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Airport/assets/scripts/tilemap/generator.toy

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import standard;
import random;
//constants mapped to the given atlas file "tileset.png"
var tileset: [string : [int]] const = [
"empty": [-1, -1, 0],
"temple-pillar": [0, 0, 0],
"temple-floor-0": [0, 1, 1],
"temple-floor-1": [1, 1, 1],
"temple-floor-2": [2, 1, 1],
"temple-floor-3": [3, 1, 1],
"temple-wall-t": [0, 2, 0],
"temple-wall-b": [1, 2, 0],
"temple-wall-l": [2, 2, 0],
"temple-wall-r": [3, 2, 0],
"temple-corner-tl": [0, 3, 0],
"temple-corner-tr": [1, 3, 0],
"temple-corner-bl": [2, 3, 0],
"temple-corner-br": [3, 3, 0],
"temple-edge-tl": [0, 4, 0],
"temple-edge-tr": [1, 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 = [
"temple"
];
//constants for generating maps
var ROOM_MIN_WIDTH: int const = 4; //minimum safe value 4
var ROOM_MIN_HEIGHT: int const = 4;
var ROOM_MAX_WIDTH: int const = 12; //minimum safe value ROOM_MIN_* + 1
var ROOM_MAX_HEIGHT: int const = 12;
var CELL_WIDTH: int const = 16; //minimum safe value ROOM_MAX_* + 4
var CELL_HEIGHT: int const = 16;
var CELL_COUNT_X: int const = 3;
var CELL_COUNT_Y: int const = 3;
var MAP_GRID_WIDTH: int const = CELL_WIDTH * CELL_COUNT_X;
var MAP_GRID_HEIGHT: int const = CELL_HEIGHT * CELL_COUNT_Y;
//raw interleaved tile data
var tilemap: [int] = null;
//room metadata for placing entities
var metadata: [[[string: any]]] = null;
//public functions
fn generateTilemapData(rng: opaque) {
//generate a grid filled with only empty tiles, as a starting point
tilemap = [];
for (var j: int = 0; j < MAP_GRID_HEIGHT; j++) {
for (var i: int = 0; i < MAP_GRID_WIDTH; i++) {
tilemap.push(-1); //x
tilemap.push(-1); //y
tilemap.push(0); //collision
}
}
//generate the metadata of each room
var roomData = [];
for (var i: int = 0; i < CELL_COUNT_X; i++) {
var inner = []; //inner decl
for (var j: int = 0; j < CELL_COUNT_Y; j++) {
var metadata = generateRoomMetadata(rng,
//add a border within the cell that the doors can't touch
i * CELL_WIDTH + 1,
j * CELL_HEIGHT + 1,
CELL_WIDTH - 2,
CELL_HEIGHT - 2
);
inner.push(metadata); //BUG: see Toy #70
}
roomData.push(inner);
}
//generate corridor metadata
var corridorData = 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, roomData[i][j]);
}
}
//etch the corridors
etchCorridors(roomData, corridorData, rng);
//etch the walls with marching squares, based on the room's themes
etchWalls(roomData);
//save the metadata for later retrieval
metadata = roomData;
}
fn generateRoomMetadata(rng: opaque, left: int, top: int, width: int, height: int) {
//I expected this line to break, but I must've fixed calls within indexes at some point
var theme: string = themes[rng.generateRandomNumber() % themes.length()];
var x: int = rng.generateRandomNumber() % (ROOM_MAX_WIDTH - width) + left;
var y: int = rng.generateRandomNumber() % (ROOM_MAX_HEIGHT - height) + top;
var w: int = rng.generateRandomNumber() % (ROOM_MAX_WIDTH - ROOM_MIN_WIDTH) + ROOM_MIN_WIDTH;
var h: int = rng.generateRandomNumber() % (ROOM_MAX_HEIGHT - ROOM_MIN_HEIGHT) + ROOM_MIN_HEIGHT;
var doorX: int = x + 1 + rng.generateRandomNumber() % (w - 2);
var doorY: int = y + 1 + rng.generateRandomNumber() % (h - 2);
var metadata: [string: any] = [
"theme" : theme,
"x" : x,
"y" : y,
"w" : w,
"h" : h,
"doorX": doorX,
"doorY": doorY
];
return metadata;
}
fn etchRoom(rng: opaque, metadata: [string: any]) {
//NOTE: using unrolled assignments in this function for speed reasons
var theme: string = metadata["theme"];
var x: int = metadata["x"];
var y: int = metadata["y"];
var w: int = metadata["w"];
var h: int = metadata["h"];
//etch the floor-space
for (var j: int = y; j < y + h; j++) {
for (var i: int = x; i < x + w; i++) {
var ITERATION: int const = j * MAP_GRID_WIDTH * 3 + i * 3;
var r = rng.generateRandomNumber() % 4; //BUG: see Toy#67
var floorIndex: string const = theme + "-floor-" + string r; //NOTE: there might not always be only 4 floor sprites
tilemap[ITERATION + 0] = tileset[floorIndex][0];
tilemap[ITERATION + 1] = tileset[floorIndex][1];
tilemap[ITERATION + 2] = tileset[floorIndex][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 ITERATION: int const = y * MAP_GRID_WIDTH * 3 + x * 3;
var r = rng.generateRandomNumber() % 4;
var floorIndex: string const = theme + "-floor-" + string r; //NOTE: there might not always be only 4 floor sprites
tilemap[ITERATION + 0] = tileset[floorIndex][0];
tilemap[ITERATION + 1] = tileset[floorIndex][1];
tilemap[ITERATION + 2] = tileset[floorIndex][2];
//tick down
if (abs(xLength) > 0) {
xLength -= sign(xLength);
x += sign(xLength);
}
if (abs(yLength) > 0) {
yLength -= sign(yLength);
y += sign(yLength);
}
}
}
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 ITERATION: int const = j * MAP_GRID_WIDTH * 3 + i * 3;
var theme = roomData[floor(i / CELL_WIDTH)][floor(j / CELL_HEIGHT)]["theme"];
var index: string const = theme + "-" + signals[j * MAP_GRID_WIDTH + i];
tilemap[ITERATION + 0] = tileset[index][0];
tilemap[ITERATION + 1] = tileset[index][1];
tilemap[ITERATION + 2] = tileset[index][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 * MAP_GRID_WIDTH * 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 * 12 + (i + 0)] == snapshot[0 * 3 + 0] &&
marchingFilter[j * 12 + (i + 1)] == snapshot[0 * 3 + 1] &&
marchingFilter[j * 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 "";
}
//TODO: can this be optimized out?
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) * MAP_GRID_WIDTH * 3 + (x+i) * 3 + 2] != 0 ? 1 : 0); //walkable
}
}
}
return result;
}