138 lines
2.8 KiB
Lua
138 lines
2.8 KiB
Lua
--generate a roguelike map
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--[[ DOCS: Game design theory, read more
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As a basic starting point, I can create a list of "seed" tiles, which are the
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center of rooms. The rooms can be any size, as long as they don't overlap. From
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There, a tunnel can be "carved" from each seed tile to the next. Finally, the
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map is populated, but that is beyond this exercise.
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This specification isn't ironclad.
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--]]
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print("Beginning generator...")
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function newroom(northBound, eastBound, southBound, westBound)
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--place the room within proximity of the center, so that they're not too far apart.
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local x = math.random(westBound, eastBound)
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local y = math.random(northBound, southBound)
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local w = math.random(2, 5)
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local h = math.random(2, 5)
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--return this new room
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return {
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seedX = x,
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seedY = y,
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--give it a decent size
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north = y - h,
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south = y + h,
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east = x + w,
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west = x - w,
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}
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end
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function newpath(x1, y1, x2, y2)
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--NOTE: a path is an ordered list of {x, y} pairs
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local path = {}
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local step = 0
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--vertical
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if y1 > y2 then
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step = -1
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else
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step = 1
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end
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for i = y1, y2, step do
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table.insert(path, {x = x1, y = i})
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end
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--horizontal
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if x1 > x2 then
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step = -1
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else
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step = 1
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end
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for i = x1, x2, step do
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table.insert(path, {x = i, y = y2})
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end
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--NOTE: {x, y} pairs are duplicated at the corners
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--TODO: improve the pathing system
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return path
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end
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function buildpaths(roomlist)
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local roomcount = #roomlist
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local pathlist = {}
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--tunnel the shortest paths
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for i = 1, roomcount-1 do
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table.insert(pathlist, newpath(
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roomlist[i].seedX,
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roomlist[i].seedY,
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roomlist[i+1].seedX,
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roomlist[i+1].seedY))
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end
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--return the new paths
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return pathlist
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end
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print("populating lists")
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math.randomseed(os.time())
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roomlist = {}
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pathlist = {}
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--populate the roomlist
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roomcount = math.random(10, 15)
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for i = 1, roomcount do
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table.insert(roomlist, newroom(-30, 0, 30, -60)) --60x60
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end
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roomcount = math.random(10, 15)
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for i = 1, roomcount do
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table.insert(roomlist, newroom(-30, 50, 30, -10)) --60x60
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end
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print("Building boss room")
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--boss room
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local bossRoom = {
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seedX = math.random(60, 90),
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seedY = math.random(-30, 30),
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}
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bossRoom.north = bossRoom.seedY - 5
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bossRoom.south = bossRoom.seedY + 5
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bossRoom.east = bossRoom.seedX + 5
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bossRoom.west = bossRoom.seedX - 5
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table.insert(roomlist, bossRoom)
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--paths
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pathlist = buildpaths(roomlist)
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--pass the data onto the pager
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pager = ... --called as a chunk
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--create the rooms
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for k, iter in next, roomlist do
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--for each tile in the room
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for i = iter.west, iter.east do
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for j = iter.north, iter.south do
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--set
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region_pager.SetTile(pager, i, j, 0, 14)
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end
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end
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end
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--create the paths
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iter = nil
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for k, path in next, pathlist do --multiple paths in the lsit
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for k, iter in next, path do
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--for each tile in the path, set
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region_pager.SetTile(pager, iter.x, iter.y, 0, 14)
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end
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end
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print("generator finished") |