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Add new theme for forest map

This commit is contained in:
Timothy Warren 2022-01-04 15:02:50 -05:00
parent 0e9de911ce
commit e475a91c19
6 changed files with 160 additions and 85 deletions

View File

@ -1,7 +1,8 @@
use ::rltk::{Point, Rltk, RGB};
use ::specs::prelude::*;
use crate::{Hidden, Map, Position, Renderable, TileType};
use crate::map::tile_glyph;
use crate::{Hidden, Map, Position, Renderable};
const SHOW_BOUNDARIES: bool = false;
@ -37,7 +38,7 @@ pub fn render_camera(ecs: &World, ctx: &mut Rltk) {
if tx > 0 && tx < map_width && ty > 0 && ty < map_height {
let idx = map.xy_idx(tx, ty);
if map.revealed_tiles[idx] {
let (glyph, fg, bg) = get_tile_glyph(idx, &*map);
let (glyph, fg, bg) = tile_glyph(idx, &*map);
ctx.set(x, y, fg, bg, glyph);
}
} else if SHOW_BOUNDARIES {
@ -109,7 +110,7 @@ pub fn render_debug_map(map: &Map, ctx: &mut Rltk) {
if tx > 0 && tx < map_width && ty > 0 && ty < map_height {
let idx = map.xy_idx(tx, ty);
if map.revealed_tiles[idx] {
let (glyph, fg, bg) = get_tile_glyph(idx, &*map);
let (glyph, fg, bg) = tile_glyph(idx, &*map);
ctx.set(x, y, fg, bg, glyph);
}
} else if SHOW_BOUNDARIES {
@ -126,83 +127,3 @@ pub fn render_debug_map(map: &Map, ctx: &mut Rltk) {
y += 1;
}
}
fn get_tile_glyph(idx: usize, map: &Map) -> (rltk::FontCharType, RGB, RGB) {
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::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)),
};
if map.bloodstains.contains(&idx) {
bg = RGB::from_f32(0.75, 0., 0.);
}
if !map.visible_tiles[idx] {
fg = fg.to_greyscale();
// Don't show bloodstains out of visual range
bg = RGB::from_f32(0., 0., 0.);
}
(glyph, fg, bg)
}
fn wall_glyph(map: &Map, x: i32, y: i32) -> rltk::FontCharType {
if x < 1 || x > map.width - 2 || y < 1 || y > map.height - 2 {
return 35;
}
let mut mask = 0u8;
if is_revealed_and_wall(map, x, y - 1) {
mask += 1;
}
if is_revealed_and_wall(map, x, y + 1) {
mask += 2;
}
if is_revealed_and_wall(map, x - 1, y) {
mask += 4;
}
if is_revealed_and_wall(map, x + 1, y) {
mask += 8;
}
match mask {
0 => 9, // Pillar because we can't see neighbors
1 => 186, // Wall only to the north
2 => 186, // Wall only to the south
3 => 186, // Wall to the north and south
4 => 205, // Wall only to the west
5 => 188, // Wall to the north and west
6 => 187, // Wall to the south and west
7 => 185, // Wall to the north, south, and west
8 => 205, // Wall only to the east
9 => 200, // Wall to the north and east
10 => 201, // Wall to the sound and east
11 => 204, // Wall to the north, south, and east
12 => 205, // Wall to the east and west
13 => 202, // Wall to the east, west, and south
14 => 203, // Wall to the east, west, and north
15 => 206, // ╬ Wall on all sides
_ => 35, // We missed one?
}
}
fn is_revealed_and_wall(map: &Map, x: i32, y: i32) -> bool {
let idx = map.xy_idx(x, y);
map.tiles[idx] == TileType::Wall && map.revealed_tiles[idx]
}

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@ -1,3 +1,4 @@
mod themes;
mod tiletype;
use std::collections::HashSet;
@ -5,6 +6,7 @@ use std::collections::HashSet;
use ::rltk::{Algorithm2D, BaseMap, Point, SmallVec};
use ::serde::{Deserialize, Serialize};
use ::specs::prelude::*;
pub use themes::*;
pub use tiletype::{tile_opaque, tile_walkable, TileType};
use crate::map::tiletype::tile_cost;

121
src/map/themes.rs Normal file
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@ -0,0 +1,121 @@
use ::rltk::{FontCharType, RGB};
use super::{Map, TileType};
pub fn tile_glyph(idx: usize, map: &Map) -> (FontCharType, RGB, RGB) {
let (glyph, mut fg, mut bg) = match map.depth {
2 => get_forest_glyph(idx, map),
_ => get_tile_glyph_default(idx, map),
};
if map.bloodstains.contains(&idx) {
bg = RGB::from_f32(0.7, 0., 0.);
}
if !map.visible_tiles[idx] {
fg = fg.to_greyscale();
bg = RGB::from_f32(0., 0., 0.);
}
(glyph, fg, bg)
}
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] {
TileType::Wall => (to_cp437('♣'), RGB::from_f32(0.0, 0.6, 0.0)),
TileType::Bridge => (to_cp437('.'), RGB::named(rltk::CHOCOLATE)),
TileType::Road => (to_cp437('≡'), RGB::named(rltk::YELLOW)),
TileType::Grass => (to_cp437('"'), RGB::named(rltk::GREEN)),
TileType::ShallowWater => (to_cp437('~'), RGB::named(rltk::CYAN)),
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)),
_ => (to_cp437('"'), RGB::from_f32(0.0, 0.6, 0.0)),
};
(glyph, fg, bg)
}
fn get_tile_glyph_default(idx: usize, map: &Map) -> (rltk::FontCharType, RGB, RGB) {
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::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)),
};
if map.bloodstains.contains(&idx) {
bg = RGB::from_f32(0.75, 0., 0.);
}
if !map.visible_tiles[idx] {
fg = fg.to_greyscale();
// Don't show bloodstains out of visual range
bg = RGB::from_f32(0., 0., 0.);
}
(glyph, fg, bg)
}
fn wall_glyph(map: &Map, x: i32, y: i32) -> FontCharType {
if x < 1 || x > map.width - 2 || y < 1 || y > map.height - 2 {
return 35;
}
let mut mask = 0u8;
if is_revealed_and_wall(map, x, y - 1) {
mask += 1;
}
if is_revealed_and_wall(map, x, y + 1) {
mask += 2;
}
if is_revealed_and_wall(map, x - 1, y) {
mask += 4;
}
if is_revealed_and_wall(map, x + 1, y) {
mask += 8;
}
match mask {
0 => 9, // Pillar because we can't see neighbors
1 => 186, // Wall only to the north
2 => 186, // Wall only to the south
3 => 186, // Wall to the north and south
4 => 205, // Wall only to the west
5 => 188, // Wall to the north and west
6 => 187, // Wall to the south and west
7 => 185, // Wall to the north, south, and west
8 => 205, // Wall only to the east
9 => 200, // Wall to the north and east
10 => 201, // Wall to the sound and east
11 => 204, // Wall to the north, south, and east
12 => 205, // Wall to the east and west
13 => 202, // Wall to the east, west, and south
14 => 203, // Wall to the east, west, and north
15 => 206, // ╬ Wall on all sides
_ => 35, // We missed one?
}
}
fn is_revealed_and_wall(map: &Map, x: i32, y: i32) -> bool {
let idx = map.xy_idx(x, y);
map.tiles[idx] == TileType::Wall && map.revealed_tiles[idx]
}

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@ -8,6 +8,7 @@ mod distant_exit;
mod dla;
mod door_placement;
mod drunkard;
mod forest;
mod maze;
mod prefab_builder;
mod room_based_spawner;
@ -39,6 +40,7 @@ use distant_exit::DistantExit;
use dla::DLABuilder;
use door_placement::DoorPlacement;
use drunkard::DrunkardsWalkBuilder;
use forest::forest_builder;
use maze::MazeBuilder;
use prefab_builder::PrefabBuilder;
use room_based_spawner::RoomBasedSpawner;
@ -342,6 +344,7 @@ pub fn level_builder(
rltk::console::log(format!("Depth: {}", new_depth));
match new_depth {
1 => town_builder(new_depth, rng, width, height),
2 => forest_builder(new_depth, rng, width, height),
_ => random_builder(new_depth, rng, width, height),
}
}

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@ -0,0 +1,26 @@
use ::rltk::RandomNumberGenerator;
use super::{
AreaStartingPosition, BuilderChain, CellularAutomataBuilder, CullUnreachable, DistantExit,
VoronoiSpawning, XStart, YStart,
};
pub fn forest_builder(
new_depth: i32,
_rng: &mut RandomNumberGenerator,
width: i32,
height: i32,
) -> BuilderChain {
let mut chain = BuilderChain::new(new_depth, width, height, "Into the Woods");
chain
.start_with(CellularAutomataBuilder::new())
.with(AreaStartingPosition::new(XStart::Center, YStart::Center))
.with(CullUnreachable::new())
.with(AreaStartingPosition::new(XStart::Left, YStart::Center));
// Setup an exit and spawn mobs
chain.with(VoronoiSpawning::new()).with(DistantExit::new());
chain
}

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@ -53,8 +53,10 @@ impl TownBuilder {
let doors = self.add_doors(rng, build_data, &mut buildings, wall_gap_y);
self.add_paths(build_data, &doors);
let exit_idx = build_data.map.xy_idx(build_data.width - 5, wall_gap_y);
build_data.map.tiles[exit_idx] = TileType::DownStairs;
for y in wall_gap_y - 3..wall_gap_y + 4 {
let exit_idx = build_data.map.xy_idx(build_data.width - 2, y);
build_data.map.tiles[exit_idx] = TileType::DownStairs;
}
let building_size = self.sort_buildings(&buildings);
self.building_factory(rng, build_data, &buildings, &building_size);