Tear out dungeon branch infrastructure
It's all unused at the moment, and I'll probably re-build it entirely differently later.
This commit is contained in:
parent
97a78c8bb1
commit
fee36f158b
23
src/game.rs
23
src/game.rs
|
@ -4,24 +4,6 @@ use pancurses::Window;
|
||||||
|
|
||||||
use crate::rooms;
|
use crate::rooms;
|
||||||
|
|
||||||
/// A dungeon root.
|
|
||||||
pub struct Dungeon {
|
|
||||||
main_branch: DungeonBranch,
|
|
||||||
}
|
|
||||||
|
|
||||||
/// A single branch of a dungeon, which has a number of levels and
|
|
||||||
/// which can potentially contain passages to other branches.
|
|
||||||
pub struct DungeonBranch {
|
|
||||||
config: BranchConfig,
|
|
||||||
levels: Vec<DungeonLevel>,
|
|
||||||
}
|
|
||||||
|
|
||||||
/// The parameters that characterize a particular dungeon branch.
|
|
||||||
/// Currently a unit struct because there's only one type of branch,
|
|
||||||
/// but will later include e.g. architectural styles, good vs. evil &
|
|
||||||
/// lawful vs. chaotic weights, etc.
|
|
||||||
pub struct BranchConfig;
|
|
||||||
|
|
||||||
/// The size of a dungeon level, in tiles.
|
/// The size of a dungeon level, in tiles.
|
||||||
pub const LEVEL_SIZE: (usize, usize) = (80, 24);
|
pub const LEVEL_SIZE: (usize, usize) = (80, 24);
|
||||||
|
|
||||||
|
@ -51,10 +33,7 @@ pub enum DungeonTile {
|
||||||
impl DungeonLevel {
|
impl DungeonLevel {
|
||||||
/// Creates a new level in a branch that has the given
|
/// Creates a new level in a branch that has the given
|
||||||
/// configuration.
|
/// configuration.
|
||||||
pub fn new(_cfg: &BranchConfig) -> Self {
|
pub fn new() -> Self {
|
||||||
// Self {
|
|
||||||
// tiles: rooms::generate_level(100, &mut rand::thread_rng()),
|
|
||||||
// }
|
|
||||||
rooms::generate_level(100, &mut rand::thread_rng(), 1, 1)
|
rooms::generate_level(100, &mut rand::thread_rng(), 1, 1)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
use std::process::exit;
|
use std::process::exit;
|
||||||
|
|
||||||
use components::{register_all, CharRender, MobAction, Mobile, Player, Position, TurnTaker};
|
use components::{register_all, CharRender, MobAction, Mobile, Player, Position, TurnTaker};
|
||||||
use game::{BranchConfig, DungeonLevel};
|
use game::DungeonLevel;
|
||||||
|
|
||||||
use pancurses::{endwin, initscr, noecho, Window};
|
use pancurses::{endwin, initscr, noecho, Window};
|
||||||
use player::player_turn;
|
use player::player_turn;
|
||||||
|
@ -20,8 +20,7 @@ fn main() {
|
||||||
|
|
||||||
register_all(&mut world);
|
register_all(&mut world);
|
||||||
|
|
||||||
let cfg = BranchConfig;
|
let level = DungeonLevel::new();
|
||||||
let level = DungeonLevel::new(&cfg);
|
|
||||||
let spawn_pos = level.upstairs()[0];
|
let spawn_pos = level.upstairs()[0];
|
||||||
|
|
||||||
world.insert(level);
|
world.insert(level);
|
||||||
|
|
Loading…
Reference in a new issue