Make map setup more DRY, add map generation visualizer, completes section 4.2
This commit is contained in:
parent
713c3f6fb8
commit
e55218c325
170
src/main.rs
170
src/main.rs
@ -23,11 +23,10 @@ mod spawner;
|
|||||||
mod trigger_system;
|
mod trigger_system;
|
||||||
mod visibility_system;
|
mod visibility_system;
|
||||||
|
|
||||||
use crate::inventory_system::ItemRemoveSystem;
|
|
||||||
use components::*;
|
use components::*;
|
||||||
use damage_system::DamageSystem;
|
use damage_system::DamageSystem;
|
||||||
pub use game_log::GameLog;
|
pub use game_log::GameLog;
|
||||||
use inventory_system::{ItemCollectionSystem, ItemDropSystem, ItemUseSystem};
|
use inventory_system::{ItemCollectionSystem, ItemDropSystem, ItemRemoveSystem, ItemUseSystem};
|
||||||
pub use map::*;
|
pub use map::*;
|
||||||
use map_indexing_system::MapIndexingSystem;
|
use map_indexing_system::MapIndexingSystem;
|
||||||
use melee_combat_system::MeleeCombatSystem;
|
use melee_combat_system::MeleeCombatSystem;
|
||||||
@ -47,6 +46,8 @@ macro_rules! register {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
const SHOW_MAPGEN_VISUALIZER: bool = true;
|
||||||
|
|
||||||
#[derive(PartialEq, Copy, Clone)]
|
#[derive(PartialEq, Copy, Clone)]
|
||||||
pub enum RunState {
|
pub enum RunState {
|
||||||
AwaitingInput,
|
AwaitingInput,
|
||||||
@ -69,15 +70,28 @@ pub enum RunState {
|
|||||||
MagicMapReveal {
|
MagicMapReveal {
|
||||||
row: i32,
|
row: i32,
|
||||||
},
|
},
|
||||||
|
MapGeneration,
|
||||||
}
|
}
|
||||||
|
|
||||||
pub struct State {
|
pub struct State {
|
||||||
pub ecs: World,
|
pub ecs: World,
|
||||||
|
mapgen_next_state: Option<RunState>,
|
||||||
|
mapgen_history: Vec<Map>,
|
||||||
|
mapgen_index: usize,
|
||||||
|
mapgen_timer: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl State {
|
impl State {
|
||||||
fn new() -> Self {
|
fn new() -> Self {
|
||||||
State { ecs: World::new() }
|
State {
|
||||||
|
ecs: World::new(),
|
||||||
|
mapgen_next_state: Some(RunState::MainMenu {
|
||||||
|
menu_selection: gui::MainMenuSelection::NewGame,
|
||||||
|
}),
|
||||||
|
mapgen_index: 0,
|
||||||
|
mapgen_history: Vec::new(),
|
||||||
|
mapgen_timer: 0.0,
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn run_systems(&mut self) {
|
fn run_systems(&mut self) {
|
||||||
@ -137,7 +151,7 @@ impl GameState for State {
|
|||||||
RunState::GameOver { .. } => {}
|
RunState::GameOver { .. } => {}
|
||||||
_ => {
|
_ => {
|
||||||
// Draw the UI
|
// Draw the UI
|
||||||
draw_map(&self.ecs, ctx);
|
draw_map(&self.ecs.fetch::<Map>(), ctx);
|
||||||
{
|
{
|
||||||
let positions = self.ecs.read_storage::<Position>();
|
let positions = self.ecs.read_storage::<Position>();
|
||||||
let renderables = self.ecs.read_storage::<Renderable>();
|
let renderables = self.ecs.read_storage::<Renderable>();
|
||||||
@ -160,6 +174,22 @@ impl GameState for State {
|
|||||||
}
|
}
|
||||||
|
|
||||||
match newrunstate {
|
match newrunstate {
|
||||||
|
RunState::MapGeneration => {
|
||||||
|
if !SHOW_MAPGEN_VISUALIZER {
|
||||||
|
newrunstate = self.mapgen_next_state.unwrap();
|
||||||
|
}
|
||||||
|
ctx.cls();
|
||||||
|
draw_map(&self.mapgen_history[self.mapgen_index], ctx);
|
||||||
|
|
||||||
|
self.mapgen_timer += ctx.frame_time_ms;
|
||||||
|
if self.mapgen_timer > 300.0 {
|
||||||
|
self.mapgen_timer = 0.0;
|
||||||
|
self.mapgen_index += 1;
|
||||||
|
if self.mapgen_index >= self.mapgen_history.len() {
|
||||||
|
newrunstate = self.mapgen_next_state.unwrap();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
RunState::PreRun => {
|
RunState::PreRun => {
|
||||||
self.run_systems();
|
self.run_systems();
|
||||||
self.ecs.maintain();
|
self.ecs.maintain();
|
||||||
@ -384,14 +414,60 @@ impl State {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Build a new map and place the player
|
// Build a new map and place the player
|
||||||
let mut builder;
|
|
||||||
let current_depth;
|
let current_depth;
|
||||||
|
{
|
||||||
|
let worldmap_resource = self.ecs.fetch::<Map>();
|
||||||
|
current_depth = worldmap_resource.depth;
|
||||||
|
}
|
||||||
|
self.generate_world_map(current_depth + 1);
|
||||||
|
|
||||||
|
// Notify the player
|
||||||
|
let player_entity = self.ecs.fetch::<Entity>();
|
||||||
|
let mut gamelog = self.ecs.fetch_mut::<GameLog>();
|
||||||
|
gamelog.append("You descend to the next level, and take a moment to heal.");
|
||||||
|
|
||||||
|
// Give them some health
|
||||||
|
let mut player_health_store = self.ecs.write_storage::<CombatStats>();
|
||||||
|
if let Some(player_health) = player_health_store.get_mut(*player_entity) {
|
||||||
|
player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
fn game_over_cleanup(&mut self) {
|
||||||
|
// Delete everything
|
||||||
|
let mut to_delete = Vec::new();
|
||||||
|
for e in self.ecs.entities().join() {
|
||||||
|
to_delete.push(e);
|
||||||
|
}
|
||||||
|
for del in to_delete.iter() {
|
||||||
|
self.ecs
|
||||||
|
.delete_entity(*del)
|
||||||
|
.expect("Failed to delete entity");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Spawn a new player
|
||||||
|
{
|
||||||
|
let player_entity = spawner::player(&mut self.ecs, 0, 0);
|
||||||
|
let mut player_entity_writer = self.ecs.write_resource::<Entity>();
|
||||||
|
*player_entity_writer = player_entity;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build a new map and place the player
|
||||||
|
self.generate_world_map(1);
|
||||||
|
}
|
||||||
|
|
||||||
|
fn generate_world_map(&mut self, new_depth: i32) {
|
||||||
|
self.mapgen_index = 0;
|
||||||
|
self.mapgen_timer = 0.0;
|
||||||
|
self.mapgen_history.clear();
|
||||||
|
|
||||||
|
let mut builder = map_builders::random_builder(new_depth);
|
||||||
|
builder.build_map();
|
||||||
|
self.mapgen_history = builder.get_snapshot_history();
|
||||||
|
|
||||||
let player_start;
|
let player_start;
|
||||||
{
|
{
|
||||||
let mut worldmap_resource = self.ecs.write_resource::<Map>();
|
let mut worldmap_resource = self.ecs.write_resource::<Map>();
|
||||||
current_depth = worldmap_resource.depth;
|
|
||||||
builder = map_builders::random_builder(current_depth + 1);
|
|
||||||
builder.build_map();
|
|
||||||
*worldmap_resource = builder.get_map();
|
*worldmap_resource = builder.get_map();
|
||||||
player_start = builder.get_starting_position();
|
player_start = builder.get_starting_position();
|
||||||
}
|
}
|
||||||
@ -415,63 +491,6 @@ impl State {
|
|||||||
if let Some(vs) = viewshed_components.get_mut(*player_entity) {
|
if let Some(vs) = viewshed_components.get_mut(*player_entity) {
|
||||||
vs.dirty = true;
|
vs.dirty = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Notify the player and give them some health
|
|
||||||
let mut gamelog = self.ecs.fetch_mut::<GameLog>();
|
|
||||||
gamelog
|
|
||||||
.entries
|
|
||||||
.push("You descend to the next level, and take a moment to heal.".to_string());
|
|
||||||
let mut player_health_store = self.ecs.write_storage::<CombatStats>();
|
|
||||||
let player_health = player_health_store.get_mut(*player_entity);
|
|
||||||
if let Some(player_health) = player_health {
|
|
||||||
player_health.hp = i32::max(player_health.hp, player_health.max_hp / 2);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fn game_over_cleanup(&mut self) {
|
|
||||||
// Delete everything
|
|
||||||
let mut to_delete = Vec::new();
|
|
||||||
for e in self.ecs.entities().join() {
|
|
||||||
to_delete.push(e);
|
|
||||||
}
|
|
||||||
for del in to_delete.iter() {
|
|
||||||
self.ecs
|
|
||||||
.delete_entity(*del)
|
|
||||||
.expect("Failed to delete entity");
|
|
||||||
}
|
|
||||||
|
|
||||||
// Build a new map and place the player
|
|
||||||
let mut builder = map_builders::random_builder(1);
|
|
||||||
let player_start;
|
|
||||||
{
|
|
||||||
let mut worldmap_resource = self.ecs.write_resource::<Map>();
|
|
||||||
builder.build_map();
|
|
||||||
player_start = builder.get_starting_position();
|
|
||||||
*worldmap_resource = builder.get_map();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Spawn bad guys
|
|
||||||
builder.spawn_entities(&mut self.ecs);
|
|
||||||
|
|
||||||
// Place the player and update resources
|
|
||||||
let (player_x, player_y) = (player_start.x, player_start.y);
|
|
||||||
let player_entity = spawner::player(&mut self.ecs, player_x, player_y);
|
|
||||||
let mut player_position = self.ecs.write_resource::<Point>();
|
|
||||||
*player_position = Point::new(player_x, player_y);
|
|
||||||
let mut position_components = self.ecs.write_storage::<Position>();
|
|
||||||
let mut player_entity_writer = self.ecs.write_resource::<Entity>();
|
|
||||||
*player_entity_writer = player_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 visibility as dirty
|
|
||||||
let mut viewshed_components = self.ecs.write_storage::<Viewshed>();
|
|
||||||
let vs = viewshed_components.get_mut(player_entity);
|
|
||||||
if let Some(vs) = vs {
|
|
||||||
vs.dirty = true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -526,26 +545,19 @@ fn main() -> rltk::BError {
|
|||||||
|
|
||||||
gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
|
gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
|
||||||
|
|
||||||
let mut builder = map_builders::random_builder(1);
|
gs.ecs.insert(Map::new(1));
|
||||||
builder.build_map();
|
gs.ecs.insert(Point::new(0, 0));
|
||||||
let player_start = builder.get_starting_position();
|
|
||||||
let map = builder.get_map();
|
|
||||||
let (player_x, player_y) = (player_start.x, player_start.y);
|
|
||||||
|
|
||||||
let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
|
|
||||||
|
|
||||||
gs.ecs.insert(rltk::RandomNumberGenerator::new());
|
gs.ecs.insert(rltk::RandomNumberGenerator::new());
|
||||||
builder.spawn_entities(&mut gs.ecs);
|
|
||||||
|
|
||||||
gs.ecs.insert(map);
|
let player_entity = spawner::player(&mut gs.ecs, 0, 0);
|
||||||
gs.ecs.insert(Point::new(player_x, player_y));
|
|
||||||
gs.ecs.insert(player_entity);
|
gs.ecs.insert(player_entity);
|
||||||
gs.ecs.insert(RunState::MainMenu {
|
|
||||||
menu_selection: gui::MainMenuSelection::NewGame,
|
gs.ecs.insert(RunState::MapGeneration {});
|
||||||
});
|
|
||||||
gs.ecs.insert(GameLog::new("Welcome to Rusty Roguelike"));
|
gs.ecs.insert(GameLog::new("Welcome to Rusty Roguelike"));
|
||||||
gs.ecs.insert(particle_system::ParticleBuilder::new());
|
gs.ecs.insert(particle_system::ParticleBuilder::new());
|
||||||
gs.ecs.insert(rex_assets::RexAssets::new());
|
gs.ecs.insert(rex_assets::RexAssets::new());
|
||||||
|
|
||||||
|
gs.generate_world_map(1);
|
||||||
|
|
||||||
rltk::main_loop(context, gs)
|
rltk::main_loop(context, gs)
|
||||||
}
|
}
|
||||||
|
@ -130,9 +130,7 @@ impl Algorithm2D for Map {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn draw_map(ecs: &World, ctx: &mut Rltk) {
|
pub fn draw_map(map: &Map, ctx: &mut Rltk) {
|
||||||
let map = ecs.fetch::<Map>();
|
|
||||||
|
|
||||||
let mut y = 0;
|
let mut y = 0;
|
||||||
let mut x = 0;
|
let mut x = 0;
|
||||||
|
|
||||||
|
@ -11,6 +11,8 @@ pub trait MapBuilder {
|
|||||||
fn spawn_entities(&mut self, ecs: &mut World);
|
fn spawn_entities(&mut self, ecs: &mut World);
|
||||||
fn get_map(&self) -> Map;
|
fn get_map(&self) -> Map;
|
||||||
fn get_starting_position(&self) -> Position;
|
fn get_starting_position(&self) -> Position;
|
||||||
|
fn get_snapshot_history(&self) -> Vec<Map>;
|
||||||
|
fn take_snapshot(&mut self);
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
|
pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
use super::{apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, MapBuilder};
|
use super::{apply_horizontal_tunnel, apply_room_to_map, apply_vertical_tunnel, MapBuilder};
|
||||||
use crate::spawner;
|
use crate::{spawner, SHOW_MAPGEN_VISUALIZER};
|
||||||
use crate::{Map, Position, Rect, TileType};
|
use crate::{Map, Position, Rect, TileType};
|
||||||
use rltk::RandomNumberGenerator;
|
use rltk::RandomNumberGenerator;
|
||||||
use specs::prelude::*;
|
use specs::prelude::*;
|
||||||
@ -8,7 +8,8 @@ pub struct SimpleMapBuilder {
|
|||||||
map: Map,
|
map: Map,
|
||||||
starting_position: Position,
|
starting_position: Position,
|
||||||
depth: i32,
|
depth: i32,
|
||||||
rooms: Vec<Rect>
|
rooms: Vec<Rect>,
|
||||||
|
history: Vec<Map>,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl MapBuilder for SimpleMapBuilder {
|
impl MapBuilder for SimpleMapBuilder {
|
||||||
@ -29,15 +30,30 @@ impl MapBuilder for SimpleMapBuilder {
|
|||||||
fn get_starting_position(&self) -> Position {
|
fn get_starting_position(&self) -> Position {
|
||||||
self.starting_position.clone()
|
self.starting_position.clone()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
fn get_snapshot_history(&self) -> Vec<Map> {
|
||||||
|
self.history.clone()
|
||||||
|
}
|
||||||
|
|
||||||
|
fn take_snapshot(&mut self) {
|
||||||
|
if SHOW_MAPGEN_VISUALIZER {
|
||||||
|
let mut snapshot = self.map.clone();
|
||||||
|
for v in snapshot.revealed_tiles.iter_mut() {
|
||||||
|
*v = true;
|
||||||
|
}
|
||||||
|
self.history.push(snapshot);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl SimpleMapBuilder {
|
impl SimpleMapBuilder {
|
||||||
pub fn new(new_depth: i32) -> SimpleMapBuilder {
|
pub fn new(new_depth: i32) -> SimpleMapBuilder {
|
||||||
SimpleMapBuilder{
|
SimpleMapBuilder {
|
||||||
map: Map::new(new_depth),
|
map: Map::new(new_depth),
|
||||||
starting_position: Position { x: 0, y: 0 },
|
starting_position: Position { x: 0, y: 0 },
|
||||||
depth: new_depth,
|
depth: new_depth,
|
||||||
rooms: Vec::new(),
|
rooms: Vec::new(),
|
||||||
|
history: Vec::new(),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -80,6 +96,7 @@ impl SimpleMapBuilder {
|
|||||||
}
|
}
|
||||||
|
|
||||||
self.rooms.push(new_room);
|
self.rooms.push(new_room);
|
||||||
|
self.take_snapshot();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user