dartterm/lib/gen/generator.dart

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import 'dart:math' as math;
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import 'package:dartterm/algorithms/regionalize.dart';
import 'package:dartterm/bitmap.dart';
import 'package:dartterm/skreek.dart';
part 'direction.dart';
part 'direction_set.dart';
part 'orientation.dart';
part 'requirement.dart';
part 'vault.dart';
part 'vaults.dart';
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const vaultTries = 10;
class Generator {
final math.Random _random;
final Vaults _vaults;
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List<Vault> _queue = [];
Generator(this._random, this._vaults);
Vault generate(Requirement requirement) {
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Vault? suggested = _suggest(vaultTries, requirement);
if (suggested != null) {
return suggested;
}
// First of all: randomize orientation
// This way we only have to consider one kind of spilt
var orientation = randomOrientation(_random);
// Try to make vx the long axis if possible
var req2 = unReorientRequirement(requirement, orientation);
if (req2.vy > (req2.vx - 2) * 3 / 2) {
orientation = (orientation + 2) % 8; // rotate once more
}
req2 = unReorientRequirement(requirement, orientation);
var out2 = _generate(req2);
var out1 = reorientVault(out2, orientation);
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// log("$orientation ${requirement.vx} ${requirement.vy} ${req2.vx} ${req2.vy} ${out2.vx} ${out2.vy} ${out1.vx} ${out1.vy}");
assert(out1.vx == requirement.vx);
assert(out1.vy == requirement.vy);
return out1;
}
Vault _generate(Requirement req) {
var vx = req.vx;
var vy = req.vy;
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var v = Vault.blank(vx, vy, req.smooth, VaultTile.wall);
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if (vx < 2 || vy < 2) {
} else if (vx < 9 || (vx - 2) * (vy - 2) < 12) {
var v2 = Vault.blank(vx - 2, vy - 2, req.smooth, VaultTile.bspfloor);
v.blitFrom(v2, 1, 1);
} else {
// pick a split point
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var splitVx = _random.nextInt(vx - 8) + 4;
var reqLeft = Requirement(splitVx, vy, req.smooth.clone());
reqLeft.smooth.directions.add(Direction.right);
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var reqRight = Requirement((vx - splitVx + 1), vy, req.smooth.clone());
reqRight.smooth.directions.add(Direction.left);
var vaultLeft = generate(reqLeft);
var vaultRight = generate(reqRight);
v.blitFrom(vaultLeft, 0, 0);
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v.blitFrom(vaultRight, splitVx - 1, 0);
}
return v;
}
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Vault? _suggest(int tries, Requirement req) {
for (var i = 0; i < tries; i++) {
var sugg = _popSuggestion();
if (sugg == null) {
return null;
}
sugg = reorientVault(sugg, randomOrientation(_random));
sugg = _tidy(sugg, req);
if (sugg != null) {
return sugg;
}
}
return null;
}
Vault? _popSuggestion() {
if (_queue.isEmpty) {
_queue = _vaults.randomFlight(_random);
}
if (_queue.isEmpty) {
return null;
}
return _queue.removeLast();
}
Vault? _tidy(Vault vault, Requirement req) {
if (vault.vx > req.vx || vault.vy > req.vy) {
return null;
}
if (vault.vx < req.vx / 2 || vault.vy < req.vy / 2) {
return null;
}
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if (!vault.smooth.directions.containsAll(req.smooth.directions)) {
return null;
}
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var rsd = req.smooth.directions;
bool mustFillX =
rsd.contains(Direction.left) && rsd.contains(Direction.right);
if (vault.vx != req.vx && mustFillX) {
return null;
}
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bool mustFillY = rsd.contains(Direction.up) && rsd.contains(Direction.down);
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if (vault.vy != req.vy && mustFillY) {
return null;
}
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Vault full = Vault.blank(req.vx, req.vy, req.smooth, VaultTile.wall);
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int vx = vault.vx;
int dx;
if (rsd.contains(Direction.left)) {
dx = 0;
} else if (rsd.contains(Direction.right)) {
dx = req.vx - vx;
} else {
dx = _random.nextInt(req.vx - vx);
}
int vy = vault.vy;
int dy;
if (rsd.contains(Direction.up)) {
dy = 0;
} else if (rsd.contains(Direction.down)) {
dy = req.vy - vy;
} else {
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dy = _random.nextInt(req.vy - vy);
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}
full.blitFrom(vault, dx, dy);
return full;
}
}