Metaregions 1
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@ -25,7 +25,7 @@ class Generator {
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if (canBeVault) {
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Vault? suggested = _suggest(vaultTries, requirement);
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if (suggested != null) {
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return suggested;
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return _fillMetaRegions(requirement, suggested);
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}
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}
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@ -213,4 +213,31 @@ class Generator {
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//
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return vault;
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}
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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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(x, y) => vault.tiles.get(x, y) == VaultTile.meta0);
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for (var i in metaregions) {
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assert(i.isRectangle);
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var sz = i.rect.size;
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// TODO: Relax these based on our environs -- for instance, if one of our sides doesn't need to be smooth, that metaregion doesn't either
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var metaRequirement = Requirement(
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sz.dx,
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sz.dx,
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sz.dy,
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sz.dy,
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DirectionSet(
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{Direction.up, Direction.left, Direction.down, Direction.right}));
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var inner = generate(metaRequirement, true);
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var dest = Vault(Bitmap.blank(vault.vx, vault.vy, VaultTile.wall),
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vault.smooth.clone());
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dest.blitFrom(vault, 0, 0);
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dest.blitFrom(inner, i.rect.x0, i.rect.y0);
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vault = dest;
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}
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return vault;
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}
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}
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@ -29,44 +29,46 @@ class Vaults {
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static Vault loadVault(Region r, Bitmap<VaultTile?> b) {
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skreek("Loading vault: $r");
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var tiles = [
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for (var y = r.rect.top; y < r.rect.bottom; y++)
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for (var x = r.rect.left; x < r.rect.right; x++)
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for (var y = r.rect.y0; y < r.rect.y1; y++)
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for (var x = r.rect.x0; x < r.rect.x1; x++)
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r.points.contains((x, y))
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? (b.get(x, y) ?? VaultTile.wall)
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: VaultTile.wall
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];
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DirectionSet smooth = DirectionSet(
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{Direction.up, Direction.left, Direction.right, Direction.down});
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for (var x = r.rect.left; x < r.rect.right; x++) {
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if (b.get(x, r.rect.top) == null) {
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for (var x = r.rect.x0; x < r.rect.x1; x++) {
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if (b.get(x, r.rect.y0) == null) {
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smooth.directions.remove(Direction.up);
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break;
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}
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}
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for (var x = r.rect.left; x < r.rect.right; x++) {
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if (b.get(x, r.rect.bottom - 1) == null) {
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for (var x = r.rect.x0; x < r.rect.x1; x++) {
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if (b.get(x, r.rect.y1 - 1) == null) {
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smooth.directions.remove(Direction.down);
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break;
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}
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}
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for (var y = r.rect.top; y < r.rect.bottom; y++) {
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if (b.get(r.rect.left, y) == null) {
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for (var y = r.rect.y0; y < r.rect.y1; y++) {
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if (b.get(r.rect.x0, y) == null) {
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smooth.directions.remove(Direction.left);
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break;
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}
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}
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for (var y = r.rect.top; y < r.rect.bottom; y++) {
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if (b.get(r.rect.right - 1, y) == null) {
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for (var y = r.rect.y0; y < r.rect.y1; y++) {
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if (b.get(r.rect.x1 - 1, y) == null) {
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smooth.directions.remove(Direction.right);
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break;
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}
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}
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return Vault(Bitmap(geo.Size(r.rect.width, r.rect.height), tiles), smooth);
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return Vault(Bitmap(r.rect.size, tiles), smooth);
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}
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}
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enum VaultTile {
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meta0,
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exit,
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door,
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bspfloor,
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@ -75,21 +77,28 @@ enum VaultTile {
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}
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VaultTile? colorToVaultTile(int c) {
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switch (c) {
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// RGBA
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case 0x000000FF:
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case 0x707070FF:
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switch (c ~/ 256) {
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// RGB (originally rgba)
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// == spacers ==
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case 0x007F00: // deep green
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return null; // separates vaults
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// == metasyntax ==
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case 0x00FF00: // green
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return VaultTile.meta0; // call back into BSP
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// == level elements ==
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case 0x000000:
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case 0x707070:
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return VaultTile.wall;
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case 0xFFFFFFFF:
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case 0xFFFF00FF:
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case 0xFF00FFFF:
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case 0xFFFFFF:
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case 0xFFFF00:
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case 0xFF00FF:
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return VaultTile.floor;
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case 0x0087FFFF:
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case 0x0087FF:
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return VaultTile.door;
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case 0xFF0000FF:
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case 0xFF0000:
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return VaultTile.exit;
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case 0x007F00FF:
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return null;
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default:
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throw Exception("unrecognized pixel: $c");
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}
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