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roguelike-game/src/map/dungeon.rs

196 lines
6.2 KiB
Rust

use std::collections::HashMap;
use ::rltk::{Point, RandomNumberGenerator};
use ::serde::{Deserialize, Serialize};
use ::specs::prelude::*;
use crate::components::{OtherLevelPosition, Position, Viewshed};
use crate::map::{Map, TileType};
use crate::map_builders::level_builder;
#[derive(Default, Serialize, Deserialize, Clone)]
pub struct MasterDungeonMap {
maps: HashMap<i32, Map>,
}
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<Map> {
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, offset: i32) -> Option<Vec<Map>> {
// Obtain the master dungeon map
let dungeon_master = ecs.read_resource::<MasterDungeonMap>();
// 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, offset);
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<Map> {
let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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::<Map>();
*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::<Point>();
*player_position = player_start.into();
let mut position_components = ecs.write_storage::<Position>();
let player_entity = ecs.fetch::<Entity>();
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::<Viewshed>();
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::<MasterDungeonMap>();
dungeon_master.store_map(&builder.build_data.map);
mapgen_history
}
fn transition_to_existing_map(ecs: &mut World, new_depth: i32, offset: i32) {
let dungeon_master = ecs.write_resource::<MasterDungeonMap>();
let map = dungeon_master.get_map(new_depth).unwrap();
let mut worldmap_resource = ecs.write_resource::<Map>();
let player_entity = ecs.fetch::<Entity>();
// Find the down stairs and place the player
let w = map.width;
let stair_type = if offset < 0 {
TileType::DownStairs
} else {
TileType::UpStairs
};
for (idx, tt) in map.tiles.iter().enumerate() {
if *tt == stair_type {
let mut player_position = ecs.write_resource::<Point>();
*player_position = Point::new(idx as i32 % w, idx as i32 / w);
let mut position_components = ecs.write_storage::<Position>();
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::<Viewshed>();
if let Some(vs) = viewshed_components.get_mut(*player_entity) {
vs.dirty = true;
}
}
pub fn freeze_level_entities(ecs: &mut World) {
// Obtain ECS access
let entities = ecs.entities();
let mut positions = ecs.write_storage::<Position>();
let mut other_level_positions = ecs.write_storage::<OtherLevelPosition>();
let player_entity = ecs.fetch::<Entity>();
let map_depth = ecs.fetch::<Map>().depth;
// Find positions and make OtherLevelPosition
let mut pos_to_delete: Vec<Entity> = Vec::new();
for (entity, pos) in (&entities, &positions).join() {
if entity != *player_entity {
other_level_positions
.insert(
entity,
OtherLevelPosition {
x: pos.x,
y: pos.y,
depth: map_depth,
},
)
.expect("Failed to insert OtherLevelPosition");
pos_to_delete.push(entity);
}
}
// Remove positions
for p in pos_to_delete.iter() {
positions.remove(*p);
}
}
pub fn thaw_level_entities(ecs: &mut World) {
// Obtain ECS access
let entities = ecs.entities();
let mut positions = ecs.write_storage::<Position>();
let mut other_level_positions = ecs.write_storage::<OtherLevelPosition>();
let player_entity = ecs.fetch::<Entity>();
let map_depth = ecs.fetch::<Map>().depth;
// Find OtherLevelPosition
let mut pos_to_delete: Vec<Entity> = Vec::new();
for (entity, pos) in (&entities, &other_level_positions).join() {
if entity != *player_entity && pos.depth == map_depth {
positions
.insert(entity, Position { x: pos.x, y: pos.y })
.expect("Failed to insert Position");
pos_to_delete.push(entity);
}
}
// Remove positions
for p in pos_to_delete.iter() {
other_level_positions.remove(*p);
}
}