use std::collections::HashMap; use ::rltk::{Point, RandomNumberGenerator}; use ::serde::{Deserialize, Serialize}; use ::specs::prelude::*; use crate::components::{Position, Viewshed}; use crate::map::{Map, TileType}; use crate::map_builders::level_builder; #[derive(Default, Serialize, Deserialize, Clone)] pub struct MasterDungeonMap { maps: HashMap, } impl MasterDungeonMap { pub fn new() -> MasterDungeonMap { MasterDungeonMap { maps: HashMap::new(), } } pub fn store_map(&mut self, map: &Map) { self.maps.insert(map.depth, map.clone()); } pub fn get_map(&self, depth: i32) -> Option { if self.maps.contains_key(&depth) { let mut result = self.maps[&depth].clone(); result.tile_content = vec![Vec::new(); (result.width * result.height) as usize]; Some(result) } else { None } } } pub fn level_transition(ecs: &mut World, new_depth: i32) -> Option> { // Obtain the master dungeon map let dungeon_master = ecs.read_resource::(); // Do we already have a map? if dungeon_master.get_map(new_depth).is_some() { std::mem::drop(dungeon_master); transition_to_existing_map(ecs, new_depth); None } else { std::mem::drop(dungeon_master); Some(transition_to_new_map(ecs, new_depth)) } } fn transition_to_new_map(ecs: &mut World, new_depth: i32) -> Vec { let mut rng = ecs.write_resource::(); let mut builder = level_builder(new_depth, &mut rng, 80, 50); builder.build_map(&mut rng); if new_depth > 1 { if let Some(pos) = &builder.build_data.starting_position { let up_idx = builder.build_data.map.xy_idx(pos.x, pos.y); builder.build_data.map.tiles[up_idx] = TileType::UpStairs; } } let mapgen_history = builder.build_data.history.clone(); let player_start; { let mut worldmap_resource = ecs.write_resource::(); *worldmap_resource = builder.build_data.map.clone(); player_start = *builder.build_data.starting_position.as_mut().unwrap(); } // Spawn bad guys std::mem::drop(rng); builder.spawn_entities(ecs); // Place the player and update resources let (player_x, player_y) = (player_start.x, player_start.y); let mut player_position = ecs.write_resource::(); *player_position = player_start.into(); let mut position_components = ecs.write_storage::(); let player_entity = ecs.fetch::(); if let Some(player_pos_comp) = position_components.get_mut(*player_entity) { player_pos_comp.x = player_x; player_pos_comp.y = player_y; } // Mark the player's visiblity as dirty let mut viewshed_components = ecs.write_storage::(); if let Some(vs) = viewshed_components.get_mut(*player_entity) { vs.dirty = true; } // Store the newly minted map let mut dungeon_master = ecs.write_resource::(); dungeon_master.store_map(&builder.build_data.map); mapgen_history } fn transition_to_existing_map(ecs: &mut World, new_depth: i32) { let dungeon_master = ecs.write_resource::(); let map = dungeon_master.get_map(new_depth).unwrap(); let mut worldmap_resource = ecs.write_resource::(); let player_entity = ecs.fetch::(); // Find the down stairs and place the player let w = map.width; for (idx, tt) in map.tiles.iter().enumerate() { if *tt == TileType::DownStairs { let mut player_position = ecs.write_resource::(); *player_position = Point::new(idx as i32 % w, idx as i32 / w); let mut position_components = ecs.write_storage::(); if let Some(player_pos_comp) = position_components.get_mut(*player_entity) { player_pos_comp.x = idx as i32 % w; player_pos_comp.y = idx as i32 / w; } } } *worldmap_resource = map; // Mark the player's visibility as dirty let mut viewshed_components = ecs.write_storage::(); if let Some(vs) = viewshed_components.get_mut(*player_entity) { vs.dirty = true; } }