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b5466919e6
Author | SHA1 | Date | |
---|---|---|---|
b5466919e6 | |||
0a600fd930 |
BIN
assets/images/vaults/house1.png
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BIN
assets/images/vaults/house1.png
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Binary file not shown.
After Width: | Height: | Size: 844 B |
66
lib/algorithms/regionalize.dart
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66
lib/algorithms/regionalize.dart
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@ -0,0 +1,66 @@
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import 'dart:math' as math;
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class Region {
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final math.Rectangle<int> rect;
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final Set<(int, int)> points;
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Region(this.rect, this.points);
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static fromNonEmptySet(Set<(int, int)> s) {
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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 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 yMax = s.map<int>((xy) => xy.$2).reduce(math.max);
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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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Region(rect, s);
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}
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}
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List<Region> regionalize(
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math.Rectangle<int> rect, bool Function(int, int) isAccessible) {
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int nextRegion = 0;
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Map<(int, int), int> regions = {};
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void floodfill(int x, int y, region) {
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if (!rect.containsPoint(math.Point(x, y))) {
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return;
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}
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if (regions[(x, y)] != null) {
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return;
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}
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if (!isAccessible(x, y)) {
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return;
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}
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regions[(x, y)] = region;
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floodfill(x - 1, y, region);
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floodfill(x + 1, y, region);
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floodfill(x, y - 1, region);
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floodfill(x, y + 1, region);
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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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// But this is an easy implementation to understand
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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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if (regions[(x, y)] == null) {
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floodfill(x, y, nextRegion);
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nextRegion += 1;
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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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List<Region> _toExplicit(Map<(int, int), int> regions) {
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List<Set<(int, int)>> pointsOut = [
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for (var i = 0; i < regions.length; i++) Set()
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];
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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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return [for (var s in pointsOut) Region.fromNonEmptySet(s)];
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}
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@ -29,11 +29,10 @@ void main() async {
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int seed = 0;
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while (true) {
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Vault output = vaults.generateBoxed(
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math.Random(seed),
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Vault output = Generator(math.Random(seed), vaults).generateBoxed(
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Requirement(
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16,
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16,
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32,
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24,
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DirectionSet({
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Direction.up,
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Direction.left,
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@ -42,8 +41,8 @@ void main() async {
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})));
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var w = output.vx;
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var h = output.vy;
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for (var y = 0; y < w; y++) {
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for (var x = 0; x < h; x++) {
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for (var y = 0; y < h; y++) {
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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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switch (output.tiles[x + y * w]) {
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case LevelTile.floor:
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|
8
lib/gen/direction.dart
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8
lib/gen/direction.dart
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@ -0,0 +1,8 @@
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part of 'generator.dart';
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enum Direction {
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up,
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left,
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down,
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right,
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}
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65
lib/gen/direction_set.dart
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65
lib/gen/direction_set.dart
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@ -0,0 +1,65 @@
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part of "generator.dart";
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// TODO: There are many more efficient ways to do this
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class DirectionSet {
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final Set<Direction> directions;
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DirectionSet(this.directions);
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DirectionSet flip() {
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var ds2 = DirectionSet({});
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for (var i in directions) {
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switch (i) {
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case Direction.up:
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ds2.directions.add(Direction.up);
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case Direction.left:
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ds2.directions.add(Direction.right);
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case Direction.down:
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ds2.directions.add(Direction.down);
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case Direction.right:
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ds2.directions.add(Direction.left);
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}
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}
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return ds2;
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}
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DirectionSet rotateLeft() {
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var ds2 = DirectionSet({});
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for (var i in directions) {
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switch (i) {
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case Direction.up:
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ds2.directions.add(Direction.left);
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case Direction.left:
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ds2.directions.add(Direction.down);
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case Direction.down:
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ds2.directions.add(Direction.right);
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case Direction.right:
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ds2.directions.add(Direction.up);
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}
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}
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return ds2;
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}
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DirectionSet rotateRight() {
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var ds2 = DirectionSet({});
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for (var i in directions) {
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switch (i) {
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case Direction.up:
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ds2.directions.add(Direction.right);
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case Direction.right:
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ds2.directions.add(Direction.down);
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case Direction.down:
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ds2.directions.add(Direction.left);
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case Direction.left:
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ds2.directions.add(Direction.up);
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}
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}
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return ds2;
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}
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DirectionSet clone() {
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var ds2 = DirectionSet({});
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ds2.directions.addAll(directions);
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return ds2;
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}
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}
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@ -3,57 +3,56 @@ import 'dart:math' as math;
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import 'package:dartterm/world/level.dart';
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enum Direction {
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up,
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left,
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down,
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right,
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}
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part 'direction.dart';
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part 'direction_set.dart';
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part 'orientation.dart';
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part 'requirement.dart';
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part 'vault.dart';
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part 'vaults.dart';
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class Vaults {
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List<Vault> _primitive = [];
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const vaultTries = 10;
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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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class Generator {
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final math.Random _random;
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final Vaults _vaults;
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List<Vault> _queue = [];
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Vault generateBoxed(math.Random random, Requirement req) {
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Generator(this._random, this._vaults);
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Vault generateBoxed(Requirement req) {
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var vx = req.vx;
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var vy = req.vy;
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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++) LevelTile.wall
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];
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var v = Vault(tiles, vx, vy, req.smooth);
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var v = Vault.blank(vx, vy, req.smooth, LevelTile.wall);
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if (req.vx < 2 || req.vy < 2) {
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return v;
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}
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var req2 = Requirement(vx - 2, vy - 2, req.smooth);
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var inner = generate(random, req2);
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var inner = generate(req2);
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v.blitFrom(inner, 1, 1);
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return v;
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}
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Vault generate(math.Random random, Requirement requirement) {
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// TODO: Pick a relevant vault from the vaults file if possible
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//
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Vault generate(Requirement requirement) {
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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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}
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// First of all: randomize orientation.
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// First of all: randomize orientation
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// This way we only have to consider one kind of spilt
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var orientation = randomOrientation(random);
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var orientation = randomOrientation(_random);
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// Try to make vx the long axis if possible
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var req2 = requirement.unReorient(orientation);
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var req2 = unReorientRequirement(requirement, orientation);
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if (req2.vy > (req2.vx - 2) * 3 / 2) {
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orientation = (orientation + 2) % 8; // rotate once more
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}
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req2 = requirement.unReorient(orientation);
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req2 = unReorientRequirement(requirement, orientation);
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var out2 = _generate(random, req2);
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var out1 = out2.reorient(orientation);
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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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assert(out1.vx == requirement.vx);
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@ -61,248 +60,98 @@ class Vaults {
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return out1;
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}
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Vault _generate(math.Random random, Requirement req) {
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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 tiles = [
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for (var y = 0; y < vy; y++)
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for (var x = 0; x < vx; x++) LevelTile.wall
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];
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var v = Vault(tiles, vx, vy, req.smooth);
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if (vx < 3 || 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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} else {
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// pick a split point
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var splitVx = random.nextInt(vx - 2) + 1;
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var splitVx = _random.nextInt(vx - 4) + 2;
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var reqLeft = Requirement(splitVx, vy, req.smooth.clone());
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reqLeft.smooth.directions.add(Direction.right);
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var reqRight = Requirement((vx - splitVx - 1), vy, req.smooth.clone());
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reqRight.smooth.directions.add(Direction.left);
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var vaultLeft = generate(random, reqLeft);
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var vaultRight = generate(random, reqRight);
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var vaultLeft = generate(reqLeft);
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var vaultRight = generate(reqRight);
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v.blitFrom(vaultLeft, 0, 0);
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v.blitFrom(vaultRight, splitVx + 1, 0);
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}
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return v;
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}
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}
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// TODO: There are many more efficient ways to do this
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class DirectionSet {
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final Set<Direction> directions;
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Vault? _suggest(int tries, Requirement req) {
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for (var i = 0; i < tries; i++) {
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var sugg = _popSuggestion();
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if (sugg == null) {
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return null;
|
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}
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|
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DirectionSet(this.directions);
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|
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DirectionSet flip() {
|
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var ds2 = DirectionSet({});
|
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for (var i in directions) {
|
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switch (i) {
|
||||
case Direction.up:
|
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ds2.directions.add(Direction.up);
|
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case Direction.left:
|
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ds2.directions.add(Direction.right);
|
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case Direction.down:
|
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ds2.directions.add(Direction.down);
|
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case Direction.right:
|
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ds2.directions.add(Direction.left);
|
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sugg = reorientVault(sugg, randomOrientation(_random));
|
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sugg = _tidy(sugg, req);
|
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if (sugg != null) {
|
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return sugg;
|
||||
}
|
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}
|
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return ds2;
|
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return null;
|
||||
}
|
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|
||||
DirectionSet rotateLeft() {
|
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var ds2 = DirectionSet({});
|
||||
for (var i in directions) {
|
||||
switch (i) {
|
||||
case Direction.up:
|
||||
ds2.directions.add(Direction.left);
|
||||
case Direction.left:
|
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ds2.directions.add(Direction.down);
|
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case Direction.down:
|
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ds2.directions.add(Direction.right);
|
||||
case Direction.right:
|
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ds2.directions.add(Direction.up);
|
||||
}
|
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Vault? _popSuggestion() {
|
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if (_queue.isEmpty) {
|
||||
_queue = _vaults.randomFlight(_random);
|
||||
}
|
||||
return ds2;
|
||||
}
|
||||
|
||||
DirectionSet rotateRight() {
|
||||
var ds2 = DirectionSet({});
|
||||
for (var i in directions) {
|
||||
switch (i) {
|
||||
case Direction.up:
|
||||
ds2.directions.add(Direction.right);
|
||||
case Direction.right:
|
||||
ds2.directions.add(Direction.down);
|
||||
case Direction.down:
|
||||
ds2.directions.add(Direction.left);
|
||||
case Direction.left:
|
||||
ds2.directions.add(Direction.up);
|
||||
}
|
||||
if (_queue.isEmpty) {
|
||||
return null;
|
||||
}
|
||||
return ds2;
|
||||
return _queue.removeLast();
|
||||
}
|
||||
|
||||
DirectionSet clone() {
|
||||
var ds2 = DirectionSet({});
|
||||
ds2.directions.addAll(directions);
|
||||
return ds2;
|
||||
Vault? _tidy(Vault vault, Requirement req) {
|
||||
if (vault.vx > req.vx || vault.vy > req.vy) {
|
||||
return null;
|
||||
}
|
||||
if (vault.vx < req.vx / 2 || vault.vy < req.vy / 2) {
|
||||
return null;
|
||||
}
|
||||
|
||||
var rsd = req.smooth.directions;
|
||||
bool mustFillX =
|
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rsd.contains(Direction.left) && rsd.contains(Direction.right);
|
||||
if (vault.vx != req.vx && mustFillX) {
|
||||
return null;
|
||||
}
|
||||
bool mustFillY =
|
||||
rsd.contains(Direction.left) && rsd.contains(Direction.right);
|
||||
if (vault.vy != req.vy && mustFillY) {
|
||||
return null;
|
||||
}
|
||||
|
||||
Vault full = Vault.blank(req.vx, req.vy, req.smooth, LevelTile.wall);
|
||||
int vx = vault.vx;
|
||||
int dx;
|
||||
if (rsd.contains(Direction.left)) {
|
||||
dx = 0;
|
||||
} else if (rsd.contains(Direction.right)) {
|
||||
dx = req.vx - vx;
|
||||
} else {
|
||||
dx = _random.nextInt(req.vx - vx);
|
||||
}
|
||||
|
||||
int vy = vault.vy;
|
||||
int dy;
|
||||
if (rsd.contains(Direction.up)) {
|
||||
dy = 0;
|
||||
} else if (rsd.contains(Direction.down)) {
|
||||
dy = req.vy - vy;
|
||||
} else {
|
||||
dy = _random.nextInt(req.vx - vx);
|
||||
}
|
||||
full.blitFrom(vault, dx, dy);
|
||||
return full;
|
||||
}
|
||||
}
|
||||
|
||||
class Requirement {
|
||||
final int vx, vy;
|
||||
final DirectionSet smooth;
|
||||
|
||||
Requirement(this.vx, this.vy, this.smooth);
|
||||
|
||||
Requirement flip() {
|
||||
return Requirement(vx, vy, smooth.flip());
|
||||
}
|
||||
|
||||
Requirement rotateLeft() {
|
||||
return Requirement(vy, vx, smooth.rotateLeft());
|
||||
}
|
||||
|
||||
Requirement rotateRight() {
|
||||
return Requirement(vy, vx, smooth.rotateRight());
|
||||
}
|
||||
|
||||
Requirement unReorient(int r) {
|
||||
assert(r >= 0 && r < 8);
|
||||
Requirement o = this;
|
||||
if (r % 2 == 1) {
|
||||
o = o.flip();
|
||||
r -= 1;
|
||||
}
|
||||
while (r >= 2) {
|
||||
o = o.rotateLeft();
|
||||
r -= 2;
|
||||
}
|
||||
return o;
|
||||
}
|
||||
}
|
||||
|
||||
class Vault {
|
||||
final List<LevelTile> tiles;
|
||||
final int vx, vy;
|
||||
final DirectionSet smooth;
|
||||
|
||||
Vault(this.tiles, this.vx, this.vy, this.smooth) {
|
||||
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(List<LevelTile> tiles, int vx, int vy) {
|
||||
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] == LevelTile.wall) {
|
||||
smooth.remove(Direction.up);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (var x = 0; x < vx; x++) {
|
||||
if (tiles[x + (vy - 1) * vx] == LevelTile.wall) {
|
||||
smooth.remove(Direction.down);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (var y = 0; y < vy; y++) {
|
||||
if (tiles[0 + y * vx] == LevelTile.wall) {
|
||||
smooth.remove(Direction.left);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (var y = 0; y < vy; y++) {
|
||||
if (tiles[vx - 1 + y * vx] == LevelTile.wall) {
|
||||
smooth.remove(Direction.right);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return Vault(tiles, vx, vy, DirectionSet(smooth));
|
||||
}
|
||||
|
||||
void clear(LevelTile lt) {
|
||||
for (var y = 0; y < vy; y++) {
|
||||
for (var x = 0; x < vx; x++) {
|
||||
tiles[y * vx + x] = lt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void blitFrom(Vault other, int dx, int dy) {
|
||||
assert(dx >= 0);
|
||||
assert(dy >= 0);
|
||||
assert(dx + other.vx <= vx);
|
||||
assert(dy + other.vy <= vy);
|
||||
for (var x = 0; x < other.vx; x++) {
|
||||
for (var y = 0; y < other.vy; y++) {
|
||||
tiles[(y + dy) * vx + x + dx] = other.tiles[y * other.vx + x];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vault flip() {
|
||||
List<LevelTile> tiles2 = [
|
||||
for (var y = 0; y < vy; y++)
|
||||
for (var x = vx - 1; x >= 0; x--) tiles[y * vx + x]
|
||||
];
|
||||
|
||||
return Vault(tiles2, vx, vy, smooth.flip());
|
||||
}
|
||||
|
||||
// TODO: Actually test this logic.
|
||||
// This worked in Python, so it might even be right!
|
||||
Vault rotateRight() {
|
||||
List<LevelTile> tiles2 = [
|
||||
for (var x = 0; x < vx; x++)
|
||||
for (var y = 0; y < vy; y++) tiles[(vy - 1 - y) * vx + x]
|
||||
];
|
||||
|
||||
return Vault(tiles2, vy, vx, smooth.rotateRight());
|
||||
}
|
||||
|
||||
Vault rotateLeft() {
|
||||
List<LevelTile> tiles2 = [
|
||||
for (var x = vx - 1; x >= 0; x++)
|
||||
for (var y = vy - 1; y >= 0; y++) tiles[y * vx + (vx - 1 - x)]
|
||||
];
|
||||
|
||||
return Vault(tiles2, vy, vx, smooth.rotateLeft());
|
||||
}
|
||||
|
||||
Vault reorient(int r) {
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
int randomOrientation(math.Random random) {
|
||||
return random.nextInt(8);
|
||||
}
|
||||
|
33
lib/gen/orientation.dart
Normal file
33
lib/gen/orientation.dart
Normal file
@ -0,0 +1,33 @@
|
||||
part of 'generator.dart';
|
||||
|
||||
int randomOrientation(math.Random random) {
|
||||
return random.nextInt(8);
|
||||
}
|
||||
|
||||
Vault reorientVault(Vault o, int r) {
|
||||
assert(r >= 0 && r < 8);
|
||||
|
||||
while (r >= 2) {
|
||||
o = o.rotateRight();
|
||||
r -= 2;
|
||||
}
|
||||
if (r == 1) {
|
||||
o = o.flip();
|
||||
r -= 1;
|
||||
}
|
||||
return o;
|
||||
}
|
||||
|
||||
Requirement unReorientRequirement(Requirement o, int r) {
|
||||
assert(r >= 0 && r < 8);
|
||||
|
||||
if (r % 2 == 1) {
|
||||
o = o.flip();
|
||||
r -= 1;
|
||||
}
|
||||
while (r >= 2) {
|
||||
o = o.rotateLeft();
|
||||
r -= 2;
|
||||
}
|
||||
return o;
|
||||
}
|
34
lib/gen/requirement.dart
Normal file
34
lib/gen/requirement.dart
Normal file
@ -0,0 +1,34 @@
|
||||
part of 'generator.dart';
|
||||
|
||||
class Requirement {
|
||||
final int vx, vy;
|
||||
final DirectionSet smooth;
|
||||
|
||||
Requirement(this.vx, this.vy, this.smooth);
|
||||
|
||||
Requirement flip() {
|
||||
return Requirement(vx, vy, smooth.flip());
|
||||
}
|
||||
|
||||
Requirement rotateLeft() {
|
||||
return Requirement(vy, vx, smooth.rotateLeft());
|
||||
}
|
||||
|
||||
Requirement rotateRight() {
|
||||
return Requirement(vy, vx, smooth.rotateRight());
|
||||
}
|
||||
|
||||
Requirement unReorient(int r) {
|
||||
assert(r >= 0 && r < 8);
|
||||
Requirement o = this;
|
||||
if (r % 2 == 1) {
|
||||
o = o.flip();
|
||||
r -= 1;
|
||||
}
|
||||
while (r >= 2) {
|
||||
o = o.rotateLeft();
|
||||
r -= 2;
|
||||
}
|
||||
return o;
|
||||
}
|
||||
}
|
124
lib/gen/vault.dart
Normal file
124
lib/gen/vault.dart
Normal file
@ -0,0 +1,124 @@
|
||||
part of 'generator.dart';
|
||||
|
||||
class Vault {
|
||||
final int vx, vy;
|
||||
final DirectionSet smooth;
|
||||
final List<LevelTile> tiles;
|
||||
|
||||
Vault(this.vx, this.vy, this.smooth, this.tiles) {
|
||||
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<LevelTile> 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] == LevelTile.wall) {
|
||||
smooth.remove(Direction.up);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (var x = 0; x < vx; x++) {
|
||||
if (tiles[x + (vy - 1) * vx] == LevelTile.wall) {
|
||||
smooth.remove(Direction.down);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (var y = 0; y < vy; y++) {
|
||||
if (tiles[0 + y * vx] == LevelTile.wall) {
|
||||
smooth.remove(Direction.left);
|
||||
break;
|
||||
}
|
||||
}
|
||||
for (var y = 0; y < vy; y++) {
|
||||
if (tiles[vx - 1 + y * vx] == LevelTile.wall) {
|
||||
smooth.remove(Direction.right);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return Vault(vx, vy, DirectionSet(smooth), tiles);
|
||||
}
|
||||
|
||||
void clear(LevelTile lt) {
|
||||
for (var y = 0; y < vy; y++) {
|
||||
for (var x = 0; x < vx; x++) {
|
||||
tiles[y * vx + x] = lt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void blitFrom(Vault other, int dx, int dy) {
|
||||
assert(dx >= 0);
|
||||
assert(dy >= 0);
|
||||
assert(dx + other.vx <= vx);
|
||||
assert(dy + other.vy <= vy);
|
||||
for (var x = 0; x < other.vx; x++) {
|
||||
for (var y = 0; y < other.vy; y++) {
|
||||
tiles[(y + dy) * vx + x + dx] = other.tiles[y * other.vx + x];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Vault flip() {
|
||||
List<LevelTile> tiles2 = [
|
||||
for (var y = 0; y < vy; y++)
|
||||
for (var x = vx - 1; x >= 0; x--) tiles[y * vx + x]
|
||||
];
|
||||
|
||||
return Vault(vx, vy, smooth.flip(), tiles2);
|
||||
}
|
||||
|
||||
// TODO: Actually test this logic.
|
||||
// This worked in Python, so it might even be right!
|
||||
Vault rotateRight() {
|
||||
List<LevelTile> tiles2 = [
|
||||
for (var x = 0; x < vx; x++)
|
||||
for (var y = 0; y < vy; y++) tiles[(vy - 1 - y) * vx + x]
|
||||
];
|
||||
|
||||
return Vault(vy, vx, smooth.rotateRight(), tiles2);
|
||||
}
|
||||
|
||||
Vault rotateLeft() {
|
||||
List<LevelTile> tiles2 = [
|
||||
for (var x = vx - 1; x >= 0; x++)
|
||||
for (var y = vy - 1; y >= 0; y++) tiles[y * vx + (vx - 1 - x)]
|
||||
];
|
||||
|
||||
return Vault(vy, vx, smooth.rotateLeft(), tiles2);
|
||||
}
|
||||
|
||||
Vault reorient(int r) {
|
||||
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 = [
|
||||
for (var y = 0; y < vy; y++)
|
||||
for (var x = 0; x < vx; x++) lt
|
||||
];
|
||||
|
||||
return Vault(vx, vy, smooth, tiles);
|
||||
}
|
||||
}
|
18
lib/gen/vaults.dart
Normal file
18
lib/gen/vaults.dart
Normal file
@ -0,0 +1,18 @@
|
||||
part of 'generator.dart';
|
||||
|
||||
class Vaults {
|
||||
final List<Vault> _primitive = [];
|
||||
|
||||
static Future<Vaults> load(String filename) async {
|
||||
// TODO
|
||||
return Vaults();
|
||||
}
|
||||
|
||||
List<Vault> randomFlight(math.Random rng) {
|
||||
// TODO: There are many more efficient ways to do this!
|
||||
List<Vault> list2 = [];
|
||||
list2.addAll(_primitive);
|
||||
list2.shuffle(rng);
|
||||
return list2;
|
||||
}
|
||||
}
|
@ -62,6 +62,7 @@ flutter:
|
||||
assets:
|
||||
- assets/images/fonts/
|
||||
- assets/images/wfc/
|
||||
- assets/images/vaults/
|
||||
# - images/a_dot_burr.jpeg
|
||||
# - images/a_dot_ham.jpeg
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user