map builder

This commit is contained in:
Timothy Warren 2021-12-14 11:19:03 -05:00
parent 5454dd0755
commit cce44f78f4
2 changed files with 174 additions and 78 deletions

View File

@ -67,8 +67,15 @@ pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
//
// result
Box::new(PrefabBuilder::new(
Box::new(PrefabBuilder::vaults(
new_depth,
Some(Box::new(SimpleMapBuilder::new(new_depth))),
Box::new(PrefabBuilder::sectional(
new_depth,
prefab_builder::prefab_sections::UNDERGROUND_FORT,
Box::new(WaveformCollapseBuilder::derived_map(
new_depth,
Box::new(CellularAutomataBuilder::new(new_depth)),
)),
)),
))
}

View File

@ -1,6 +1,8 @@
mod prefab_levels;
mod prefab_rooms;
mod prefab_sections;
pub mod prefab_levels;
pub mod prefab_rooms;
pub mod prefab_sections;
use std::collections::HashSet;
use rltk::RandomNumberGenerator;
use specs::prelude::*;
@ -8,7 +10,7 @@ use specs::prelude::*;
use super::{remove_unreachable_areas_returning_most_distant, MapBuilder};
use crate::{spawner, Map, Position, TileType, SHOW_MAPGEN_VISUALIZER};
#[derive(PartialEq, Clone)]
#[derive(PartialEq, Copy, Clone)]
#[allow(dead_code)]
pub enum PrefabMode {
RexLevel {
@ -23,6 +25,7 @@ pub enum PrefabMode {
RoomVaults,
}
#[allow(dead_code)]
pub struct PrefabBuilder {
map: Map,
starting_position: Position,
@ -79,9 +82,65 @@ impl PrefabBuilder {
}
}
#[allow(dead_code)]
pub fn rex_level(new_depth: i32, template: &'static str) -> PrefabBuilder {
PrefabBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
history: Vec::new(),
mode: PrefabMode::RexLevel { template },
previous_builder: None,
spawn_list: Vec::new(),
}
}
#[allow(dead_code)]
pub fn constant(new_depth: i32, level: prefab_levels::PrefabLevel) -> PrefabBuilder {
PrefabBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
history: Vec::new(),
mode: PrefabMode::Constant { level },
previous_builder: None,
spawn_list: Vec::new(),
}
}
#[allow(dead_code)]
pub fn sectional(
new_depth: i32,
section: prefab_sections::PrefabSection,
previous_builder: Box<dyn MapBuilder>,
) -> PrefabBuilder {
PrefabBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
history: Vec::new(),
mode: PrefabMode::Sectional { section },
previous_builder: Some(previous_builder),
spawn_list: Vec::new(),
}
}
#[allow(dead_code)]
pub fn vaults(new_depth: i32, previous_builder: Box<dyn MapBuilder>) -> PrefabBuilder {
PrefabBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
history: Vec::new(),
mode: PrefabMode::RoomVaults,
previous_builder: Some(previous_builder),
spawn_list: Vec::new(),
}
}
fn build(&mut self) {
match self.mode {
PrefabMode::RexLevel { template } => self.load_rex_map(template),
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(),
@ -89,12 +148,13 @@ impl PrefabBuilder {
self.take_snapshot();
// Find a starting point; start at the middle and walk left until we find an open tile
let mut start_idx;
if self.starting_position.x == 0 {
self.starting_position = Position {
x: self.map.width / 2,
y: self.map.height / 2,
};
let mut start_idx = self
start_idx = self
.map
.xy_idx(self.starting_position.x, self.starting_position.y);
while self.map.tiles[start_idx] != TileType::Floor {
@ -104,6 +164,18 @@ impl PrefabBuilder {
.xy_idx(self.starting_position.x, self.starting_position.y);
}
self.take_snapshot();
}
let mut has_exit = false;
for t in self.map.tiles.iter() {
if *t == TileType::DownStairs {
has_exit = true;
}
}
if !has_exit {
start_idx = self
.map
.xy_idx(self.starting_position.x, self.starting_position.y);
// Find all tiles we can reach from the starting point
let exit_tile =
@ -179,20 +251,17 @@ impl PrefabBuilder {
.chars()
.filter(|a| *a != '\r' && *a != '\n')
.collect();
for c in string_vec.iter_mut() {
if *c as u8 == 160_u8 {
*c = ' ';
}
}
string_vec
}
#[allow(dead_code)]
fn load_ascii_map(&mut self, level: &prefab_levels::PrefabLevel) {
// Start by converting to a vector, with newlines removed
let string_vec = Self::read_ascii_to_vec(level.template);
let string_vec = PrefabBuilder::read_ascii_to_vec(level.template);
let mut i = 0;
for ty in 0..level.height {
@ -201,7 +270,6 @@ impl PrefabBuilder {
let idx = self.map.xy_idx(tx as i32, ty as i32);
self.char_to_map(string_vec[i], idx);
}
i += 1;
}
}
@ -215,13 +283,12 @@ impl PrefabBuilder {
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.map = prev_builder.get_map().clone();
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()))
}
@ -229,10 +296,11 @@ impl PrefabBuilder {
self.take_snapshot();
}
pub fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection) {
#[allow(dead_code)]
fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection) {
use prefab_sections::*;
let string_vec = Self::read_ascii_to_vec(section.template);
let string_vec = PrefabBuilder::read_ascii_to_vec(section.template);
// Place the new section
let chunk_x = match section.placement.0 {
@ -248,7 +316,7 @@ impl PrefabBuilder {
};
// Build the map
self.apply_previous_iteration(|x, y, e| {
self.apply_previous_iteration(|x, y, _e| {
x < chunk_x
|| x > (chunk_x + section.width as i32)
|| y < chunk_y
@ -258,7 +326,11 @@ impl PrefabBuilder {
let mut i = 0;
for ty in 0..section.height {
for tx in 0..section.width {
if tx < self.map.width as usize && ty < self.map.height as usize {
if tx > 0
&& tx < self.map.width as usize - 1
&& ty < self.map.height as usize - 1
&& ty > 0
{
let idx = self.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
self.char_to_map(string_vec[i], idx);
}
@ -275,11 +347,17 @@ impl PrefabBuilder {
// Apply the previous builder, and keep all entities it spawns (for now)
self.apply_previous_iteration(|_x, _y, _e| true);
// Do we want a vault at all?
let vault_roll = rng.roll_dice(1, 6) + self.depth;
if vault_roll < 4 {
return;
}
// 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
// Filter the vault list down to ones that are applicable to the current depth
let mut possible_vaults: Vec<&PrefabRoom> = master_vault_list
.iter()
.filter(|v| self.depth >= v.first_depth && self.depth <= v.last_depth)
.collect();
@ -289,40 +367,48 @@ impl PrefabBuilder {
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];
let n_vaults = i32::min(rng.roll_dice(1, 3), possible_vaults.len() as i32);
let mut used_tiles: HashSet<usize> = HashSet::new();
// We'll make a list of places in which the vault could fit
let mut vault_positions: Vec<Position> = Vec::new();
for _i in 0..n_vaults {
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];
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;
// We'll make a list of places in which the vault could fit
let mut vault_positions: Vec<Position> = Vec::new();
// 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;
let mut idx = 0usize;
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 used_tiles.contains(&idx) {
possible = false;
}
}
}
}
if possible {
vault_positions.push(Position { x, y });
break;
if possible {
vault_positions.push(Position { x, y });
break;
}
}
idx += 1;
@ -330,41 +416,44 @@ impl PrefabBuilder {
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];
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 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 width = self.map.width; // The borrow checker really doesn't like it
let height = self.map.height; // when we access `self` inside the `retain`
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;
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);
used_tiles.insert(idx);
i += 1;
}
}
self.take_snapshot();
possible_vaults.remove(vault_index);
}
self.take_snapshot();
}
}
}