Exit vaults, level type
This commit is contained in:
@ -5,6 +5,7 @@ import 'package:dartterm/algorithms/regionalize.dart';
|
||||
import 'package:dartterm/algorithms/kruskal.dart';
|
||||
import 'package:dartterm/bitmap.dart';
|
||||
import 'package:dartterm/skreek.dart';
|
||||
import 'package:dartterm/world/level.dart';
|
||||
|
||||
part 'direction.dart';
|
||||
part 'direction_set.dart';
|
||||
@ -22,11 +23,19 @@ class Generator {
|
||||
|
||||
Generator(this._random, this._vaults);
|
||||
|
||||
Vault generate(Requirement requirement) {
|
||||
Level generateLevel(Requirement requirement) {
|
||||
var out = _generateOriented(requirement, false);
|
||||
return _finalize(out);
|
||||
}
|
||||
|
||||
/*
|
||||
Vault generateVault(Requirement requirement) {
|
||||
var out = _generateOriented(requirement, false);
|
||||
var (vault, (_, _)) = _finalize(out);
|
||||
return vault;
|
||||
}
|
||||
*/
|
||||
|
||||
Vault _generateOriented(Requirement requirement, bool canBeVault) {
|
||||
if (canBeVault) {
|
||||
Vault? suggested = _suggest(vaultTries, requirement);
|
||||
@ -248,7 +257,7 @@ class Generator {
|
||||
return vault;
|
||||
}
|
||||
|
||||
Vault _finalize(Vault subj) {
|
||||
Level _finalize(Vault subj) {
|
||||
var vx = subj.vx, vy = subj.vy;
|
||||
|
||||
var orthoOffsets = [(0, -1), (0, 1), (-1, 0), (1, 0)];
|
||||
@ -303,11 +312,28 @@ class Generator {
|
||||
return walkable(subj.tiles.get(x, y));
|
||||
});
|
||||
|
||||
// generate one fake region for the exit doors to be in
|
||||
Set<(int, int)> exitRegion = {};
|
||||
for (var x = -2; x < subj.vx + 2; x++) {
|
||||
exitRegion.add((x, -1));
|
||||
exitRegion.add((x, subj.vy));
|
||||
}
|
||||
for (var y = -2; y < subj.vy + 2; y++) {
|
||||
exitRegion.add((-1, y));
|
||||
exitRegion.add((subj.vx, y));
|
||||
}
|
||||
|
||||
int exitRegionId = regions.length;
|
||||
for (var (x, y) in exitRegion) {
|
||||
toRegion[(x, y)] = exitRegionId;
|
||||
}
|
||||
regions.add(Region.fromNonEmptySet(exitRegion));
|
||||
|
||||
// OK: now build the doors
|
||||
double doorPoints(int x, int y) {
|
||||
return subj.tiles.get(x, y) == VaultTile.doorpronefloor ? 0.5 : 0.0;
|
||||
}
|
||||
|
||||
//
|
||||
List<Edge<(int, int)>> possibleDoors = [];
|
||||
for (var x = 0; x < subj.vx; x++) {
|
||||
for (var y = 0; y < subj.vy; y++) {
|
||||
@ -348,14 +374,22 @@ class Generator {
|
||||
regions[region1].points.length,
|
||||
);
|
||||
|
||||
possibleDoors.add(Edge(region0, region1, (x, y),
|
||||
doorScore(points, roomSize, _random.nextDouble())));
|
||||
possibleDoors.add(Edge(
|
||||
region0,
|
||||
region1,
|
||||
(x, y),
|
||||
doorScore(region0 != exitRegionId && region1 != exitRegionId,
|
||||
points, roomSize, _random.nextDouble())));
|
||||
}
|
||||
}
|
||||
List<Edge<(int, int)>> exitDoors = [];
|
||||
var minimalDoors = kruskal(regions.length, possibleDoors);
|
||||
for (var d in minimalDoors) {
|
||||
var (x, y) = d.value;
|
||||
subj.tiles.set(x, y, VaultTile.door);
|
||||
if (d.dst == exitRegionId || d.src == exitRegionId) {
|
||||
exitDoors.add(d);
|
||||
}
|
||||
}
|
||||
|
||||
for (var x = 0; x < subj.vx; x++) {
|
||||
@ -365,19 +399,68 @@ class Generator {
|
||||
}
|
||||
}
|
||||
}
|
||||
return subj;
|
||||
|
||||
if (exitDoors.length != 1) {
|
||||
throw Exception("should be exactly one exit door");
|
||||
}
|
||||
|
||||
// == Build the exit area ==
|
||||
var (exitX, exitY) = exitDoors[0].value;
|
||||
int exitVaultX, exitVaultY;
|
||||
Vault finalVault;
|
||||
int vaultBlitX, vaultBlitY;
|
||||
if (exitX == 0 || exitX == vx - 1) {
|
||||
finalVault =
|
||||
Vault.blank(vx + 3, vy, VaultTile.defaultwall, DirectionSet({}));
|
||||
vaultBlitX = exitX == 0 ? 3 : 0;
|
||||
vaultBlitY = 0;
|
||||
exitVaultX = exitX == 0 ? 1 : vx + 1;
|
||||
exitVaultY = exitY;
|
||||
} else if (exitY == 0 || exitY == vy - 1) {
|
||||
finalVault =
|
||||
Vault.blank(vx, vy + 3, VaultTile.defaultwall, DirectionSet({}));
|
||||
vaultBlitX = 0;
|
||||
vaultBlitY = exitY == 0 ? 3 : 0;
|
||||
exitVaultX = exitX;
|
||||
exitVaultY = exitY == 0 ? 1 : vy + 1;
|
||||
} else {
|
||||
throw Exception("exit door in invalid position $exitX $exitY $vx $vy");
|
||||
}
|
||||
|
||||
for (var x = exitVaultX - 1; x <= exitVaultX + 1; x++) {
|
||||
for (var y = exitVaultY - 1; y <= exitVaultY + 1; y++) {
|
||||
finalVault.tiles.set(x, y, VaultTile.exit);
|
||||
if (x == exitVaultX && y == exitVaultY ||
|
||||
_manhattan(x, y, vaultBlitX + exitX, vaultBlitY + exitY) == 1) {
|
||||
finalVault.tiles.set(x, y, VaultTile.floor);
|
||||
}
|
||||
}
|
||||
}
|
||||
finalVault.blitFrom(subj, vaultBlitX, vaultBlitY);
|
||||
|
||||
return Level(
|
||||
Bitmap.blankWith(finalVault.vx, finalVault.vy,
|
||||
(x, y) => flattenVaultTile(finalVault.tiles.get(x, y)!)),
|
||||
geo.Offset(exitVaultX, exitVaultY));
|
||||
}
|
||||
}
|
||||
|
||||
// components:
|
||||
// - is not exit (exit should be placed last so it doesn't get more than one door)
|
||||
// - points for placement
|
||||
// - size of the underlying room
|
||||
// - random factor
|
||||
double doorScore(double pointsForPlacement, int roomSize, double randomFactor) {
|
||||
double doorScore(bool isNotExit, double pointsForPlacement, int roomSize,
|
||||
double randomFactor) {
|
||||
assert(pointsForPlacement >= 0.0 && pointsForPlacement <= 1.0);
|
||||
assert(roomSize >= 0 && roomSize < 100000);
|
||||
assert(randomFactor >= 0.0 && randomFactor < 1.0);
|
||||
return pointsForPlacement * 100000 +
|
||||
return (isNotExit ? 1.0 : 0.0) * 1000000 +
|
||||
pointsForPlacement * 100000 +
|
||||
(100000 - roomSize).toDouble() +
|
||||
randomFactor;
|
||||
}
|
||||
|
||||
int _manhattan(int x0, int y0, int x1, int y1) {
|
||||
return (x1 - x0).abs() + (y1 - y0).abs();
|
||||
}
|
||||
|
@ -52,3 +52,24 @@ VaultTile mergeVaultTile(VaultTile bottom, VaultTile top) {
|
||||
}
|
||||
return top;
|
||||
}
|
||||
|
||||
LevelTile flattenVaultTile(VaultTile vt) {
|
||||
switch (vt) {
|
||||
case VaultTile.meta0:
|
||||
case VaultTile.defaultwall:
|
||||
case VaultTile.archpronewall:
|
||||
case VaultTile.archwall:
|
||||
case VaultTile.wall:
|
||||
return LevelTile.wall;
|
||||
|
||||
case VaultTile.exit:
|
||||
return LevelTile.exit;
|
||||
case VaultTile.door:
|
||||
return LevelTile.closedDoor;
|
||||
|
||||
case VaultTile.doorpronefloor:
|
||||
case VaultTile.bspfloor:
|
||||
case VaultTile.floor:
|
||||
return LevelTile.floor;
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user