Cleaned up the maze placement so that I can have mazes without rooms and with other features.
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37715f05a5
commit
20f03731e5
6 changed files with 34 additions and 25 deletions
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@ -61,7 +61,7 @@ DinkyECS::Entity LevelManager::spawn_enemy(std::string named) {
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WorldBuilder builder(*level.map, $components);
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auto entity_id = builder.configure_entity_in_map(*level.world, entity_data, 0);
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auto entity_id = builder.configure_entity_in_room(*level.world, entity_data, 0);
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auto& entity_pos = level.world->get<Position>(entity_id);
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auto player_pos = level.world->get<Position>(level.player);
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25
map.cpp
25
map.cpp
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@ -45,19 +45,26 @@ void Map::clear_target(const Point &at) {
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}
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bool Map::place_entity(size_t room_index, Point &out) {
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dbc::check(room_index < $rooms.size(), "room_index is out of bounds, not enough rooms");
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if($rooms.size() == 0) {
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dbc::log("fucking dead end?");
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out = $dead_ends.at(room_index % $dead_ends.size());
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return true;
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} else {
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dbc::log("fucking fuckng fuck fuck");
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dbc::check(room_index < $rooms.size(), "room_index is out of bounds, not enough rooms");
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Room &start = $rooms[room_index];
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Room &start = $rooms.at(room_index);
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for(matrix::rando_rect it{$walls, start.x, start.y, start.width, start.height}; it.next();) {
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if(!iswall(it.x, it.y)) {
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out.x = it.x;
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out.y = it.y;
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return true;
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for(matrix::rando_rect it{$walls, start.x, start.y, start.width, start.height}; it.next();) {
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if(!iswall(it.x, it.y)) {
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out.x = it.x;
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out.y = it.y;
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return true;
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}
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}
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}
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return false;
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return false;
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}
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}
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bool Map::iswall(size_t x, size_t y) {
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2
maze.cpp
2
maze.cpp
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@ -93,7 +93,7 @@ inline std::pair<Point, Point> find_coord(Matrix& maze) {
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dbc::sentinel("failed to find coord?");
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}
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void maze::randomize_rooms(std::vector<Room>& rooms_out, std::vector<Point> maybe_here) {
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void maze::randomize_rooms(std::vector<Room>& rooms_out, std::vector<Point>& maybe_here) {
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dbc::check(maybe_here.size() >= 2, "must have at least two possible points to place rooms");
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while(rooms_out.size() < 2) {
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2
maze.hpp
2
maze.hpp
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@ -8,7 +8,7 @@ namespace maze {
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void hunt_and_kill(Matrix& maze, std::vector<Room>& rooms, std::vector<Point>& dead_ends);
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void randomize_rooms(std::vector<Room>& rooms_out, std::vector<Point> maybe_here);
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void randomize_rooms(std::vector<Room>& rooms_out, std::vector<Point>& maybe_here);
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void inner_donut(Matrix& maze, float outer_rad, float inner_rad);
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void inner_box(Matrix& map, size_t outer_size, size_t inner_size);
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@ -11,14 +11,9 @@ using namespace fmt;
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using namespace components;
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void WorldBuilder::generate_map() {
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// run it once to find dead ends
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maze::init($map.$walls);
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maze::hunt_and_kill($map.$walls, $map.$rooms, $map.$dead_ends);
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// randomize rooms based on dead ends
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maze::randomize_rooms($map.$rooms, $map.$dead_ends);
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// run it again to create the final map with rooms
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// NOTE: hund_and_kill is responsible for clearing the map correctly
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maze::hunt_and_kill($map.$walls, $map.$rooms, $map.$dead_ends);
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$map.expand();
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@ -26,6 +21,7 @@ void WorldBuilder::generate_map() {
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}
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DinkyECS::Entity WorldBuilder::configure_entity_in_map(DinkyECS::World &world, json &entity_data, Point pos_out) {
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dbc::log(">>>>>>>>>>> ENTER");
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auto item = world.entity();
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world.set<Position>(item, {pos_out.x+1, pos_out.y+1});
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@ -36,14 +32,19 @@ DinkyECS::Entity WorldBuilder::configure_entity_in_map(DinkyECS::World &world, j
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if(entity_data.contains("components")) {
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components::configure_entity($components, world, item, entity_data["components"]);
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}
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dbc::log("<<<<<<<<<<<<< EXIT");
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return item;
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}
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DinkyECS::Entity WorldBuilder::configure_entity_in_map(DinkyECS::World &world, json &entity_data, int in_room) {
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DinkyECS::Entity WorldBuilder::configure_entity_in_room(DinkyECS::World &world, json &entity_data, int in_room) {
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Point pos_out;
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dbc::log("is it configure_entity_in_map's fault?");
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bool placed = $map.place_entity(in_room, pos_out);
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dbc::check(placed, "failed to randomly place item in room");
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return configure_entity_in_map(world, entity_data, pos_out);
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auto entity = configure_entity_in_map(world, entity_data, pos_out);
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dbc::log("<<<<<<<<<<<<<<<<<<<<<<<<<<< leaving configure_entity_in_room");
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return entity;
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}
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@ -81,10 +82,10 @@ inline json& random_entity_data(GameConfig& config, json& gen_config) {
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void WorldBuilder::randomize_entities(DinkyECS::World &world, GameConfig &config) {
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auto& gen_config = config.game["worldgen"];
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for(size_t room_num = $map.room_count() - 1; room_num > 0; room_num--) {
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for(int room_num = $map.room_count() - 1; room_num > 0; room_num--) {
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// pass that to the config as it'll be a generic json
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auto& entity_data = random_entity_data(config, gen_config);
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configure_entity_in_map(world, entity_data, room_num);
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configure_entity_in_room(world, entity_data, room_num);
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}
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for(auto& at : $map.$dead_ends) {
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@ -97,7 +98,7 @@ void WorldBuilder::place_stairs(DinkyECS::World& world, GameConfig& config) {
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auto& device_config = config.devices.json();
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auto entity_data = device_config["STAIRS_DOWN"];
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int last_room = $map.room_count() - 1;
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configure_entity_in_map(world, entity_data, last_room);
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configure_entity_in_room(world, entity_data, last_room);
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}
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void WorldBuilder::configure_starting_items(DinkyECS::World &world) {
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@ -117,12 +118,13 @@ void WorldBuilder::place_entities(DinkyECS::World &world) {
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if(world.has_the<Player>()) {
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auto& player = world.get_the<Player>();
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Point pos_out;
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dbc::log("or is it in place_entities placing the player?");
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bool placed = $map.place_entity(0, pos_out);
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dbc::check(placed, "failed to randomly place item in room");
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world.set<Position>(player.entity, {pos_out.x+1, pos_out.y+1});
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} else {
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auto player_data = config.enemies["PLAYER_TILE"];
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auto player_ent = configure_entity_in_map(world, player_data, 0);
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auto player_ent = configure_entity_in_room(world, player_data, 0);
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// configure player in the world
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Player player{player_ent};
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@ -18,7 +18,7 @@ class WorldBuilder {
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DinkyECS::Entity configure_entity_in_map(DinkyECS::World &world, nlohmann::json &entity_data, Point pos);
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DinkyECS::Entity configure_entity_in_map(DinkyECS::World &world, nlohmann::json &entity_data, int in_room);
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DinkyECS::Entity configure_entity_in_room(DinkyECS::World &world, nlohmann::json &entity_data, int in_room);
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void place_entities(DinkyECS::World &world);
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void generate(DinkyECS::World &world);
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