Well, it's sort of working
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Before Width: | Height: | Size: 844 B After Width: | Height: | Size: 735 B |
@ -4,17 +4,24 @@ class Region {
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final math.Rectangle<int> rect;
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final math.Rectangle<int> rect;
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final Set<(int, int)> points;
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final Set<(int, int)> points;
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bool get isRectangle => points.length == rect.width * rect.height;
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Region(this.rect, this.points);
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Region(this.rect, this.points);
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static fromNonEmptySet(Set<(int, int)> s) {
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static Region fromNonEmptySet(Set<(int, int)> s) {
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assert(s.isNotEmpty);
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assert(s.isNotEmpty);
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int xMin = s.map<int>((xy) => xy.$1).reduce(math.min);
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int xMin = s.map<int>((xy) => xy.$1).reduce(math.min);
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int yMin = s.map<int>((xy) => xy.$2).reduce(math.min);
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int yMin = s.map<int>((xy) => xy.$2).reduce(math.min);
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int xMax = s.map<int>((xy) => xy.$1).reduce(math.max);
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int xMax = s.map<int>((xy) => xy.$1).reduce(math.max);
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int yMax = s.map<int>((xy) => xy.$2).reduce(math.max);
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int yMax = s.map<int>((xy) => xy.$2).reduce(math.max);
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var rect = math.Rectangle.fromPoints(
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var rect = math.Rectangle.fromPoints(
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math.Point(xMin, yMin), math.Point(xMax, yMax));
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math.Point(xMin, yMin), math.Point(xMax + 1, yMax + 1));
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Region(rect, s);
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return Region(rect, s);
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}
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@override
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String toString() {
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return "Region($rect, $points)";
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}
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}
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}
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}
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@ -23,22 +30,25 @@ List<Region> regionalize(
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int nextRegion = 0;
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int nextRegion = 0;
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Map<(int, int), int> regions = {};
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Map<(int, int), int> regions = {};
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void floodfill(int x, int y, region) {
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int floodfill(int x, int y) {
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int workDone = 0;
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if (!rect.containsPoint(math.Point(x, y))) {
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if (!rect.containsPoint(math.Point(x, y))) {
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return;
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return workDone;
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}
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}
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if (regions[(x, y)] != null) {
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if (regions[(x, y)] != null) {
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return;
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return workDone;
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}
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}
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if (!isAccessible(x, y)) {
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if (!isAccessible(x, y)) {
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return;
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return workDone;
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}
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}
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regions[(x, y)] = region;
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regions[(x, y)] = nextRegion;
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floodfill(x - 1, y, region);
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workDone += 1;
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floodfill(x + 1, y, region);
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workDone += floodfill(x - 1, y);
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floodfill(x, y - 1, region);
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workDone += floodfill(x + 1, y);
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floodfill(x, y + 1, region);
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workDone += floodfill(x, y - 1);
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workDone += floodfill(x, y + 1);
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return workDone;
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}
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}
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// TODO: This can be done more efficiently with a union/find data structure
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// TODO: This can be done more efficiently with a union/find data structure
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@ -46,21 +56,20 @@ List<Region> regionalize(
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for (var y = rect.top; y < rect.bottom; y++) {
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for (var y = rect.top; y < rect.bottom; y++) {
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for (var x = rect.left; x < rect.right; x++) {
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for (var x = rect.left; x < rect.right; x++) {
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if (regions[(x, y)] == null) {
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if (regions[(x, y)] == null) {
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floodfill(x, y, nextRegion);
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if (floodfill(x, y) > 0) {
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nextRegion += 1;
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nextRegion += 1;
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}
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}
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}
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}
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}
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}
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return _toExplicit(regions);
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}
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return _toExplicit(regions, nextRegion);
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}
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}
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List<Region> _toExplicit(Map<(int, int), int> regions) {
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List<Region> _toExplicit(Map<(int, int), int> pointRegions, int nRegions) {
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List<Set<(int, int)>> pointsOut = [
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List<Set<(int, int)>> regionPoints = [for (var i = 0; i < nRegions; i++) {}];
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for (var i = 0; i < regions.length; i++) Set()
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for (var MapEntry(key: (x, y), value: id_) in pointRegions.entries) {
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];
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regionPoints[id_].add((x, y));
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for (var MapEntry(key: (x, y), value: id_) in regions.entries) {
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pointsOut[id_].add((x, y));
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}
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}
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return [for (var s in pointsOut) Region.fromNonEmptySet(s)];
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return [for (var s in regionPoints) Region.fromNonEmptySet(s)];
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}
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}
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46
lib/bitmap.dart
Normal file
46
lib/bitmap.dart
Normal file
@ -0,0 +1,46 @@
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import 'dart:math' as math;
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import 'dart:typed_data';
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import 'dart:ui' as ui;
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import 'package:flutter/services.dart';
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class Bitmap<T> {
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// This idiosyncratic usage of "bitmap" comes from some other technology.
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// What I'm saying is "don't blame me"
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final math.Rectangle<int> rect;
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final List<T> data;
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Bitmap(this.rect, this.data) {
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assert(this.data.length == this.rect.width * this.rect.height);
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}
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static Future<Bitmap<T>> load<T>(String name, T Function(int) cb) async {
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final assetImageByteData = await rootBundle.load(name);
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final codec =
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await ui.instantiateImageCodec(assetImageByteData.buffer.asUint8List());
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final image = (await codec.getNextFrame()).image;
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final bytedata =
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(await image.toByteData(format: ui.ImageByteFormat.rawStraightRgba))!;
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final sx = image.width;
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final sy = image.height;
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final List<T> data = [];
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for (var i = 0; i < sx * sy; i++) {
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var pixel = bytedata.getUint32(i * 4, Endian.big);
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data.add(cb(pixel));
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}
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return Bitmap(math.Rectangle(0, 0, sx, sy), data);
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}
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T? get(int x, int y) {
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var realX = x - rect.top;
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var realY = y - rect.left;
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if (realX < 0 || realY < 0 || realX > rect.width || realY > rect.height) {
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return null;
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}
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return data[realY * rect.width + realX];
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}
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}
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@ -1,22 +1,22 @@
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import 'dart:developer';
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import 'dart:developer';
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import 'dart:math' as math;
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import 'dart:math' as math;
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import 'package:dartterm/assets.dart';
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import 'package:dartterm/assets.dart';
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import 'package:dartterm/colors.dart';
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import 'package:dartterm/gen/generator.dart';
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import 'package:dartterm/gen/generator.dart';
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import 'package:dartterm/input.dart';
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import 'package:dartterm/skreek.dart';
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import 'package:dartterm/terminal.dart';
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import 'package:dartterm/terminal.dart';
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import 'package:dartterm/world/level.dart';
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void main() async {
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void main() async {
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Vaults vaults;
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Vaults vaults;
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while (true) {
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while (true) {
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log("about to load template");
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skreek("about to load template");
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at(0, 0).clear();
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at(0, 0).clear();
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at(0, 0).puts("Loading template!");
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at(0, 0).puts("Loading template!");
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Vaults? maybeVaults =
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Vaults? maybeVaults =
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getVaultsIfAvailable("assets/images/wfc/bighouse2.png");
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getVaultsIfAvailable("assets/images/vaults/house1.png");
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if (maybeVaults != null) {
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if (maybeVaults != null) {
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log("wasn't null!");
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skreek("wasn't null!");
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vaults = maybeVaults;
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vaults = maybeVaults;
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break;
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break;
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}
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}
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@ -45,19 +45,32 @@ void main() async {
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for (var x = 0; x < w; x++) {
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for (var x = 0; x < w; x++) {
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var cursor = at(x * 2, y * 2).big();
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var cursor = at(x * 2, y * 2).big();
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switch (output.tiles[x + y * w]) {
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switch (output.tiles[x + y * w]) {
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case LevelTile.floor:
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case VaultTile.bspfloor:
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cursor.puts(" ");
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cursor.puts(" ");
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case LevelTile.door:
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case VaultTile.floor:
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cursor.puts(".");
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case VaultTile.door:
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cursor.puts("d");
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cursor.puts("d");
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case LevelTile.wall:
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case VaultTile.wall:
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cursor.puts("#");
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cursor.puts("#");
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case LevelTile.exit:
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case VaultTile.exit:
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cursor.puts("X");
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cursor.puts("X");
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}
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}
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}
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}
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}
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}
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inpLoop:
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await for (var inp in rawInput()) {
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print(inp);
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switch (inp) {
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case Keystroke(text: "a"):
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seed -= 1;
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break inpLoop;
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case Keystroke(text: "d"):
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seed += 1;
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seed += 1;
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await zzz(0.1);
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break inpLoop;
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default:
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}
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}
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}
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}
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}
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}
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/*
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/*
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@ -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 '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.dart';
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part 'direction_set.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 vx = req.vx;
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var vy = req.vy;
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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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if (req.vx < 2 || req.vy < 2) {
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return v;
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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 out2 = _generate(req2);
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var out1 = reorientVault(out2, orientation);
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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.vx == requirement.vx);
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assert(out1.vy == requirement.vy);
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assert(out1.vy == requirement.vy);
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return out1;
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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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Vault _generate(Requirement req) {
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var vx = req.vx;
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var vx = req.vx;
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var vy = req.vy;
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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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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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} else {
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// pick a split point
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// pick a split point
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var splitVx = _random.nextInt(vx - 4) + 2;
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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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if (vault.vx < req.vx / 2 || vault.vy < req.vy / 2) {
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return null;
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return null;
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}
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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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var rsd = req.smooth.directions;
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bool mustFillX =
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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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if (vault.vx != req.vx && mustFillX) {
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return null;
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return null;
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}
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}
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bool mustFillY =
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bool mustFillY = rsd.contains(Direction.up) && rsd.contains(Direction.down);
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rsd.contains(Direction.left) && rsd.contains(Direction.right);
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if (vault.vy != req.vy && mustFillY) {
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if (vault.vy != req.vy && mustFillY) {
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return null;
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return null;
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}
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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 vx = vault.vx;
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int dx;
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int dx;
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if (rsd.contains(Direction.left)) {
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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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} else if (rsd.contains(Direction.down)) {
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dy = req.vy - vy;
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dy = req.vy - vy;
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} else {
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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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}
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full.blitFrom(vault, dx, dy);
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full.blitFrom(vault, dx, dy);
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return full;
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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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Requirement rotateRight() {
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return Requirement(vy, vx, smooth.rotateRight());
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return Requirement(vy, vx, smooth.rotateRight());
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}
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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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}
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@ -3,7 +3,7 @@ part of 'generator.dart';
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class Vault {
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class Vault {
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final int vx, vy;
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final int vx, vy;
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final DirectionSet smooth;
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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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Vault(this.vx, this.vy, this.smooth, this.tiles) {
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assert(tiles.length == vx * vy);
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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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// presence or absence of walls
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//
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//
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// In other words, this is wrong.
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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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assert(tiles.length == vx * vy);
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var smooth = {
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var smooth = {
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Direction.up,
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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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Direction.right
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};
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};
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for (var x = 0; x < vx; x++) {
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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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smooth.remove(Direction.up);
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break;
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break;
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}
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}
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}
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}
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for (var x = 0; x < vx; x++) {
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for (var x = 0; x < vx; x++) {
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if (tiles[x + (vy - 1) * vx] == LevelTile.wall) {
|
if (tiles[x + (vy - 1) * vx] == VaultTile.wall) {
|
||||||
smooth.remove(Direction.down);
|
smooth.remove(Direction.down);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for (var y = 0; y < vy; y++) {
|
for (var y = 0; y < vy; y++) {
|
||||||
if (tiles[0 + y * vx] == LevelTile.wall) {
|
if (tiles[0 + y * vx] == VaultTile.wall) {
|
||||||
smooth.remove(Direction.left);
|
smooth.remove(Direction.left);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for (var y = 0; y < vy; y++) {
|
for (var y = 0; y < vy; y++) {
|
||||||
if (tiles[vx - 1 + y * vx] == LevelTile.wall) {
|
if (tiles[vx - 1 + y * vx] == VaultTile.wall) {
|
||||||
smooth.remove(Direction.right);
|
smooth.remove(Direction.right);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
@ -50,7 +50,7 @@ class Vault {
|
|||||||
return Vault(vx, vy, DirectionSet(smooth), tiles);
|
return Vault(vx, vy, DirectionSet(smooth), tiles);
|
||||||
}
|
}
|
||||||
|
|
||||||
void clear(LevelTile 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++) {
|
||||||
tiles[y * vx + x] = lt;
|
tiles[y * vx + x] = lt;
|
||||||
@ -71,7 +71,7 @@ class Vault {
|
|||||||
}
|
}
|
||||||
|
|
||||||
Vault flip() {
|
Vault flip() {
|
||||||
List<LevelTile> tiles2 = [
|
List<VaultTile> tiles2 = [
|
||||||
for (var y = 0; y < vy; y++)
|
for (var y = 0; y < vy; y++)
|
||||||
for (var x = vx - 1; x >= 0; x--) tiles[y * vx + x]
|
for (var x = vx - 1; x >= 0; x--) tiles[y * vx + x]
|
||||||
];
|
];
|
||||||
@ -82,7 +82,7 @@ class Vault {
|
|||||||
// TODO: Actually test this logic.
|
// TODO: Actually test this logic.
|
||||||
// This worked in Python, so it might even be right!
|
// This worked in Python, so it might even be right!
|
||||||
Vault rotateRight() {
|
Vault rotateRight() {
|
||||||
List<LevelTile> tiles2 = [
|
List<VaultTile> tiles2 = [
|
||||||
for (var x = 0; x < vx; x++)
|
for (var x = 0; x < vx; x++)
|
||||||
for (var y = 0; y < vy; y++) tiles[(vy - 1 - y) * vx + x]
|
for (var y = 0; y < vy; y++) tiles[(vy - 1 - y) * vx + x]
|
||||||
];
|
];
|
||||||
@ -91,7 +91,7 @@ class Vault {
|
|||||||
}
|
}
|
||||||
|
|
||||||
Vault rotateLeft() {
|
Vault rotateLeft() {
|
||||||
List<LevelTile> tiles2 = [
|
List<VaultTile> tiles2 = [
|
||||||
for (var x = vx - 1; x >= 0; x++)
|
for (var x = vx - 1; x >= 0; x++)
|
||||||
for (var y = vy - 1; y >= 0; y++) tiles[y * vx + (vx - 1 - x)]
|
for (var y = vy - 1; y >= 0; y++) tiles[y * vx + (vx - 1 - x)]
|
||||||
];
|
];
|
||||||
@ -99,21 +99,7 @@ class Vault {
|
|||||||
return Vault(vy, vx, smooth.rotateLeft(), tiles2);
|
return Vault(vy, vx, smooth.rotateLeft(), tiles2);
|
||||||
}
|
}
|
||||||
|
|
||||||
Vault reorient(int r) {
|
static Vault blank(int vx, int vy, DirectionSet smooth, VaultTile lt) {
|
||||||
assert(r >= 0 && r < 8);
|
|
||||||
Vault o = this;
|
|
||||||
while (r >= 2) {
|
|
||||||
o = o.rotateRight();
|
|
||||||
r -= 2;
|
|
||||||
}
|
|
||||||
if (r == 1) {
|
|
||||||
o = o.flip();
|
|
||||||
r -= 1;
|
|
||||||
}
|
|
||||||
return o;
|
|
||||||
}
|
|
||||||
|
|
||||||
static Vault blank(int vx, int vy, DirectionSet smooth, LevelTile lt) {
|
|
||||||
var tiles = [
|
var tiles = [
|
||||||
for (var y = 0; y < vy; y++)
|
for (var y = 0; y < vy; y++)
|
||||||
for (var x = 0; x < vx; x++) lt
|
for (var x = 0; x < vx; x++) lt
|
||||||
|
@ -3,11 +3,6 @@ part of 'generator.dart';
|
|||||||
class Vaults {
|
class Vaults {
|
||||||
final List<Vault> _primitive = [];
|
final List<Vault> _primitive = [];
|
||||||
|
|
||||||
static Future<Vaults> load(String filename) async {
|
|
||||||
// TODO
|
|
||||||
return Vaults();
|
|
||||||
}
|
|
||||||
|
|
||||||
List<Vault> randomFlight(math.Random rng) {
|
List<Vault> randomFlight(math.Random rng) {
|
||||||
// TODO: There are many more efficient ways to do this!
|
// TODO: There are many more efficient ways to do this!
|
||||||
List<Vault> list2 = [];
|
List<Vault> list2 = [];
|
||||||
@ -15,4 +10,85 @@ class Vaults {
|
|||||||
list2.shuffle(rng);
|
list2.shuffle(rng);
|
||||||
return list2;
|
return list2;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static Future<Vaults> load(String name) async {
|
||||||
|
var basis = await Bitmap.load(name, colorToVaultTile);
|
||||||
|
|
||||||
|
var regions = regionalize(basis.rect, (x, y) => basis.get(x, y) != null);
|
||||||
|
|
||||||
|
var vs = Vaults();
|
||||||
|
|
||||||
|
for (var region in regions) {
|
||||||
|
Vault v = loadVault(region, basis);
|
||||||
|
vs._primitive.add(v);
|
||||||
|
}
|
||||||
|
|
||||||
|
return vs;
|
||||||
|
}
|
||||||
|
|
||||||
|
static Vault loadVault(Region r, Bitmap<VaultTile?> b) {
|
||||||
|
skreek("Loading vault: $r");
|
||||||
|
var tiles = [
|
||||||
|
for (var y = r.rect.top; y < r.rect.bottom; y++)
|
||||||
|
for (var x = r.rect.left; x < r.rect.right; x++)
|
||||||
|
b.get(x, y) ?? VaultTile.wall
|
||||||
|
];
|
||||||
|
DirectionSet smooth = DirectionSet(
|
||||||
|
{Direction.up, Direction.left, Direction.right, Direction.down});
|
||||||
|
for (var x = r.rect.left; x < r.rect.right; x++) {
|
||||||
|
if (b.get(x, r.rect.top) == null) {
|
||||||
|
smooth.directions.remove(Direction.up);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for (var x = r.rect.left; x < r.rect.right; x++) {
|
||||||
|
if (b.get(x, r.rect.bottom - 1) == null) {
|
||||||
|
smooth.directions.remove(Direction.down);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for (var y = r.rect.top; y < r.rect.bottom; y++) {
|
||||||
|
if (b.get(r.rect.left, y) == null) {
|
||||||
|
smooth.directions.remove(Direction.left);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
for (var y = r.rect.top; y < r.rect.bottom; y++) {
|
||||||
|
if (b.get(r.rect.right - 1, y) == null) {
|
||||||
|
smooth.directions.remove(Direction.right);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return Vault(r.rect.width, r.rect.height, smooth, tiles);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
enum VaultTile {
|
||||||
|
exit,
|
||||||
|
door,
|
||||||
|
bspfloor,
|
||||||
|
floor,
|
||||||
|
wall,
|
||||||
|
}
|
||||||
|
|
||||||
|
VaultTile? colorToVaultTile(int c) {
|
||||||
|
switch (c) {
|
||||||
|
// RGBA
|
||||||
|
case 0x000000FF:
|
||||||
|
case 0x707070FF:
|
||||||
|
return VaultTile.wall;
|
||||||
|
case 0xFFFFFFFF:
|
||||||
|
case 0xFFFF00FF:
|
||||||
|
case 0xFF00FFFF:
|
||||||
|
return VaultTile.floor;
|
||||||
|
case 0x0087FFFF:
|
||||||
|
return VaultTile.door;
|
||||||
|
case 0xFF0000FF:
|
||||||
|
return VaultTile.exit;
|
||||||
|
case 0x007F00FF:
|
||||||
|
return null;
|
||||||
|
default:
|
||||||
|
throw Exception("unrecognized pixel: $c");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
@ -18,7 +18,7 @@ class Keystroke extends Input {
|
|||||||
|
|
||||||
const Keystroke(this.key, this._text);
|
const Keystroke(this.key, this._text);
|
||||||
|
|
||||||
String? text() => _text;
|
String? get text => _text;
|
||||||
}
|
}
|
||||||
|
|
||||||
enum Button { left, right }
|
enum Button { left, right }
|
||||||
|
4
lib/skreek.dart
Normal file
4
lib/skreek.dart
Normal file
@ -0,0 +1,4 @@
|
|||||||
|
void skreek(String msg) {
|
||||||
|
// ignore: avoid_print
|
||||||
|
print("[skreek] $msg");
|
||||||
|
}
|
@ -8,6 +8,7 @@ import 'package:dartterm/colors.dart';
|
|||||||
import 'package:dartterm/cp437.dart';
|
import 'package:dartterm/cp437.dart';
|
||||||
import 'package:dartterm/fonts.dart';
|
import 'package:dartterm/fonts.dart';
|
||||||
import 'package:dartterm/input.dart';
|
import 'package:dartterm/input.dart';
|
||||||
|
import 'package:dartterm/skreek.dart';
|
||||||
import 'package:flutter/gestures.dart';
|
import 'package:flutter/gestures.dart';
|
||||||
import 'package:flutter/material.dart';
|
import 'package:flutter/material.dart';
|
||||||
|
|
||||||
@ -71,7 +72,7 @@ class Terminal {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void _notifyInput(Input i) {
|
void _notifyInput(Input i) {
|
||||||
log("Input: $i $_lastSeenMouse");
|
skreek("Input: $i $_lastSeenMouse");
|
||||||
_inputSink.add(i);
|
_inputSink.add(i);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -17,6 +17,10 @@ void notifyScreenDimensions(ScreenDimensions sd) {
|
|||||||
_terminal._notifyScreenDimensions(sd);
|
_terminal._notifyScreenDimensions(sd);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Stream<Input> rawInput() {
|
||||||
|
return _terminal.rawInput();
|
||||||
|
}
|
||||||
|
|
||||||
void clear() {
|
void clear() {
|
||||||
at(0, 0).clear();
|
at(0, 0).clear();
|
||||||
}
|
}
|
||||||
|
@ -1,29 +1,3 @@
|
|||||||
enum LevelTile {
|
|
||||||
exit,
|
|
||||||
door,
|
|
||||||
floor,
|
|
||||||
wall,
|
|
||||||
}
|
|
||||||
|
|
||||||
class Level {
|
class Level {
|
||||||
Set<(int, int)> openCells = {};
|
Set<(int, int)> openCells = {};
|
||||||
}
|
}
|
||||||
|
|
||||||
LevelTile colorToTile(int c) {
|
|
||||||
switch (c) {
|
|
||||||
// ABGR
|
|
||||||
case 0xFF000000:
|
|
||||||
case 0xFF707070:
|
|
||||||
return LevelTile.wall;
|
|
||||||
case 0xFFFFFFFF:
|
|
||||||
case 0xFF00FFFF:
|
|
||||||
case 0xFFFF00FF:
|
|
||||||
return LevelTile.floor;
|
|
||||||
case 0xFFFF8700:
|
|
||||||
return LevelTile.door;
|
|
||||||
case 0xFF0000FF:
|
|
||||||
return LevelTile.exit;
|
|
||||||
default:
|
|
||||||
throw Exception("unrecognized pixel: $c");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
Loading…
Reference in New Issue
Block a user