dartterm/lib/gen/generator.dart

82 lines
2.2 KiB
Dart

import 'dart:developer';
import 'dart:math' as math;
import 'package:dartterm/world/level.dart';
part 'direction.dart';
part 'direction_set.dart';
part 'orientation.dart';
part 'requirement.dart';
part 'vault.dart';
part 'vaults.dart';
class Generator {
final math.Random _random;
final Vaults _vaults;
Generator(this._random, this._vaults);
Vault generateBoxed(Requirement req) {
var vx = req.vx;
var vy = req.vy;
var v = Vault.blank(vx, vy, req.smooth, LevelTile.wall);
if (req.vx < 2 || req.vy < 2) {
return v;
}
var req2 = Requirement(vx - 2, vy - 2, req.smooth);
var inner = generate(req2);
v.blitFrom(inner, 1, 1);
return v;
}
Vault generate(Requirement requirement) {
// TODO: Pick a relevant vault from the vaults file if possible
// First of all: randomize orientation
// This way we only have to consider one kind of spilt
var orientation = randomOrientation(_random);
// Try to make vx the long axis if possible
var req2 = unReorientRequirement(requirement, orientation);
if (req2.vy > (req2.vx - 2) * 3 / 2) {
orientation = (orientation + 2) % 8; // rotate once more
}
req2 = unReorientRequirement(requirement, orientation);
var out2 = _generate(req2);
var out1 = reorientVault(out2, orientation);
log("$orientation ${requirement.vx} ${requirement.vy} ${req2.vx} ${req2.vy} ${out2.vx} ${out2.vy} ${out1.vx} ${out1.vy}");
assert(out1.vx == requirement.vx);
assert(out1.vy == requirement.vy);
return out1;
}
Vault _generate(Requirement req) {
var vx = req.vx;
var vy = req.vy;
var v = Vault.blank(vx, vy, req.smooth, LevelTile.wall);
if (vx < 5 || vx * vy < 10) {
v.clear(LevelTile.floor);
} else {
// pick a split point
var splitVx = _random.nextInt(vx - 4) + 2;
var reqLeft = Requirement(splitVx, vy, req.smooth.clone());
reqLeft.smooth.directions.add(Direction.right);
var reqRight = Requirement((vx - splitVx - 1), vy, req.smooth.clone());
reqRight.smooth.directions.add(Direction.left);
var vaultLeft = generate(reqLeft);
var vaultRight = generate(reqRight);
v.blitFrom(vaultLeft, 0, 0);
v.blitFrom(vaultRight, splitVx + 1, 0);
}
return v;
}
}