Room Creating: Place Kitchen Furniture #11

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msrd0 merged 19 commits from room-creation-placing-furniture into main 2024-07-07 11:54:43 +00:00
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@ -82,13 +82,20 @@ impl Room {
let mut empty_spots: IndexSet<u8> = (0 .. width).collect(); let mut empty_spots: IndexSet<u8> = (0 .. width).collect();
let mut assets_used: HashSet<&'static str> = HashSet::new(); let mut assets_used: HashSet<&'static str> = HashSet::new();
fn random_empty_spot(empty_spots: &mut IndexSet<u8>) -> Option<u8> { fn random_empty_spot<T>(empty_spots: &mut IndexSet<T>) -> Option<T> {
if empty_spots.is_empty() { if empty_spots.is_empty() {
return None; return None;
} }
let random_idx = usize::gen_range(0, empty_spots.len()); let random_idx = usize::gen_range(0, empty_spots.len());
empty_spots.swap_remove_index(random_idx) empty_spots.swap_remove_index(random_idx)
} }
fn random_appliance<T>(empty_spots: &mut Vec<T>) -> Option<T> {
if empty_spots.is_empty() {
return None;
}
let random_idx = usize::gen_range(0, empty_spots.len());
Some(empty_spots.swap_remove(random_idx))
}
const SIDEBOARD_HEIGHT: f32 = 0.1; const SIDEBOARD_HEIGHT: f32 = 0.1;
const STOVE_HEIGHT: f32 = 0.025; const STOVE_HEIGHT: f32 = 0.025;
@ -159,12 +166,21 @@ impl Room {
z: 1 z: 1
}); });
// let's add half of the remaining positions as drawers // the current list of empty spots is the same list we can use to place
// on-the-counter appliances later
let mut empty_spots_clone = empty_spots.clone();
// build a list of the remaining kitchen appliances. we only want them
// included once, most kitchens don't contain two washing machines etc
let mut remaining_appliances: IndexSet<&'static str> =
["dishwasher", "dryer", "minifridge", "washing_machine"]
.into_iter()
.collect();
// let's add at most half of the remaining positions as big appliances
for _ in 0 .. empty_spots.len() / 2 { for _ in 0 .. empty_spots.len() / 2 {
let asset = match u8::gen_range(0, 2) { let Some(asset) = random_empty_spot(&mut remaining_appliances) else {
0 => "drawer", break;
1 => "drawer_cupboard",
_ => unreachable!()
}; };
let Some(spot) = random_empty_spot(&mut empty_spots) else { let Some(spot) = random_empty_spot(&mut empty_spots) else {
error!("WTF I shouldn't've used more than half of the available spots"); error!("WTF I shouldn't've used more than half of the available spots");
@ -183,6 +199,60 @@ impl Room {
z: 1 z: 1
}); });
} }
// and fill the remainder with drawers
while !empty_spots.is_empty() {
let asset = match u8::gen_range(0, 2) {
0 => "drawer",
1 => "drawer_cupboard",
_ => unreachable!()
};
let Some(spot) = random_empty_spot(&mut empty_spots) else {
error!("WTF I should still have spots available");
return furnitures;
};
furnitures.push(Tile {
pos: vec2(spot as f32, 0.0),
size: vec2(1.0, 1.0),
f: Furniture::new("kitchen", asset, ctx),
z: 0
});
furnitures.push(Tile {
pos: vec2(spot as f32, 1.0),
size: vec2(1.0, SIDEBOARD_HEIGHT),
f: Furniture::new("kitchen", "sideboard_1", ctx),
z: 1
});
}
// build a list of on-the-counter kitchen appliances. we only want them
// included once, most kitchens don't contain two toasters etc
let mut remaining_appliances: Vec<(&'static str, f32, f32)> = [
("blender", 0.3, 0.45),
("kettle", 0.3, 0.4),
("toaster", 0.5, 0.25)
]
.into_iter()
.collect();
// and then we fill like half the counter with appliances
for _ in 0 .. empty_spots_clone.len() / 2 {
let Some((asset, asset_w, asset_h)) =
random_appliance(&mut remaining_appliances)
else {
break;
};
let Some(spot) = random_empty_spot(&mut empty_spots_clone) else {
error!("WTF I shouldn't've used more than half of the available spots");
return furnitures;
};
furnitures.push(Tile {
pos: vec2(spot as f32 + 0.5, 1.0 + SIDEBOARD_HEIGHT),
size: vec2(asset_w, asset_h),
f: Furniture::new("kitchen", asset, ctx),
z: 0
});
}
}, },
_ => {} _ => {}