Refactored scripts, added a smoother for Debug Islan
I've added a simple edge-smoothing function to debug island's generator. It doesn't handle all edge cases (pun intended), but the proof of concept is sound. I just wish I could release this... I've also added exception checks to region.cpp
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+77
-21
@@ -1,39 +1,95 @@
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local mapSystem = require "map_system"
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local Region = require("map_system").Region
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local mapMaker = {}
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--utility functions
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function mapMaker.sqr(x) return x*x end
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function mapMaker.dist(x, y, i, j) return math.sqrt(mapMaker.sqr(x - i) + mapMaker.sqr(y - j)) end
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function mapMaker.Sqr(x) return x*x end
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function mapMaker.Dist(x, y, i, j) return math.sqrt(mapMaker.Sqr(x - i) + mapMaker.Sqr(y - j)) end
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--tile macros, mapped to the tilesheet "overworld.bmp"
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mapMaker.edges = {}
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mapMaker.edges.north = -16
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mapMaker.edges.south = 16
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mapMaker.edges.east = 1
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mapMaker.edges.west = -1
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mapMaker.water = 18 + 3 * 0
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mapMaker.sand = 18 + 3 * 1
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mapMaker.plains = 18 + 3 * 2
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mapMaker.grass = 18 + 3 * 3
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mapMaker.dirt = 18 + 3 * 4
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--custom generation systems here
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function mapMaker.debugIsland(region)
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for i = 1, mapSystem.Region.GetWidth(region) do
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for j = 1, mapSystem.Region.GetHeight(region) do
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local dist = mapMaker.dist(0, 0, i + mapSystem.Region.GetX(region) -1, j + mapSystem.Region.GetY(region) -1)
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if dist < 10 then
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mapSystem.Region.SetTile(region, i, j, 1, mapMaker.plains)
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elseif dist < 12 then
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mapSystem.Region.SetTile(region, i, j, 1, mapMaker.sand)
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else
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mapSystem.Region.SetTile(region, i, j, 1, mapMaker.water)
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mapSystem.Region.SetSolid(region, i, j, true)
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--"edge" macros
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mapMaker.edges = {}
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mapMaker.edges.north = -16
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mapMaker.edges.south = 16
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mapMaker.edges.east = 1
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mapMaker.edges.west = -1
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--use these macros (mapped to "overworld.bmp" for now) to smooth the region's edges
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function mapMaker.SmoothEdgesSimple(r)
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--make and pad an array to use
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local shiftArray = {}
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for i = 1, Region.GetWidth(r) do
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shiftArray[i] = {}
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for j = 1, Region.GetHeight(r) do
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shiftArray[i][j] = 0
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end
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end
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--build the array
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for i = 1, Region.GetWidth(r) do
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for j = 1, Region.GetHeight(r) do
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--if (not region edge) and (west tile < this tile), etc.
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if i > 1 and Region.GetTile(r, i - 1, j, 1) < Region.GetTile(r, i, j, 1) then
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shiftArray[i][j] = shiftArray[i][j] + mapMaker.edges.west
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end
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if j > 1 and Region.GetTile(r, i, j - 1, 1) < Region.GetTile(r, i, j, 1) then
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shiftArray[i][j] = shiftArray[i][j] + mapMaker.edges.north
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end
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if i < Region.GetWidth(r) and Region.GetTile(r, i + 1, j, 1) < Region.GetTile(r, i, j, 1) then
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shiftArray[i][j] = shiftArray[i][j] + mapMaker.edges.east
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end
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if j < Region.GetHeight(r) and Region.GetTile(r, i, j + 1, 1) < Region.GetTile(r, i, j, 1) then
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shiftArray[i][j] = shiftArray[i][j] + mapMaker.edges.south
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end
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end
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end
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--finally apply this
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for i = 1, Region.GetWidth(r) do
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for j = 1, Region.GetHeight(r) do
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if shiftArray[i][j] ~= 0 then
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Region.SetTile(r, i, j, 2, Region.GetTile(r, i, j, 1) + shiftArray[i][j])
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Region.SetTile(r, i, j, 1, Region.GetTile(r, i, j, 1) - 3)
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end
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end
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end
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end
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--custom generation systems here
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function mapMaker.DebugIsland(r)
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--basic distance check for each tile, placing an island around the world origin
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for i = 1, Region.GetWidth(r) do
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for j = 1, Region.GetHeight(r) do
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local dist = mapMaker.Dist(0, 0, i + Region.GetX(r) -1, j + Region.GetY(r) -1)
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if dist < 10 then
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Region.SetTile(r, i, j, 1, mapMaker.plains)
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elseif dist < 12 then
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Region.SetTile(r, i, j, 1, mapMaker.sand)
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else
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Region.SetTile(r, i, j, 1, mapMaker.water)
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Region.SetSolid(r, i, j, true)
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end
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end
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end
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--examples of the smoothing function NOT working correctly
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--[[
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for j = 1, Region.GetHeight(r) do
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Region.SetTile(r, 3, j, 1, mapMaker.dirt)
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Region.SetTile(r, 4, j, 1, mapMaker.dirt)
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Region.SetTile(r, 10, j, 1, mapMaker.dirt)
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end
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--]]
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--A generic edge system
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mapMaker.SmoothEdgesSimple(r)
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end
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return mapMaker
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@@ -1,11 +1,15 @@
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local Region = require("map_system").Region
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local mapSaver = {}
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function mapSaver.Load(region)
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function mapSaver.Load(r)
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--empty
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print("map_saver.lua:mapSaver.Load(region)")
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io.write("map_saver:Load(", Region.GetX(r), ", ", Region.GetY(r), ")\n")
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end
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function mapSaver.Save(region)
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function mapSaver.Save(r)
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--empty
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print("map_saver.lua:mapSaver.Save(region)")
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io.write("map_saver:Save(", Region.GetX(r), ", ", Region.GetY(r), ")\n")
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end
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--TODO: create a flexible saving & loading system
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return mapSaver
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@@ -1,9 +1,8 @@
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print("Lua script check")
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mapSystem = require "map_system"
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mapMaker = require "map_maker"
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mapSaver = require "map_saver"
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roomSystem = require "room_system"
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mapMaker = require("map_maker")
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mapSaver = require("map_saver")
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roomSystem = require("room_system")
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local function dumpTable(t)
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print(t)
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@@ -14,6 +13,6 @@ end
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--NOTE: room 0 is the first that the client asks for, therefore it must exist
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local overworld, uid = roomSystem.RoomManager.CreateRoom("overworld", "overworld.bmp")
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roomSystem.Room.Initialize(overworld, mapSaver.Load, mapSaver.Save, mapMaker.debugIsland, mapSaver.Save)
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roomSystem.Room.Initialize(overworld, mapSaver.Load, mapSaver.Save, mapMaker.DebugIsland, mapSaver.Save)
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print("Finished the lua script")
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