196 lines
6.2 KiB
Rust
196 lines
6.2 KiB
Rust
use std::collections::HashMap;
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use ::rltk::{Point, RandomNumberGenerator};
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use ::serde::{Deserialize, Serialize};
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use ::specs::prelude::*;
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use crate::components::{OtherLevelPosition, Position, Viewshed};
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use crate::map::{Map, TileType};
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use crate::map_builders::level_builder;
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#[derive(Default, Serialize, Deserialize, Clone)]
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pub struct MasterDungeonMap {
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maps: HashMap<i32, Map>,
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}
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impl MasterDungeonMap {
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pub fn new() -> MasterDungeonMap {
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MasterDungeonMap {
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maps: HashMap::new(),
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}
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}
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pub fn store_map(&mut self, map: &Map) {
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self.maps.insert(map.depth, map.clone());
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}
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pub fn get_map(&self, depth: i32) -> Option<Map> {
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if self.maps.contains_key(&depth) {
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let mut result = self.maps[&depth].clone();
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result.tile_content = vec![Vec::new(); (result.width * result.height) as usize];
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Some(result)
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} else {
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None
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}
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}
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}
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pub fn level_transition(ecs: &mut World, new_depth: i32, offset: i32) -> Option<Vec<Map>> {
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// Obtain the master dungeon map
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let dungeon_master = ecs.read_resource::<MasterDungeonMap>();
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// Do we already have a map?
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if dungeon_master.get_map(new_depth).is_some() {
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std::mem::drop(dungeon_master);
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transition_to_existing_map(ecs, new_depth, offset);
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None
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} else {
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std::mem::drop(dungeon_master);
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Some(transition_to_new_map(ecs, new_depth))
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}
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}
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fn transition_to_new_map(ecs: &mut World, new_depth: i32) -> Vec<Map> {
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let mut rng = ecs.write_resource::<RandomNumberGenerator>();
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let mut builder = level_builder(new_depth, &mut rng, 80, 50);
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builder.build_map(&mut rng);
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if new_depth > 1 {
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if let Some(pos) = &builder.build_data.starting_position {
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let up_idx = builder.build_data.map.xy_idx(pos.x, pos.y);
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builder.build_data.map.tiles[up_idx] = TileType::UpStairs;
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}
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}
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let mapgen_history = builder.build_data.history.clone();
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let player_start;
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{
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let mut worldmap_resource = ecs.write_resource::<Map>();
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*worldmap_resource = builder.build_data.map.clone();
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player_start = *builder.build_data.starting_position.as_mut().unwrap();
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}
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// Spawn bad guys
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std::mem::drop(rng);
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builder.spawn_entities(ecs);
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// Place the player and update resources
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let (player_x, player_y) = (player_start.x, player_start.y);
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let mut player_position = ecs.write_resource::<Point>();
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*player_position = player_start.into();
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let mut position_components = ecs.write_storage::<Position>();
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let player_entity = ecs.fetch::<Entity>();
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if let Some(player_pos_comp) = position_components.get_mut(*player_entity) {
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player_pos_comp.x = player_x;
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player_pos_comp.y = player_y;
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}
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// Mark the player's visiblity as dirty
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let mut viewshed_components = ecs.write_storage::<Viewshed>();
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if let Some(vs) = viewshed_components.get_mut(*player_entity) {
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vs.dirty = true;
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}
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// Store the newly minted map
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let mut dungeon_master = ecs.write_resource::<MasterDungeonMap>();
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dungeon_master.store_map(&builder.build_data.map);
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mapgen_history
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}
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fn transition_to_existing_map(ecs: &mut World, new_depth: i32, offset: i32) {
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let dungeon_master = ecs.write_resource::<MasterDungeonMap>();
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let map = dungeon_master.get_map(new_depth).unwrap();
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let mut worldmap_resource = ecs.write_resource::<Map>();
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let player_entity = ecs.fetch::<Entity>();
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// Find the down stairs and place the player
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let w = map.width;
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let stair_type = if offset < 0 {
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TileType::DownStairs
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} else {
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TileType::UpStairs
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};
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for (idx, tt) in map.tiles.iter().enumerate() {
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if *tt == stair_type {
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let mut player_position = ecs.write_resource::<Point>();
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*player_position = Point::new(idx as i32 % w, idx as i32 / w);
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let mut position_components = ecs.write_storage::<Position>();
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if let Some(player_pos_comp) = position_components.get_mut(*player_entity) {
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player_pos_comp.x = idx as i32 % w;
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player_pos_comp.y = idx as i32 / w;
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}
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}
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}
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*worldmap_resource = map;
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// Mark the player's visibility as dirty
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let mut viewshed_components = ecs.write_storage::<Viewshed>();
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if let Some(vs) = viewshed_components.get_mut(*player_entity) {
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vs.dirty = true;
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}
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}
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pub fn freeze_level_entities(ecs: &mut World) {
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// Obtain ECS access
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let entities = ecs.entities();
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let mut positions = ecs.write_storage::<Position>();
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let mut other_level_positions = ecs.write_storage::<OtherLevelPosition>();
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let player_entity = ecs.fetch::<Entity>();
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let map_depth = ecs.fetch::<Map>().depth;
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// Find positions and make OtherLevelPosition
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let mut pos_to_delete: Vec<Entity> = Vec::new();
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for (entity, pos) in (&entities, &positions).join() {
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if entity != *player_entity {
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other_level_positions
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.insert(
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entity,
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OtherLevelPosition {
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x: pos.x,
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y: pos.y,
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depth: map_depth,
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},
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)
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.expect("Failed to insert OtherLevelPosition");
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pos_to_delete.push(entity);
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}
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}
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// Remove positions
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for p in pos_to_delete.iter() {
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positions.remove(*p);
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}
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}
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pub fn thaw_level_entities(ecs: &mut World) {
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// Obtain ECS access
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let entities = ecs.entities();
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let mut positions = ecs.write_storage::<Position>();
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let mut other_level_positions = ecs.write_storage::<OtherLevelPosition>();
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let player_entity = ecs.fetch::<Entity>();
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let map_depth = ecs.fetch::<Map>().depth;
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// Find OtherLevelPosition
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let mut pos_to_delete: Vec<Entity> = Vec::new();
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for (entity, pos) in (&entities, &other_level_positions).join() {
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if entity != *player_entity && pos.depth == map_depth {
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positions
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.insert(entity, Position { x: pos.x, y: pos.y })
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.expect("Failed to insert Position");
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pos_to_delete.push(entity);
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}
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}
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// Remove positions
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for p in pos_to_delete.iter() {
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other_level_positions.remove(*p);
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}
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}
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