use super::MapBuilder; use crate::{components::Position, spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER}; use rltk::RandomNumberGenerator; use specs::prelude::*; use std::collections::HashMap; pub struct DrunkardsWalkBuilder { map: Map, starting_position: Position, depth: i32, history: Vec, noise_areas: HashMap>, } impl MapBuilder for DrunkardsWalkBuilder { fn build_map(&mut self) { self.build(); } fn spawn_entities(&mut self, ecs: &mut World) { for area in self.noise_areas.iter() { spawner::spawn_region(ecs, area.1, self.depth); } } fn get_map(&self) -> Map { self.map.clone() } fn get_starting_position(&self) -> Position { self.starting_position } fn get_snapshot_history(&self) -> Vec { 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 DrunkardsWalkBuilder { pub fn new(new_depth: i32) -> DrunkardsWalkBuilder { DrunkardsWalkBuilder { map: Map::new(new_depth), starting_position: Position::default(), depth: new_depth, history: Vec::new(), noise_areas: HashMap::new(), } } #[allow(clippy::map_entry)] fn build(&mut self) { // let mut rng = RandomNumberGenerator::new(); // Set a central starting point self.starting_position = Position { x: self.map.width / 2, y: self.map.height / 2, }; let start_idx = self .map .xy_idx(self.starting_position.x, self.starting_position.y); self.map.tiles[start_idx] = TileType::Floor; // @TODO implement the rest } }