From 9ccf951473e21a8b90c25161156fa09a9b227a7b Mon Sep 17 00:00:00 2001 From: skylar Date: Wed, 11 Nov 2026 15:24:37 -0800 Subject: Orrery 0.1.0: the galaxy, flight, cities, inventory and saves Grows the derelict crawler into the whole game, and gets it ready to publish. - A galaxy of star systems joined by lanes, split between four peoples' territories, with a star map and a system map. Systems are modelled with Kepler orbits, moons inside their Hill spheres, belts past the frost line and stations at Lagrange points. - Flight around one place at a time: arcade flight with a throttle fallback where held keys can't be detected, mining rocks for ore, landing, docking at stations, and boarding wrecks that come and go by the calendar. - Your ship to walk about, and capital cities to land at: generated plans with walls, quarters and streets, building interiors, shops, taverns, scholars and armourers. - Fighting with a weapon and a gun ready, six damage types and how each monster takes them, and armour that guards, wears and can be mended. - Everything you own has a weight: a vim-keyed inventory, a pack and the ship's lockers, and trade in ore, salvage, arms and fuel. - Characters with a people and a ship of their own, saved as versioned JSON on every scene change and on quit, with a character sheet, a saves list and a pause menu wherever you are. - `orrery weapons`, `armour`, `galaxy`, `system` and `town` print the generators' output without the TUI. - Release: README install steps for macOS and Linux, a Makefile whose install also works with macOS's install, an MIT licence, and Cargo metadata with rust-version 1.88. Co-Authored-By: Claude Opus 5.5 --- src/dungeon/mod.rs | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) (limited to 'src/dungeon/mod.rs') diff --git a/src/dungeon/mod.rs b/src/dungeon/mod.rs index d3227a5..baeb0fe 100644 --- a/src/dungeon/mod.rs +++ b/src/dungeon/mod.rs @@ -1,11 +1,15 @@ //! Turn-based dungeons: the map, field of view, derelict-ship generation, //! and the rules of a crawl. Drawing lives in `scenes::derelict`. +pub mod armour; +pub mod arms; pub mod crawl; pub mod fov; pub mod ship; -#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] +use serde::{Deserialize, Serialize}; + +#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)] pub struct Pos { pub x: i32, pub y: i32, @@ -111,6 +115,14 @@ impl Map { self.tiles[i] = tile; } + /// Which room `p` is in, to tell when you've gone into another. + pub fn room_index(&self, p: Pos) -> Option { + if !self.contains(p) { + return None; + } + self.room_of[self.index(p)] + } + pub fn room_at(&self, p: Pos) -> Option<&Room> { if !self.contains(p) { return None; -- cgit v1.2.3