Room Creating: Place Kitchen Furniture #11
1 changed files with 69 additions and 54 deletions
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@ -17,7 +17,13 @@ enum RoomType {
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SleepingRoom
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}
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type Tile = (Vec2, Vec2, Furniture); //(pos, size, furniture)
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#[derive(Debug)]
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struct Tile {
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pos: Vec2,
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size: Vec2,
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f: Furniture,
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z: i32
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}
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#[derive(Debug)]
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pub struct Room {
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@ -94,57 +100,64 @@ impl Room {
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// in a kitchen, we always add a fridge
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let fridge_pos = u8::gen_range(0, 2) * (width - 1);
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empty_spots.swap_remove(&fridge_pos);
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furnitures.push((
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vec2(fridge_pos as f32, 0.0),
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vec2(1.0, 2.0),
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Furniture::new("kitchen", "fridge", ctx)
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));
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furnitures.push(Tile {
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pos: vec2(fridge_pos as f32, 0.0),
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size: vec2(1.0, 2.0),
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f: Furniture::new("kitchen", "fridge", ctx),
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z: 0
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});
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// and we always add an oven
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let Some(oven_pos) = random_empty_spot(&mut empty_spots) else {
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error!("How can I not fit an oven in a kitchen?!?");
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return furnitures;
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};
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furnitures.push((
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vec2(oven_pos as f32, 0.0),
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vec2(1.0, 1.0),
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Furniture::new("kitchen", "oven", ctx)
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));
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furnitures.push(Tile {
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pos: vec2(oven_pos as f32, 0.0),
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size: vec2(1.0, 1.0),
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f: Furniture::new("kitchen", "oven", ctx),
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z: 0
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});
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// there's always sideboard above the oven with a stove
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furnitures.push((
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vec2(oven_pos as f32, 1.0),
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vec2(1.0, SIDEBOARD_HEIGHT),
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Furniture::new("kitchen", "sideboard_1", ctx)
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));
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furnitures.push((
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vec2(oven_pos as f32, 1.0 + SIDEBOARD_HEIGHT),
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vec2(1.0, STOVE_HEIGHT),
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Furniture::new("kitchen", "stove", ctx)
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));
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furnitures.push(Tile {
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pos: vec2(oven_pos as f32, 1.0),
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size: vec2(1.0, SIDEBOARD_HEIGHT),
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f: Furniture::new("kitchen", "sideboard_1", ctx),
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z: 1
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});
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furnitures.push(Tile {
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pos: vec2(oven_pos as f32, 1.0 + SIDEBOARD_HEIGHT),
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size: vec2(1.0, STOVE_HEIGHT),
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f: Furniture::new("kitchen", "stove", ctx),
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z: 0
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});
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// and we always add a drawer that houses a sink
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let Some(sink_pos) = random_empty_spot(&mut empty_spots) else {
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error!("How can I not fit a sink in a kitchen?!?");
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return furnitures;
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};
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furnitures.push((
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vec2(sink_pos as f32, 0.0),
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vec2(1.0, 1.0),
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Furniture::new("kitchen", "drawer_cupboard", ctx)
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));
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furnitures.push(Tile {
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pos: vec2(sink_pos as f32, 0.0),
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size: vec2(1.0, 1.0),
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f: Furniture::new("kitchen", "drawer_cupboard", ctx),
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z: 0
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});
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// there's always sideboard above that drawer with a sink **behind** it
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furnitures.push((
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vec2(sink_pos as f32, 1.0),
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vec2(1.0, SINK_HEIGHT),
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Furniture::new("kitchen", "sink", ctx)
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));
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furnitures.push((
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vec2(sink_pos as f32, 1.0),
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vec2(1.0, SIDEBOARD_HEIGHT),
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Furniture::new("kitchen", "sideboard_1", ctx)
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));
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furnitures.push(Tile {
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pos: vec2(sink_pos as f32, 1.0),
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size: vec2(1.0, SINK_HEIGHT),
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f: Furniture::new("kitchen", "sink", ctx),
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z: 0
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});
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furnitures.push(Tile {
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pos: vec2(sink_pos as f32, 1.0),
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size: vec2(1.0, SIDEBOARD_HEIGHT),
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f: Furniture::new("kitchen", "sideboard_1", ctx),
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z: 1
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});
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// let's add half of the remaining positions as drawers
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for _ in 0 .. empty_spots.len() / 2 {
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@ -157,16 +170,18 @@ impl Room {
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error!("WTF I shouldn't've used more than half of the available spots");
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return furnitures;
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};
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furnitures.push((
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vec2(spot as f32, 0.0),
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vec2(1.0, 1.0),
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Furniture::new("kitchen", asset, ctx)
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));
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furnitures.push((
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vec2(spot as f32, 1.0),
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vec2(1.0, SIDEBOARD_HEIGHT),
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Furniture::new("kitchen", "sideboard_1", ctx)
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));
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furnitures.push(Tile {
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pos: vec2(spot as f32, 0.0),
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size: vec2(1.0, 1.0),
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f: Furniture::new("kitchen", asset, ctx),
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z: 0
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});
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furnitures.push(Tile {
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pos: vec2(spot as f32, 1.0),
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size: vec2(1.0, SIDEBOARD_HEIGHT),
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f: Furniture::new("kitchen", "sideboard_1", ctx),
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z: 1
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});
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}
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},
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@ -243,25 +258,25 @@ impl Room {
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game::ZLayer::MapMax as i32 - 1
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);
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for (pos, size, furniture) in &self.furnitures {
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let mut pos = *pos - vec2(width as f32 / 2.0, height as f32 / 2.0);
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pos += *size * 0.5;
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for tile in &self.furnitures {
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let mut pos = tile.pos - vec2(width as f32 / 2.0, height as f32 / 2.0);
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pos += tile.size * 0.5;
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if let Some(texture) = furniture.get_human_texture_handle() {
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if let Some(texture) = tile.f.get_human_texture_handle() {
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draw_sprite(
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texture,
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pos * SCALE,
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WHITE,
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game::ZLayer::MapMax.into(),
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*size * SCALE
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game::ZLayer::MapMax as i32 + tile.z,
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tile.size * SCALE
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);
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} else {
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draw_rect_outline(
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pos * SCALE,
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*size * SCALE,
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tile.size * SCALE,
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0.3,
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GREEN,
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game::ZLayer::MapMax.into()
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game::ZLayer::MapMax as i32 + tile.z
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);
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}
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}
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