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:
Alex Bethel 2022-01-10 19:32:43 -06:00
parent 97a78c8bb1
commit fee36f158b
2 changed files with 3 additions and 25 deletions

View file

@ -4,24 +4,6 @@ use pancurses::Window;
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.
pub const LEVEL_SIZE: (usize, usize) = (80, 24);
@ -51,10 +33,7 @@ pub enum DungeonTile {
impl DungeonLevel {
/// Creates a new level in a branch that has the given
/// configuration.
pub fn new(_cfg: &BranchConfig) -> Self {
// Self {
// tiles: rooms::generate_level(100, &mut rand::thread_rng()),
// }
pub fn new() -> Self {
rooms::generate_level(100, &mut rand::thread_rng(), 1, 1)
}

View file

@ -1,7 +1,7 @@
use std::process::exit;
use components::{register_all, CharRender, MobAction, Mobile, Player, Position, TurnTaker};
use game::{BranchConfig, DungeonLevel};
use game::DungeonLevel;
use pancurses::{endwin, initscr, noecho, Window};
use player::player_turn;
@ -20,8 +20,7 @@ fn main() {
register_all(&mut world);
let cfg = BranchConfig;
let level = DungeonLevel::new(&cfg);
let level = DungeonLevel::new();
let spawn_pos = level.upstairs()[0];
world.insert(level);