Add basic map

This commit is contained in:
Kasper Juul Hermansen 2022-01-29 16:35:10 +01:00
parent 7c67291031
commit 0af23af3d3
Signed by: kjuulh
GPG Key ID: DCD9397082D97069
8 changed files with 165 additions and 86 deletions

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@ -30,6 +30,7 @@ mod healing_system;
mod hunger_system; mod hunger_system;
mod inventory_system; mod inventory_system;
mod map; mod map;
mod map_builders;
mod map_indexing_system; mod map_indexing_system;
mod melee_combat_system; mod melee_combat_system;
mod monster_ai_system; mod monster_ai_system;
@ -40,8 +41,8 @@ mod rect;
mod rex_assets; mod rex_assets;
mod save_load_system; mod save_load_system;
mod spawner; mod spawner;
mod visibility_system;
mod trigger_system; mod trigger_system;
mod visibility_system;
#[derive(PartialEq, Copy, Clone)] #[derive(PartialEq, Copy, Clone)]
pub enum RunState { pub enum RunState {
@ -86,7 +87,7 @@ impl State {
let worldmap; let worldmap;
{ {
let mut worldmap_resource = self.ecs.write_resource::<Map>(); let mut worldmap_resource = self.ecs.write_resource::<Map>();
*worldmap_resource = Map::new_map_rooms_and_corridors(1); *worldmap_resource = map_builders::build_random_map(1);
worldmap = worldmap_resource.clone(); worldmap = worldmap_resource.clone();
} }
@ -169,7 +170,7 @@ impl State {
{ {
let mut worldmap_resource = self.ecs.write_resource::<Map>(); let mut worldmap_resource = self.ecs.write_resource::<Map>();
current_depth = worldmap_resource.depth; current_depth = worldmap_resource.depth;
*worldmap_resource = Map::new_map_rooms_and_corridors(current_depth + 1); *worldmap_resource = map_builders::build_random_map(current_depth + 1);
worldmap = worldmap_resource.clone(); worldmap = worldmap_resource.clone();
} }
@ -512,7 +513,7 @@ fn main() -> rltk::BError {
gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new()); gs.ecs.insert(SimpleMarkerAllocator::<SerializeMe>::new());
let map = Map::new_map_rooms_and_corridors(1); let map = map_builders::build_random_map(1);
let (player_x, player_y) = map.rooms[0].center(); let (player_x, player_y) = map.rooms[0].center();
let player_entity = spawner::player(&mut gs.ecs, player_x, player_y); let player_entity = spawner::player(&mut gs.ecs, player_x, player_y);

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@ -41,33 +41,6 @@ impl Map {
(y as usize * self.width as usize) + x as usize (y as usize * self.width as usize) + x as usize
} }
fn apply_room_to_map(&mut self, room: &Rect) {
for y in room.y1 + 1..=room.y2 {
for x in room.x1 + 1..=room.x2 {
let idx = self.xy_idx(x, y);
self.tiles[idx] = TileType::Floor;
}
}
}
fn apply_horizontal_tunnel(&mut self, x1: i32, x2: i32, y: i32) {
for x in min(x1, x2)..=max(x1, x2) {
let idx = self.xy_idx(x, y);
if idx > 0 && idx < self.width as usize * self.height as usize {
self.tiles[idx as usize] = TileType::Floor;
}
}
}
fn apply_vertical_tunnel(&mut self, y1: i32, y2: i32, x: i32) {
for y in min(y1, y2)..=max(y1, y2) {
let idx = self.xy_idx(x, y);
if idx > 0 && idx < self.width as usize * self.height as usize {
self.tiles[idx as usize] = TileType::Floor;
}
}
}
fn is_exit_valid(&self, x: i32, y: i32) -> bool { fn is_exit_valid(&self, x: i32, y: i32) -> bool {
if x < 1 || x > self.width - 1 || y < 1 || y > self.height - 1 { if x < 1 || x > self.width - 1 || y < 1 || y > self.height - 1 {
return false; return false;
@ -88,8 +61,8 @@ impl Map {
} }
} }
pub fn new_map_rooms_and_corridors(new_depth: i32) -> Map { pub fn new(new_depth: i32) -> Map {
let mut map = Map { Map {
tiles: vec![TileType::Wall; MAP_COUNT], tiles: vec![TileType::Wall; MAP_COUNT],
rooms: Vec::new(), rooms: Vec::new(),
width: MAP_WIDTH as i32, width: MAP_WIDTH as i32,
@ -100,50 +73,7 @@ impl Map {
tile_content: vec![Vec::new(); MAP_COUNT], tile_content: vec![Vec::new(); MAP_COUNT],
depth: new_depth, depth: new_depth,
bloodstains: HashSet::new(), bloodstains: HashSet::new(),
};
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
let mut rng = RandomNumberGenerator::new();
for _ in 0..MAX_ROOMS {
let w = rng.range(MIN_SIZE, MAX_SIZE);
let h = rng.range(MIN_SIZE, MAX_SIZE);
let x = rng.roll_dice(1, map.width - w - 1) - 1;
let y = rng.roll_dice(1, map.height - h - 1) - 1;
let new_room = Rect::new(x, y, w, h);
let mut ok = true;
for other_room in map.rooms.iter() {
if new_room.intersect(other_room) {
ok = false
};
}
if ok {
map.apply_room_to_map(&new_room);
if !map.rooms.is_empty() {
let (new_x, new_y) = new_room.center();
let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
if rng.range(0, 2) == 1 {
map.apply_horizontal_tunnel(prev_x, new_x, prev_y);
map.apply_vertical_tunnel(prev_y, new_y, new_x);
} else {
map.apply_vertical_tunnel(prev_y, new_y, prev_x);
map.apply_horizontal_tunnel(prev_x, new_x, new_y);
}
}
map.rooms.push(new_room);
}
} }
let stairs_position = map.rooms[map.rooms.len() - 1].center();
let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
map.tiles[stairs_idx] = TileType::DownStairs;
map
} }
} }

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@ -0,0 +1,31 @@
use std::cmp::{max, min};
use crate::rect::Rect;
use crate::{Map, TileType};
pub fn apply_room_to_map(map: &mut Map, room: &Rect) {
for y in room.y1 + 1..=room.y2 {
for x in room.x1 + 1..=room.x2 {
let idx = map.xy_idx(x, y);
map.tiles[idx] = TileType::Floor;
}
}
}
pub fn apply_horizontal_tunnel(map: &mut Map, x1: i32, x2: i32, y: i32) {
for x in min(x1, x2)..=max(x1, x2) {
let idx = map.xy_idx(x, y);
if idx > 0 && idx < map.width as usize * map.height as usize {
map.tiles[idx as usize] = TileType::Floor;
}
}
}
pub fn apply_vertical_tunnel(map: &mut Map, y1: i32, y2: i32, x: i32) {
for y in min(y1, y2)..=max(y1, y2) {
let idx = map.xy_idx(x, y);
if idx > 0 && idx < map.width as usize * map.height as usize {
map.tiles[idx as usize] = TileType::Floor;
}
}
}

13
src/map_builders/mod.rs Normal file
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@ -0,0 +1,13 @@
use crate::map_builders::simple_map::SimpleMapBuilder;
use crate::Map;
mod common;
mod simple_map;
trait MapBuilder {
fn build(new_depth: i32) -> Map;
}
pub fn build_random_map(new_depth: i32) -> Map {
SimpleMapBuilder::build(new_depth)
}

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@ -0,0 +1,61 @@
use rltk::RandomNumberGenerator;
use specs::prelude::*;
use crate::map_builders::{common, MapBuilder};
use crate::rect::Rect;
use crate::{Map, TileType};
pub struct SimpleMapBuilder {}
impl SimpleMapBuilder {
fn rooms_and_corridors(map: &mut Map) {
const MAX_ROOMS: i32 = 30;
const MIN_SIZE: i32 = 6;
const MAX_SIZE: i32 = 10;
let mut rng = RandomNumberGenerator::new();
for _ in 0..MAX_ROOMS {
let w = rng.range(MIN_SIZE, MAX_SIZE);
let h = rng.range(MIN_SIZE, MAX_SIZE);
let x = rng.roll_dice(1, map.width - w - 1) - 1;
let y = rng.roll_dice(1, map.height - h - 1) - 1;
let new_room = Rect::new(x, y, w, h);
let mut ok = true;
for other_room in map.rooms.iter() {
if new_room.intersect(other_room) {
ok = false
};
}
if ok {
common::apply_room_to_map(map, &new_room);
if !map.rooms.is_empty() {
let (new_x, new_y) = new_room.center();
let (prev_x, prev_y) = map.rooms[map.rooms.len() - 1].center();
if rng.range(0, 2) == 1 {
common::apply_horizontal_tunnel(map, prev_x, new_x, prev_y);
common::apply_vertical_tunnel(map, prev_y, new_y, new_x);
} else {
common::apply_vertical_tunnel(map, prev_y, new_y, prev_x);
common::apply_horizontal_tunnel(map, prev_x, new_x, new_y);
}
}
map.rooms.push(new_room);
}
}
let stairs_position = map.rooms[map.rooms.len() - 1].center();
let stairs_idx = map.xy_idx(stairs_position.0, stairs_position.1);
map.tiles[stairs_idx] = TileType::DownStairs;
}
}
impl MapBuilder for SimpleMapBuilder {
fn build(new_depth: i32) -> Map {
let mut map = Map::new(new_depth);
SimpleMapBuilder::rooms_and_corridors(&mut map);
map
}
}

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@ -4,9 +4,14 @@ use rltk::{FontCharType, RandomNumberGenerator, RGB};
use specs::prelude::*; use specs::prelude::*;
use specs::saveload::{MarkedBuilder, SimpleMarker}; use specs::saveload::{MarkedBuilder, SimpleMarker};
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};
use crate::random_table::RandomTable; use crate::random_table::RandomTable;
use crate::rect::Rect; use crate::rect::Rect;
use crate::{
AreaOfEffect, BlocksTile, CombatStats, Confusion, Consumable, DefenseBonus, EntryTrigger,
EquipmentSlot, Equippable, Hidden, HungerClock, HungerState, InflictsDamage, Item, MagicMapper,
MeleePowerBonus, Monster, Name, Player, Position, ProvidesFood, ProvidesHealing, Ranged,
Renderable, SerializeMe, SingleActivation, Viewshed, MAP_WIDTH, MAX_MONSTER,
};
pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity { pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
ecs.create_entity() ecs.create_entity()

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@ -1,7 +1,10 @@
use specs::prelude::*; use specs::prelude::*;
use crate::{EntityMoved, EntryTrigger, GameLog, Hidden, InflictsDamage, Map, Name, Position, SingleActivation, SufferDamage};
use crate::particle_system::ParticleBuilder; use crate::particle_system::ParticleBuilder;
use crate::{
EntityMoved, EntryTrigger, GameLog, Hidden, InflictsDamage, Map, Name, Position,
SingleActivation, SufferDamage,
};
pub struct TriggerSystem {} pub struct TriggerSystem {}
@ -18,11 +21,24 @@ impl<'a> System<'a> for TriggerSystem {
ReadStorage<'a, InflictsDamage>, ReadStorage<'a, InflictsDamage>,
WriteExpect<'a, ParticleBuilder>, WriteExpect<'a, ParticleBuilder>,
WriteStorage<'a, SufferDamage>, WriteStorage<'a, SufferDamage>,
WriteStorage<'a, SingleActivation> WriteStorage<'a, SingleActivation>,
); );
fn run(&mut self, data: Self::SystemData) { fn run(&mut self, data: Self::SystemData) {
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; 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;
let mut remove_entities: Vec<Entity> = Vec::new(); let mut remove_entities: Vec<Entity> = Vec::new();
for (entity, mut _entity_moved, pos) in (&entities, &mut entity_moved, &position).join() { for (entity, mut _entity_moved, pos) in (&entities, &mut entity_moved, &position).join() {
@ -41,7 +57,14 @@ impl<'a> System<'a> for TriggerSystem {
hidden.remove(*entity_id); hidden.remove(*entity_id);
if let Some(damage) = inflicts_damage.get(*entity_id) { if let Some(damage) = inflicts_damage.get(*entity_id) {
particle_builder.request(pos.x, pos.y, rltk::RGB::named(rltk::ORANGE), rltk::RGB::named(rltk::BLACK), rltk::to_cp437('‼'), 200.0); particle_builder.request(
pos.x,
pos.y,
rltk::RGB::named(rltk::ORANGE),
rltk::RGB::named(rltk::BLACK),
rltk::to_cp437('‼'),
200.0,
);
SufferDamage::new_damage(&mut inflict_damage, entity, damage.damage); SufferDamage::new_damage(&mut inflict_damage, entity, damage.damage);
} }
@ -59,4 +82,3 @@ impl<'a> System<'a> for TriggerSystem {
entity_moved.clear(); entity_moved.clear();
} }
} }

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@ -1,7 +1,11 @@
use rltk::{field_of_view, Point, RandomNumberGenerator}; use rltk::{field_of_view, Point, RandomNumberGenerator};
use specs::prelude::*; use specs::prelude::*;
use crate::{components::{Player, Position, Viewshed}, GameLog, Hidden, map::Map, Name}; use crate::{
components::{Player, Position, Viewshed},
map::Map,
GameLog, Hidden, Name,
};
pub struct VisibilitySystem {} pub struct VisibilitySystem {}
@ -15,11 +19,21 @@ impl<'a> System<'a> for VisibilitySystem {
WriteStorage<'a, Hidden>, WriteStorage<'a, Hidden>,
WriteExpect<'a, RandomNumberGenerator>, WriteExpect<'a, RandomNumberGenerator>,
ReadStorage<'a, Name>, ReadStorage<'a, Name>,
WriteExpect<'a, GameLog> WriteExpect<'a, GameLog>,
); );
fn run(&mut self, data: Self::SystemData) { fn run(&mut self, data: Self::SystemData) {
let (mut map, entities, mut viewshed, pos, player, mut hidden, mut rng, names, mut game_log) = data; let (
mut map,
entities,
mut viewshed,
pos,
player,
mut hidden,
mut rng,
names,
mut game_log,
) = data;
for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() { for (ent, viewshed, pos) in (&entities, &mut viewshed, &pos).join() {
if !viewshed.dirty { if !viewshed.dirty {
continue; continue;
@ -45,7 +59,9 @@ impl<'a> System<'a> for VisibilitySystem {
if let Some(_maybe_hidden) = hidden.get(*e) { if let Some(_maybe_hidden) = hidden.get(*e) {
if rng.roll_dice(1, 24) == 1 { if rng.roll_dice(1, 24) == 1 {
if let Some(name) = names.get(*e) { if let Some(name) = names.get(*e) {
game_log.entries.push(format!("You spotted a {}.", &name.name)); game_log
.entries
.push(format!("You spotted a {}.", &name.name));
} }
hidden.remove(*e); hidden.remove(*e);
} }