dartterm/lib/gen/vaults.dart

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part of 'generator.dart';
class Vaults {
final List<Vault> _primitive = [];
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List<Vault> randomFlight(math.Random rng) {
// TODO: There are many more efficient ways to do this!
List<Vault> list2 = [];
list2.addAll(_primitive);
list2.shuffle(rng);
return list2;
}
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static Future<Vaults> load(String name) async {
var basis = await Bitmap.load(name, colorToVaultTile);
var regions = regionalize(basis.rect, (x, y) => basis.get(x, y) != null);
var vs = Vaults();
for (var region in regions) {
Vault v = loadVault(region, basis);
vs._primitive.add(v);
}
return vs;
}
static Vault loadVault(Region r, Bitmap<VaultTile?> b) {
skreek("Loading vault: $r");
var tiles = [
for (var y = r.rect.top; y < r.rect.bottom; y++)
for (var x = r.rect.left; x < r.rect.right; x++)
b.get(x, y) ?? VaultTile.wall
];
DirectionSet smooth = DirectionSet(
{Direction.up, Direction.left, Direction.right, Direction.down});
for (var x = r.rect.left; x < r.rect.right; x++) {
if (b.get(x, r.rect.top) == null) {
smooth.directions.remove(Direction.up);
break;
}
}
for (var x = r.rect.left; x < r.rect.right; x++) {
if (b.get(x, r.rect.bottom - 1) == null) {
smooth.directions.remove(Direction.down);
break;
}
}
for (var y = r.rect.top; y < r.rect.bottom; y++) {
if (b.get(r.rect.left, y) == null) {
smooth.directions.remove(Direction.left);
break;
}
}
for (var y = r.rect.top; y < r.rect.bottom; y++) {
if (b.get(r.rect.right - 1, y) == null) {
smooth.directions.remove(Direction.right);
break;
}
}
return Vault(r.rect.width, r.rect.height, smooth, tiles);
}
}
enum VaultTile {
exit,
door,
bspfloor,
floor,
wall,
}
VaultTile? colorToVaultTile(int c) {
switch (c) {
// RGBA
case 0x000000FF:
case 0x707070FF:
return VaultTile.wall;
case 0xFFFFFFFF:
case 0xFFFF00FF:
case 0xFF00FFFF:
return VaultTile.floor;
case 0x0087FFFF:
return VaultTile.door;
case 0xFF0000FF:
return VaultTile.exit;
case 0x007F00FF:
return null;
default:
throw Exception("unrecognized pixel: $c");
}
}