Finish refactoring of map builders
This commit is contained in:
parent
71a07b301c
commit
fc0843847e
@ -1,7 +1,7 @@
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unstable_features = true
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format_code_in_doc_comments = true
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format_macro_matchers = true
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format_strings = true
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format_strings = false
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imports_granularity = "Module"
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group_imports = "StdExternalCrate"
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use_field_init_shorthand = true
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@ -150,29 +150,18 @@ pub trait MetaMapBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap);
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}
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pub trait MapBuilder {
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fn get_map(&self) -> Map;
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fn get_starting_position(&self) -> Position;
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fn get_snapshot_history(&self) -> Vec<Map>;
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fn build_map(&mut self);
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fn take_snapshot(&mut self);
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fn get_spawn_list(&self) -> &Vec<(usize, String)>;
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fn spawn_entities(&mut self, ecs: &mut World) {
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for entity in self.get_spawn_list().iter() {
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spawner::spawn_entity(ecs, &(&entity.0, &entity.1));
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}
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}
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}
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pub fn random_builder(new_depth: i32, rng: &mut RandomNumberGenerator) -> BuilderChain {
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let mut builder = BuilderChain::new(new_depth);
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builder
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.start_with(VoronoiCellBuilder::pythagoras())
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.with(WaveformCollapseBuilder::new())
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.with(PrefabBuilder::vaults())
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.with(AreaStartingPosition::new(XStart::Center, YStart::Center))
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.with(CullUnreachable::new())
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.with(VoronoiSpawning::new())
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.with(PrefabBuilder::sectional(
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prefab_builder::prefab_sections::UNDERGROUND_FORT,
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))
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.with(DistantExit::new());
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builder
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@ -41,68 +41,6 @@ pub fn apply_vertical_tunnel(map: &mut Map, y1: i32, y2: i32, x: i32) {
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}
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}
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/// Searches a map, removes unreachable areas and returns the most distant tile.
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pub fn remove_unreachable_areas_returning_most_distant(map: &mut Map, start_idx: usize) -> usize {
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map.populate_blocked();
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let map_starts: Vec<usize> = vec![start_idx];
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let dijkstra_map = rltk::DijkstraMap::new(
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map.width as usize,
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map.height as usize,
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&map_starts,
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map,
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200.0,
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);
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let mut exit_tile = (0, 0.0f32);
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for (i, tile) in map.tiles.iter_mut().enumerate() {
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if *tile == TileType::Floor {
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let distance_to_start = dijkstra_map.map[i];
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// We can't get to this tile - so we'll make it a wall
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if distance_to_start == std::f32::MAX {
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*tile = TileType::Wall;
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} else {
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// If it is further away than our current exit candidate, move the exit
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if distance_to_start > exit_tile.1 {
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exit_tile.0 = i;
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exit_tile.1 = distance_to_start;
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}
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}
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}
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}
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exit_tile.0
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}
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/// Generates a Voronoi/cellular noise map of a region, and divides it into spawn regions.
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#[allow(clippy::map_entry)]
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pub fn generate_voronoi_spawn_regions(
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map: &Map,
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rng: &mut rltk::RandomNumberGenerator,
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) -> HashMap<i32, Vec<usize>> {
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let mut noise_areas: HashMap<i32, Vec<usize>> = HashMap::new();
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let mut noise = rltk::FastNoise::seeded(rng.roll_dice(1, 65536) as u64);
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noise.set_noise_type(rltk::NoiseType::Cellular);
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noise.set_frequency(0.08);
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noise.set_cellular_distance_function(rltk::CellularDistanceFunction::Manhattan);
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for y in 1..map.height - 1 {
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for x in 1..map.width - 1 {
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let idx = map.xy_idx(x, y);
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if map.tiles[idx] == TileType::Floor {
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let cell_value_f = noise.get_noise(x as f32, y as f32) * 10240.0;
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let cell_value = cell_value_f as i32;
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if noise_areas.contains_key(&cell_value) {
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noise_areas.get_mut(&cell_value).unwrap().push(idx);
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} else {
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noise_areas.insert(cell_value, vec![idx]);
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}
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}
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}
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}
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noise_areas
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}
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pub fn draw_corridor(map: &mut Map, x1: i32, y1: i32, x2: i32, y2: i32) {
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let mut x = x1;
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let mut y = y1;
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@ -6,7 +6,7 @@ use std::collections::HashSet;
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use rltk::RandomNumberGenerator;
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use super::{remove_unreachable_areas_returning_most_distant, MapBuilder};
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use crate::map_builders::{BuilderMap, InitialMapBuilder, MetaMapBuilder};
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use crate::{Map, Position, TileType, SHOW_MAPGEN_VISUALIZER};
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#[derive(PartialEq, Copy, Clone)]
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@ -26,200 +26,102 @@ pub enum PrefabMode {
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#[allow(dead_code)]
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pub struct PrefabBuilder {
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map: Map,
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starting_position: Position,
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depth: i32,
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history: Vec<Map>,
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mode: PrefabMode,
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previous_builder: Option<Box<dyn MapBuilder>>,
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spawn_list: Vec<(usize, String)>,
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}
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impl MapBuilder for PrefabBuilder {
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fn get_map(&self) -> Map {
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self.map.clone()
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impl MetaMapBuilder for PrefabBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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fn get_starting_position(&self) -> Position {
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self.starting_position
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}
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fn get_snapshot_history(&self) -> Vec<Map> {
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self.history.clone()
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}
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fn build_map(&mut self) {
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self.build();
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}
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN_VISUALIZER {
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let mut snapshot = self.map.clone();
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for v in snapshot.revealed_tiles.iter_mut() {
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*v = true;
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}
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self.history.push(snapshot);
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}
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}
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fn get_spawn_list(&self) -> &Vec<(usize, String)> {
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&self.spawn_list
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impl InitialMapBuilder for PrefabBuilder {
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build(rng, build_data);
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}
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}
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impl PrefabBuilder {
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#[allow(dead_code)]
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pub fn new(new_depth: i32, previous_builder: Option<Box<dyn MapBuilder>>) -> PrefabBuilder {
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PrefabBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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history: Vec::new(),
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pub fn new() -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder {
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mode: PrefabMode::RoomVaults,
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previous_builder,
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spawn_list: Vec::new(),
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}
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})
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}
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#[allow(dead_code)]
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pub fn rex_level(new_depth: i32, template: &'static str) -> PrefabBuilder {
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PrefabBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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history: Vec::new(),
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pub fn rex_level(template: &'static str) -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder {
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mode: PrefabMode::RexLevel { template },
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previous_builder: None,
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spawn_list: Vec::new(),
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}
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})
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}
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#[allow(dead_code)]
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pub fn constant(new_depth: i32, level: prefab_levels::PrefabLevel) -> PrefabBuilder {
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PrefabBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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history: Vec::new(),
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pub fn constant(level: prefab_levels::PrefabLevel) -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder {
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mode: PrefabMode::Constant { level },
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previous_builder: None,
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spawn_list: Vec::new(),
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}
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})
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}
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#[allow(dead_code)]
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pub fn sectional(
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new_depth: i32,
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section: prefab_sections::PrefabSection,
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previous_builder: Box<dyn MapBuilder>,
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) -> PrefabBuilder {
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PrefabBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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history: Vec::new(),
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pub fn sectional(section: prefab_sections::PrefabSection) -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder {
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mode: PrefabMode::Sectional { section },
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previous_builder: Some(previous_builder),
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spawn_list: Vec::new(),
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}
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})
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}
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#[allow(dead_code)]
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pub fn vaults(new_depth: i32, previous_builder: Box<dyn MapBuilder>) -> PrefabBuilder {
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PrefabBuilder {
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map: Map::new(new_depth),
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starting_position: Position { x: 0, y: 0 },
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depth: new_depth,
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history: Vec::new(),
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pub fn vaults() -> Box<PrefabBuilder> {
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Box::new(PrefabBuilder {
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mode: PrefabMode::RoomVaults,
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previous_builder: Some(previous_builder),
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spawn_list: Vec::new(),
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}
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})
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}
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fn build(&mut self) {
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fn build(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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match self.mode {
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PrefabMode::RexLevel { template } => self.load_rex_map(template),
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PrefabMode::Constant { level } => self.load_ascii_map(&level),
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PrefabMode::Sectional { section } => self.apply_sectional(§ion),
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PrefabMode::RoomVaults => self.apply_room_vaults(),
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}
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self.take_snapshot();
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// Find a starting point; start at the middle and walk left until we find an open tile
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let mut start_idx;
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if self.starting_position.x == 0 {
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self.starting_position = Position {
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x: self.map.width / 2,
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y: self.map.height / 2,
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};
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start_idx = self
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.map
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.xy_idx(self.starting_position.x, self.starting_position.y);
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while self.map.tiles[start_idx] != TileType::Floor {
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self.starting_position.x -= 1;
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start_idx = self
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.map
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.xy_idx(self.starting_position.x, self.starting_position.y);
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}
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self.take_snapshot();
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}
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let mut has_exit = false;
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for t in self.map.tiles.iter() {
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if *t == TileType::DownStairs {
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has_exit = true;
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}
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}
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if !has_exit {
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start_idx = self
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.map
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.xy_idx(self.starting_position.x, self.starting_position.y);
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// Find all tiles we can reach from the starting point
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let exit_tile =
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remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx);
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self.take_snapshot();
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// Place the stairs
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self.map.tiles[exit_tile] = TileType::DownStairs;
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self.take_snapshot();
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PrefabMode::RexLevel { template } => self.load_rex_map(template, build_data),
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PrefabMode::Constant { level } => self.load_ascii_map(&level, build_data),
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PrefabMode::Sectional { section } => self.apply_sectional(§ion, rng, build_data),
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PrefabMode::RoomVaults => self.apply_room_vaults(rng, build_data),
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}
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build_data.take_snapshot();
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}
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fn char_to_map(&mut self, ch: char, idx: usize) {
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fn char_to_map(&mut self, ch: char, idx: usize, build_data: &mut BuilderMap) {
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match ch {
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' ' => self.map.tiles[idx] = TileType::Floor,
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'#' => self.map.tiles[idx] = TileType::Wall,
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' ' => build_data.map.tiles[idx] = TileType::Floor,
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'#' => build_data.map.tiles[idx] = TileType::Wall,
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'@' => {
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let x = idx as i32 % self.map.width;
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let y = idx as i32 / self.map.width;
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self.map.tiles[idx] = TileType::Floor;
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self.starting_position = Position {
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let x = idx as i32 % build_data.map.width;
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let y = idx as i32 / build_data.map.width;
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.starting_position = Some(Position {
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x: x as i32,
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y: y as i32,
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};
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});
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}
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'>' => self.map.tiles[idx] = TileType::DownStairs,
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'>' => build_data.map.tiles[idx] = TileType::DownStairs,
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'g' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawn_list.push((idx, "Goblin".to_string()));
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "Goblin".to_string()));
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}
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'o' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawn_list.push((idx, "Orc".to_string()));
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "Orc".to_string()));
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}
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'^' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawn_list.push((idx, "Bear Trap".to_string()));
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "Bear Trap".to_string()));
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}
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'%' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawn_list.push((idx, "Rations".to_string()));
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "Rations".to_string()));
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}
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'!' => {
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self.map.tiles[idx] = TileType::Floor;
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self.spawn_list.push((idx, "Health Potion".to_string()));
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build_data.map.tiles[idx] = TileType::Floor;
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build_data
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.spawn_list
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.push((idx, "Health Potion".to_string()));
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}
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_ => {
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rltk::console::log(format!("Unknown glyph loading map: {}", (ch as u8) as char));
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@ -228,17 +130,17 @@ impl PrefabBuilder {
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}
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#[allow(dead_code)]
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fn load_rex_map(&mut self, path: &str) {
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fn load_rex_map(&mut self, path: &str, build_data: &mut BuilderMap) {
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let xp_file = rltk::rex::XpFile::from_resource(path).unwrap();
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for layer in &xp_file.layers {
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for y in 0..layer.height {
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for x in 0..layer.width {
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let cell = layer.get(x, y).unwrap();
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if x < self.map.width as usize && y < self.map.height as usize {
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let idx = self.map.xy_idx(x as i32, y as i32);
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if x < build_data.map.width as usize && y < build_data.map.height as usize {
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let idx = build_data.map.xy_idx(x as i32, y as i32);
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// We're doing some nasty casting to make it easier to type things like '#' in the match
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self.char_to_map(cell.ch as u8 as char, idx);
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self.char_to_map(cell.ch as u8 as char, idx, build_data);
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}
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}
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}
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@ -259,95 +161,102 @@ impl PrefabBuilder {
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}
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#[allow(dead_code)]
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fn load_ascii_map(&mut self, level: &prefab_levels::PrefabLevel) {
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let string_vec = PrefabBuilder::read_ascii_to_vec(level.template);
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fn load_ascii_map(&mut self, level: &prefab_levels::PrefabLevel, build_data: &mut BuilderMap) {
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let string_vec = Self::read_ascii_to_vec(level.template);
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let mut i = 0;
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for ty in 0..level.height {
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for tx in 0..level.width {
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if tx < self.map.width as usize && ty < self.map.height as usize {
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let idx = self.map.xy_idx(tx as i32, ty as i32);
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self.char_to_map(string_vec[i], idx);
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if tx < build_data.map.width as usize && ty < build_data.map.height as usize {
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let idx = build_data.map.xy_idx(tx as i32, ty as i32);
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self.char_to_map(string_vec[i], idx, build_data);
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}
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i += 1;
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}
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}
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}
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fn apply_previous_iteration<F>(&mut self, mut filter: F)
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where
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F: FnMut(i32, i32, &(usize, String)) -> bool,
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fn apply_previous_iteration<F>(
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&mut self,
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mut filter: F,
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_rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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) where
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F: FnMut(i32, i32) -> bool,
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{
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// Build the map
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let prev_builder = self.previous_builder.as_mut().unwrap();
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prev_builder.build_map();
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self.starting_position = prev_builder.get_starting_position();
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self.map = prev_builder.get_map();
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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()))
|
||||
}
|
||||
}
|
||||
self.take_snapshot();
|
||||
let width = build_data.map.width;
|
||||
build_data.spawn_list.retain(|(idx, _name)| {
|
||||
let x = *idx as i32 % width;
|
||||
let y = *idx as i32 / width;
|
||||
|
||||
filter(x, y)
|
||||
});
|
||||
build_data.take_snapshot();
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection) {
|
||||
fn apply_sectional(
|
||||
&mut self,
|
||||
section: &prefab_sections::PrefabSection,
|
||||
rng: &mut RandomNumberGenerator,
|
||||
build_data: &mut BuilderMap,
|
||||
) {
|
||||
use prefab_sections::*;
|
||||
|
||||
let string_vec = PrefabBuilder::read_ascii_to_vec(section.template);
|
||||
let string_vec = Self::read_ascii_to_vec(section.template);
|
||||
|
||||
// Place the new section
|
||||
let chunk_x = match section.placement.0 {
|
||||
HorizontalPlacement::Left => 0,
|
||||
HorizontalPlacement::Center => (self.map.width / 2) - (section.width as i32 / 2),
|
||||
HorizontalPlacement::Right => (self.map.width - 1) - section.width as i32,
|
||||
HorizontalPlacement::Center => (build_data.map.width / 2) - (section.width as i32 / 2),
|
||||
HorizontalPlacement::Right => (build_data.map.width - 1) - section.width as i32,
|
||||
};
|
||||
|
||||
let chunk_y = match section.placement.1 {
|
||||
VerticalPlacement::Top => 0,
|
||||
VerticalPlacement::Center => (self.map.height / 2) - (section.height as i32 / 2),
|
||||
VerticalPlacement::Bottom => (self.map.height - 1) - section.height as i32,
|
||||
VerticalPlacement::Center => (build_data.map.height / 2) - (section.height as i32 / 2),
|
||||
VerticalPlacement::Bottom => (build_data.map.height - 1) - section.height as i32,
|
||||
};
|
||||
|
||||
// Build the map
|
||||
self.apply_previous_iteration(|x, y, _e| {
|
||||
x < chunk_x
|
||||
|| x > (chunk_x + section.width as i32)
|
||||
|| y < chunk_y
|
||||
|| y > (chunk_y + section.height as i32)
|
||||
});
|
||||
self.apply_previous_iteration(
|
||||
|x, y| {
|
||||
x < chunk_x
|
||||
|| x > (chunk_x + section.width as i32)
|
||||
|| y < chunk_y
|
||||
|| y > (chunk_y + section.height as i32)
|
||||
},
|
||||
rng,
|
||||
build_data,
|
||||
);
|
||||
|
||||
let mut i = 0;
|
||||
for ty in 0..section.height {
|
||||
for tx in 0..section.width {
|
||||
if tx > 0
|
||||
&& tx < self.map.width as usize - 1
|
||||
&& ty < self.map.height as usize - 1
|
||||
&& tx < build_data.map.width as usize - 1
|
||||
&& ty < build_data.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);
|
||||
let idx = build_data
|
||||
.map
|
||||
.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
|
||||
self.char_to_map(string_vec[i], idx, build_data);
|
||||
}
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
self.take_snapshot();
|
||||
build_data.take_snapshot();
|
||||
}
|
||||
|
||||
fn apply_room_vaults(&mut self) {
|
||||
fn apply_room_vaults(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
|
||||
use prefab_rooms::*;
|
||||
let mut rng = RandomNumberGenerator::new();
|
||||
|
||||
// Apply the previous builder, and keep all entities it spawns (for now)
|
||||
self.apply_previous_iteration(|_x, _y, _e| true);
|
||||
self.apply_previous_iteration(|_x, _y| true, rng, build_data);
|
||||
|
||||
// Do we want a vault at all?
|
||||
let vault_roll = rng.roll_dice(1, 6) + self.depth;
|
||||
let vault_roll = rng.roll_dice(1, 6) + build_data.map.depth;
|
||||
if vault_roll < 4 {
|
||||
return;
|
||||
}
|
||||
@ -358,7 +267,9 @@ impl PrefabBuilder {
|
||||
// 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)
|
||||
.filter(|v| {
|
||||
build_data.map.depth >= v.first_depth && build_data.map.depth <= v.last_depth
|
||||
})
|
||||
.collect();
|
||||
|
||||
// Bail out if there's nothing to build
|
||||
@ -382,20 +293,20 @@ impl PrefabBuilder {
|
||||
|
||||
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;
|
||||
let x = (idx % build_data.map.width as usize) as i32;
|
||||
let y = (idx / build_data.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
|
||||
&& (x + vault.width as i32) < build_data.map.width - 2
|
||||
&& y > 1
|
||||
&& (y + vault.height as i32) < self.map.height - 2
|
||||
&& (y + vault.height as i32) < build_data.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 {
|
||||
let idx = build_data.map.xy_idx(tx + x, ty + y);
|
||||
if build_data.map.tiles[idx] != TileType::Floor {
|
||||
possible = false;
|
||||
}
|
||||
if used_tiles.contains(&idx) {
|
||||
@ -411,7 +322,7 @@ impl PrefabBuilder {
|
||||
}
|
||||
|
||||
idx += 1;
|
||||
if idx >= self.map.tiles.len() - 1 {
|
||||
if idx >= build_data.map.tiles.len() - 1 {
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -427,9 +338,9 @@ impl PrefabBuilder {
|
||||
let chunk_x = pos.x;
|
||||
let chunk_y = pos.y;
|
||||
|
||||
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 width = build_data.map.width; // The borrow checker really doesn't like it
|
||||
let height = build_data.map.height; // when we access `self` inside the `retain`
|
||||
build_data.spawn_list.retain(|e| {
|
||||
let idx = e.0 as i32;
|
||||
let x = idx % width;
|
||||
let y = idx / height;
|
||||
@ -439,17 +350,19 @@ impl PrefabBuilder {
|
||||
|| y > chunk_y + vault.height as i32
|
||||
});
|
||||
|
||||
let string_vec = PrefabBuilder::read_ascii_to_vec(vault.template);
|
||||
let string_vec = Self::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);
|
||||
let idx = build_data
|
||||
.map
|
||||
.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
|
||||
self.char_to_map(string_vec[i], idx, build_data);
|
||||
used_tiles.insert(idx);
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
self.take_snapshot();
|
||||
build_data.take_snapshot();
|
||||
|
||||
possible_vaults.remove(vault_index);
|
||||
}
|
||||
|
@ -39,9 +39,9 @@ pub const SILLY_SMILE: PrefabRoom = PrefabRoom {
|
||||
const SILLY_SMILE_MAP: &str = "
|
||||
|
||||
^ ^
|
||||
#
|
||||
#
|
||||
|
||||
###
|
||||
###
|
||||
|
||||
";
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user