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roguelike-game/src/map_builders/prefab_builder.rs

259 lines
8.3 KiB
Rust

mod prefab_levels;
mod prefab_sections;
use rltk::RandomNumberGenerator;
use specs::prelude::*;
use super::{remove_unreachable_areas_returning_most_distant, MapBuilder};
use crate::{spawner, Map, Position, TileType, SHOW_MAPGEN_VISUALIZER};
#[derive(PartialEq, Clone)]
#[allow(dead_code)]
pub enum PrefabMode {
RexLevel {
template: &'static str,
},
Constant {
level: prefab_levels::PrefabLevel,
},
Sectional {
section: prefab_sections::PrefabSection,
},
}
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::Sectional {
section: prefab_sections::UNDERGROUND_FORT,
},
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),
}
self.take_snapshot();
// Find a starting point; start at the middle and walk left until we find an open tile
if self.starting_position.x == 0 {
self.starting_position = Position {
x: self.map.width / 2,
y: self.map.height / 2,
};
let mut 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();
// 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) {
// Start by converting to a vector, with newlines removed
let string_vec = Self::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;
}
}
}
pub fn apply_sectional(&mut self, section: &prefab_sections::PrefabSection) {
use prefab_sections::*;
let string_vec = Self::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
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();
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 x < chunk_x
|| x > (chunk_x + section.width as i32)
|| y < chunk_y
|| y > (chunk_y + section.height as i32)
{
self.spawn_list.push((idx, e.1.to_string()))
}
}
self.take_snapshot();
let mut i = 0;
for ty in 0..section.height {
for tx in 0..section.width {
if tx < self.map.width as usize && ty < self.map.height as usize {
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();
}
}