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roguelike-game/src/map_builders/town.rs

496 lines
18 KiB
Rust

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<TownBuilder> {
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<i32> = 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<usize>, i32) {
let mut available_building_tiles: HashSet<usize> = 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<usize>,
) -> 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<usize> {
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<usize>,
) {
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())),
}
}
}
}
}