Break up the vaults code into multiple files
This commit is contained in:
parent
b91f3097f2
commit
0a600fd930
@ -29,11 +29,10 @@ void main() async {
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int seed = 0;
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while (true) {
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Vault output = vaults.generateBoxed(
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math.Random(seed),
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Vault output = Generator(math.Random(seed), vaults).generateBoxed(
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Requirement(
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16,
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16,
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32,
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24,
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DirectionSet({
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Direction.up,
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Direction.left,
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@ -42,8 +41,8 @@ void main() async {
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})));
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var w = output.vx;
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var h = output.vy;
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for (var y = 0; y < w; y++) {
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for (var x = 0; x < h; x++) {
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for (var y = 0; y < h; y++) {
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for (var x = 0; x < w; x++) {
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var cursor = at(x * 2, y * 2).big();
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switch (output.tiles[x + y * w]) {
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case LevelTile.floor:
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8
lib/gen/direction.dart
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8
lib/gen/direction.dart
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@ -0,0 +1,8 @@
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part of 'generator.dart';
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enum Direction {
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up,
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left,
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down,
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right,
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}
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65
lib/gen/direction_set.dart
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65
lib/gen/direction_set.dart
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@ -0,0 +1,65 @@
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part of "generator.dart";
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// TODO: There are many more efficient ways to do this
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class DirectionSet {
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final Set<Direction> directions;
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DirectionSet(this.directions);
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DirectionSet flip() {
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var ds2 = DirectionSet({});
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for (var i in directions) {
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switch (i) {
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case Direction.up:
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ds2.directions.add(Direction.up);
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case Direction.left:
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ds2.directions.add(Direction.right);
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case Direction.down:
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ds2.directions.add(Direction.down);
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case Direction.right:
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ds2.directions.add(Direction.left);
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}
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}
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return ds2;
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}
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DirectionSet rotateLeft() {
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var ds2 = DirectionSet({});
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for (var i in directions) {
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switch (i) {
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case Direction.up:
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ds2.directions.add(Direction.left);
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case Direction.left:
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ds2.directions.add(Direction.down);
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case Direction.down:
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ds2.directions.add(Direction.right);
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case Direction.right:
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ds2.directions.add(Direction.up);
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}
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}
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return ds2;
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}
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DirectionSet rotateRight() {
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var ds2 = DirectionSet({});
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for (var i in directions) {
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switch (i) {
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case Direction.up:
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ds2.directions.add(Direction.right);
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case Direction.right:
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ds2.directions.add(Direction.down);
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case Direction.down:
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ds2.directions.add(Direction.left);
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case Direction.left:
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ds2.directions.add(Direction.up);
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}
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}
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return ds2;
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}
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DirectionSet clone() {
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var ds2 = DirectionSet({});
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ds2.directions.addAll(directions);
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return ds2;
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}
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}
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@ -3,57 +3,50 @@ import 'dart:math' as math;
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import 'package:dartterm/world/level.dart';
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enum Direction {
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up,
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left,
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down,
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right,
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}
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part 'direction.dart';
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part 'direction_set.dart';
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part 'orientation.dart';
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part 'requirement.dart';
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part 'vault.dart';
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part 'vaults.dart';
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class Vaults {
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List<Vault> _primitive = [];
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class Generator {
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final math.Random _random;
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final Vaults _vaults;
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static Future<Vaults> load(String filename) async {
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// TODO
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return Vaults();
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}
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Generator(this._random, this._vaults);
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Vault generateBoxed(math.Random random, Requirement req) {
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Vault generateBoxed(Requirement req) {
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var vx = req.vx;
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var vy = req.vy;
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var tiles = [
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for (var y = 0; y < vy; y++)
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for (var x = 0; x < vx; x++) LevelTile.wall
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];
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var v = Vault(tiles, vx, vy, req.smooth);
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var v = Vault.blank(vx, vy, req.smooth, LevelTile.wall);
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if (req.vx < 2 || req.vy < 2) {
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return v;
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}
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var req2 = Requirement(vx - 2, vy - 2, req.smooth);
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var inner = generate(random, req2);
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var inner = generate(req2);
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v.blitFrom(inner, 1, 1);
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return v;
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}
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Vault generate(math.Random random, Requirement requirement) {
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Vault generate(Requirement requirement) {
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// TODO: Pick a relevant vault from the vaults file if possible
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//
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// First of all: randomize orientation.
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// First of all: randomize orientation
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// This way we only have to consider one kind of spilt
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var orientation = randomOrientation(random);
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var orientation = randomOrientation(_random);
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// Try to make vx the long axis if possible
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var req2 = requirement.unReorient(orientation);
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var req2 = unReorientRequirement(requirement, orientation);
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if (req2.vy > (req2.vx - 2) * 3 / 2) {
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orientation = (orientation + 2) % 8; // rotate once more
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}
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req2 = requirement.unReorient(orientation);
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req2 = unReorientRequirement(requirement, orientation);
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var out2 = _generate(random, req2);
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var out1 = out2.reorient(orientation);
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var out2 = _generate(req2);
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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}");
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assert(out1.vx == requirement.vx);
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@ -61,29 +54,24 @@ class Vaults {
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return out1;
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}
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Vault _generate(math.Random random, Requirement req) {
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Vault _generate(Requirement req) {
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var vx = req.vx;
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var vy = req.vy;
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var v = Vault.blank(vx, vy, req.smooth, LevelTile.wall);
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var tiles = [
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for (var y = 0; y < vy; y++)
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for (var x = 0; x < vx; x++) LevelTile.wall
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];
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var v = Vault(tiles, vx, vy, req.smooth);
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if (vx < 3 || vx * vy < 10) {
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if (vx < 5 || vx * vy < 10) {
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v.clear(LevelTile.floor);
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} else {
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// pick a split point
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var splitVx = random.nextInt(vx - 2) + 1;
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var splitVx = _random.nextInt(vx - 4) + 2;
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var reqLeft = Requirement(splitVx, vy, req.smooth.clone());
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reqLeft.smooth.directions.add(Direction.right);
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var reqRight = Requirement((vx - splitVx - 1), vy, req.smooth.clone());
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reqRight.smooth.directions.add(Direction.left);
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var vaultLeft = generate(random, reqLeft);
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var vaultRight = generate(random, reqRight);
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var vaultLeft = generate(reqLeft);
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var vaultRight = generate(reqRight);
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v.blitFrom(vaultLeft, 0, 0);
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v.blitFrom(vaultRight, splitVx + 1, 0);
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}
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@ -91,218 +79,3 @@ class Vaults {
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return v;
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}
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}
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// TODO: There are many more efficient ways to do this
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class DirectionSet {
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final Set<Direction> directions;
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DirectionSet(this.directions);
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DirectionSet flip() {
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var ds2 = DirectionSet({});
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for (var i in directions) {
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switch (i) {
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case Direction.up:
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ds2.directions.add(Direction.up);
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case Direction.left:
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ds2.directions.add(Direction.right);
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case Direction.down:
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ds2.directions.add(Direction.down);
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case Direction.right:
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ds2.directions.add(Direction.left);
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}
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}
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return ds2;
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}
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DirectionSet rotateLeft() {
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var ds2 = DirectionSet({});
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for (var i in directions) {
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switch (i) {
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case Direction.up:
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ds2.directions.add(Direction.left);
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case Direction.left:
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ds2.directions.add(Direction.down);
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case Direction.down:
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ds2.directions.add(Direction.right);
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case Direction.right:
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ds2.directions.add(Direction.up);
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}
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}
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return ds2;
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}
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DirectionSet rotateRight() {
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var ds2 = DirectionSet({});
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for (var i in directions) {
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switch (i) {
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case Direction.up:
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ds2.directions.add(Direction.right);
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case Direction.right:
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ds2.directions.add(Direction.down);
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case Direction.down:
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ds2.directions.add(Direction.left);
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case Direction.left:
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ds2.directions.add(Direction.up);
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}
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}
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return ds2;
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}
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DirectionSet clone() {
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var ds2 = DirectionSet({});
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ds2.directions.addAll(directions);
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return ds2;
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}
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}
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class Requirement {
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final int vx, vy;
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final DirectionSet smooth;
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Requirement(this.vx, this.vy, this.smooth);
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Requirement flip() {
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return Requirement(vx, vy, smooth.flip());
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}
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Requirement rotateLeft() {
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return Requirement(vy, vx, smooth.rotateLeft());
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}
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Requirement rotateRight() {
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return Requirement(vy, vx, smooth.rotateRight());
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}
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Requirement unReorient(int r) {
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assert(r >= 0 && r < 8);
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Requirement o = this;
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if (r % 2 == 1) {
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o = o.flip();
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r -= 1;
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}
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while (r >= 2) {
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o = o.rotateLeft();
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r -= 2;
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}
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return o;
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}
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}
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class Vault {
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final List<LevelTile> tiles;
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final int vx, vy;
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final DirectionSet smooth;
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Vault(this.tiles, this.vx, this.vy, this.smooth) {
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assert(tiles.length == vx * vy);
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}
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// TODO: We should be assessing this based on whether the pattern in the input
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// PNG had right-angled borders on this side, not based on the literal
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// presence or absence of walls
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//
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// In other words, this is wrong.
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static Vault fromVaultData(List<LevelTile> tiles, int vx, int vy) {
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assert(tiles.length == vx * vy);
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var smooth = {
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Direction.up,
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Direction.left,
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Direction.down,
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Direction.right
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};
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for (var x = 0; x < vx; x++) {
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if (tiles[x + 0 * vx] == LevelTile.wall) {
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smooth.remove(Direction.up);
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break;
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}
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}
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for (var x = 0; x < vx; x++) {
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if (tiles[x + (vy - 1) * vx] == LevelTile.wall) {
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smooth.remove(Direction.down);
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break;
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}
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}
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for (var y = 0; y < vy; y++) {
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if (tiles[0 + y * vx] == LevelTile.wall) {
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smooth.remove(Direction.left);
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break;
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}
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}
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for (var y = 0; y < vy; y++) {
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if (tiles[vx - 1 + y * vx] == LevelTile.wall) {
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smooth.remove(Direction.right);
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break;
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}
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}
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return Vault(tiles, vx, vy, DirectionSet(smooth));
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}
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void clear(LevelTile lt) {
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for (var y = 0; y < vy; y++) {
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for (var x = 0; x < vx; x++) {
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tiles[y * vx + x] = lt;
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}
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}
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}
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void blitFrom(Vault other, int dx, int dy) {
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assert(dx >= 0);
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assert(dy >= 0);
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assert(dx + other.vx <= vx);
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assert(dy + other.vy <= vy);
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for (var x = 0; x < other.vx; x++) {
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for (var y = 0; y < other.vy; y++) {
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tiles[(y + dy) * vx + x + dx] = other.tiles[y * other.vx + x];
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}
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}
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}
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Vault flip() {
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List<LevelTile> tiles2 = [
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for (var y = 0; y < vy; y++)
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for (var x = vx - 1; x >= 0; x--) tiles[y * vx + x]
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];
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return Vault(tiles2, vx, vy, smooth.flip());
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}
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// TODO: Actually test this logic.
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// This worked in Python, so it might even be right!
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Vault rotateRight() {
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List<LevelTile> tiles2 = [
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for (var x = 0; x < vx; x++)
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for (var y = 0; y < vy; y++) tiles[(vy - 1 - y) * vx + x]
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];
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return Vault(tiles2, vy, vx, smooth.rotateRight());
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}
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Vault rotateLeft() {
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List<LevelTile> tiles2 = [
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for (var x = vx - 1; x >= 0; x++)
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for (var y = vy - 1; y >= 0; y++) tiles[y * vx + (vx - 1 - x)]
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];
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return Vault(tiles2, vy, vx, smooth.rotateLeft());
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}
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Vault reorient(int r) {
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assert(r >= 0 && r < 8);
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Vault o = this;
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while (r >= 2) {
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o = o.rotateRight();
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r -= 2;
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}
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if (r == 1) {
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o = o.flip();
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r -= 1;
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}
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return o;
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}
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}
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int randomOrientation(math.Random random) {
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return random.nextInt(8);
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}
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33
lib/gen/orientation.dart
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33
lib/gen/orientation.dart
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@ -0,0 +1,33 @@
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part of 'generator.dart';
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int randomOrientation(math.Random random) {
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return random.nextInt(8);
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}
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Vault reorientVault(Vault o, int r) {
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assert(r >= 0 && r < 8);
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while (r >= 2) {
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o = o.rotateRight();
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r -= 2;
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}
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if (r == 1) {
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o = o.flip();
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r -= 1;
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}
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return o;
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}
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Requirement unReorientRequirement(Requirement o, int r) {
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assert(r >= 0 && r < 8);
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if (r % 2 == 1) {
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o = o.flip();
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r -= 1;
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}
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while (r >= 2) {
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o = o.rotateLeft();
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r -= 2;
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}
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return o;
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}
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34
lib/gen/requirement.dart
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34
lib/gen/requirement.dart
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part of 'generator.dart';
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class Requirement {
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final int vx, vy;
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final DirectionSet smooth;
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Requirement(this.vx, this.vy, this.smooth);
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Requirement flip() {
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return Requirement(vx, vy, smooth.flip());
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}
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Requirement rotateLeft() {
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return Requirement(vy, vx, smooth.rotateLeft());
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}
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Requirement rotateRight() {
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return Requirement(vy, vx, smooth.rotateRight());
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}
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Requirement unReorient(int r) {
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assert(r >= 0 && r < 8);
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Requirement o = this;
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if (r % 2 == 1) {
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o = o.flip();
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r -= 1;
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}
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while (r >= 2) {
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o = o.rotateLeft();
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r -= 2;
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}
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return o;
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}
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}
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124
lib/gen/vault.dart
Normal file
124
lib/gen/vault.dart
Normal file
@ -0,0 +1,124 @@
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part of 'generator.dart';
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class Vault {
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final int vx, vy;
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final DirectionSet smooth;
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final List<LevelTile> tiles;
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Vault(this.vx, this.vy, this.smooth, this.tiles) {
|
||||
assert(tiles.length == vx * vy);
|
||||
}
|
||||
|
||||
// TODO: We should be assessing this based on whether the pattern in the input
|
||||
// PNG had right-angled borders on this side, not based on the literal
|
||||
// presence or absence of walls
|
||||
//
|
||||
// In other words, this is wrong.
|
||||
static Vault fromVaultData(int vx, int vy, List<LevelTile> tiles) {
|
||||
assert(tiles.length == vx * vy);
|
||||
var smooth = {
|
||||
Direction.up,
|
||||
Direction.left,
|
||||
Direction.down,
|
||||
Direction.right
|
||||
};
|
||||
for (var x = 0; x < vx; x++) {
|
||||
if (tiles[x + 0 * vx] == LevelTile.wall) {
|
||||
smooth.remove(Direction.up);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (var x = 0; x < vx; x++) {
|
||||
if (tiles[x + (vy - 1) * vx] == LevelTile.wall) {
|
||||
smooth.remove(Direction.down);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (var y = 0; y < vy; y++) {
|
||||
if (tiles[0 + y * vx] == LevelTile.wall) {
|
||||
smooth.remove(Direction.left);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (var y = 0; y < vy; y++) {
|
||||
if (tiles[vx - 1 + y * vx] == LevelTile.wall) {
|
||||
smooth.remove(Direction.right);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return Vault(vx, vy, DirectionSet(smooth), tiles);
|
||||
}
|
||||
|
||||
void clear(LevelTile lt) {
|
||||
for (var y = 0; y < vy; y++) {
|
||||
for (var x = 0; x < vx; x++) {
|
||||
tiles[y * vx + x] = lt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void blitFrom(Vault other, int dx, int dy) {
|
||||
assert(dx >= 0);
|
||||
assert(dy >= 0);
|
||||
assert(dx + other.vx <= vx);
|
||||
assert(dy + other.vy <= vy);
|
||||
for (var x = 0; x < other.vx; x++) {
|
||||
for (var y = 0; y < other.vy; y++) {
|
||||
tiles[(y + dy) * vx + x + dx] = other.tiles[y * other.vx + x];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vault flip() {
|
||||
List<LevelTile> tiles2 = [
|
||||
for (var y = 0; y < vy; y++)
|
||||
for (var x = vx - 1; x >= 0; x--) tiles[y * vx + x]
|
||||
];
|
||||
|
||||
return Vault(vx, vy, smooth.flip(), tiles2);
|
||||
}
|
||||
|
||||
// TODO: Actually test this logic.
|
||||
// This worked in Python, so it might even be right!
|
||||
Vault rotateRight() {
|
||||
List<LevelTile> tiles2 = [
|
||||
for (var x = 0; x < vx; x++)
|
||||
for (var y = 0; y < vy; y++) tiles[(vy - 1 - y) * vx + x]
|
||||
];
|
||||
|
||||
return Vault(vy, vx, smooth.rotateRight(), tiles2);
|
||||
}
|
||||
|
||||
Vault rotateLeft() {
|
||||
List<LevelTile> tiles2 = [
|
||||
for (var x = vx - 1; x >= 0; x++)
|
||||
for (var y = vy - 1; y >= 0; y++) tiles[y * vx + (vx - 1 - x)]
|
||||
];
|
||||
|
||||
return Vault(vy, vx, smooth.rotateLeft(), tiles2);
|
||||
}
|
||||
|
||||
Vault reorient(int r) {
|
||||
assert(r >= 0 && r < 8);
|
||||
Vault o = this;
|
||||
while (r >= 2) {
|
||||
o = o.rotateRight();
|
||||
r -= 2;
|
||||
}
|
||||
if (r == 1) {
|
||||
o = o.flip();
|
||||
r -= 1;
|
||||
}
|
||||
return o;
|
||||
}
|
||||
|
||||
static Vault blank(int vx, int vy, DirectionSet smooth, LevelTile lt) {
|
||||
var tiles = [
|
||||
for (var y = 0; y < vy; y++)
|
||||
for (var x = 0; x < vx; x++) lt
|
||||
];
|
||||
|
||||
return Vault(vx, vy, smooth, tiles);
|
||||
}
|
||||
}
|
10
lib/gen/vaults.dart
Normal file
10
lib/gen/vaults.dart
Normal file
@ -0,0 +1,10 @@
|
||||
part of 'generator.dart';
|
||||
|
||||
class Vaults {
|
||||
final List<Vault> _primitive = [];
|
||||
|
||||
static Future<Vaults> load(String filename) async {
|
||||
// TODO
|
||||
return Vaults();
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user