Move map builder state into map builder
This commit is contained in:
parent
fdff800b2b
commit
feb7988f5f
37
src/main.rs
37
src/main.rs
@ -384,24 +384,20 @@ impl State {
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}
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// Build a new map and place the player
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let mut builder = map_builders::random_builder();
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let mut worldmap;
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let mut builder;
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let current_depth;
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let player_start;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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current_depth = worldmap_resource.depth;
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// builder = map_builders::random_builder(current_depth + 1);
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let (newmap, start) = builder.build_map(current_depth + 1);
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*worldmap_resource = newmap;
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player_start = start;
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worldmap = worldmap_resource.clone();
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builder = map_builders::random_builder(current_depth + 1);
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builder.build_map();
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*worldmap_resource = builder.get_map();
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player_start = builder.get_starting_position();
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}
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// Spawn bad guys
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builder.spawn_entities(&mut worldmap, &mut self.ecs, current_depth + 1);
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builder.spawn_entities(&mut self.ecs);
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// Place the player and update resources
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let (player_x, player_y) = (player_start.x, player_start.y);
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@ -445,20 +441,17 @@ impl State {
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}
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// Build a new map and place the player
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let mut builder = map_builders::random_builder();
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let mut worldmap;
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let mut builder = map_builders::random_builder(1);
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let player_start;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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let (newmap, start) = builder.build_map(1);
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*worldmap_resource = newmap;
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player_start = start;
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worldmap = worldmap_resource.clone();
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builder.build_map();
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player_start = builder.get_starting_position();
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*worldmap_resource = builder.get_map();
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}
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// Spawn bad guys
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builder.spawn_entities(&mut worldmap, &mut self.ecs, 1);
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builder.spawn_entities(&mut self.ecs);
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// Place the player and update resources
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let (player_x, player_y) = (player_start.x, player_start.y);
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@ -533,14 +526,16 @@ fn main() -> rltk::BError {
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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let mut builder = map_builders::random_builder();
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let (mut map, player_start) = builder.build_map(1);
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let mut builder = map_builders::random_builder(1);
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builder.build_map();
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let player_start = builder.get_starting_position();
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let map = builder.get_map();
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let (player_x, player_y) = (player_start.x, player_start.y);
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let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
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gs.ecs.insert(rltk::RandomNumberGenerator::new());
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builder.spawn_entities(&mut map, &mut gs.ecs, 1);
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builder.spawn_entities(&mut gs.ecs);
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gs.ecs.insert(map);
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gs.ecs.insert(Point::new(player_x, player_y));
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@ -7,11 +7,13 @@ use simple_map::SimpleMapBuilder;
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use specs::prelude::*;
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pub trait MapBuilder {
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fn build_map(&mut self, new_depth: i32) -> (Map, Position);
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fn spawn_entities(&mut self, map: &Map, ecs: &mut World, new_depth: i32);
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fn build_map(&mut self);
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fn spawn_entities(&mut self, ecs: &mut World);
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fn get_map(&self) -> Map;
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fn get_starting_position(&self) -> Position;
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}
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pub fn random_builder() -> Box<dyn MapBuilder> {
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pub fn random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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// Note that until we have a second map type, this isn't even slightly random
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Box::new(SimpleMapBuilder {})
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Box::new(SimpleMapBuilder::new(new_depth))
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}
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@ -4,25 +4,42 @@ use crate::{Map, Position, Rect, TileType};
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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pub struct SimpleMapBuilder {}
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pub struct SimpleMapBuilder {
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map: Map,
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starting_position: Position,
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depth: i32
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}
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impl MapBuilder for SimpleMapBuilder {
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fn build_map(&mut self, new_depth: i32) -> (Map, Position) {
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let mut map = Map::new(new_depth);
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let playerpos = SimpleMapBuilder::rooms_and_corridors(&mut map);
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(map, playerpos)
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fn build_map(&mut self) {
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self.rooms_and_corridors();
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}
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fn spawn_entities(&mut self, map: &Map, ecs: &mut World, _new_depth: i32) {
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for room in map.rooms.iter().skip(1) {
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spawner::spawn_room(ecs, room, 1);
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fn spawn_entities(&mut self, ecs: &mut World) {
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for room in self.map.rooms.iter().skip(1) {
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spawner::spawn_room(ecs, room, self.depth);
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}
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}
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fn get_map(&self) -> Map {
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self.map.clone()
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}
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fn get_starting_position(&self) -> Position {
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self.starting_position.clone()
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}
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}
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impl SimpleMapBuilder {
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fn rooms_and_corridors(map: &mut Map) -> Position {
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pub fn new(new_depth: i32) -> SimpleMapBuilder {
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SimpleMapBuilder{
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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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}
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}
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fn rooms_and_corridors(&mut self) {
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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@ -32,47 +49,46 @@ impl SimpleMapBuilder {
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for _ in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, map.width - w - 1) - 1;
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let y = rng.roll_dice(1, map.height - h - 1) - 1;
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let x = rng.roll_dice(1, self.map.width - w - 1) - 1;
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let y = rng.roll_dice(1, self.map.height - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in map.rooms.iter() {
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for other_room in self.map.rooms.iter() {
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if new_room.intersect(other_room) {
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ok = false;
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}
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}
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if ok {
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apply_room_to_map(map, &new_room);
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apply_room_to_map(&mut self.map, &new_room);
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if !map.rooms.is_empty() {
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if !self.map.rooms.is_empty() {
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let (new_x, new_y) = new_room.center();
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let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
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let (prev_x, prev_y) = self.map.rooms[self.map.rooms.len() - 1].center();
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if rng.range(0, 2) == 1 {
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apply_horizontal_tunnel(map, prev_x, new_x, prev_y);
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apply_vertical_tunnel(map, prev_y, new_y, new_x);
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apply_horizontal_tunnel(&mut self.map, prev_x, new_x, prev_y);
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apply_vertical_tunnel(&mut self.map, prev_y, new_y, new_x);
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} else {
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apply_vertical_tunnel(map, prev_y, new_y, prev_x);
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apply_horizontal_tunnel(map, prev_x, new_x, new_y);
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apply_vertical_tunnel(&mut self.map, prev_y, new_y, prev_x);
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apply_horizontal_tunnel(&mut self.map, prev_x, new_x, new_y);
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}
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}
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map.rooms.push(new_room);
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self.map.rooms.push(new_room);
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}
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}
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let stairs_position = map.rooms[map.rooms.len() - 1].center();
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let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
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map.tiles[stairs_idx] = TileType::DownStairs;
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let stairs_position = self.map.rooms[self.map.rooms.len() - 1].center();
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let stairs_idx = self.map.xy_idx(stairs_position.0, stairs_position.1);
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self.map.tiles[stairs_idx] = TileType::DownStairs;
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let start_pos = map.rooms[0].center();
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Position {
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let start_pos = self.map.rooms[0].center();
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self.starting_position = Position {
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x: start_pos.0,
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y: start_pos.1,
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}
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};
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}
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}
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