BSP: include walls in room boundary
This commit is contained in:
parent
c4c2b26653
commit
757cca1392
@ -29,16 +29,11 @@ void main() async {
|
|||||||
int seed = 0;
|
int seed = 0;
|
||||||
|
|
||||||
while (true) {
|
while (true) {
|
||||||
Vault output = Generator(math.Random(seed), vaults).generateBoxed(
|
Vault output = Generator(math.Random(seed), vaults).generate(Requirement(
|
||||||
Requirement(
|
|
||||||
32,
|
32,
|
||||||
24,
|
24,
|
||||||
DirectionSet({
|
DirectionSet(
|
||||||
Direction.up,
|
{Direction.up, Direction.left, Direction.right, Direction.down})));
|
||||||
Direction.left,
|
|
||||||
Direction.right,
|
|
||||||
Direction.down
|
|
||||||
})));
|
|
||||||
var w = output.vx;
|
var w = output.vx;
|
||||||
var h = output.vy;
|
var h = output.vy;
|
||||||
for (var y = 0; y < h; y++) {
|
for (var y = 0; y < h; y++) {
|
||||||
|
@ -20,21 +20,6 @@ class Generator {
|
|||||||
|
|
||||||
Generator(this._random, this._vaults);
|
Generator(this._random, this._vaults);
|
||||||
|
|
||||||
Vault generateBoxed(Requirement req) {
|
|
||||||
var vx = req.vx;
|
|
||||||
var vy = req.vy;
|
|
||||||
|
|
||||||
var v = Vault.blank(vx, vy, req.smooth, VaultTile.wall);
|
|
||||||
|
|
||||||
if (req.vx < 2 || req.vy < 2) {
|
|
||||||
return v;
|
|
||||||
}
|
|
||||||
var req2 = Requirement(vx - 2, vy - 2, req.smooth);
|
|
||||||
var inner = generate(req2);
|
|
||||||
v.blitFrom(inner, 1, 1);
|
|
||||||
return v;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vault generate(Requirement requirement) {
|
Vault generate(Requirement requirement) {
|
||||||
Vault? suggested = _suggest(vaultTries, requirement);
|
Vault? suggested = _suggest(vaultTries, requirement);
|
||||||
if (suggested != null) {
|
if (suggested != null) {
|
||||||
@ -66,21 +51,23 @@ class Generator {
|
|||||||
var vy = req.vy;
|
var vy = req.vy;
|
||||||
var v = Vault.blank(vx, vy, req.smooth, VaultTile.wall);
|
var v = Vault.blank(vx, vy, req.smooth, VaultTile.wall);
|
||||||
|
|
||||||
if (vx < 5 || vx * vy < 10) {
|
if (vx < 2 || vy < 2) {
|
||||||
v.clear(VaultTile.bspfloor);
|
} 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 {
|
} else {
|
||||||
// pick a split point
|
// pick a split point
|
||||||
var splitVx = _random.nextInt(vx - 4) + 2;
|
var splitVx = _random.nextInt(vx - 8) + 4;
|
||||||
|
|
||||||
var reqLeft = Requirement(splitVx, vy, req.smooth.clone());
|
var reqLeft = Requirement(splitVx, vy, req.smooth.clone());
|
||||||
reqLeft.smooth.directions.add(Direction.right);
|
reqLeft.smooth.directions.add(Direction.right);
|
||||||
var reqRight = Requirement((vx - splitVx - 1), vy, req.smooth.clone());
|
var reqRight = Requirement((vx - splitVx + 1), vy, req.smooth.clone());
|
||||||
reqRight.smooth.directions.add(Direction.left);
|
reqRight.smooth.directions.add(Direction.left);
|
||||||
|
|
||||||
var vaultLeft = generate(reqLeft);
|
var vaultLeft = generate(reqLeft);
|
||||||
var vaultRight = generate(reqRight);
|
var vaultRight = generate(reqRight);
|
||||||
v.blitFrom(vaultLeft, 0, 0);
|
v.blitFrom(vaultLeft, 0, 0);
|
||||||
v.blitFrom(vaultRight, splitVx + 1, 0);
|
v.blitFrom(vaultRight, splitVx - 1, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
return v;
|
return v;
|
||||||
|
@ -9,47 +9,6 @@ class Vault {
|
|||||||
assert(tiles.length == vx * vy);
|
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<VaultTile> 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] == VaultTile.wall) {
|
|
||||||
smooth.remove(Direction.up);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for (var x = 0; x < vx; x++) {
|
|
||||||
if (tiles[x + (vy - 1) * vx] == VaultTile.wall) {
|
|
||||||
smooth.remove(Direction.down);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for (var y = 0; y < vy; y++) {
|
|
||||||
if (tiles[0 + y * vx] == VaultTile.wall) {
|
|
||||||
smooth.remove(Direction.left);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
for (var y = 0; y < vy; y++) {
|
|
||||||
if (tiles[vx - 1 + y * vx] == VaultTile.wall) {
|
|
||||||
smooth.remove(Direction.right);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return Vault(vx, vy, DirectionSet(smooth), tiles);
|
|
||||||
}
|
|
||||||
|
|
||||||
void clear(VaultTile lt) {
|
void clear(VaultTile lt) {
|
||||||
for (var y = 0; y < vy; y++) {
|
for (var y = 0; y < vy; y++) {
|
||||||
for (var x = 0; x < vx; x++) {
|
for (var x = 0; x < vx; x++) {
|
||||||
|
Loading…
Reference in New Issue
Block a user