Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/worldbuilder.cpp

144 lines
4.4 KiB

#include "worldbuilder.hpp"
#include "rand.hpp"
#include <fmt/core.h>
#include <iostream>
#include "components.hpp"
#include "inventory.hpp"
#include "rituals.hpp"
#include "maze.hpp"
using namespace fmt;
using namespace components;
void WorldBuilder::generate_map() {
// run it once to find dead ends
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();
$map.load_tiles();
}
DinkyECS::Entity WorldBuilder::configure_entity_in_map(DinkyECS::World &world, json &entity_data, Point pos_out) {
auto item = world.entity();
world.set<Position>(item, {pos_out.x+1, pos_out.y+1});
if(entity_data["inventory_count"] > 0) {
world.set<InventoryItem>(item, {entity_data["inventory_count"], entity_data});
}
if(entity_data.contains("components")) {
components::configure_entity($components, world, item, entity_data["components"]);
}
return item;
}
DinkyECS::Entity WorldBuilder::configure_entity_in_map(DinkyECS::World &world, json &entity_data, int in_room) {
Point pos_out;
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);
}
inline json &select_entity_type(GameConfig &config, json &gen_config) {
int enemy_test = Random::uniform<int>(0,100);
int device_test = Random::uniform<int>(0, 100);
if(enemy_test < gen_config["enemy_probability"]) {
return config.enemies.json();
} else if(device_test < gen_config["device_probability"]) {
return config.devices.json();
} else {
return config.items.json();
}
}
inline json& random_entity_data(GameConfig& config, json& gen_config) {
json& entity_db = select_entity_type(config, gen_config);
std::vector<std::string> keys;
for(auto& el : entity_db.items()) {
auto& data = el.value();
if(data["placement"] == nullptr) {
keys.push_back(el.key());
}
}
int rand_entity = Random::uniform<int>(0, keys.size() - 1);
std::string key = keys[rand_entity];
// BUG: this may crash if PLAYER_TILE isn't first
return entity_db[key];
}
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--) {
// 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);
}
for(auto& at : $map.$dead_ends) {
auto& entity_data = random_entity_data(config, gen_config);
configure_entity_in_map(world, entity_data, at);
}
}
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);
}
void WorldBuilder::configure_starting_items(DinkyECS::World &world) {
auto& blanket = world.get_the<ritual::Blanket>();
Config config("assets/rituals.json");
for(auto& el : config["starting_junk"]) {
ritual::JunkItem name = el;
blanket.add(name);
};
}
void WorldBuilder::place_entities(DinkyECS::World &world) {
auto &config = world.get_the<GameConfig>();
// configure a player as a fact of the world
if(world.has_the<Player>()) {
auto& player = world.get_the<Player>();
Point pos_out;
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);
// configure player in the world
Player player{player_ent};
world.set_the<Player>(player);
world.set_the<ritual::Belt>({});
world.set_the<ritual::Blanket>({});
configure_starting_items(world);
world.set<Inventory>(player.entity, {5});
world.make_constant(player.entity);
}
randomize_entities(world, config);
place_stairs(world, config);
}
void WorldBuilder::generate(DinkyECS::World &world) {
generate_map();
place_entities(world);
}