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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@ -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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