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

master
Zed A. Shaw 2 weeks ago
parent 37715f05a5
commit 20f03731e5
  1. 2
      levelmanager.cpp
  2. 29
      map.cpp
  3. 2
      maze.cpp
  4. 2
      maze.hpp
  5. 26
      worldbuilder.cpp
  6. 2
      worldbuilder.hpp

@ -61,7 +61,7 @@ DinkyECS::Entity LevelManager::spawn_enemy(std::string named) {
WorldBuilder builder(*level.map, $components);
auto entity_id = builder.configure_entity_in_map(*level.world, entity_data, 0);
auto entity_id = builder.configure_entity_in_room(*level.world, entity_data, 0);
auto& entity_pos = level.world->get<Position>(entity_id);
auto player_pos = level.world->get<Position>(level.player);

@ -45,19 +45,26 @@ void Map::clear_target(const Point &at) {
}
bool Map::place_entity(size_t room_index, Point &out) {
dbc::check(room_index < $rooms.size(), "room_index is out of bounds, not enough rooms");
Room &start = $rooms[room_index];
for(matrix::rando_rect it{$walls, start.x, start.y, start.width, start.height}; it.next();) {
if(!iswall(it.x, it.y)) {
out.x = it.x;
out.y = it.y;
return true;
if($rooms.size() == 0) {
dbc::log("fucking dead end?");
out = $dead_ends.at(room_index % $dead_ends.size());
return true;
} else {
dbc::log("fucking fuckng fuck fuck");
dbc::check(room_index < $rooms.size(), "room_index is out of bounds, not enough rooms");
Room &start = $rooms.at(room_index);
for(matrix::rando_rect it{$walls, start.x, start.y, start.width, start.height}; it.next();) {
if(!iswall(it.x, it.y)) {
out.x = it.x;
out.y = it.y;
return true;
}
}
}
return false;
return false;
}
}
bool Map::iswall(size_t x, size_t y) {

@ -93,7 +93,7 @@ inline std::pair<Point, Point> find_coord(Matrix& maze) {
dbc::sentinel("failed to find coord?");
}
void maze::randomize_rooms(std::vector<Room>& rooms_out, std::vector<Point> maybe_here) {
void maze::randomize_rooms(std::vector<Room>& rooms_out, std::vector<Point>& maybe_here) {
dbc::check(maybe_here.size() >= 2, "must have at least two possible points to place rooms");
while(rooms_out.size() < 2) {

@ -8,7 +8,7 @@ namespace maze {
void hunt_and_kill(Matrix& maze, std::vector<Room>& rooms, std::vector<Point>& dead_ends);
void randomize_rooms(std::vector<Room>& rooms_out, std::vector<Point> maybe_here);
void randomize_rooms(std::vector<Room>& rooms_out, std::vector<Point>& maybe_here);
void inner_donut(Matrix& maze, float outer_rad, float inner_rad);
void inner_box(Matrix& map, size_t outer_size, size_t inner_size);

@ -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};

@ -18,7 +18,7 @@ class WorldBuilder {
DinkyECS::Entity configure_entity_in_map(DinkyECS::World &world, nlohmann::json &entity_data, Point pos);
DinkyECS::Entity configure_entity_in_map(DinkyECS::World &world, nlohmann::json &entity_data, int in_room);
DinkyECS::Entity configure_entity_in_room(DinkyECS::World &world, nlohmann::json &entity_data, int in_room);
void place_entities(DinkyECS::World &world);
void generate(DinkyECS::World &world);

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