v0.6.0: implemented a room placer based on degree angles
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@ -22,7 +22,9 @@
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package com.shatteredpixel.shatteredpixeldungeon.levels.builders;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
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import com.watabou.utils.GameMath;
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import com.watabou.utils.Point;
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import com.watabou.utils.PointF;
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import com.watabou.utils.Random;
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import com.watabou.utils.Rect;
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@ -37,11 +39,13 @@ public abstract class Builder {
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//builders take a list of rooms and returns them as a connected map
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//returns null on failure
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public abstract ArrayList<Room> build(ArrayList<Room> rooms);
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protected Rect findFreeSpace(Point start, ArrayList<Room> rooms, int maxSize){
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//returns a rectangle representing the maximum amount of free space from a specific start point
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protected Rect findFreeSpace(Point start, ArrayList<Room> collision, int maxSize){
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Rect space = new Rect(start.x-maxSize, start.y-maxSize, start.x+maxSize, start.y+maxSize);
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ArrayList<Room> colliding = new ArrayList<>(rooms);
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//shallow copy
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ArrayList<Room> colliding = new ArrayList<>(collision);
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do{
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//remove any rooms we aren't currently overlapping
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@ -119,4 +123,107 @@ public abstract class Builder {
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return space;
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}
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private static final double A = 180 / Math.PI;
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//Attempts to place a room such that the angle between the center of the previous room
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// and it matches the given angle ([0-360), where 0 is straight up) as closely as possible.
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//Note that getting an exactly correct angle is harder the closer that angle is to diagonal.
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//Returns the exact angle between the centerpoints of the two rooms, or -1 if placement fails.
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protected float placeRoom( ArrayList<Room> collision, Room prev, Room next, float angle){
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//wrap angle around to always be [0-360)
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angle %= 360f;
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if (angle < 0){
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angle += 360f;
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}
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PointF prevCenter = new PointF((prev.left + prev.right)/2f, (prev.top + prev.bottom)/2f);
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// calculating using y = mx+b, straight line formula
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double m = Math.tan(angle/A + Math.PI/2.0);
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double b = prevCenter.y -m*prevCenter.x;
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//using the line equation, we find the point along the prev room where the line exists
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Point start;
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int direction;
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if (Math.abs(m) >= 1){
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if (angle < 90 || angle > 270){
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direction = Room.TOP;
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start = new Point( (int)Math.round((prev.top - b)/m), prev.top);
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} else {
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direction = Room.BOTTOM;
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start = new Point( (int)Math.round((prev.bottom - b)/m), prev.bottom);
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}
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} else {
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if (angle < 180){
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direction = Room.RIGHT;
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start = new Point(prev.right, (int) Math.round(m * prev.right + b));
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} else {
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direction = Room.LEFT;
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start = new Point(prev.left, (int) Math.round(m * prev.left + b));
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}
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}
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//cap it to a valid connection point for most rooms
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if (direction == Room.TOP || direction == Room.BOTTOM) {
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start.x = (int) GameMath.gate(prev.left + 1, start.x, prev.right - 1);
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} else {
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start.y = (int) GameMath.gate(prev.top + 1, start.y, prev.bottom - 1);
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}
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//space checking
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Rect space = findFreeSpace(start, collision, Math.max(next.maxWidth(), next.maxHeight()));
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if (!next.setSizeWithLimit(space.width()+1, space.height()+1)){
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return -1;
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}
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//find the ideal center for this new room using the line equation and known dimensions
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PointF targetCenter = new PointF();
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if (direction == Room.TOP) {
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targetCenter.y = prev.top - (next.height() - 1) / 2f;
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targetCenter.x = (float) ((targetCenter.y - b) / m);
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next.setPos(Math.round(targetCenter.x - (next.width() - 1) / 2f), prev.top - (next.height() - 1));
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} else if (direction == Room.BOTTOM) {
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targetCenter.y = prev.bottom + (next.height() - 1) / 2f;
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targetCenter.x = (float) ((targetCenter.y - b) / m);
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next.setPos(Math.round(targetCenter.x - (next.width() - 1) / 2f), prev.bottom);
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} else if (direction == Room.RIGHT) {
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targetCenter.x = prev.right + (next.width()-1)/2f;
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targetCenter.y = (float)(m*targetCenter.x + b);
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next.setPos( prev.right, Math.round(targetCenter.y - (next.height()-1)/2f));
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} else if (direction == Room.LEFT) {
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targetCenter.x = prev.left - (next.width()-1)/2f;
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targetCenter.y = (float)(m*targetCenter.x + b);
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next.setPos( prev.left - (next.width() - 1), Math.round(targetCenter.y - (next.height()-1)/2f));
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}
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//perform connection bounds and target checking, move the room if necessary
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if (direction == Room.TOP || direction == Room.BOTTOM){
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if (next.right < prev.left+2) next.shift(prev.left+2-next.right, 0);
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else if (next.left > prev.right-2) next.shift(prev.right-2-next.left, 0);
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if (next.right > space.right) next.shift( space.right - next.right, 0);
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else if (next.left < space.left) next.shift( space.left - next.left, 0);
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} else {
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if (next.bottom < prev.top+2) next.shift(0, prev.top+2-next.bottom);
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else if (next.top > prev.bottom-2) next.shift(0, prev.bottom-2-next.top);
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if (next.bottom > space.bottom) next.shift( 0, space.bottom - next.bottom);
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else if (next.top < space.top) next.shift( 0, space.top - next.top);
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}
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//attempt to connect, return the result angle if successful.
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if (next.connect(prev)){
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PointF nextCenter = new PointF((next.left + next.right)/2f, (next.top + next.bottom)/2f);
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double trueM = (nextCenter.y - prevCenter.y)/(nextCenter.x - prevCenter.x);
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return (float)(A*(Math.atan(trueM) + Math.PI/2f));
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} else {
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return -1;
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}
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}
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}
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