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