part of 'generator.dart'; class Vaults { final List _primitive = []; List randomFlight(math.Random rng) { // TODO: There are many more efficient ways to do this! List list2 = []; list2.addAll(_primitive); list2.shuffle(rng); return list2; } static Future 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 b) { skreek("Loading vault: $r"); var tiles = [ for (var y = r.rect.y0; y < r.rect.y1; y++) for (var x = r.rect.x0; x < r.rect.x1; x++) r.points.contains((x, y)) ? (b.get(x, y) ?? VaultTile.wall) : VaultTile.wall ]; DirectionSet smooth = DirectionSet( {Direction.up, Direction.left, Direction.right, Direction.down}); for (var x = r.rect.x0; x < r.rect.x1; x++) { if (b.get(x, r.rect.y0) == null) { smooth.directions.remove(Direction.up); break; } } for (var x = r.rect.x0; x < r.rect.x1; x++) { if (b.get(x, r.rect.y1 - 1) == null) { smooth.directions.remove(Direction.down); break; } } for (var y = r.rect.y0; y < r.rect.y1; y++) { if (b.get(r.rect.x0, y) == null) { smooth.directions.remove(Direction.left); break; } } for (var y = r.rect.y0; y < r.rect.y1; y++) { if (b.get(r.rect.x1 - 1, y) == null) { smooth.directions.remove(Direction.right); break; } } return Vault(Bitmap(r.rect.size, tiles), smooth); } } enum VaultTile { meta0, exit, door, bspfloor, floor, doorpronefloor, defaultwall, // defaultwall is in generated rooms and is overwritten by anything archpronewall, // archpronewall cannot overwrite wall or archwall archwall, // archwall cannot overwrite wall. wall, } VaultTile? colorToVaultTile(int c) { switch (c ~/ 256) { // RGB (originally rgba) // == spacers == case 0x007F00: // deep green return null; // separates vaults // == metasyntax == case 0x00FF00: // green return VaultTile.meta0; // call back into BSP // == level elements == case 0x000000: case 0x707070: return VaultTile.wall; case 0xFF8000: return VaultTile.archwall; case 0x7F4000: return VaultTile.archpronewall; case 0xBCCFFF: return VaultTile.doorpronefloor; case 0xFFFFFF: case 0xFFFF00: case 0xFF00FF: return VaultTile.floor; case 0x0087FF: return VaultTile.door; case 0xFF0000: return VaultTile.exit; default: throw Exception("unrecognized pixel: $c"); } }