use std::collections::HashSet; use ::bracket_lib::prelude::*; use super::{BuilderChain, BuilderMap, InitialMapBuilder}; use crate::rng::roll_dice; use crate::{Position, TileType}; pub fn town_builder(new_depth: i32, width: i32, height: i32) -> BuilderChain { let mut chain = BuilderChain::new(new_depth, width, height, "The Town of Ion"); chain.start_with(TownBuilder::new()); chain } pub struct TownBuilder {} impl InitialMapBuilder for TownBuilder { #[allow(dead_code)] fn build_map(&mut self, build_data: &mut BuilderMap) { self.build_rooms(build_data); } } #[derive(Debug)] enum BuildingTag { Pub, Temple, Blacksmith, Clothier, Alchemist, PlayerHouse, Hovel, Abandoned, Unassigned, } impl TownBuilder { pub fn new() -> Box { Box::new(TownBuilder {}) } pub fn build_rooms(&mut self, build_data: &mut BuilderMap) { self.grass_layer(build_data); self.water_and_piers(build_data); let (mut available_building_tiles, wall_gap_y) = self.town_walls(build_data); let mut buildings = self.buildings(build_data, &mut available_building_tiles); let doors = self.add_doors(build_data, &mut buildings, wall_gap_y); self.add_paths(build_data, &doors); 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(build_data, &buildings, &building_size); self.spawn_dockers(build_data); self.spawn_townsfolk(build_data, &mut available_building_tiles); // Make visible for screenshot for t in build_data.map.visible_tiles.iter_mut() { *t = true; } build_data.take_snapshot(); } fn grass_layer(&mut self, build_data: &mut BuilderMap) { // We'll start with a nice layer of grass for t in build_data.map.tiles.iter_mut() { *t = TileType::Grass } build_data.take_snapshot(); } fn water_and_piers(&mut self, build_data: &mut BuilderMap) { let mut n = (roll_dice(1, 65535) as f32) / 65535_f32; let mut water_width: Vec = Vec::new(); for y in 0..build_data.height { let n_water = (f32::sin(n) * 10.0) as i32 + 14 + roll_dice(1, 6); water_width.push(n_water); n += 0.1; for x in 0..n_water { let idx = build_data.map.xy_idx(x, y); build_data.map.tiles[idx] = TileType::DeepWater; } for x in n_water..n_water + 3 { let idx = build_data.map.xy_idx(x, y); build_data.map.tiles[idx] = TileType::ShallowWater; } } build_data.take_snapshot(); // Add piers for _i in 0..roll_dice(1, 4) + 6 { let y = roll_dice(1, build_data.height) - 1; for x in 2 + roll_dice(1, 6)..water_width[y as usize] + 4 { let idx = build_data.map.xy_idx(x, y); build_data.map.tiles[idx] = TileType::WoodFloor; } } build_data.take_snapshot(); } fn town_walls(&mut self, build_data: &mut BuilderMap) -> (HashSet, i32) { let mut available_building_tiles: HashSet = HashSet::new(); let wall_gap_y = roll_dice(1, build_data.height - 9) + 5; for y in 1..build_data.height - 2 { if !(y > wall_gap_y - 4 && y < wall_gap_y + 4) { let idx = build_data.map.xy_idx(30, y); build_data.map.tiles[idx] = TileType::Wall; build_data.map.tiles[idx - 1] = TileType::Floor; let idx_right = build_data.map.xy_idx(build_data.width - 2, y); build_data.map.tiles[idx_right] = TileType::Wall; for x in 31..build_data.width - 2 { let gravel_idx = build_data.map.xy_idx(x, y); build_data.map.tiles[gravel_idx] = TileType::Gravel; if y > 2 && y < build_data.height - 1 { available_building_tiles.insert(gravel_idx); } } } else { for x in 30..build_data.width { let road_idx = build_data.map.xy_idx(x, y); build_data.map.tiles[road_idx] = TileType::Road; } } } build_data.take_snapshot(); for x in 30..build_data.width - 1 { let idx_top = build_data.map.xy_idx(x, 1); let idx_bot = build_data.map.xy_idx(x, build_data.height - 2); build_data.map.tiles[idx_top] = TileType::Wall; build_data.map.tiles[idx_bot] = TileType::Wall; } build_data.take_snapshot(); (available_building_tiles, wall_gap_y) } fn buildings( &mut self, build_data: &mut BuilderMap, available_building_tiles: &mut HashSet, ) -> Vec<(i32, i32, i32, i32)> { let mut buildings = Vec::new(); let mut n_buildings = 0; while n_buildings < 12 { let bx = roll_dice(1, build_data.map.width - 32) + 30; let by = roll_dice(1, build_data.map.height) - 2; let bw = roll_dice(1, 8) + 4; let bh = roll_dice(1, 8) + 4; let mut possible = true; for y in by..by + bh { for x in bx..bx + bw { if x < 0 || x > build_data.width - 1 || y < 0 || y > build_data.height - 1 { possible = false; } else { let idx = build_data.map.xy_idx(x, y); if !available_building_tiles.contains(&idx) { possible = false; } } } } if possible { n_buildings += 1; buildings.push((bx, by, bw, bh)); for y in by..by + bh { for x in bx..bx + bw { let idx = build_data.map.xy_idx(x, y); build_data.map.tiles[idx] = TileType::WoodFloor; available_building_tiles.remove(&idx); available_building_tiles.remove(&(idx + 1)); available_building_tiles.remove(&(idx + build_data.width as usize)); available_building_tiles.remove(&(idx - 1)); available_building_tiles.remove(&(idx - build_data.width as usize)); } } build_data.take_snapshot(); } } // Outline buildings let mut mapclone = build_data.map.clone(); for y in 2..build_data.height - 2 { for x in 32..build_data.width - 2 { let idx = build_data.map.xy_idx(x, y); if build_data.map.tiles[idx] == TileType::WoodFloor { let mut neighbors = 0; if build_data.map.tiles[idx - 1] != TileType::WoodFloor { neighbors += 1; } if build_data.map.tiles[idx + 1] != TileType::WoodFloor { neighbors += 1; } if build_data.map.tiles[idx - build_data.width as usize] != TileType::WoodFloor { neighbors += 1; } if build_data.map.tiles[idx + build_data.width as usize] != TileType::WoodFloor { neighbors += 1; } if neighbors > 0 { mapclone.tiles[idx] = TileType::Wall; } } } } build_data.map = mapclone; build_data.take_snapshot(); buildings } fn add_doors( &mut self, build_data: &mut BuilderMap, buildings: &mut Vec<(i32, i32, i32, i32)>, wall_gap_y: i32, ) -> Vec { let mut doors = Vec::new(); for building in buildings.iter() { let door_x = building.0 + 1 + roll_dice(1, building.2 - 3); let cy = building.1 + (building.3 / 2); let idx = if cy > wall_gap_y { // Door on the north wall build_data.map.xy_idx(door_x, building.1) } else { build_data.map.xy_idx(door_x, building.1 + building.3 - 1) }; build_data.map.tiles[idx] = TileType::Floor; build_data.spawn_list.push((idx, "Door".to_string())); doors.push(idx); } build_data.take_snapshot(); doors } fn add_paths(&mut self, build_data: &mut BuilderMap, doors: &[usize]) { let mut roads = Vec::new(); for y in 0..build_data.height { for x in 0..build_data.width { let idx = build_data.map.xy_idx(x, y); if build_data.map.tiles[idx] == TileType::Road { roads.push(idx); } } } build_data.map.populate_blocked(); for door_idx in doors.iter() { let mut nearest_roads: Vec<(usize, f32)> = Vec::new(); let door_pt = Point::new( *door_idx as i32 % build_data.map.width as i32, *door_idx as i32 / build_data.map.width as i32, ); for r in roads.iter() { nearest_roads.push(( *r, DistanceAlg::PythagorasSquared.distance2d( door_pt, Point::new( *r as i32 % build_data.map.width, *r as i32 / build_data.map.width as i32, ), ), )); } nearest_roads.sort_by(|a, b| a.1.partial_cmp(&b.1).unwrap()); let destination = nearest_roads[0].0; let path = a_star_search(*door_idx, destination, &build_data.map); if path.success { for step in path.steps.iter() { let idx = *step as usize; build_data.map.tiles[idx] = TileType::Road; roads.push(idx); } } build_data.take_snapshot(); } } fn sort_buildings( &mut self, buildings: &[(i32, i32, i32, i32)], ) -> Vec<(usize, i32, BuildingTag)> { let mut building_size: Vec<(usize, i32, BuildingTag)> = Vec::new(); for (i, building) in buildings.iter().enumerate() { building_size.push((i, building.2 * building.3, BuildingTag::Unassigned)); } building_size.sort_by(|a, b| b.1.cmp(&a.1)); building_size[0].2 = BuildingTag::Pub; building_size[1].2 = BuildingTag::Temple; building_size[2].2 = BuildingTag::Blacksmith; building_size[3].2 = BuildingTag::Clothier; building_size[4].2 = BuildingTag::Alchemist; building_size[5].2 = BuildingTag::PlayerHouse; for b in building_size.iter_mut().skip(6) { b.2 = BuildingTag::Hovel; } let last_index = building_size.len() - 1; building_size[last_index].2 = BuildingTag::Abandoned; building_size } fn building_factory( &mut self, build_data: &mut BuilderMap, buildings: &[(i32, i32, i32, i32)], building_index: &[(usize, i32, BuildingTag)], ) { for (i, _size, build_type) in building_index.iter() { let building = &buildings[*i]; match build_type { BuildingTag::Pub => self.build_pub(building, build_data), BuildingTag::Temple => self.build_temple(building, build_data), BuildingTag::Blacksmith => self.build_smith(building, build_data), BuildingTag::Clothier => self.build_clothier(building, build_data), BuildingTag::Alchemist => self.build_alchemist(building, build_data), BuildingTag::PlayerHouse => self.build_my_house(building, build_data), BuildingTag::Hovel => self.build_hovel(building, build_data), BuildingTag::Abandoned => self.build_abandoned_house(building, build_data), _ => {} } } } fn random_building_spawn( &mut self, building: &(i32, i32, i32, i32), build_data: &mut BuilderMap, to_place: &mut Vec<&str>, player_idx: usize, ) { for y in building.1..building.1 + building.3 { for x in building.0..building.0 + building.2 { let idx = build_data.map.xy_idx(x, y); if build_data.map.tiles[idx] == TileType::WoodFloor && idx != player_idx && roll_dice(1, 3) == 1 && !to_place.is_empty() { let entity_tag = to_place[0]; to_place.remove(0); build_data.spawn_list.push((idx, entity_tag.to_string())); } } } } fn build_pub(&mut self, building: &(i32, i32, i32, i32), build_data: &mut BuilderMap) { // Place the player build_data.starting_position = Some(Position { x: building.0 + (building.2 / 2), y: building.1 + (building.3 / 2), }); let player_idx = build_data .map .xy_idx(building.0 + (building.2 / 2), building.1 + (building.3 / 2)); // Place other items let mut to_place = vec![ "Barkeep", "Shady Salesman", "Patron", "Patron", "Keg", "Table", "Chair", "Table", "Chair", ]; self.random_building_spawn(building, build_data, &mut to_place, player_idx); } fn build_temple(&mut self, building: &(i32, i32, i32, i32), build_data: &mut BuilderMap) { // Place items let mut to_place: Vec<&str> = vec![ "Priest", "Altar", "Parishioner", "Parishioner", "Chair", "Chair", "Candle", "Candle", ]; self.random_building_spawn(building, build_data, &mut to_place, 0); } fn build_smith(&mut self, building: &(i32, i32, i32, i32), build_data: &mut BuilderMap) { // Place items let mut to_place: Vec<&str> = vec![ "Blacksmith", "Anvil", "Water Trough", "Weapon Rack", "Armor Stand", ]; self.random_building_spawn(building, build_data, &mut to_place, 0); } fn build_clothier(&mut self, building: &(i32, i32, i32, i32), build_data: &mut BuilderMap) { // Place items let mut to_place: Vec<&str> = vec!["Clothier", "Cabinet", "Table", "Loom", "Hide Rack"]; self.random_building_spawn(building, build_data, &mut to_place, 0); } fn build_alchemist(&mut self, building: &(i32, i32, i32, i32), build_data: &mut BuilderMap) { // Place items let mut to_place: Vec<&str> = vec!["Alchemist", "Chemistry Set", "Dead Thing", "Chair", "Table"]; self.random_building_spawn(building, build_data, &mut to_place, 0); } fn build_my_house(&mut self, building: &(i32, i32, i32, i32), build_data: &mut BuilderMap) { // Place items let mut to_place: Vec<&str> = vec!["Mom", "Bed", "Cabinet", "Chair", "Table"]; self.random_building_spawn(building, build_data, &mut to_place, 0); } fn build_hovel(&mut self, building: &(i32, i32, i32, i32), build_data: &mut BuilderMap) { // Place items let mut to_place: Vec<&str> = vec!["Peasant", "Bed", "Chair", "Table"]; self.random_building_spawn(building, build_data, &mut to_place, 0); } fn build_abandoned_house( &mut self, building: &(i32, i32, i32, i32), build_data: &mut BuilderMap, ) { for y in building.1..building.1 + building.3 { for x in building.0..building.0 + building.2 { let idx = build_data.map.xy_idx(x, y); if build_data.map.tiles[idx] == TileType::WoodFloor && idx != 0 && roll_dice(1, 2) == 1 { build_data.spawn_list.push((idx, "Rat".to_string())); } } } } fn spawn_dockers(&mut self, build_data: &mut BuilderMap) { for (idx, tt) in build_data.map.tiles.iter().enumerate() { if *tt == TileType::Bridge && roll_dice(1, 6) == 1 { match roll_dice(1, 3) { 1 => build_data.spawn_list.push((idx, "Dock Worker".to_string())), 2 => build_data .spawn_list .push((idx, "Wannabe Pirate".to_string())), _ => build_data.spawn_list.push((idx, "Fisher".to_string())), } } } } fn spawn_townsfolk( &mut self, build_data: &mut BuilderMap, available_building_tiles: &mut HashSet, ) { for idx in available_building_tiles.iter() { if roll_dice(1, 10) == 1 { match roll_dice(1, 4) { 1 => build_data.spawn_list.push((*idx, "Peasant".to_string())), 2 => build_data.spawn_list.push((*idx, "Drunk".to_string())), 3 => build_data .spawn_list .push((*idx, "Dock Worker".to_string())), _ => build_data.spawn_list.push((*idx, "Fisher".to_string())), } } } } }