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roguelike-game/src/map_builders/prefab_builder.rs

459 lines
15 KiB
Rust

pub mod prefab_levels;
pub mod prefab_rooms;
pub mod prefab_sections;
use std::collections::HashSet;
use rltk::RandomNumberGenerator;
use super::{remove_unreachable_areas_returning_most_distant, MapBuilder};
use crate::{spawner, Map, Position, TileType, SHOW_MAPGEN_VISUALIZER};
#[derive(PartialEq, Copy, Clone)]
#[allow(dead_code)]
pub enum PrefabMode {
RexLevel {
template: &'static str,
},
Constant {
level: prefab_levels::PrefabLevel,
},
Sectional {
section: prefab_sections::PrefabSection,
},
RoomVaults,
}
#[allow(dead_code)]
pub struct PrefabBuilder {
map: Map,
starting_position: Position,
depth: i32,
history: Vec<Map>,
mode: PrefabMode,
previous_builder: Option<Box<dyn MapBuilder>>,
spawn_list: Vec<(usize, String)>,
}
impl MapBuilder for PrefabBuilder {
fn get_map(&self) -> Map {
self.map.clone()
}
fn get_starting_position(&self) -> Position {
self.starting_position
}
fn get_snapshot_history(&self) -> Vec<Map> {
self.history.clone()
}
fn build_map(&mut self) {
self.build();
}
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);
}
}
fn get_spawn_list(&self) -> &Vec<(usize, String)> {
&self.spawn_list
}
}
impl PrefabBuilder {
#[allow(dead_code)]
pub fn new(new_depth: i32, previous_builder: Option<Box<dyn MapBuilder>>) -> PrefabBuilder {
PrefabBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
history: Vec::new(),
mode: PrefabMode::RoomVaults,
previous_builder,
spawn_list: Vec::new(),
}
}
#[allow(dead_code)]
pub fn rex_level(new_depth: i32, template: &'static str) -> PrefabBuilder {
PrefabBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
history: Vec::new(),
mode: PrefabMode::RexLevel { template },
previous_builder: None,
spawn_list: Vec::new(),
}
}
#[allow(dead_code)]
pub fn constant(new_depth: i32, level: prefab_levels::PrefabLevel) -> PrefabBuilder {
PrefabBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
history: Vec::new(),
mode: PrefabMode::Constant { level },
previous_builder: None,
spawn_list: Vec::new(),
}
}
#[allow(dead_code)]
pub fn sectional(
new_depth: i32,
section: prefab_sections::PrefabSection,
previous_builder: Box<dyn MapBuilder>,
) -> PrefabBuilder {
PrefabBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
history: Vec::new(),
mode: PrefabMode::Sectional { section },
previous_builder: Some(previous_builder),
spawn_list: Vec::new(),
}
}
#[allow(dead_code)]
pub fn vaults(new_depth: i32, previous_builder: Box<dyn MapBuilder>) -> PrefabBuilder {
PrefabBuilder {
map: Map::new(new_depth),
starting_position: Position { x: 0, y: 0 },
depth: new_depth,
history: Vec::new(),
mode: PrefabMode::RoomVaults,
previous_builder: Some(previous_builder),
spawn_list: Vec::new(),
}
}
fn build(&mut self) {
match self.mode {
PrefabMode::RexLevel { template } => self.load_rex_map(template),
PrefabMode::Constant { level } => self.load_ascii_map(&level),
PrefabMode::Sectional { section } => self.apply_sectional(&section),
PrefabMode::RoomVaults => self.apply_room_vaults(),
}
self.take_snapshot();
// Find a starting point; start at the middle and walk left until we find an open tile
let mut start_idx;
if self.starting_position.x == 0 {
self.starting_position = Position {
x: self.map.width / 2,
y: self.map.height / 2,
};
start_idx = self
.map
.xy_idx(self.starting_position.x, self.starting_position.y);
while self.map.tiles[start_idx] != TileType::Floor {
self.starting_position.x -= 1;
start_idx = self
.map
.xy_idx(self.starting_position.x, self.starting_position.y);
}
self.take_snapshot();
}
let mut has_exit = false;
for t in self.map.tiles.iter() {
if *t == TileType::DownStairs {
has_exit = true;
}
}
if !has_exit {
start_idx = self
.map
.xy_idx(self.starting_position.x, self.starting_position.y);
// Find all tiles we can reach from the starting point
let exit_tile =
remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx);
self.take_snapshot();
// Place the stairs
self.map.tiles[exit_tile] = TileType::DownStairs;
self.take_snapshot();
}
}
fn char_to_map(&mut self, ch: char, idx: usize) {
match ch {
' ' => self.map.tiles[idx] = TileType::Floor,
'#' => self.map.tiles[idx] = TileType::Wall,
'@' => {
let x = idx as i32 % self.map.width;
let y = idx as i32 / self.map.width;
self.map.tiles[idx] = TileType::Floor;
self.starting_position = Position {
x: x as i32,
y: y as i32,
};
}
'>' => self.map.tiles[idx] = TileType::DownStairs,
'g' => {
self.map.tiles[idx] = TileType::Floor;
self.spawn_list.push((idx, "Goblin".to_string()));
}
'o' => {
self.map.tiles[idx] = TileType::Floor;
self.spawn_list.push((idx, "Orc".to_string()));
}
'^' => {
self.map.tiles[idx] = TileType::Floor;
self.spawn_list.push((idx, "Bear Trap".to_string()));
}
'%' => {
self.map.tiles[idx] = TileType::Floor;
self.spawn_list.push((idx, "Rations".to_string()));
}
'!' => {
self.map.tiles[idx] = TileType::Floor;
self.spawn_list.push((idx, "Health Potion".to_string()));
}
_ => {
rltk::console::log(format!("Unknown glyph loading map: {}", (ch as u8) as char));
}
}
}
#[allow(dead_code)]
fn load_rex_map(&mut self, path: &str) {
let xp_file = rltk::rex::XpFile::from_resource(path).unwrap();
for layer in &xp_file.layers {
for y in 0..layer.height {
for x in 0..layer.width {
let cell = layer.get(x, y).unwrap();
if x < self.map.width as usize && y < self.map.height as usize {
let idx = self.map.xy_idx(x as i32, y as i32);
// We're doing some nasty casting to make it easier to type things like '#' in the match
self.char_to_map(cell.ch as u8 as char, idx);
}
}
}
}
}
fn read_ascii_to_vec(template: &str) -> Vec<char> {
let mut string_vec: Vec<char> = template
.chars()
.filter(|a| *a != '\r' && *a != '\n')
.collect();
for c in string_vec.iter_mut() {
if *c as u8 == 160_u8 {
*c = ' ';
}
}
string_vec
}
#[allow(dead_code)]
fn load_ascii_map(&mut self, level: &prefab_levels::PrefabLevel) {
let string_vec = PrefabBuilder::read_ascii_to_vec(level.template);
let mut i = 0;
for ty in 0..level.height {
for tx in 0..level.width {
if tx < self.map.width as usize && ty < self.map.height as usize {
let idx = self.map.xy_idx(tx as i32, ty as i32);
self.char_to_map(string_vec[i], idx);
}
i += 1;
}
}
}
fn apply_previous_iteration<F>(&mut self, mut filter: F)
where
F: FnMut(i32, i32, &(usize, String)) -> bool,
{
// Build the map
let prev_builder = self.previous_builder.as_mut().unwrap();
prev_builder.build_map();
self.starting_position = prev_builder.get_starting_position();
self.map = prev_builder.get_map();
self.history = prev_builder.get_snapshot_history();
for e in prev_builder.get_spawn_list().iter() {
let idx = e.0;
let x = idx as i32 % self.map.width;
let y = idx as i32 / self.map.width;
if filter(x, y, e) {
self.spawn_list.push((idx, e.1.to_string()))
}
}
self.take_snapshot();
}
#[allow(dead_code)]
fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection) {
use prefab_sections::*;
let string_vec = PrefabBuilder::read_ascii_to_vec(section.template);
// Place the new section
let chunk_x = match section.placement.0 {
HorizontalPlacement::Left => 0,
HorizontalPlacement::Center => (self.map.width / 2) - (section.width as i32 / 2),
HorizontalPlacement::Right => (self.map.width - 1) - section.width as i32,
};
let chunk_y = match section.placement.1 {
VerticalPlacement::Top => 0,
VerticalPlacement::Center => (self.map.height / 2) - (section.height as i32 / 2),
VerticalPlacement::Bottom => (self.map.height - 1) - section.height as i32,
};
// Build the map
self.apply_previous_iteration(|x, y, _e| {
x < chunk_x
|| x > (chunk_x + section.width as i32)
|| y < chunk_y
|| y > (chunk_y + section.height as i32)
});
let mut i = 0;
for ty in 0..section.height {
for tx in 0..section.width {
if tx > 0
&& tx < self.map.width as usize - 1
&& ty < self.map.height as usize - 1
&& ty > 0
{
let idx = self.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
self.char_to_map(string_vec[i], idx);
}
i += 1;
}
}
self.take_snapshot();
}
fn apply_room_vaults(&mut self) {
use prefab_rooms::*;
let mut rng = RandomNumberGenerator::new();
// Apply the previous builder, and keep all entities it spawns (for now)
self.apply_previous_iteration(|_x, _y, _e| true);
// Do we want a vault at all?
let vault_roll = rng.roll_dice(1, 6) + self.depth;
if vault_roll < 4 {
return;
}
// Note that this is a place-holder and will be moved out of this function
let master_vault_list = vec![TOTALLY_NOT_A_TRAP, CHECKERBOARD, SILLY_SMILE];
// Filter the vault list down to ones that are applicable to the current depth
let mut possible_vaults: Vec<&PrefabRoom> = master_vault_list
.iter()
.filter(|v| self.depth >= v.first_depth && self.depth <= v.last_depth)
.collect();
// Bail out if there's nothing to build
if possible_vaults.is_empty() {
return;
}
let n_vaults = i32::min(rng.roll_dice(1, 3), possible_vaults.len() as i32);
let mut used_tiles: HashSet<usize> = HashSet::new();
for _i in 0..n_vaults {
let vault_index = if possible_vaults.len() == 1 {
0
} else {
(rng.roll_dice(1, possible_vaults.len() as i32) - 1) as usize
};
let vault = possible_vaults[vault_index];
// We'll make a list of places in which the vault could fit
let mut vault_positions: Vec<Position> = Vec::new();
let mut idx = 0usize;
loop {
let x = (idx % self.map.width as usize) as i32;
let y = (idx / self.map.width as usize) as i32;
// Check that we won't overflow the map
if x > 1
&& (x + vault.width as i32) < self.map.width - 2
&& y > 1
&& (y + vault.height as i32) < self.map.height - 2
{
let mut possible = true;
for ty in 0..vault.height as i32 {
for tx in 0..vault.width as i32 {
let idx = self.map.xy_idx(tx + x, ty + y);
if self.map.tiles[idx] != TileType::Floor {
possible = false;
}
if used_tiles.contains(&idx) {
possible = false;
}
}
}
if possible {
vault_positions.push(Position { x, y });
break;
}
}
idx += 1;
if idx >= self.map.tiles.len() - 1 {
break;
}
}
if !vault_positions.is_empty() {
let pos_idx = if vault_positions.len() == 1 {
0
} else {
(rng.roll_dice(1, vault_positions.len() as i32) - 1) as usize
};
let pos = &vault_positions[pos_idx];
let chunk_x = pos.x;
let chunk_y = pos.y;
let width = self.map.width; // The borrow checker really doesn't like it
let height = self.map.height; // when we access `self` inside the `retain`
self.spawn_list.retain(|e| {
let idx = e.0 as i32;
let x = idx % width;
let y = idx / height;
x < chunk_x
|| x > chunk_x + vault.width as i32
|| y < chunk_y
|| y > chunk_y + vault.height as i32
});
let string_vec = PrefabBuilder::read_ascii_to_vec(vault.template);
let mut i = 0;
for ty in 0..vault.height {
for tx in 0..vault.width {
let idx = self.map.xy_idx(tx as i32 + chunk_x, ty as i32 + chunk_y);
self.char_to_map(string_vec[i], idx);
used_tiles.insert(idx);
i += 1;
}
}
self.take_snapshot();
possible_vaults.remove(vault_index);
}
}
}
}