Room generation looks good

This commit is contained in:
2023-07-25 13:43:42 +10:00
parent 8cd48f6be3
commit dbaa394460
7 changed files with 187 additions and 904 deletions

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@@ -24,8 +24,8 @@ var tileset: [string : [int]] const = [
"temple-edge-tl": [0, 4, 0],
"temple-edge-tr": [1, 4, 0],
"temple-edge-bl": [2, 4, 0],
"temple-edge-br": [3, 4, 0]
"temple-edge-bl": [3, 4, 0], //would be great if these were the right way around...
"temple-edge-br": [2, 4, 0]
];
var themes: [string] const = [
@@ -104,7 +104,8 @@ fn generateTilemapData(rng: opaque) {
//etch the corridors
etchCorridors(roomData, corridorData, rng);
//TODO: etch the walls with a filter, based on the room's themes
//etch the walls with marching squares, based on the room's themes
etchWalls(roomData);
//save the metadata for later retrieval
metadata = roomData;
@@ -153,52 +154,6 @@ fn etchRoom(rng: opaque, metadata: [string: any]) {
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 2] = tileset[theme + "-floor-" + string floorIndex][2];
}
}
// //create the string constants here, so refstring can do it's job
// var T_WALL: [int] const = tileset[ theme + "-wall-t" ];
// var B_WALL: [int] const = tileset[ theme + "-wall-b" ];
// var L_WALL: [int] const = tileset[ theme + "-wall-l" ];
// var R_WALL: [int] const = tileset[ theme + "-wall-r" ];
// //etch the walls of each room
// for (var i: int = x; i < x + w; i++) {
// tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 0] = T_WALL[0];
// tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 1] = T_WALL[1];
// tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 2] = T_WALL[2];
// tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 0] = B_WALL[0];
// tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 1] = B_WALL[1];
// tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 2] = B_WALL[2];
// }
// for (var j: int = y; j < y + h; j++) {
// tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 0] = L_WALL[0];
// tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 1] = L_WALL[1];
// tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 2] = L_WALL[2];
// tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 0] = R_WALL[0];
// tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 1] = R_WALL[1];
// tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 2] = R_WALL[2];
// }
// //etch the corners
// tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 0] = tileset[ theme + "-corner-tl" ][0];
// tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 1] = tileset[ theme + "-corner-tl" ][1];
// tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 2] = tileset[ theme + "-corner-tl" ][2];
// tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 0] = tileset[ theme + "-corner-bl" ][0];
// tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 1] = tileset[ theme + "-corner-bl" ][1];
// tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 2] = tileset[ theme + "-corner-bl" ][2];
// tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 0] = tileset[ theme + "-corner-tr" ][0];
// tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 1] = tileset[ theme + "-corner-tr" ][1];
// tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 2] = tileset[ theme + "-corner-tr" ][2];
// tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 0] = tileset[ theme + "-corner-br" ][0];
// tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 1] = tileset[ theme + "-corner-br" ][1];
// tilemap[(h + y - 1) * CELL_WIDTH * CELL_COUNT_X * 3 + (x + w - 1) * 3 + 2] = tileset[ theme + "-corner-br" ][2];
}
fn generateCorridorData(rng: opaque) {
@@ -419,6 +374,189 @@ fn etchLine(x: int, y: int, xLength: int, yLength: int, theme: string, rng: opaq
}
}
fn etchWalls(roomData) {
//zero'd signals
var signals: [string] = [];
for (var j: int = 0; j < CELL_COUNT_Y * CELL_HEIGHT; j++) {
for (var i: int = 0; i < CELL_COUNT_X * CELL_WIDTH; i++) {
signals.push(""); //empty
}
}
//determine the walls' layout from the tilemap
for (var i: int = 0; i < MAP_GRID_WIDTH; i++) {
for (var j: int = 0; j < MAP_GRID_HEIGHT; j++) {
signals[j * MAP_GRID_WIDTH + i] = parseTilemapAt(i, j);
}
}
//etch the walls into the tilemap, based on the room theme
for (var i: int = 0; i < MAP_GRID_WIDTH; i++) {
for (var j: int = 0; j < MAP_GRID_HEIGHT; j++) {
if (signals[j * MAP_GRID_WIDTH + i] == "") {
continue;
}
var theme = roomData[floor(i / CELL_WIDTH)][floor(j / CELL_HEIGHT)]["theme"];
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 0] = tileset[theme + "-" + signals[j * MAP_GRID_WIDTH + i]][0];
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 1] = tileset[theme + "-" + signals[j * MAP_GRID_WIDTH + i]][1];
tilemap[j * CELL_WIDTH * CELL_COUNT_X * 3 + i * 3 + 2] = tileset[theme + "-" + signals[j * MAP_GRID_WIDTH + i]][2];
}
}
}
/*
//lets say snapshot looks like this
snapshot:
0, 0, 1
0, 0, 1
0, 0, 1
result should be "wall-l",
//lets say filter looks like this
filter:
1 1 1 1 1
1 0 0 0 1
1 0 0 0 1
1 0 0 0 1
1 1 1 1 1
find the position within the filter, that gives the result "wall-l"
//lets say result looks like this
"edge-br" "wall-b" "edge-bl"
"wall-r" "pillar" "wall-l"
"edge-tr" "wall-t" "edge-tl"
let's try this...
*/
/* 9x9
var marchingFilter: [int] const = [
1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 1, 1, 1, 0, 0, 1,
1, 0, 0, 1, 1, 1, 0, 0, 1,
1, 0, 0, 1, 1, 1, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1
];
var marchingFilterResult: [string] const = [
"", "", "", "", "", "", "", "", "",
"", "edge-tr", "wall-b", "wall-b", "wall-b", "wall-b", "wall-b", "edge-tl", "",
"", "wall-r", "corner-tl", "wall-t", "wall-t", "wall-t", "corner-tr", "wall-l", "",
"", "wall-r", "wall-l", "", "", "", "wall-r", "wall-l", "",
"", "wall-r", "wall-l", "", "", "", "wall-r", "wall-l", "",
"", "wall-r", "wall-l", "", "", "", "wall-r", "wall-l", "",
"", "wall-r", "corner-bl", "wall-b", "wall-b", "wall-b", "corner-br", "wall-l", "",
"", "edge-br", "wall-t", "wall-t", "wall-t", "wall-t", "wall-t", "edge-bl", "",
"", "", "", "", "", "", "", "", ""
];
*/
//this is a nightmare
var marchingFilter: [int] const = [
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1,
1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1,
1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1,
1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1,
1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
];
var marchingFilterResult: [string] const = [
"" ,"" ,"" ,"" ,"" ,"" ,"" ,"" ,"" ,"" ,"" ,"" ,
"" ,"" ,"edge-tl" ,"wall-b" ,"wall-b" ,"wall-b" ,"wall-b" ,"wall-b" ,"wall-b" ,"edge-tr" ,"" ,"" ,
"" ,"edge-tl" ,"corner-br" ,"" ,"corner-tl" ,"wall-t" ,"wall-t" ,"corner-tr" ,"" ,"corner-bl" ,"edge-tr" ,"" ,
"" ,"wall-r" ,"" ,"" ,"wall-l" ,"" ,"" ,"wall-r" ,"" ,"" ,"wall-l" ,"" ,
"" ,"wall-r" ,"corner-tl" ,"wall-t" ,"edge-br" ,"" ,"" ,"edge-bl" ,"wall-t" ,"corner-tr" ,"wall-l" ,"" ,
"" ,"wall-r" ,"wall-l" ,"" ,"" ,"" ,"" ,"" ,"" ,"wall-r" ,"wall-l" ,"" ,
"" ,"wall-r" ,"wall-l" ,"" ,"" ,"" ,"" ,"" ,"" ,"wall-r" ,"wall-l" ,"" ,
"" ,"wall-r" ,"corner-bl" ,"wall-b" ,"edge-tr" ,"" ,"" ,"edge-tl" ,"wall-b" ,"corner-br" ,"wall-l" ,"" ,
"" ,"wall-r" ,"" ,"" ,"wall-l" ,"" ,"" ,"wall-r" ,"" ,"" ,"wall-l" ,"" ,
"" ,"edge-bl" ,"corner-tr" ,"" ,"corner-bl" ,"wall-b" ,"wall-b" ,"corner-br" ,"" ,"corner-tl" ,"edge-br" ,"" ,
"" ,"" ,"edge-bl" ,"wall-t" ,"wall-t" ,"wall-t" ,"wall-t" ,"wall-t" ,"wall-t" ,"edge-br" ,"" ,"" ,
"" ,"" ,"" ,"" ,"" ,"" ,"" ,"" ,"" ,"" ,"" ,""
];
//if walkable is below, then return top, etc.
fn parseTilemapAt(x: int, y: int) {
//parse based on walkability, for now
if (tilemap[y * CELL_WIDTH * CELL_COUNT_X * 3 + x * 3 + 2] != 0) {
return ""; //empty
}
//generate the snapshot of the current position
var snapshot = generateSnapshotAt(x, y);
//find the snapshot's position within the filter
for (var i: int = 0; i < 12 -2; i++) {
for (var j: int = 0; j < 12 -2; j++) {
if (
marchingFilter[(j + 0) * 12 + (i + 0)] == snapshot[0 * 3 + 0] &&
marchingFilter[(j + 0) * 12 + (i + 1)] == snapshot[0 * 3 + 1] &&
marchingFilter[(j + 0) * 12 + (i + 2)] == snapshot[0 * 3 + 2] &&
marchingFilter[(j + 1) * 12 + (i + 0)] == snapshot[1 * 3 + 0] &&
marchingFilter[(j + 1) * 12 + (i + 1)] == snapshot[1 * 3 + 1] &&
marchingFilter[(j + 1) * 12 + (i + 2)] == snapshot[1 * 3 + 2] &&
marchingFilter[(j + 2) * 12 + (i + 0)] == snapshot[2 * 3 + 0] &&
marchingFilter[(j + 2) * 12 + (i + 1)] == snapshot[2 * 3 + 1] &&
marchingFilter[(j + 2) * 12 + (i + 2)] == snapshot[2 * 3 + 2]
)
{
return marchingFilterResult[(j+1) * 12 + (i+1)];
}
}
}
//anything else, just plop down a pillar
fn nonZero(key: int, value: int) {
return value != 0;
}
if (snapshot.some(nonZero)) {
return "pillar";
}
return "";
}
fn generateSnapshotAt(x: int, y: int) {
var result: [int] = [];
for (var j: int = -1; j < 2; j++) {
for (var i: int = -1; i < 2; i++) {
if (x + i < 0 || y + j < 0 || x + i >= MAP_GRID_WIDTH || y + j >= MAP_GRID_HEIGHT) {
result.push(0);
}
else {
result.push(tilemap[(y+j) * CELL_WIDTH * CELL_COUNT_X * 3 + (x+i) * 3 + 2] != 0 ? 1 : 0); //walkable
}
}
}
return result;
}
//polyfill
fn sign(x) {
if (x > 0) return 1;