Add basic map
This commit is contained in:
parent
7c67291031
commit
0af23af3d3
@ -30,6 +30,7 @@ mod healing_system;
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mod hunger_system;
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mod inventory_system;
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mod map;
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mod map_builders;
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mod map_indexing_system;
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mod melee_combat_system;
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mod monster_ai_system;
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@ -40,8 +41,8 @@ mod rect;
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mod rex_assets;
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mod save_load_system;
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mod spawner;
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mod visibility_system;
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mod trigger_system;
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mod visibility_system;
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#[derive(PartialEq, Copy, Clone)]
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pub enum RunState {
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@ -86,7 +87,7 @@ impl State {
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let worldmap;
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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*worldmap_resource = Map::new_map_rooms_and_corridors(1);
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*worldmap_resource = map_builders::build_random_map(1);
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worldmap = worldmap_resource.clone();
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}
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@ -169,7 +170,7 @@ impl State {
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{
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let mut worldmap_resource = self.ecs.write_resource::<Map>();
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current_depth = worldmap_resource.depth;
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*worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1);
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*worldmap_resource = map_builders::build_random_map(current_depth + 1);
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worldmap = worldmap_resource.clone();
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}
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@ -512,7 +513,7 @@ fn main() -> rltk::BError {
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gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
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let map = Map::new_map_rooms_and_corridors(1);
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let map = map_builders::build_random_map(1);
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let (player_x, player_y) = map.rooms[0].center();
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let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);
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74
src/map.rs
74
src/map.rs
@ -41,33 +41,6 @@ impl Map {
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(y as usize * self.width as usize) + x as usize
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}
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fn apply_room_to_map(&mut self, room: &Rect) {
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for y in room.y1 + 1..=room.y2 {
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for x in room.x1 + 1..=room.x2 {
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let idx = self.xy_idx(x, y);
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self.tiles[idx] = TileType::Floor;
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}
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}
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}
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fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
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for x in min(x1, x2)..=max(x1, x2) {
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let idx = self.xy_idx(x, y);
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if idx > 0 && idx < self.width as usize * self.height as usize {
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self.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {
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for y in min(y1, y2)..=max(y1, y2) {
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let idx = self.xy_idx(x, y);
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if idx > 0 && idx < self.width as usize * self.height as usize {
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self.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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fn is_exit_valid(&self, x: i32, y: i32) -> bool {
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if x < 1 || x > self.width - 1 || y < 1 || y > self.height - 1 {
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return false;
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@ -88,8 +61,8 @@ impl Map {
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}
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}
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pub fn new_map_rooms_and_corridors(new_depth: i32) -> Map {
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let mut map = Map {
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pub fn new(new_depth: i32) -> Map {
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Map {
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tiles: vec![TileType::Wall; MAP_COUNT],
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rooms: Vec::new(),
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width: MAP_WIDTH as i32,
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@ -100,50 +73,7 @@ impl Map {
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tile_content: vec![Vec::new(); MAP_COUNT],
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depth: new_depth,
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bloodstains: HashSet::new(),
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};
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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let mut rng = RandomNumberGenerator::new();
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for _ in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, map.width - w - 1) - 1;
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let y = rng.roll_dice(1, map.height - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in map.rooms.iter() {
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if new_room.intersect(other_room) {
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ok = false
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};
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}
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if ok {
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map.apply_room_to_map(&new_room);
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if !map.rooms.is_empty() {
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let (new_x, new_y) = new_room.center();
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let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
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if rng.range(0, 2) == 1 {
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map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
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map.apply_vertical_tunnel(prev_y, new_y, new_x);
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} else {
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map.apply_vertical_tunnel(prev_y, new_y, prev_x);
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map.apply_horizontal_tunnel(prev_x, new_x, new_y);
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}
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}
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map.rooms.push(new_room);
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}
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}
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let stairs_position = map.rooms[map.rooms.len() - 1].center();
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let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
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map.tiles[stairs_idx] = TileType::DownStairs;
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map
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}
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}
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31
src/map_builders/common.rs
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31
src/map_builders/common.rs
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@ -0,0 +1,31 @@
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use std::cmp::{max, min};
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use crate::rect::Rect;
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use crate::{Map, TileType};
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pub fn apply_room_to_map(map: &mut Map, room: &Rect) {
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for y in room.y1 + 1..=room.y2 {
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for x in room.x1 + 1..=room.x2 {
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let idx = map.xy_idx(x, y);
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map.tiles[idx] = TileType::Floor;
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}
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}
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}
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pub fn apply_horizontal_tunnel(map: &mut Map, x1: i32, x2: i32, y: i32) {
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for x in min(x1, x2)..=max(x1, x2) {
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let idx = map.xy_idx(x, y);
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if idx > 0 && idx < map.width as usize * map.height as usize {
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map.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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pub fn apply_vertical_tunnel(map: &mut Map, y1: i32, y2: i32, x: i32) {
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for y in min(y1, y2)..=max(y1, y2) {
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let idx = map.xy_idx(x, y);
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if idx > 0 && idx < map.width as usize * map.height as usize {
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map.tiles[idx as usize] = TileType::Floor;
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}
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}
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}
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13
src/map_builders/mod.rs
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13
src/map_builders/mod.rs
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@ -0,0 +1,13 @@
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use crate::map_builders::simple_map::SimpleMapBuilder;
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use crate::Map;
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mod common;
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mod simple_map;
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trait MapBuilder {
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fn build(new_depth: i32) -> Map;
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}
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pub fn build_random_map(new_depth: i32) -> Map {
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SimpleMapBuilder::build(new_depth)
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}
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61
src/map_builders/simple_map.rs
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61
src/map_builders/simple_map.rs
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@ -0,0 +1,61 @@
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use rltk::RandomNumberGenerator;
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use specs::prelude::*;
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use crate::map_builders::{common, MapBuilder};
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use crate::rect::Rect;
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use crate::{Map, TileType};
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pub struct SimpleMapBuilder {}
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impl SimpleMapBuilder {
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fn rooms_and_corridors(map: &mut Map) {
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const MAX_ROOMS: i32 = 30;
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const MIN_SIZE: i32 = 6;
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const MAX_SIZE: i32 = 10;
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let mut rng = RandomNumberGenerator::new();
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for _ in 0..MAX_ROOMS {
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let w = rng.range(MIN_SIZE, MAX_SIZE);
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let h = rng.range(MIN_SIZE, MAX_SIZE);
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let x = rng.roll_dice(1, map.width - w - 1) - 1;
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let y = rng.roll_dice(1, map.height - h - 1) - 1;
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let new_room = Rect::new(x, y, w, h);
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let mut ok = true;
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for other_room in map.rooms.iter() {
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if new_room.intersect(other_room) {
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ok = false
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};
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}
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if ok {
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common::apply_room_to_map(map, &new_room);
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if !map.rooms.is_empty() {
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let (new_x, new_y) = new_room.center();
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let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
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if rng.range(0, 2) == 1 {
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common::apply_horizontal_tunnel(map, prev_x, new_x, prev_y);
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common::apply_vertical_tunnel(map, prev_y, new_y, new_x);
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} else {
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common::apply_vertical_tunnel(map, prev_y, new_y, prev_x);
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common::apply_horizontal_tunnel(map, prev_x, new_x, new_y);
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}
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}
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map.rooms.push(new_room);
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}
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}
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let stairs_position = map.rooms[map.rooms.len() - 1].center();
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let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
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map.tiles[stairs_idx] = TileType::DownStairs;
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}
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}
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impl MapBuilder for SimpleMapBuilder {
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fn build(new_depth: i32) -> Map {
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let mut map = Map::new(new_depth);
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SimpleMapBuilder::rooms_and_corridors(&mut map);
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map
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}
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}
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@ -4,9 +4,14 @@ use rltk::{FontCharType, RandomNumberGenerator, RGB};
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use specs::prelude::*;
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use specs::saveload::{MarkedBuilder, SimpleMarker};
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use crate::{AreaOfEffect, BlocksTile, CombatStats, Confusion, Consumable, DefenseBonus, EntryTrigger, EquipmentSlot, Equippable, Hidden, HungerClock, HungerState, InflictsDamage, Item, MagicMapper, MAP_WIDTH, MAX_MONSTER, MeleePowerBonus, Monster, Name, Player, Position, ProvidesFood, ProvidesHealing, Ranged, Renderable, SerializeMe, SingleActivation, Viewshed};
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use crate::random_table::RandomTable;
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use crate::rect::Rect;
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use crate::{
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AreaOfEffect, BlocksTile, CombatStats, Confusion, Consumable, DefenseBonus, EntryTrigger,
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EquipmentSlot, Equippable, Hidden, HungerClock, HungerState, InflictsDamage, Item, MagicMapper,
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MeleePowerBonus, Monster, Name, Player, Position, ProvidesFood, ProvidesHealing, Ranged,
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Renderable, SerializeMe, SingleActivation, Viewshed, MAP_WIDTH, MAX_MONSTER,
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};
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pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
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ecs.create_entity()
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@ -1,7 +1,10 @@
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use specs::prelude::*;
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use crate::{EntityMoved, EntryTrigger, GameLog, Hidden, InflictsDamage, Map, Name, Position, SingleActivation, SufferDamage};
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use crate::particle_system::ParticleBuilder;
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use crate::{
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EntityMoved, EntryTrigger, GameLog, Hidden, InflictsDamage, Map, Name, Position,
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SingleActivation, SufferDamage,
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};
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pub struct TriggerSystem {}
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@ -18,11 +21,24 @@ impl<'a> System<'a> for TriggerSystem {
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ReadStorage<'a, InflictsDamage>,
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WriteExpect<'a, ParticleBuilder>,
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WriteStorage<'a, SufferDamage>,
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WriteStorage<'a, SingleActivation>
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WriteStorage<'a, SingleActivation>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (map, mut entity_moved, position, entry_trigger, mut hidden, names, entities, mut game_log, inflicts_damage, mut particle_builder, mut inflict_damage, mut single_activation) = data;
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let (
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map,
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mut entity_moved,
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position,
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entry_trigger,
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mut hidden,
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names,
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entities,
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mut game_log,
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inflicts_damage,
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mut particle_builder,
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mut inflict_damage,
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mut single_activation,
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) = data;
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let mut remove_entities: Vec<Entity> = Vec::new();
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for (entity, mut _entity_moved, pos) in (&entities, &mut entity_moved, &position).join() {
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@ -41,7 +57,14 @@ impl<'a> System<'a> for TriggerSystem {
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hidden.remove(*entity_id);
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if let Some(damage) = inflicts_damage.get(*entity_id) {
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particle_builder.request(pos.x, pos.y, rltk::RGB::named(rltk::ORANGE), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('‼'), 200.0);
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particle_builder.request(
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pos.x,
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pos.y,
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rltk::RGB::named(rltk::ORANGE),
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rltk::RGB::named(rltk::BLACK),
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rltk::to_cp437('‼'),
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200.0,
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);
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SufferDamage::new_damage(&mut inflict_damage, entity, damage.damage);
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}
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@ -59,4 +82,3 @@ impl<'a> System<'a> for TriggerSystem {
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entity_moved.clear();
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}
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}
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@ -1,7 +1,11 @@
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use rltk::{field_of_view, Point, RandomNumberGenerator};
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use specs::prelude::*;
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use crate::{components::{Player, Position, Viewshed}, GameLog, Hidden, map::Map, Name};
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use crate::{
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components::{Player, Position, Viewshed},
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map::Map,
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GameLog, Hidden, Name,
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};
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pub struct VisibilitySystem {}
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@ -15,11 +19,21 @@ impl<'a> System<'a> for VisibilitySystem {
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WriteStorage<'a, Hidden>,
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WriteExpect<'a, RandomNumberGenerator>,
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ReadStorage<'a, Name>,
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WriteExpect<'a, GameLog>
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WriteExpect<'a, GameLog>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (mut map, entities, mut viewshed, pos, player, mut hidden, mut rng, names, mut game_log) = data;
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let (
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mut map,
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entities,
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mut viewshed,
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pos,
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player,
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mut hidden,
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mut rng,
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names,
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mut game_log,
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) = data;
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for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
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if !viewshed.dirty {
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continue;
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@ -45,7 +59,9 @@ impl<'a> System<'a> for VisibilitySystem {
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if let Some(_maybe_hidden) = hidden.get(*e) {
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if rng.roll_dice(1, 24) == 1 {
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if let Some(name) = names.get(*e) {
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game_log.entries.push(format!("You spotted a {}.", &name.name));
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game_log
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.entries
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.push(format!("You spotted a {}.", &name.name));
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}
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hidden.remove(*e);
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}
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