Door placement
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@ -2,6 +2,7 @@ import 'dart:math' as math;
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import 'package:dartterm/algorithms/geometry.dart' as geo;
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import 'package:dartterm/algorithms/regionalize.dart';
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import 'package:dartterm/algorithms/kruskal.dart';
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import 'package:dartterm/bitmap.dart';
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import 'package:dartterm/skreek.dart';
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@ -222,7 +223,7 @@ class Generator {
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Vault _fillMetaRegions(Requirement requirement, Vault vault) {
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var geo.Size(:dx, :dy) = vault.size;
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var metaregions = regionalize(geo.Rect(0, 0, dx, dy),
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var (metaregions, _) = regionalize(geo.Rect(0, 0, dx, dy),
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(x, y) => vault.tiles.get(x, y) == VaultTile.meta0);
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for (var i in metaregions) {
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@ -249,22 +250,25 @@ class Generator {
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Vault _finalize(Vault subj) {
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var vx = subj.vx, vy = subj.vy;
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subj = Vault.blankWith(vx, vy, (x, y) {
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var bed = VaultTile.defaultwall;
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if (x == 0 || x == vx - 1 || y == 0 || y == vy - 1) {
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bed = VaultTile.wall;
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}
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var tile = mergeVaultTile(bed, subj.tiles.get(x, y)!);
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return tile;
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}, subj.smooth.clone());
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bool canSupportArch(VaultTile? tile) {
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var orthoOffsets = [(0, -1), (0, 1), (-1, 0), (1, 0)];
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// == build arches ==
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bool floorlike(VaultTile? tile) {
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return tile == VaultTile.bspfloor ||
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tile == VaultTile.floor ||
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tile == VaultTile.doorpronefloor ||
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tile == VaultTile.exit;
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}
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var orthoOffsets = [(0, -1), (0, 1), (-1, 0), (1, 0)];
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bool walkable(VaultTile? tile) {
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return tile == VaultTile.bspfloor ||
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tile == VaultTile.floor ||
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tile == VaultTile.doorpronefloor ||
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tile == VaultTile.exit ||
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tile == VaultTile.door;
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}
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List<(int, int)> newArches = [];
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for (int x = 0; x < vx; x++) {
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for (int y = 0; y < vy; y++) {
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@ -273,7 +277,7 @@ class Generator {
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var supporters = 0;
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for (var (dx, dy) in orthoOffsets) {
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VaultTile? neighbor = subj.tiles.get(x + dx, y + dy);
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if (canSupportArch(neighbor)) {
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if (floorlike(neighbor)) {
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supporters++;
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}
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}
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@ -292,6 +296,88 @@ class Generator {
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for (var (ax, ay) in newArches) {
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subj.tiles.set(ax, ay, VaultTile.floor);
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}
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// == build doors ==
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var (regions, toRegion) =
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regionalize(geo.Rect(0, 0, subj.vx, subj.vy), (x, y) {
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return walkable(subj.tiles.get(x, y));
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});
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double doorPoints(int x, int y) {
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return subj.tiles.get(x, y) == VaultTile.doorpronefloor ? 0.5 : 0.0;
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}
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//
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List<Edge<(int, int)>> possibleDoors = [];
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for (var x = 0; x < subj.vx; x++) {
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for (var y = 0; y < subj.vy; y++) {
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double points;
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int region0, region1;
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if (subj.tiles.get(x, y) != VaultTile.wall) {
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continue;
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}
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var regionL = toRegion[(x - 1, y)];
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var regionR = toRegion[(x + 1, y)];
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var regionU = toRegion[(x, y - 1)];
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var regionD = toRegion[(x, y + 1)];
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if (regionL != null &&
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regionR != null &&
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regionU == null &&
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regionD == null) {
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(region0, region1) = (regionL, regionR);
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points = doorPoints(x - 1, y) + doorPoints(x + 1, y);
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} else if (regionL == null &&
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regionR == null &&
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regionU != null &&
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regionD != null) {
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(region0, region1) = (regionU, regionD);
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points = doorPoints(x, y - 1) + doorPoints(x, y + 1);
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} else {
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continue;
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}
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if (region0 == region1) {
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continue;
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}
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int roomSize = math.min(
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regions[region0].points.length,
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regions[region1].points.length,
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);
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possibleDoors.add(Edge(region0, region1, (x, y),
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doorScore(points, roomSize, _random.nextDouble())));
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}
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}
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var minimalDoors = kruskal(regions.length, possibleDoors);
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for (var d in minimalDoors) {
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var (x, y) = d.value;
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subj.tiles.set(x, y, VaultTile.door);
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}
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for (var x = 0; x < subj.vx; x++) {
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for (var y = 0; y < subj.vy; y++) {
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if (subj.tiles.get(x, y) == VaultTile.doorpronefloor) {
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subj.tiles.set(x, y, VaultTile.floor);
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}
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}
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}
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return subj;
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}
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}
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// components:
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// - points for placement
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// - size of the underlying room
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// - random factor
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double doorScore(double pointsForPlacement, int roomSize, double randomFactor) {
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assert(pointsForPlacement >= 0.0 && pointsForPlacement <= 1.0);
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assert(roomSize >= 0 && roomSize < 100000);
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assert(randomFactor >= 0.0 && randomFactor < 1.0);
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return pointsForPlacement * 100000 +
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(100000 - roomSize).toDouble() +
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randomFactor;
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}
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@ -14,7 +14,8 @@ class Vaults {
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static Future<Vaults> load(String name) async {
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var basis = await Bitmap.load(name, colorToVaultTile);
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var regions = regionalize(basis.rect, (x, y) => basis.get(x, y) != null);
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var (regions, _) =
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regionalize(basis.rect, (x, y) => basis.get(x, y) != null);
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var vs = Vaults();
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@ -73,6 +74,8 @@ enum VaultTile {
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door,
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bspfloor,
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floor,
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doorpronefloor,
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defaultwall, // defaultwall is in generated rooms and is overwritten by anything
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archpronewall, // archpronewall cannot overwrite wall or archwall
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archwall, // archwall cannot overwrite wall.
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@ -98,6 +101,8 @@ VaultTile? colorToVaultTile(int c) {
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return VaultTile.archwall;
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case 0x7F4000:
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return VaultTile.archpronewall;
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case 0xBCCFFF:
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return VaultTile.doorpronefloor;
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case 0xFFFFFF:
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case 0xFFFF00:
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case 0xFF00FF:
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