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roguelike-game/src/map_builders/drunkard.rs

77 lines
1.9 KiB
Rust

use super::MapBuilder;
use crate::{components::Position, spawner, Map, TileType, SHOW_MAPGEN_VISUALIZER};
use rltk::RandomNumberGenerator;
use specs::prelude::*;
use std::collections::HashMap;
pub struct DrunkardsWalkBuilder {
map: Map,
starting_position: Position,
depth: i32,
history: Vec<Map>,
noise_areas: HashMap<i32, Vec<usize>>,
}
impl MapBuilder for DrunkardsWalkBuilder {
fn build_map(&mut self) {
self.build();
}
fn spawn_entities(&mut self, ecs: &mut World) {
for area in self.noise_areas.iter() {
spawner::spawn_region(ecs, area.1, self.depth);
}
}
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 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);
}
}
}
impl DrunkardsWalkBuilder {
pub fn new(new_depth: i32) -> DrunkardsWalkBuilder {
DrunkardsWalkBuilder {
map: Map::new(new_depth),
starting_position: Position::default(),
depth: new_depth,
history: Vec::new(),
noise_areas: HashMap::new(),
}
}
#[allow(clippy::map_entry)]
fn build(&mut self) {
// let mut rng = RandomNumberGenerator::new();
// Set a central starting point
self.starting_position = Position {
x: self.map.width / 2,
y: self.map.height / 2,
};
let start_idx = self
.map
.xy_idx(self.starting_position.x, self.starting_position.y);
self.map.tiles[start_idx] = TileType::Floor;
// @TODO implement the rest
}
}