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- use super::{MapBuilder, Map,
- TileType, Position, spawner, SHOW_MAPGEN_VISUALIZER,
- remove_unreachable_areas_returning_most_distant, generate_voronoi_spawn_regions};
- use rltk::RandomNumberGenerator;
- use specs::prelude::*;
- use std::collections::HashMap;
- pub struct DLABuilder {
- map : Map,
- starting_position : Position,
- depth: i32,
- history: Vec<Map>,
- noise_areas : HashMap<i32, Vec<usize>>
- }
- impl MapBuilder for DLABuilder {
- fn get_map(&self) -> Map {
- self.map.clone()
- }
- fn get_starting_position(&self) -> Position {
- self.starting_position.clone()
- }
- fn get_snapshot_history(&self) -> Vec<Map> {
- self.history.clone()
- }
- 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 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 DLABuilder {
- pub fn new(new_depth : i32) -> DLABuilder {
- DLABuilder{
- map : Map::new(new_depth),
- starting_position : Position{ x: 0, y : 0 },
- depth : new_depth,
- history: Vec::new(),
- noise_areas : HashMap::new()
- }
- }
- #[allow(clippy::map_entry)]
- fn build(&mut self) {
- let mut rng = RandomNumberGenerator::new();
- // Carve a starting seed
- 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.take_snapshot();
- self.map.tiles[start_idx] = TileType::Floor;
- self.map.tiles[start_idx-1] = TileType::Floor;
- self.map.tiles[start_idx+1] = TileType::Floor;
- self.map.tiles[start_idx-self.map.width as usize] = TileType::Floor;
- self.map.tiles[start_idx+self.map.width as usize] = TileType::Floor;
- // Random walker
- let total_tiles = self.map.width * self.map.height;
- let desired_floor_tiles = (total_tiles / 4) as usize;
- let mut floor_tile_count = self.map.tiles.iter().filter(|a| **a == TileType::Floor).count();
- while floor_tile_count < desired_floor_tiles {
- let mut digger_x = rng.roll_dice(1, self.map.width - 3) + 1;
- let mut digger_y = rng.roll_dice(1, self.map.height - 3) + 1;
- let mut prev_x = digger_x;
- let mut prev_y = digger_y;
- let mut digger_idx = self.map.xy_idx(digger_x, digger_y);
- while self.map.tiles[digger_idx] == TileType::Wall {
- prev_x = digger_x;
- prev_y = digger_y;
- let stagger_direction = rng.roll_dice(1, 4);
- match stagger_direction {
- 1 => { if digger_x > 2 { digger_x -= 1; } }
- 2 => { if digger_x < self.map.width-2 { digger_x += 1; } }
- 3 => { if digger_y > 2 { digger_y -=1; } }
- _ => { if digger_y < self.map.height-2 { digger_y += 1; } }
- }
- digger_idx = self.map.xy_idx(digger_x, digger_y);
- }
- let prev_idx = self.map.xy_idx(prev_x, prev_y);
- self.map.tiles[prev_idx] = TileType::Floor;
- self.take_snapshot();
- floor_tile_count = self.map.tiles.iter().filter(|a| **a == TileType::Floor).count();
- }
- // Find all tiles we can reach from the starting point
- let exit_tile = remove_unreachable_areas_returning_most_distant(&mut self.map, start_idx);
- self.take_snapshot();
- // Place the stairs
- self.map.tiles[exit_tile] = TileType::DownStairs;
- self.take_snapshot();
- // Now we build a noise map for use in spawning entities later
- self.noise_areas = generate_voronoi_spawn_regions(&self.map, &mut rng);
- }
- }
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