Cleaned up the maze placement so that I can have mazes without rooms and with other features.

This commit is contained in:
Zed A. Shaw 2025-05-20 12:53:03 -04:00
parent 37715f05a5
commit 20f03731e5
6 changed files with 34 additions and 25 deletions

View file

@ -11,14 +11,9 @@ using namespace fmt;
using namespace components;
void WorldBuilder::generate_map() {
// run it once to find dead ends
maze::init($map.$walls);
maze::hunt_and_kill($map.$walls, $map.$rooms, $map.$dead_ends);
// randomize rooms based on dead ends
maze::randomize_rooms($map.$rooms, $map.$dead_ends);
// run it again to create the final map with rooms
// NOTE: hund_and_kill is responsible for clearing the map correctly
maze::hunt_and_kill($map.$walls, $map.$rooms, $map.$dead_ends);
$map.expand();
@ -26,6 +21,7 @@ void WorldBuilder::generate_map() {
}
DinkyECS::Entity WorldBuilder::configure_entity_in_map(DinkyECS::World &world, json &entity_data, Point pos_out) {
dbc::log(">>>>>>>>>>> ENTER");
auto item = world.entity();
world.set<Position>(item, {pos_out.x+1, pos_out.y+1});
@ -36,14 +32,19 @@ DinkyECS::Entity WorldBuilder::configure_entity_in_map(DinkyECS::World &world, j
if(entity_data.contains("components")) {
components::configure_entity($components, world, item, entity_data["components"]);
}
dbc::log("<<<<<<<<<<<<< EXIT");
return item;
}
DinkyECS::Entity WorldBuilder::configure_entity_in_map(DinkyECS::World &world, json &entity_data, int in_room) {
DinkyECS::Entity WorldBuilder::configure_entity_in_room(DinkyECS::World &world, json &entity_data, int in_room) {
Point pos_out;
dbc::log("is it configure_entity_in_map's fault?");
bool placed = $map.place_entity(in_room, pos_out);
dbc::check(placed, "failed to randomly place item in room");
return configure_entity_in_map(world, entity_data, pos_out);
auto entity = configure_entity_in_map(world, entity_data, pos_out);
dbc::log("<<<<<<<<<<<<<<<<<<<<<<<<<<< leaving configure_entity_in_room");
return entity;
}
@ -81,10 +82,10 @@ inline json& random_entity_data(GameConfig& config, json& gen_config) {
void WorldBuilder::randomize_entities(DinkyECS::World &world, GameConfig &config) {
auto& gen_config = config.game["worldgen"];
for(size_t room_num = $map.room_count() - 1; room_num > 0; room_num--) {
for(int room_num = $map.room_count() - 1; room_num > 0; room_num--) {
// pass that to the config as it'll be a generic json
auto& entity_data = random_entity_data(config, gen_config);
configure_entity_in_map(world, entity_data, room_num);
configure_entity_in_room(world, entity_data, room_num);
}
for(auto& at : $map.$dead_ends) {
@ -97,7 +98,7 @@ void WorldBuilder::place_stairs(DinkyECS::World& world, GameConfig& config) {
auto& device_config = config.devices.json();
auto entity_data = device_config["STAIRS_DOWN"];
int last_room = $map.room_count() - 1;
configure_entity_in_map(world, entity_data, last_room);
configure_entity_in_room(world, entity_data, last_room);
}
void WorldBuilder::configure_starting_items(DinkyECS::World &world) {
@ -117,12 +118,13 @@ void WorldBuilder::place_entities(DinkyECS::World &world) {
if(world.has_the<Player>()) {
auto& player = world.get_the<Player>();
Point pos_out;
dbc::log("or is it in place_entities placing the player?");
bool placed = $map.place_entity(0, pos_out);
dbc::check(placed, "failed to randomly place item in room");
world.set<Position>(player.entity, {pos_out.x+1, pos_out.y+1});
} else {
auto player_data = config.enemies["PLAYER_TILE"];
auto player_ent = configure_entity_in_map(world, player_data, 0);
auto player_ent = configure_entity_in_room(world, player_data, 0);
// configure player in the world
Player player{player_ent};