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//! The `dungon` crate contains the core functionality for
//! interacting with a `Dungeon` and its components.
pub mod astar;
pub mod bsp;
pub mod entity;
pub mod map;
pub mod pos;
pub use bsp::*;
pub use entity::*;
pub use map::*;
pub use pos::*;
/// The `Dungeon` type represents the game state of the
/// dungeon crawler.
#[derive(Clone, Debug, PartialEq)]
pub struct Dungeon {
pub floor: Floor,
pub player: Player,
pub enemies: Vec<Entity>,
}
impl Dungeon {
/// Creates a new `Dungeon`.
///
/// # Examples
///
/// ```no_run
/// use dungeon::Dungeon;
///
/// let dungeon = Dungeon::new();
/// ```
#[must_use]
pub fn new() -> Self {
Self::from(Floor::generate())
}
/// Creates a new `Dungeon` with a provided seed.
///
/// # Examples
///
/// ```no_run
/// use dungeon::Dungeon;
///
/// let seed = 234690523482u64;
/// let dungeon = Dungeon::new_seeded(seed);
/// ```
#[must_use]
pub fn new_seeded(seed: u64) -> Self {
Self::from(Floor::generate_seeded(seed))
}
/// Returns the current position of the camera (viewer)
#[must_use]
pub fn camera(&self) -> FPos {
self.player.entity.fpos
}
}
impl Default for Dungeon {
fn default() -> Self {
Self::from(Floor::default())
}
}
impl From<Floor> for Dungeon {
fn from(mut floor: Floor) -> Self {
let player = Player::new(floor.player_start());
// TODO: initalize rest of game state
// TODO: Randomize enemy positions/types
let enemies = vec![Entity::zombie(floor.random_pos())];
Self {
floor,
player,
enemies,
}
}
}
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