v0.6.0: corrected usage of spaces instead of tabs

This commit is contained in:
Evan Debenham 2017-04-18 20:44:12 -04:00
parent 3e9beb1d99
commit 2b574fd71e
3 changed files with 146 additions and 151 deletions
core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels

View File

@ -402,7 +402,7 @@ public abstract class RegularLevel extends Level {
rooms = new ArrayList<>( (Collection<Room>) ((Collection<?>) bundle.getCollection( "rooms" )) );
for (Room r : rooms) {
r.onLevelLoad( this );
r.onLevelLoad( this );
if (r instanceof EntranceRoom || r.legacyType.equals("ENTRANCE")){
roomEntrance = r;
} else if (r instanceof ExitRoom || r.legacyType.equals("EXIT")){

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@ -40,8 +40,8 @@ public abstract class Builder {
//returns null on failure
public abstract ArrayList<Room> build(ArrayList<Room> rooms);
//returns a rectangle representing the maximum amount of free space from a specific start point
protected Rect findFreeSpace(Point start, ArrayList<Room> collision, int maxSize){
//returns a rectangle representing the maximum amount of free space from a specific start point
protected static Rect findFreeSpace(Point start, ArrayList<Room> collision, int maxSize){
Rect space = new Rect(start.x-maxSize, start.y-maxSize, start.x+maxSize, start.y+maxSize);
//shallow copy
@ -130,100 +130,100 @@ public abstract class Builder {
// and it matches the given angle ([0-360), where 0 is straight up) as closely as possible.
//Note that getting an exactly correct angle is harder the closer that angle is to diagonal.
//Returns the exact angle between the centerpoints of the two rooms, or -1 if placement fails.
protected float placeRoom( ArrayList<Room> collision, Room prev, Room next, float angle){
protected static float placeRoom( ArrayList<Room> collision, Room prev, Room next, float angle){
//wrap angle around to always be [0-360)
angle %= 360f;
//wrap angle around to always be [0-360)
angle %= 360f;
if (angle < 0){
angle += 360f;
}
PointF prevCenter = new PointF((prev.left + prev.right)/2f, (prev.top + prev.bottom)/2f);
PointF prevCenter = new PointF((prev.left + prev.right)/2f, (prev.top + prev.bottom)/2f);
// calculating using y = mx+b, straight line formula
double m = Math.tan(angle/A + Math.PI/2.0);
double b = prevCenter.y -m*prevCenter.x;
double m = Math.tan(angle/A + Math.PI/2.0);
double b = prevCenter.y -m*prevCenter.x;
//using the line equation, we find the point along the prev room where the line exists
Point start;
int direction;
if (Math.abs(m) >= 1){
if (angle < 90 || angle > 270){
direction = Room.TOP;
start = new Point( (int)Math.round((prev.top - b)/m), prev.top);
} else {
direction = Room.BOTTOM;
start = new Point( (int)Math.round((prev.bottom - b)/m), prev.bottom);
}
} else {
if (angle < 180){
direction = Room.RIGHT;
start = new Point(prev.right, (int) Math.round(m * prev.right + b));
} else {
direction = Room.LEFT;
start = new Point(prev.left, (int) Math.round(m * prev.left + b));
}
}
//using the line equation, we find the point along the prev room where the line exists
Point start;
int direction;
if (Math.abs(m) >= 1){
if (angle < 90 || angle > 270){
direction = Room.TOP;
start = new Point( (int)Math.round((prev.top - b)/m), prev.top);
} else {
direction = Room.BOTTOM;
start = new Point( (int)Math.round((prev.bottom - b)/m), prev.bottom);
}
} else {
if (angle < 180){
direction = Room.RIGHT;
start = new Point(prev.right, (int) Math.round(m * prev.right + b));
} else {
direction = Room.LEFT;
start = new Point(prev.left, (int) Math.round(m * prev.left + b));
}
}
//cap it to a valid connection point for most rooms
if (direction == Room.TOP || direction == Room.BOTTOM) {
start.x = (int) GameMath.gate(prev.left + 1, start.x, prev.right - 1);
} else {
start.y = (int) GameMath.gate(prev.top + 1, start.y, prev.bottom - 1);
}
//cap it to a valid connection point for most rooms
if (direction == Room.TOP || direction == Room.BOTTOM) {
start.x = (int) GameMath.gate(prev.left + 1, start.x, prev.right - 1);
} else {
start.y = (int) GameMath.gate(prev.top + 1, start.y, prev.bottom - 1);
}
//space checking
Rect space = findFreeSpace(start, collision, Math.max(next.maxWidth(), next.maxHeight()));
if (!next.setSizeWithLimit(space.width()+1, space.height()+1)){
return -1;
}
//space checking
Rect space = findFreeSpace(start, collision, Math.max(next.maxWidth(), next.maxHeight()));
if (!next.setSizeWithLimit(space.width()+1, space.height()+1)){
return -1;
}
//find the ideal center for this new room using the line equation and known dimensions
PointF targetCenter = new PointF();
if (direction == Room.TOP) {
targetCenter.y = prev.top - (next.height() - 1) / 2f;
targetCenter.x = (float) ((targetCenter.y - b) / m);
next.setPos(Math.round(targetCenter.x - (next.width() - 1) / 2f), prev.top - (next.height() - 1));
//find the ideal center for this new room using the line equation and known dimensions
PointF targetCenter = new PointF();
if (direction == Room.TOP) {
targetCenter.y = prev.top - (next.height() - 1) / 2f;
targetCenter.x = (float) ((targetCenter.y - b) / m);
next.setPos(Math.round(targetCenter.x - (next.width() - 1) / 2f), prev.top - (next.height() - 1));
} else if (direction == Room.BOTTOM) {
targetCenter.y = prev.bottom + (next.height() - 1) / 2f;
targetCenter.x = (float) ((targetCenter.y - b) / m);
next.setPos(Math.round(targetCenter.x - (next.width() - 1) / 2f), prev.bottom);
} else if (direction == Room.BOTTOM) {
targetCenter.y = prev.bottom + (next.height() - 1) / 2f;
targetCenter.x = (float) ((targetCenter.y - b) / m);
next.setPos(Math.round(targetCenter.x - (next.width() - 1) / 2f), prev.bottom);
} else if (direction == Room.RIGHT) {
targetCenter.x = prev.right + (next.width()-1)/2f;
targetCenter.y = (float)(m*targetCenter.x + b);
next.setPos( prev.right, Math.round(targetCenter.y - (next.height()-1)/2f));
} else if (direction == Room.RIGHT) {
targetCenter.x = prev.right + (next.width()-1)/2f;
targetCenter.y = (float)(m*targetCenter.x + b);
next.setPos( prev.right, Math.round(targetCenter.y - (next.height()-1)/2f));
} else if (direction == Room.LEFT) {
targetCenter.x = prev.left - (next.width()-1)/2f;
targetCenter.y = (float)(m*targetCenter.x + b);
next.setPos( prev.left - (next.width() - 1), Math.round(targetCenter.y - (next.height()-1)/2f));
} else if (direction == Room.LEFT) {
targetCenter.x = prev.left - (next.width()-1)/2f;
targetCenter.y = (float)(m*targetCenter.x + b);
next.setPos( prev.left - (next.width() - 1), Math.round(targetCenter.y - (next.height()-1)/2f));
}
}
//perform connection bounds and target checking, move the room if necessary
if (direction == Room.TOP || direction == Room.BOTTOM){
if (next.right < prev.left+2) next.shift(prev.left+2-next.right, 0);
else if (next.left > prev.right-2) next.shift(prev.right-2-next.left, 0);
//perform connection bounds and target checking, move the room if necessary
if (direction == Room.TOP || direction == Room.BOTTOM){
if (next.right < prev.left+2) next.shift(prev.left+2-next.right, 0);
else if (next.left > prev.right-2) next.shift(prev.right-2-next.left, 0);
if (next.right > space.right) next.shift( space.right - next.right, 0);
else if (next.left < space.left) next.shift( space.left - next.left, 0);
} else {
if (next.bottom < prev.top+2) next.shift(0, prev.top+2-next.bottom);
else if (next.top > prev.bottom-2) next.shift(0, prev.bottom-2-next.top);
if (next.right > space.right) next.shift( space.right - next.right, 0);
else if (next.left < space.left) next.shift( space.left - next.left, 0);
} else {
if (next.bottom < prev.top+2) next.shift(0, prev.top+2-next.bottom);
else if (next.top > prev.bottom-2) next.shift(0, prev.bottom-2-next.top);
if (next.bottom > space.bottom) next.shift( 0, space.bottom - next.bottom);
else if (next.top < space.top) next.shift( 0, space.top - next.top);
}
if (next.bottom > space.bottom) next.shift( 0, space.bottom - next.bottom);
else if (next.top < space.top) next.shift( 0, space.top - next.top);
}
//attempt to connect, return the result angle if successful.
if (next.connect(prev)){
PointF nextCenter = new PointF((next.left + next.right)/2f, (next.top + next.bottom)/2f);
double trueM = (nextCenter.y - prevCenter.y)/(nextCenter.x - prevCenter.x);
return (float)(A*(Math.atan(trueM) + Math.PI/2f));
} else {
return -1;
}
//attempt to connect, return the result angle if successful.
if (next.connect(prev)){
PointF nextCenter = new PointF((next.left + next.right)/2f, (next.top + next.bottom)/2f);
double trueM = (nextCenter.y - prevCenter.y)/(nextCenter.x - prevCenter.x);
return (float)(A*(Math.atan(trueM) + Math.PI/2f));
} else {
return -1;
}
}
}

View File

@ -21,105 +21,100 @@
package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Imp;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.ImpShopkeeper;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Shopkeeper;
import com.shatteredpixel.shatteredpixeldungeon.levels.LastShopLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.ShopRoom;
import com.watabou.utils.Bundle;
import com.watabou.utils.PathFinder;
//shops probably shouldn't extend special room, because of cases like this.
public class ImpShopRoom extends ShopRoom {
private boolean impSpawned = false;
private boolean impSpawned = false;
//force a certain size here to guarantee enough room for 48 items, and the same center space
@Override
public int minWidth() {
return 9;
}
public int minHeight() {
return 9;
}
public int maxWidth() { return 9; }
public int maxHeight() { return 9; }
//force a certain size here to guarantee enough room for 48 items, and the same center space
@Override
public int minWidth() {
return 9;
}
public int minHeight() {
return 9;
}
public int maxWidth() { return 9; }
public int maxHeight() { return 9; }
@Override
public int maxConnections(int direction) {
return 2;
}
@Override
public int maxConnections(int direction) {
return 2;
}
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
Painter.fill( level, this, 1, Terrain.EMPTY_SP );
Painter.fill( level, this, 3, Terrain.WATER);
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
Painter.fill( level, this, 1, Terrain.EMPTY_SP );
Painter.fill( level, this, 3, Terrain.WATER);
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}
if (Imp.Quest.isCompleted()){
impSpawned = true;
placeItems(level);
placeShopkeeper(level);
} else {
impSpawned = false;
}
if (Imp.Quest.isCompleted()){
impSpawned = true;
placeItems(level);
placeShopkeeper(level);
} else {
impSpawned = false;
}
}
}
@Override
protected void placeShopkeeper(Level level) {
@Override
protected void placeShopkeeper(Level level) {
int pos = level.pointToCell(center());
int pos = level.pointToCell(center());
Mob shopkeeper = new ImpShopkeeper();
shopkeeper.pos = pos;
level.mobs.add( shopkeeper );
Mob shopkeeper = new ImpShopkeeper();
shopkeeper.pos = pos;
level.mobs.add( shopkeeper );
}
}
//fix for connections not being bundled normally
@Override
public Door entrance() {
return connected.isEmpty() ? new Door(left, top+2) : super.entrance();
}
//fix for connections not being bundled normally
@Override
public Door entrance() {
return connected.isEmpty() ? new Door(left, top+2) : super.entrance();
}
private void spawnShop(Level level){
impSpawned = true;
super.paint(level);
}
private void spawnShop(Level level){
impSpawned = true;
super.paint(level);
}
private static final String IMP = "imp_spawned";
private static final String IMP = "imp_spawned";
@Override
public void storeInBundle(Bundle bundle) {
super.storeInBundle(bundle);
bundle.put(IMP, impSpawned);
}
@Override
public void storeInBundle(Bundle bundle) {
super.storeInBundle(bundle);
bundle.put(IMP, impSpawned);
}
@Override
public void restoreFromBundle(Bundle bundle) {
super.restoreFromBundle(bundle);
impSpawned = bundle.getBoolean(IMP);
}
@Override
public void restoreFromBundle(Bundle bundle) {
super.restoreFromBundle(bundle);
impSpawned = bundle.getBoolean(IMP);
}
@Override
public void onLevelLoad(Level level) {
super.onLevelLoad(level);
@Override
public void onLevelLoad(Level level) {
super.onLevelLoad(level);
if (Imp.Quest.isCompleted() && !impSpawned){
impSpawned = true;
placeItems(level);
placeShopkeeper(level);
}
}
if (Imp.Quest.isCompleted() && !impSpawned){
impSpawned = true;
placeItems(level);
placeShopkeeper(level);
}
}
}