Well, it's sort of working
This commit is contained in:
@ -1,7 +1,8 @@
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import 'dart:developer';
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import 'dart:math' as math;
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import 'package:dartterm/world/level.dart';
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import 'package:dartterm/algorithms/regionalize.dart';
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import 'package:dartterm/bitmap.dart';
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import 'package:dartterm/skreek.dart';
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part 'direction.dart';
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part 'direction_set.dart';
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@ -23,7 +24,7 @@ class Generator {
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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 v = Vault.blank(vx, vy, req.smooth, VaultTile.wall);
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if (req.vx < 2 || req.vy < 2) {
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return v;
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@ -54,7 +55,7 @@ class Generator {
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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} ${out1.vy}");
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// log("$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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assert(out1.vy == requirement.vy);
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return out1;
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@ -63,10 +64,10 @@ class Generator {
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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 v = Vault.blank(vx, vy, req.smooth, VaultTile.wall);
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if (vx < 5 || vx * vy < 10) {
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v.clear(LevelTile.floor);
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v.clear(VaultTile.bspfloor);
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} else {
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// pick a split point
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var splitVx = _random.nextInt(vx - 4) + 2;
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@ -118,6 +119,9 @@ class Generator {
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if (vault.vx < req.vx / 2 || vault.vy < req.vy / 2) {
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return null;
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}
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if (!vault.smooth.directions.containsAll(req.smooth.directions)) {
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return null;
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}
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var rsd = req.smooth.directions;
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bool mustFillX =
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@ -125,13 +129,12 @@ class Generator {
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if (vault.vx != req.vx && mustFillX) {
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return null;
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}
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bool mustFillY =
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rsd.contains(Direction.left) && rsd.contains(Direction.right);
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bool mustFillY = rsd.contains(Direction.up) && rsd.contains(Direction.down);
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if (vault.vy != req.vy && mustFillY) {
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return null;
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}
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Vault full = Vault.blank(req.vx, req.vy, req.smooth, LevelTile.wall);
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Vault full = Vault.blank(req.vx, req.vy, req.smooth, VaultTile.wall);
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int vx = vault.vx;
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int dx;
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if (rsd.contains(Direction.left)) {
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@ -149,7 +152,7 @@ class Generator {
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} else if (rsd.contains(Direction.down)) {
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dy = req.vy - vy;
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} else {
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dy = _random.nextInt(req.vx - vx);
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dy = _random.nextInt(req.vy - vy);
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}
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full.blitFrom(vault, dx, dy);
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return full;
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@ -17,18 +17,4 @@ class Requirement {
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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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@ -3,7 +3,7 @@ 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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final List<VaultTile> tiles;
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Vault(this.vx, this.vy, this.smooth, this.tiles) {
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assert(tiles.length == vx * vy);
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@ -14,7 +14,7 @@ class Vault {
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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(int vx, int vy, List<LevelTile> tiles) {
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static Vault fromVaultData(int vx, int vy, List<VaultTile> tiles) {
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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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@ -23,25 +23,25 @@ class Vault {
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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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if (tiles[x + 0 * vx] == VaultTile.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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if (tiles[x + (vy - 1) * vx] == VaultTile.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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if (tiles[0 + y * vx] == VaultTile.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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if (tiles[vx - 1 + y * vx] == VaultTile.wall) {
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smooth.remove(Direction.right);
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break;
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}
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@ -50,7 +50,7 @@ class Vault {
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return Vault(vx, vy, DirectionSet(smooth), tiles);
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}
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void clear(LevelTile lt) {
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void clear(VaultTile 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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@ -71,7 +71,7 @@ class Vault {
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}
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Vault flip() {
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List<LevelTile> tiles2 = [
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List<VaultTile> 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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@ -82,7 +82,7 @@ class Vault {
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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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List<VaultTile> 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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@ -91,7 +91,7 @@ class Vault {
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}
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Vault rotateLeft() {
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List<LevelTile> tiles2 = [
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List<VaultTile> 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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@ -99,21 +99,7 @@ class Vault {
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return Vault(vy, vx, smooth.rotateLeft(), tiles2);
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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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static Vault blank(int vx, int vy, DirectionSet smooth, LevelTile lt) {
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static Vault blank(int vx, int vy, DirectionSet smooth, VaultTile lt) {
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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++) lt
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@ -3,11 +3,6 @@ part of 'generator.dart';
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class Vaults {
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final List<Vault> _primitive = [];
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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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List<Vault> randomFlight(math.Random rng) {
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// TODO: There are many more efficient ways to do this!
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List<Vault> list2 = [];
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@ -15,4 +10,85 @@ class Vaults {
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list2.shuffle(rng);
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return list2;
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}
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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 vs = Vaults();
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for (var region in regions) {
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Vault v = loadVault(region, basis);
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vs._primitive.add(v);
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}
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return vs;
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}
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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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b.get(x, y) ?? 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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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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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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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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smooth.directions.remove(Direction.right);
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break;
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}
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}
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return Vault(r.rect.width, r.rect.height, smooth, tiles);
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}
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}
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enum VaultTile {
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exit,
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door,
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bspfloor,
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floor,
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wall,
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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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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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return VaultTile.floor;
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case 0x0087FFFF:
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return VaultTile.door;
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case 0xFF0000FF:
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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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}
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