Implemented corridors

This commit is contained in:
2023-07-07 03:17:39 +10:00
parent 77cd869ffc
commit d531ee78d3

View File

@@ -3,7 +3,7 @@ import random;
//constants mapped to the given atlas file "tileset.png"
var tileset: [string : [int]] const = [
"empty": [-1, -1, -1],
"empty": [-1, -1, 0],
"temple-pillar": [0, 0, 0],
@@ -65,7 +65,7 @@ fn generateTilemapData(rng: opaque) {
}
//generate the metadata of each room
var data = [];
var roomData = [];
for (var i: int = 0; i < CELL_COUNT_X; i++) {
@@ -82,17 +82,21 @@ fn generateTilemapData(rng: opaque) {
inner.push(metadata); //BUG: see Toy #70
}
data.push(inner);
roomData.push(inner);
}
//generate corridor metadata
var corridorData: any = generateCorridorData(rng);
//etch each tile string into the tilemap
for (var j: int = 0; j < CELL_COUNT_Y; j++) {
for (var i: int = 0; i < CELL_COUNT_X; i++) {
etchRoom(rng, data[i][j]);
etchRoom(rng, roomData[i][j]);
}
}
//TODO: etch corridors
//etch the corridors
etchCorridors(roomData, corridorData, rng);
}
fn generateRoomMetadata(rng: opaque, left: int, top: int, width: int, height: int) {
@@ -186,3 +190,226 @@ fn etchRoom(rng: opaque, metadata: [string: any]) {
tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 2] = tileset[ theme + "-corner-br" ][2];
}
fn generateCorridorData(rng: opaque) {
var result = [];
//generate the corridor graph
for (var i: int = 0; i < CELL_COUNT_X; i++) {
var inner = []; //inner decl
for (var j: int = 0; j < CELL_COUNT_Y; j++) {
inner.push([:]);
}
result.push(inner);
}
//while the corridors are incomplete
while (!checkCorridorsValid(result)) {
//randomly link two neighbouring rooms that aren't already linked
result = randomlyLinkTwoRooms(rng, result);
}
//finally
return result;
}
fn checkCorridorsValid(corridors) {
//mark all rooms connected to [0, 0]
fn markRoomAndFlood(x: int, y: int) {
//base case
if (corridors[x][y]["marked"] == true) {
return;
}
//this room is now marked
corridors[x][y]["marked"] = true;
//flood to neighbouring rooms
if (corridors[x][y]["-1,0"] == true) {
markRoomAndFlood(x-1, y);
}
if (corridors[x][y]["+1,0"] == true) {
markRoomAndFlood(x+1, y);
}
if (corridors[x][y]["0,-1"] == true) {
markRoomAndFlood(x, y-1);
}
if (corridors[x][y]["0,+1"] == true) {
markRoomAndFlood(x, y+1);
}
}
//kickoff
markRoomAndFlood(0, 0);
//look for any unmarked rooms
for (var i: int = 0; i < CELL_COUNT_X; i++) {
for (var j: int = 0; j < CELL_COUNT_Y; j++) {
if (corridors[i][j]["marked"] != true) {
return false;
}
}
}
//all rooms are connected
return true;
}
fn randomlyLinkTwoRooms(rng: opaque, corridors) {
//the number of corridors
var count: int = CELL_COUNT_X * (CELL_COUNT_Y - 1) + (CELL_COUNT_X - 1) * CELL_COUNT_Y;
//find a random corridor index
for (var index: int = rng.generateRandomNumber() % count; /* EMPTY */ ; index = (index + 1) % count) {
//determine where the corridor is
if (index < floor(count / 2)) {
var x: int = floor(index % (CELL_COUNT_X - 1));
var y: int = floor(index / (CELL_COUNT_Y - 1));
//left-right
if (corridors[x][y]["+1,0"] == true || corridors[x+1][y]["-1,0"] == true) {
continue;
}
corridors[x][y]["+1,0"] = true;
corridors[x+1][y]["-1,0"] = true;
break;
}
else {
var idx = index - floor(count / 2); //adjust
var x: int = floor(idx / (CELL_COUNT_X - 1));
var y: int = floor(idx % (CELL_COUNT_Y - 1));
//top-bottom
if (corridors[x][y]["0,+1"] == true || corridors[x][y+1]["0,-1"] == true) {
continue;
}
corridors[x][y]["0,+1"] = true;
corridors[x][y+1]["0,-1"] = true;
break;
}
}
//
return corridors;
}
fn etchCorridors(roomData, corridorData, rng) {
//for each room that has a corridor, etch that corridor
for (var i: int = 0; i < CELL_COUNT_X; i++) {
for (var j: int = 0; j < CELL_COUNT_Y; j++) {
if (corridorData[i][j]["+1,0"] == true) {
//mark me and my linked room as false, then etch our connection
corridorData[i][j]["+1,0"] = false;
corridorData[i+1][j]["-1,0"] = false;
etchOneCorridor(
roomData[i][j]["doorX"],
roomData[i][j]["doorY"],
roomData[i+1][j]["doorX"],
roomData[i+1][j]["doorY"],
roomData[i][j]["theme"],
rng
);
}
if (corridorData[i][j]["-1,0"] == true) {
//mark me and my linked room as false, then etch our connection
corridorData[i][j]["-1,0"] = false;
corridorData[i-1][j]["+1,0"] = false;
etchOneCorridor(
roomData[i][j]["doorX"],
roomData[i][j]["doorY"],
roomData[i-1][j]["doorX"],
roomData[i-1][j]["doorY"],
roomData[i][j]["theme"],
rng
);
}
if (corridorData[i][j]["0,+1"] == true) {
//mark me and my linked room as false, then etch our connection
corridorData[i][j]["0,+1"] = false;
corridorData[i][j+1]["0,-1"] = false;
etchOneCorridor(
roomData[i][j]["doorX"],
roomData[i][j]["doorY"],
roomData[i][j+1]["doorX"],
roomData[i][j+1]["doorY"],
roomData[i][j]["theme"],
rng
);
}
if (corridorData[i][j]["0,-1"] == true) {
//mark me and my linked room as false, then etch our connection
corridorData[i][j]["0,-1"] = false;
corridorData[i][j-1]["0,+1"] = false;
etchOneCorridor(
roomData[i][j]["doorX"],
roomData[i][j]["doorY"],
roomData[i][j-1]["doorX"],
roomData[i][j-1]["doorY"],
roomData[i][j]["theme"],
rng
);
}
}
}
}
fn etchOneCorridor(x1, y1, x2, y2, theme, rng) {
//determine longest path, with a deliberate kink in the middle
if (x2 - x1 > y2 - y1) {
//determine half-length
var xdir = floor((x2 - x1) / 2);
//etch
etchLine(x1, y1, xdir, 0, theme, rng);
etchLine(x1 + xdir, y1, 0, y2-y1, theme, rng);
etchLine(x1 + xdir, y2, (x2 - x1) - xdir, 0, theme, rng);
}
else {
//determine half-length
var ydir = floor((y2 - y1) / 2);
//etch
etchLine(x1, y1, 0, ydir, theme, rng);
etchLine(x1, y1 + ydir, x2-x1, 0, theme, rng);
etchLine(x2, y1 + ydir, 0, (y2 - y1) - ydir, theme, rng);
}
}
fn etchLine(x: int, y: int, xLength: int, yLength: int, theme: string, rng: opaque) {
//lengths can be negative, so handle it
while (abs(xLength) > 0 || abs(yLength) > 0) {
//etch floor at this position
var floorIndex = rng.generateRandomNumber() % 4; //NOTE: there might not always be only 4 floor sprites
tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 0] = tileset[theme + "-floor-" + string floorIndex][0];
tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 1] = tileset[theme + "-floor-" + string floorIndex][1];
tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 2] = tileset[theme + "-floor-" + string floorIndex][2];
//tick down
if (abs(xLength) > 0) {
xLength -= sign(xLength);
x += sign(xLength);
}
if (abs(yLength) > 0) {
yLength -= sign(yLength);
y += sign(yLength);
}
}
}
//polyfill
fn sign(x) {
if (x > 0) return 1;
return -1;
}