Add cellular automata
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@ -13,12 +13,12 @@
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<change afterPath="$PROJECT_DIR$/src/map_builders/bsp/mod.rs" afterDir="false" />
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<change afterPath="$PROJECT_DIR$/src/map_builders/bsp_interior.rs" afterDir="false" />
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<change afterPath="$PROJECT_DIR$/src/map_builders/cellular_automata.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/map_builders/bsp_dungeon.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/map_builders/bsp_dungeon.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/map_builders/common.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/map_builders/common.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/map_builders/bsp_interior.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/map_builders/bsp_interior.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/map_builders/mod.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/map_builders/mod.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/map_builders/simple_map.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/map_builders/simple_map.rs" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/src/spawner.rs" beforeDir="false" afterPath="$PROJECT_DIR$/src/spawner.rs" afterDir="false" />
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@ -49,6 +49,9 @@
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@ -64,6 +67,7 @@
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@ -78,7 +82,7 @@
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<option name="number" value="Default" />
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<updated>1643546643557</updated>
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<workItem from="1643546645546" duration="7299000" />
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</task>
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<servers />
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</component>
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@ -13,18 +13,13 @@ pub struct Position {
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impl Position {
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pub fn new(x: i32, y: i32) -> Self {
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Self {
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x, y
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}
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Self { x, y }
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}
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}
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impl Default for Position {
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fn default() -> Self {
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Self {
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x: 0,
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y: 0
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}
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Self { x: 0, y: 0 }
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}
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}
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@ -186,7 +186,7 @@ impl MapBuilder for BspDungeonBuilder {
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fn spawn_entities(&mut self, ecs: &mut World) {
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for room in self.rooms.iter().skip(1) {
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spawner::spawn_room(ecs, room, self.depth, &self.map);
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spawner::spawn_room(ecs, room, self.depth);
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}
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}
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@ -1,10 +1,10 @@
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use rltk::RandomNumberGenerator;
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use crate::{Map, Position, SHOW_MAPGEN_VISUALIZER, spawner, TileType, World};
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use crate::map_builders::common::reveal_all;
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use crate::map_builders::{bsp, MapBuilder};
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use crate::rect::Rect;
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use crate::{spawner, Map, Position, TileType, World, SHOW_MAPGEN_VISUALIZER};
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use rltk::RandomNumberGenerator;
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const MIN_ROOM_SIZE : i32 = 8;
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const MIN_ROOM_SIZE: i32 = 8;
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pub struct BspInteriorBuilder {
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map: Map,
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@ -16,18 +16,17 @@ pub struct BspInteriorBuilder {
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}
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impl BspInteriorBuilder {
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pub fn new(new_depth: i32) -> Self{
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pub fn new(new_depth: i32) -> Self {
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Self {
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map: Map::new(new_depth),
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rects: Vec::new(),
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history:Vec::new(),
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history: Vec::new(),
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depth: new_depth,
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rooms: Vec::new(),
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starting_position: Position::default()
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starting_position: Position::default(),
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}
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}
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fn build(&mut self) {
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let mut rng = RandomNumberGenerator::new();
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@ -54,8 +53,10 @@ impl BspInteriorBuilder {
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let next_room = self.rooms[i + 1];
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let start_x = room.x1 + (rng.roll_dice(1, i32::abs(room.x1 - room.x2)) - 1);
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let start_y = room.y1 + (rng.roll_dice(1, i32::abs(room.y1 - room.y2)) - 1);
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let end_x = next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2)) - 1);
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let end_y = next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1);
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let end_x =
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next_room.x1 + (rng.roll_dice(1, i32::abs(next_room.x1 - next_room.x2)) - 1);
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let end_y =
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next_room.y1 + (rng.roll_dice(1, i32::abs(next_room.y1 - next_room.y2)) - 1);
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self.draw_corridor(start_x, start_y, end_x, end_y);
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self.take_snapshot();
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}
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@ -63,7 +64,8 @@ impl BspInteriorBuilder {
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fn place_rooms(&mut self, mut rng: &mut RandomNumberGenerator) {
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self.rects.clear();
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self.rects.push(Rect::new(1, 1, self.map.width - 2, self.map.height - 2));
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self.rects
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.push(Rect::new(1, 1, self.map.width - 2, self.map.height - 2));
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let first_room = self.rects[0];
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self.add_subrects(first_room, &mut rng);
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@ -96,7 +98,7 @@ impl BspInteriorBuilder {
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let split = rng.roll_dice(1, 4);
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if split <= 2 {
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let h1 = Rect::new(rect.x1, rect.y1, half_width -1, height);
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let h1 = Rect::new(rect.x1, rect.y1, half_width - 1, height);
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self.rects.push(h1);
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if half_width > MIN_ROOM_SIZE {
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self.add_subrects(h1, rng);
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@ -106,13 +108,13 @@ impl BspInteriorBuilder {
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if half_width > MIN_ROOM_SIZE {
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self.add_subrects(h2, rng);
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}
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}else {
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let v1 = Rect::new(rect.x1, rect.y1, width , half_height - 1);
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} else {
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let v1 = Rect::new(rect.x1, rect.y1, width, half_height - 1);
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self.rects.push(v1);
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if half_height > MIN_ROOM_SIZE {
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self.add_subrects(v1, rng);
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}
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let v2 = Rect::new(rect.x1 , rect.y1 + half_height, width, half_height);
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let v2 = Rect::new(rect.x1, rect.y1 + half_height, width, half_height);
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self.rects.push(v2);
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if half_height > MIN_ROOM_SIZE {
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self.add_subrects(v2, rng);
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@ -132,7 +134,7 @@ impl MapBuilder for BspInteriorBuilder {
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fn spawn_entities(&mut self, ecs: &mut World) {
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for room in self.rooms.iter().skip(1) {
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spawner::spawn_room(ecs, room, self.depth, &self.map);
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spawner::spawn_room(ecs, room, self.depth);
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}
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}
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@ -154,4 +156,3 @@ impl MapBuilder for BspInteriorBuilder {
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}
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}
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}
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168
src/map_builders/cellular_automata.rs
Normal file
168
src/map_builders/cellular_automata.rs
Normal file
@ -0,0 +1,168 @@
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use std::collections::HashMap;
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use std::process::exit;
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use rltk::RandomNumberGenerator;
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use crate::map_builders::{common, MapBuilder};
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use crate::{Map, Position, World, SHOW_MAPGEN_VISUALIZER, TileType, spawner};
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const MIN_ROOM_SIZE: i32 = 8;
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pub struct CellularAutomataBuilder {
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map: Map,
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starting_position: Position,
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depth: i32,
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history: Vec<Map>,
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noise_areas : HashMap<i32, Vec<usize>>
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}
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impl CellularAutomataBuilder {
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pub fn new(new_depth: i32) -> Self {
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Self {
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history: Vec::new(),
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map: Map::new(new_depth),
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depth: new_depth,
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starting_position: Position::default(),
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noise_areas: HashMap::new()
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}
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}
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fn build(&mut self) {
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let mut rng = RandomNumberGenerator::new();
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self.place_random_level(&mut rng);
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self.take_snapshot();
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self.process_noise();
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let start_idx = self.place_start();
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self.place_exit(start_idx);
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self.take_snapshot();
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self.place_spawn_areas(rng)
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}
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fn place_spawn_areas(&mut self, mut rng: RandomNumberGenerator) {
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let mut noise = rltk::FastNoise::seeded(rng.roll_dice(1, 65536) as u64);
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noise.set_noise_type(rltk::NoiseType::Cellular);
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noise.set_frequency(0.08);
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noise.set_cellular_distance_function(rltk::CellularDistanceFunction::Manhattan);
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for y in 1..self.map.height - 1 {
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for x in 1..self.map.width - 1 {
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let idx = self.map.xy_idx(x, y);
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if self.map.tiles[idx] == TileType::Floor {
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let cell_value_f = noise.get_noise(x as f32, y as f32) * 10240.0;
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let cell_value = cell_value_f as i32;
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if self.noise_areas.contains_key(&cell_value) {
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self.noise_areas.get_mut(&cell_value).unwrap().push(idx);
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} else {
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self.noise_areas.insert(cell_value, vec![idx]);
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}
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}
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}
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}
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}
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fn place_exit(&mut self, start_idx: usize) {
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let map_starts: Vec<usize> = vec![start_idx];
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let dijkstra_map = rltk::DijkstraMap::new(self.map.width, self.map.height, &map_starts, &self.map, 200.0);
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let mut exit_tile = (0, 0.0f32);
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for (i, tile) in self.map.tiles.iter_mut().enumerate() {
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if *tile != TileType::Floor {
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continue;
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}
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let distance_to_start = dijkstra_map.map[i];
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if distance_to_start == f32::MAX {
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*tile = TileType::Wall;
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} else {
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if distance_to_start > exit_tile.1 {
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exit_tile.0 = i;
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exit_tile.1 = distance_to_start;
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}
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}
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}
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self.take_snapshot();
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self.map.tiles[exit_tile.0] = TileType::DownStairs;
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}
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fn place_start(&mut self) -> usize {
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self.starting_position = Position::new(self.map.width / 2, self.map.height / 2);
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let mut start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
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while self.map.tiles[start_idx] != TileType::Floor {
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self.starting_position.x -= 1;
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start_idx = self.map.xy_idx(self.starting_position.x, self.starting_position.y);
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}
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return start_idx;
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}
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fn process_noise(&mut self) {
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for _i in 0..15 {
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let mut new_tiles = self.map.tiles.clone();
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for y in 1..self.map.height - 1 {
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for x in 1..self.map.width - 1 {
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let idx = self.map.xy_idx(x, y);
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let mut neighbors = 0;
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if self.map.tiles[idx - 1] == TileType::Wall { neighbors += 1; }
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if self.map.tiles[idx + 1] == TileType::Wall { neighbors += 1; }
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if self.map.tiles[idx - self.map.width as usize] == TileType::Wall { neighbors += 1; }
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if self.map.tiles[idx + self.map.width as usize] == TileType::Wall { neighbors += 1; }
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if self.map.tiles[idx - self.map.width as usize - 1] == TileType::Wall { neighbors += 1; }
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if self.map.tiles[idx - self.map.width as usize + 1] == TileType::Wall { neighbors += 1; }
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if self.map.tiles[idx + self.map.width as usize - 1] == TileType::Wall { neighbors += 1; }
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if self.map.tiles[idx + self.map.width as usize + 1] == TileType::Wall { neighbors += 1; }
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if neighbors > 4 || neighbors == 0 {
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new_tiles[idx] = TileType::Wall;
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} else {
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new_tiles[idx] = TileType::Floor;
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}
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}
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}
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self.map.tiles = new_tiles.clone();
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self.take_snapshot();
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}
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}
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fn place_random_level(&mut self, rng: &mut RandomNumberGenerator) {
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for y in 1..self.map.height - 1 {
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for x in 1..self.map.width - 1 {
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let roll = rng.roll_dice(1, 100);
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let idx = self.map.xy_idx(x, y);
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if roll > 55 {
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self.map.tiles[idx] = TileType::Floor
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} else {
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self.map.tiles[idx] = TileType::Wall
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}
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}
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}
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}
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}
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impl MapBuilder for CellularAutomataBuilder {
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fn build_map(&mut self) {
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self.build();
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}
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fn spawn_entities(&mut self, ecs: &mut World) {
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for area in self.noise_areas.iter() {
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spawner::spawn_region(ecs, area.1, self.depth);
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}
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}
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fn get_map(&self) -> Map {
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self.map.clone()
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}
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fn get_starting_position(&self) -> Position {
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self.starting_position.clone()
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}
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fn get_snapshot_history(&self) -> Vec<Map> {
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self.history.clone()
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}
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fn take_snapshot(&mut self) {
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if SHOW_MAPGEN_VISUALIZER {
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self.history.push(common::reveal_all(&self.map))
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}
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}
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}
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@ -1,13 +1,15 @@
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use specs::World;
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use crate::map_builders::bsp_dungeon::BspDungeonBuilder;
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use crate::map_builders::bsp_interior::BspInteriorBuilder;
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use crate::map_builders::simple_map::SimpleMapBuilder;
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use crate::{Map, Position};
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use crate::map_builders::bsp_interior::BspInteriorBuilder;
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use crate::map_builders::cellular_automata::CellularAutomataBuilder;
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mod bsp;
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mod bsp_dungeon;
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mod bsp_interior;
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mod cellular_automata;
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mod common;
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mod simple_map;
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@ -22,9 +24,10 @@ pub trait MapBuilder {
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pub fn new_random_builder(new_depth: i32) -> Box<dyn MapBuilder> {
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let mut rng = rltk::RandomNumberGenerator::new();
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//let builder_choice = rng.roll_dice(1, 3);
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let builder_choice = 2;
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//let builder_choice = rng.roll_dice(1, 4);
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let builder_choice = 3;
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match builder_choice {
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3 => Box::new(CellularAutomataBuilder::new(new_depth)),
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2 => Box::new(BspInteriorBuilder::new(new_depth)),
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1 => Box::new(SimpleMapBuilder::new(new_depth)),
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_ => Box::new(BspDungeonBuilder::new(new_depth)),
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@ -83,7 +83,7 @@ impl MapBuilder for SimpleMapBuilder {
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fn spawn_entities(&mut self, ecs: &mut World) {
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for room in self.rooms.iter().skip(1) {
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spawner::spawn_room(ecs, room, self.depth, &self.map);
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spawner::spawn_room(ecs, room, self.depth);
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}
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}
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|
112
src/spawner.rs
112
src/spawner.rs
@ -6,7 +6,12 @@ use specs::saveload::{MarkedBuilder, SimpleMarker};
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use crate::random_table::RandomTable;
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use crate::rect::Rect;
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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, Map, TileType};
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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,
|
||||
Map, MeleePowerBonus, Monster, Name, Player, Position, ProvidesFood, ProvidesHealing, Ranged,
|
||||
Renderable, SerializeMe, SingleActivation, TileType, Viewshed, MAP_WIDTH, MAX_MONSTER,
|
||||
};
|
||||
|
||||
pub fn player(ecs: &mut World, player_x: i32, player_y: i32) -> Entity {
|
||||
ecs.create_entity()
|
||||
@ -81,55 +86,78 @@ fn monster<S: ToString>(ecs: &mut World, x: i32, y: i32, glyph: FontCharType, na
|
||||
}
|
||||
|
||||
#[allow(clippy::map_entry)]
|
||||
pub fn spawn_room(ecs: &mut World, room: &Rect, map_depth: i32, map: &Map) {
|
||||
let spawn_table = room_table(map_depth);
|
||||
let mut spawn_points: HashMap<usize, String> = HashMap::new();
|
||||
pub fn spawn_room(ecs: &mut World, room: &Rect, map_depth: i32) {
|
||||
let mut possible_targets: Vec<usize> = Vec::new();
|
||||
|
||||
{
|
||||
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
|
||||
let num_spawns = rng.roll_dice(1, MAX_MONSTER + 3) + (map_depth - 1) - 3;
|
||||
|
||||
for _i in 0..num_spawns {
|
||||
let mut added = false;
|
||||
let mut tried = 0;
|
||||
while !added && tried < 20 {
|
||||
let x = (room.x1 + rng.roll_dice(1, i32::abs(room.x2 - room.x1))) as usize;
|
||||
let y = (room.y1 + rng.roll_dice(1, i32::abs(room.y2 - room.y1))) as usize;
|
||||
let idx = (y * MAP_WIDTH) + x;
|
||||
if !spawn_points.contains_key(&idx) && map.tiles[idx] != TileType::Wall {
|
||||
spawn_points.insert(idx, spawn_table.roll(&mut rng));
|
||||
added = true;
|
||||
} else {
|
||||
tried += 1;
|
||||
let map = ecs.fetch::<Map>();
|
||||
for y in room.y1 + 1..room.y2 {
|
||||
for x in room.x1 + 1..room.x2 {
|
||||
let idx = map.xy_idx(x, y);
|
||||
if map.tiles[idx] == TileType::Floor {
|
||||
possible_targets.push(idx)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for spawn in spawn_points.iter() {
|
||||
let x = (*spawn.0 % MAP_WIDTH) as i32;
|
||||
let y = (*spawn.0 / MAP_WIDTH) as i32;
|
||||
spawn_region(ecs, &possible_targets, map_depth);
|
||||
}
|
||||
|
||||
match spawn.1.as_ref() {
|
||||
"Goblin" => goblin(ecs, x, y),
|
||||
"Orc" => orc(ecs, x, y),
|
||||
"Health Potion" => health_potion(ecs, x, y),
|
||||
"Fireball Scroll" => fireball_scroll(ecs, x, y),
|
||||
"Confusion Scroll" => confusion_scroll(ecs, x, y),
|
||||
"Magic Missile Scroll" => magic_missile_scroll(ecs, x, y),
|
||||
"Dagger" => dagger(ecs, x, y),
|
||||
"Longsword" => longsword(ecs, x, y),
|
||||
"Shield" => shield(ecs, x, y),
|
||||
"Tower Shield" => tower_shield(ecs, x, y),
|
||||
"Helmet" => helmet(ecs, x, y),
|
||||
"Breastplate" => breastplate(ecs, x, y),
|
||||
"Leggings" => leggings(ecs, x, y),
|
||||
"Sabatons" => sabatons(ecs, x, y),
|
||||
"Rations" => rations(ecs, x, y),
|
||||
"Magic Mapping Scroll" => magic_mapper_scroll(ecs, x, y),
|
||||
"Bear Trap" => bear_trap(ecs, x, y),
|
||||
_ => {}
|
||||
}
|
||||
pub(crate) fn spawn_region(ecs: &mut World, area: &[usize], map_depth: i32) {
|
||||
if let Some(spawn_points) = calculate_spawn_points(ecs, area, map_depth) {
|
||||
spawn_entities(ecs, spawn_points)
|
||||
}
|
||||
}
|
||||
|
||||
fn spawn_entities(ecs: &mut World, spawn_points: HashMap<usize, String>) {
|
||||
for spawn in spawn_points.iter() {
|
||||
spawn_entity(ecs, &spawn);
|
||||
}
|
||||
}
|
||||
|
||||
fn calculate_spawn_points(ecs: &mut World, area: &[usize], map_depth: i32) -> Option<HashMap<usize, String>> {
|
||||
let mut spawn_points: HashMap<usize, String> = HashMap::new();
|
||||
let spawn_table = room_table(map_depth);
|
||||
let mut areas: Vec<usize> = Vec::from(area);
|
||||
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
|
||||
|
||||
let num_spawns = i32::min(areas.len() as i32, rng.roll_dice(1, MAX_MONSTER + 3));
|
||||
if num_spawns == 0 { return None; }
|
||||
|
||||
for _i in 0..num_spawns {
|
||||
let array_idx = if areas.len() == 1 { 0usize } else { (rng.roll_dice(1, areas.len() as i32 - 1) as usize) };
|
||||
let map_idx = areas[array_idx];
|
||||
spawn_points.insert(map_idx, spawn_table.roll(&mut rng));
|
||||
areas.remove(array_idx);
|
||||
}
|
||||
|
||||
Some(spawn_points)
|
||||
}
|
||||
|
||||
fn spawn_entity(ecs: &mut World, spawn: &(&usize, &String)) {
|
||||
let x = (*spawn.0 % MAP_WIDTH) as i32;
|
||||
let y = (*spawn.0 / MAP_WIDTH) as i32;
|
||||
|
||||
match spawn.1.as_ref() {
|
||||
"Goblin" => goblin(ecs, x, y),
|
||||
"Orc" => orc(ecs, x, y),
|
||||
"Health Potion" => health_potion(ecs, x, y),
|
||||
"Fireball Scroll" => fireball_scroll(ecs, x, y),
|
||||
"Confusion Scroll" => confusion_scroll(ecs, x, y),
|
||||
"Magic Missile Scroll" => magic_missile_scroll(ecs, x, y),
|
||||
"Dagger" => dagger(ecs, x, y),
|
||||
"Longsword" => longsword(ecs, x, y),
|
||||
"Shield" => shield(ecs, x, y),
|
||||
"Tower Shield" => tower_shield(ecs, x, y),
|
||||
"Helmet" => helmet(ecs, x, y),
|
||||
"Breastplate" => breastplate(ecs, x, y),
|
||||
"Leggings" => leggings(ecs, x, y),
|
||||
"Sabatons" => sabatons(ecs, x, y),
|
||||
"Rations" => rations(ecs, x, y),
|
||||
"Magic Mapping Scroll" => magic_mapper_scroll(ecs, x, y),
|
||||
"Bear Trap" => bear_trap(ecs, x, y),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user