388 lines
13 KiB
Rust
388 lines
13 KiB
Rust
use std::collections::HashSet;
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use ::rltk::{Point, RandomNumberGenerator};
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use super::{BuilderChain, BuilderMap, InitialMapBuilder};
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use crate::{Position, TileType};
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pub fn town_builder(
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new_depth: i32,
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_rng: &mut RandomNumberGenerator,
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width: i32,
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height: i32,
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) -> BuilderChain {
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let mut chain = BuilderChain::new(new_depth, width, height);
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chain.start_with(TownBuilder::new());
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chain
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}
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enum BuildingTag {
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Pub,
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Temple,
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Blacksmith,
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Clothier,
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Alchemist,
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PlayerHouse,
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Hovel,
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Abandoned,
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Unassigned,
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}
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pub struct TownBuilder {}
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impl InitialMapBuilder for TownBuilder {
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#[allow(dead_code)]
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fn build_map(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.build_rooms(rng, build_data);
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}
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}
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impl TownBuilder {
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pub fn new() -> Box<TownBuilder> {
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Box::new(TownBuilder {})
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}
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pub fn build_rooms(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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self.grass_layer(build_data);
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self.water_and_piers(rng, build_data);
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// Make visible for screenshot
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for t in build_data.map.visible_tiles.iter_mut() {
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*t = true;
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}
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build_data.take_snapshot();
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let (mut available_building_tiles, wall_gap_y) = self.town_walls(rng, build_data);
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let mut buildings = self.buildings(rng, build_data, &mut available_building_tiles);
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let doors = self.add_doors(rng, build_data, &mut buildings, wall_gap_y);
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self.add_paths(build_data, &doors);
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let exit_idx = build_data.map.xy_idx(build_data.width - 5, wall_gap_y);
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build_data.map.tiles[exit_idx] = TileType::DownStairs;
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let building_size = self.sort_buildings(&buildings);
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self.building_factory(rng, build_data, &buildings, &building_size);
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}
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fn grass_layer(&mut self, build_data: &mut BuilderMap) {
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// We'll start with a nice layer of grass
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for t in build_data.map.tiles.iter_mut() {
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*t = TileType::Grass
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}
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build_data.take_snapshot();
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}
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fn water_and_piers(&mut self, rng: &mut RandomNumberGenerator, build_data: &mut BuilderMap) {
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let mut n = (rng.roll_dice(1, 65535) as f32) / 65535_f32;
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let mut water_width: Vec<i32> = Vec::new();
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for y in 0..build_data.height {
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let n_water = (f32::sin(n) * 10.0) as i32 + 14 + rng.roll_dice(1, 6);
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water_width.push(n_water);
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n += 0.1;
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for x in 0..n_water {
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let idx = build_data.map.xy_idx(x, y);
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build_data.map.tiles[idx] = TileType::DeepWater;
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}
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for x in n_water..n_water + 3 {
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let idx = build_data.map.xy_idx(x, y);
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build_data.map.tiles[idx] = TileType::ShallowWater;
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}
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}
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build_data.take_snapshot();
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// Add piers
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for _i in 0..rng.roll_dice(1, 4) + 6 {
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let y = rng.roll_dice(1, build_data.height) - 1;
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for x in 2 + rng.roll_dice(1, 6)..water_width[y as usize] + 4 {
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let idx = build_data.map.xy_idx(x, y);
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build_data.map.tiles[idx] = TileType::WoodFloor;
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}
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}
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build_data.take_snapshot();
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}
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fn town_walls(
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&mut self,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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) -> (HashSet<usize>, i32) {
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let mut available_building_tiles: HashSet<usize> = HashSet::new();
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let wall_gap_y = rng.roll_dice(1, build_data.height - 9) + 5;
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for y in 1..build_data.height - 2 {
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if !(y > wall_gap_y - 4 && y < wall_gap_y + 4) {
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let idx = build_data.map.xy_idx(30, y);
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build_data.map.tiles[idx] = TileType::Wall;
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build_data.map.tiles[idx - 1] = TileType::Floor;
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let idx_right = build_data.map.xy_idx(build_data.width - 2, y);
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build_data.map.tiles[idx_right] = TileType::Wall;
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for x in 31..build_data.width - 2 {
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let gravel_idx = build_data.map.xy_idx(x, y);
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build_data.map.tiles[gravel_idx] = TileType::Gravel;
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if y > 2 && y < build_data.height - 1 {
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available_building_tiles.insert(gravel_idx);
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}
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}
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} else {
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for x in 30..build_data.width {
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let road_idx = build_data.map.xy_idx(x, y);
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build_data.map.tiles[road_idx] = TileType::Road;
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}
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}
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}
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build_data.take_snapshot();
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for x in 30..build_data.width - 1 {
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let idx_top = build_data.map.xy_idx(x, 1);
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let idx_bot = build_data.map.xy_idx(x, build_data.height - 2);
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build_data.map.tiles[idx_top] = TileType::Wall;
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build_data.map.tiles[idx_bot] = TileType::Wall;
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}
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build_data.take_snapshot();
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(available_building_tiles, wall_gap_y)
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}
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fn buildings(
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&mut self,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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available_building_tiles: &mut HashSet<usize>,
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) -> Vec<(i32, i32, i32, i32)> {
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let mut buildings = Vec::new();
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let mut n_buildings = 0;
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while n_buildings < 12 {
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let bx = rng.roll_dice(1, build_data.map.width - 32) + 30;
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let by = rng.roll_dice(1, build_data.map.height) - 2;
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let bw = rng.roll_dice(1, 8) + 4;
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let bh = rng.roll_dice(1, 8) + 4;
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let mut possible = true;
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for y in by..by + bh {
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for x in bx..bx + bw {
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if x < 0 || x > build_data.width - 1 || y < 0 || y > build_data.height - 1 {
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possible = false;
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} else {
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let idx = build_data.map.xy_idx(x, y);
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if !available_building_tiles.contains(&idx) {
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possible = false;
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}
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}
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}
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}
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if possible {
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n_buildings += 1;
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buildings.push((bx, by, bw, bh));
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for y in by..by + bh {
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for x in bx..bx + bw {
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let idx = build_data.map.xy_idx(x, y);
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build_data.map.tiles[idx] = TileType::WoodFloor;
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available_building_tiles.remove(&idx);
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available_building_tiles.remove(&(idx + 1));
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available_building_tiles.remove(&(idx + build_data.width as usize));
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available_building_tiles.remove(&(idx - 1));
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available_building_tiles.remove(&(idx - build_data.width as usize));
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}
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}
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build_data.take_snapshot();
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}
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}
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// Outline buildings
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let mut mapclone = build_data.map.clone();
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for y in 2..build_data.height - 2 {
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for x in 32..build_data.width - 2 {
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let idx = build_data.map.xy_idx(x, y);
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if build_data.map.tiles[idx] == TileType::WoodFloor {
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let mut neighbors = 0;
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if build_data.map.tiles[idx - 1] != TileType::WoodFloor {
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neighbors += 1;
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}
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if build_data.map.tiles[idx + 1] != TileType::WoodFloor {
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neighbors += 1;
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}
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if build_data.map.tiles[idx - build_data.width as usize] != TileType::WoodFloor
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{
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neighbors += 1;
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}
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if build_data.map.tiles[idx + build_data.width as usize] != TileType::WoodFloor
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{
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neighbors += 1;
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}
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if neighbors > 0 {
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mapclone.tiles[idx] = TileType::Wall;
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}
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}
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}
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}
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build_data.map = mapclone;
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build_data.take_snapshot();
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buildings
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}
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fn add_doors(
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&mut self,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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buildings: &mut Vec<(i32, i32, i32, i32)>,
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wall_gap_y: i32,
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) -> Vec<usize> {
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let mut doors = Vec::new();
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for building in buildings.iter() {
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let door_x = building.0 + 1 + rng.roll_dice(1, building.2 - 3);
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let cy = building.1 + (building.3 / 2);
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let idx = if cy > wall_gap_y {
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// Door on the north wall
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build_data.map.xy_idx(door_x, building.1)
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} else {
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build_data.map.xy_idx(door_x, building.1 + building.3 - 1)
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};
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build_data.map.tiles[idx] = TileType::Floor;
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build_data.spawn_list.push((idx, "Door".to_string()));
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doors.push(idx);
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}
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build_data.take_snapshot();
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doors
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}
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fn add_paths(&mut self, build_data: &mut BuilderMap, doors: &[usize]) {
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let mut roads = Vec::new();
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for y in 0..build_data.height {
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for x in 0..build_data.width {
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let idx = build_data.map.xy_idx(x, y);
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if build_data.map.tiles[idx] == TileType::Road {
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roads.push(idx);
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}
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}
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}
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build_data.map.populate_blocked();
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for door_idx in doors.iter() {
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let mut nearest_roads: Vec<(usize, f32)> = Vec::new();
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let door_pt = Point::new(
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*door_idx as i32 % build_data.map.width as i32,
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*door_idx as i32 / build_data.map.width as i32,
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);
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for r in roads.iter() {
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nearest_roads.push((
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*r,
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::rltk::DistanceAlg::PythagorasSquared.distance2d(
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door_pt,
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Point::new(
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*r as i32 % build_data.map.width,
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*r as i32 / build_data.map.width as i32,
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),
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),
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));
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}
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nearest_roads.sort_by(|a, b| a.1.partial_cmp(&b.1).unwrap());
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let destination = nearest_roads[0].0;
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let path = ::rltk::a_star_search(*door_idx, destination, &build_data.map);
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if path.success {
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for step in path.steps.iter() {
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let idx = *step as usize;
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build_data.map.tiles[idx] = TileType::Road;
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roads.push(idx);
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}
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}
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build_data.take_snapshot();
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}
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}
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fn sort_buildings(
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&mut self,
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buildings: &[(i32, i32, i32, i32)],
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) -> Vec<(usize, i32, BuildingTag)> {
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// Sort buildings by size
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let mut building_size: Vec<(usize, i32, BuildingTag)> = Vec::new();
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for (i, building) in buildings.iter().enumerate() {
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building_size.push((i, building.2 * building.3, BuildingTag::Unassigned));
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}
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building_size.sort_by(|a, b| b.1.cmp(&a.1));
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building_size[0].2 = BuildingTag::Pub;
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building_size[1].2 = BuildingTag::Temple;
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building_size[2].2 = BuildingTag::Blacksmith;
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building_size[3].2 = BuildingTag::Clothier;
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building_size[4].2 = BuildingTag::Alchemist;
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building_size[5].2 = BuildingTag::PlayerHouse;
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for b in building_size.iter_mut().skip(6) {
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b.2 = BuildingTag::Hovel;
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}
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let last_index = building_size.len() - 1;
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building_size[last_index].2 = BuildingTag::Abandoned;
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building_size
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}
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fn building_factory(
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&mut self,
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rng: &mut RandomNumberGenerator,
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build_data: &mut BuilderMap,
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buildings: &[(i32, i32, i32, i32)],
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building_index: &[(usize, i32, BuildingTag)],
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) {
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for (i, building) in buildings.iter().enumerate() {
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let build_type = &building_index[i].2;
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match build_type {
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BuildingTag::Pub => self.build_pub(building, build_data, rng),
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_ => {}
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}
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}
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}
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fn build_pub(
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&mut self,
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building: &(i32, i32, i32, i32),
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build_data: &mut BuilderMap,
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rng: &mut RandomNumberGenerator,
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) {
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// Place the player
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build_data.starting_position = Some(Position {
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x: building.0 + (building.2 / 2),
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y: building.1 + (building.3 / 2),
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});
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let player_idx = build_data
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.map
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.xy_idx(building.0 + (building.2 / 2), building.1 + (building.3 / 2));
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// Place other items
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let mut to_place: Vec<&str> = vec![
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"Barkeep",
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"Shady Salesman",
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"Patron",
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"Patron",
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"Table",
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"Chair",
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"Table",
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"Chair",
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];
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for y in building.1..building.1 + building.3 {
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for x in building.0..building.0 + building.2 {
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let idx = build_data.map.xy_idx(x, y);
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if build_data.map.tiles[idx] == TileType::WoodFloor
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&& idx != player_idx
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&& rng.roll_dice(1, 3) == 1
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&& !to_place.is_empty()
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{
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let entity_tag = to_place[0];
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to_place.remove(0);
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build_data.spawn_list.push((idx, entity_tag.to_string()));
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}
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}
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}
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}
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}
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