Closed surrsurus closed 5 years ago
Updated comment to have task manager. Also, added the Index
and IndexMut
trait to dungeons, as of 2f3d0e1. (About damn time!)
Filters also need some work, thought-wise at least. Filters need to have some type of grid
obviously, some apply()
function, and they all always must be indexable. It would be awesome to just have one struct that has all of that stuff enabled, since I really don't want to copy the index trait stuff around like 30 times.
So, the index trait thing is directly on Dungeon
and Grid
, haven't needed it on the Structure
filter. I think all that needs to be done is to work on turning existing things into filters.
Dungeon needs more low-level, architectural work done. Related to #45 though not exactly.
Filter
traits such that upon being given a list of such filters, anapply()
or such can be ran to add the filter onto the dungeon map. This would solidify dungeon generation and make it slightly more comprehendible and gives a better interface for adding changes.dungeon.grid
it makes NO sense, what is the dungeon if the meaningful details are stored within the grid? I would love it ifdungeon
both had implementation and also was indexable. Maybe we canimpl
a trait for this? Basically I just want to hideGrid
from anything that's not aDungeon