117 lines
2.8 KiB
Dart
117 lines
2.8 KiB
Dart
part of 'generator.dart';
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class Vaults {
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final List<Vault> _primitive = [];
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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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list2.addAll(_primitive);
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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, _) =
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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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var tiles = [
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for (var y = r.rect.y0; y < r.rect.y1; y++)
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for (var x = r.rect.x0; x < r.rect.x1; x++)
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r.points.contains((x, y))
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? (b.get(x, y) ?? VaultTile.wall)
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: 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.x0; x < r.rect.x1; x++) {
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if (b.get(x, r.rect.y0) == 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.x0; x < r.rect.x1; x++) {
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if (b.get(x, r.rect.y1 - 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.y0; y < r.rect.y1; y++) {
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if (b.get(r.rect.x0, 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.y0; y < r.rect.y1; y++) {
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if (b.get(r.rect.x1 - 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(Bitmap(r.rect.size, tiles), smooth);
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}
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}
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enum VaultTile {
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meta0,
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exit,
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door,
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bspfloor,
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floor,
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doorpronefloor,
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defaultwall, // defaultwall is in generated rooms and is overwritten by anything
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archpronewall, // archpronewall cannot overwrite wall or archwall
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archwall, // archwall cannot overwrite wall.
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wall,
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}
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VaultTile? colorToVaultTile(int c) {
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switch (c ~/ 256) {
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// RGB (originally rgba)
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// == spacers ==
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case 0x007F00: // deep green
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return null; // separates vaults
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// == metasyntax ==
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case 0x00FF00: // green
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return VaultTile.meta0; // call back into BSP
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// == level elements ==
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case 0x000000:
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case 0x707070:
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return VaultTile.wall;
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case 0xFF8000:
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return VaultTile.archwall;
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case 0x7F4000:
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return VaultTile.archpronewall;
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case 0xBCCFFF:
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return VaultTile.doorpronefloor;
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case 0xFFFFFF:
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case 0xFFFF00:
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case 0xFF00FF:
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return VaultTile.floor;
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case 0x0087FF:
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return VaultTile.door;
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case 0xFF0000:
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return VaultTile.exit;
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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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