v0.9.2: added a safety check to ensure caves fissure rooms are pathable
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@ -24,6 +24,7 @@ package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.watabou.utils.PathFinder;
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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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@ -59,11 +60,16 @@ public class CavesFissureRoom extends StandardRoom {
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@Override
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public void paint(Level level) {
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Painter.fill( level, this, Terrain.WALL );
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Painter.fill( level, this, 1 , Terrain.EMPTY );
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boolean pathable = true;
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PathFinder.setMapSize(width()-2, height()-2);
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do {
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Painter.fill(level, this, Terrain.WALL);
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Painter.fill(level, this, 1, Terrain.EMPTY);
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for (Door door : connected.values()) {
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door.set( Door.Type.REGULAR );
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door.set(Door.Type.REGULAR);
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}
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PointF center = new PointF(center());
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@ -72,8 +78,8 @@ public class CavesFissureRoom extends StandardRoom {
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//find the angle of each door from our center point
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ArrayList<Float> doorAngles = new ArrayList<>();
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for (Door d : connected.values()){
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PointF doorCenter = new PointF(d.x+0.5f, d.y+0.5f);
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for (Door d : connected.values()) {
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PointF doorCenter = new PointF(d.x + 0.5f, d.y + 0.5f);
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float doorAngle = angleBetweenPoints(center, doorCenter);
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if (doorAngle < 0) doorAngle += 360f;
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doorAngles.add(doorAngle);
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@ -82,31 +88,31 @@ public class CavesFissureRoom extends StandardRoom {
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//generate angles for 2-4 fissure lines, they can't be too close to doors or eachother
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ArrayList<Float> lineAngles = new ArrayList<>();
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int numLines = 1 + sizeCat.roomValue;
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for (int i = 0; i < numLines; i++){
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for (int i = 0; i < numLines; i++) {
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int tries = 100;
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boolean valid;
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do {
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valid = true;
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float lineAngle = Random.Float(0, 360);
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for (float doorAngle : doorAngles){
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for (float doorAngle : doorAngles) {
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float angleDiff = Math.abs(lineAngle - doorAngle);
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if (angleDiff > 180f) angleDiff = 360f - angleDiff;
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if (angleDiff <= (sizeCat == SizeCategory.NORMAL ? 30f : 15f)){
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if (angleDiff <= (sizeCat == SizeCategory.NORMAL ? 30f : 15f)) {
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valid = false;
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break;
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}
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}
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for (float existingLineAngle : lineAngles){
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for (float existingLineAngle : lineAngles) {
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float angleDiff = Math.abs(lineAngle - existingLineAngle);
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if (angleDiff > 180f) angleDiff = 360f - angleDiff;
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if (angleDiff <= (numLines == 2 ? 120f : 60f)){
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if (angleDiff <= (numLines == 2 ? 120f : 60f)) {
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valid = false;
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break;
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}
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}
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if (valid){
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if (valid) {
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lineAngles.add(lineAngle);
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}
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@ -114,17 +120,17 @@ public class CavesFissureRoom extends StandardRoom {
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}
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//just become an empty room if we can't make at least 2 lines
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if (lineAngles.size() < 2){
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if (lineAngles.size() < 2) {
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return;
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}
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//fill in each fissure
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for(float lineAngle : lineAngles){
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float dX = (float)Math.cos(lineAngle/A - Math.PI/2.0);
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float dY = (float)Math.sin(lineAngle/A - Math.PI/2.0);
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for (float lineAngle : lineAngles) {
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float dX = (float) Math.cos(lineAngle / A - Math.PI / 2.0);
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float dY = (float) Math.sin(lineAngle / A - Math.PI / 2.0);
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boolean horizontal;
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if (Math.abs(dX) >= Math.abs(dY)){
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if (Math.abs(dX) >= Math.abs(dY)) {
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horizontal = true;
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dY /= Math.abs(dX);
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dX /= Math.abs(dX);
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@ -135,26 +141,28 @@ public class CavesFissureRoom extends StandardRoom {
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}
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PointF curr = new PointF(center);
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int cell = (int)curr.x + ((int)curr.y)*level.width();
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int cell = (int) curr.x + ((int) curr.y) * level.width();
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Painter.set(level, cell, Terrain.CHASM);
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do {
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if (!horizontal){
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if (level.map[cell-1] == Terrain.EMPTY
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if (!horizontal) {
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if (level.map[cell - 1] == Terrain.EMPTY
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&& ((curr.x % 1 <= 0.5f) || sizeCat == SizeCategory.GIANT)) {
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Painter.set(level, cell - 1, Terrain.CHASM);
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}
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if (level.map[cell] == Terrain.EMPTY) Painter.set(level, cell, Terrain.CHASM);
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if (level.map[cell+1] == Terrain.EMPTY
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if (level.map[cell] == Terrain.EMPTY)
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Painter.set(level, cell, Terrain.CHASM);
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if (level.map[cell + 1] == Terrain.EMPTY
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&& ((curr.x % 1 > 0.5f) || sizeCat == SizeCategory.GIANT)) {
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Painter.set(level, cell + 1, Terrain.CHASM);
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}
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} else {
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if (level.map[cell-level.width()] == Terrain.EMPTY
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if (level.map[cell - level.width()] == Terrain.EMPTY
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&& ((curr.y % 1 <= 0.5f) || sizeCat == SizeCategory.GIANT)) {
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Painter.set(level, cell - level.width(), Terrain.CHASM);
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}
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if (level.map[cell] == Terrain.EMPTY) Painter.set(level, cell, Terrain.CHASM);
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if (level.map[cell+level.width()] == Terrain.EMPTY
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if (level.map[cell] == Terrain.EMPTY)
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Painter.set(level, cell, Terrain.CHASM);
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if (level.map[cell + level.width()] == Terrain.EMPTY
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&& ((curr.y % 1 > 0.5f) || sizeCat == SizeCategory.GIANT)) {
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Painter.set(level, cell + level.width(), Terrain.CHASM);
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}
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@ -162,40 +170,69 @@ public class CavesFissureRoom extends StandardRoom {
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curr.x += dX;
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curr.y += dY;
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cell = (int)curr.x + ((int)curr.y)*level.width();
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cell = (int) curr.x + ((int) curr.y) * level.width();
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} while (level.map[cell] == Terrain.EMPTY || level.map[cell] == Terrain.CHASM);
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}
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//add chasm to the center in larger rooms
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if (lineAngles.size() >= 3){
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if (sizeCat == SizeCategory.GIANT){
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Painter.fill(level, (int)center.x-2, (int)center.y-2, 5, 5, Terrain.CHASM);
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if (lineAngles.size() >= 3) {
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if (sizeCat == SizeCategory.GIANT) {
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Painter.fill(level, (int) center.x - 2, (int) center.y - 2, 5, 5, Terrain.CHASM);
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} else {
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Painter.fill(level, (int)center.x-1, (int)center.y-1, 3, 3, Terrain.CHASM);
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Painter.fill(level, (int) center.x - 1, (int) center.y - 1, 3, 3, Terrain.CHASM);
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}
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}
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//draw bridges for the chasms
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if (lineAngles.size() == 2){
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if (lineAngles.size() == 2) {
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buildBridge(level, Random.element(lineAngles), center, 1);
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} else {
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for (float angle : lineAngles){
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for (float angle : lineAngles) {
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buildBridge(level, angle, center, sizeCat.roomValue);
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}
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}
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int doorPoint = 0;
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for (Door door : connected.values()) {
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Painter.drawInside( level, this, door, 1, Terrain.EMPTY);
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Painter.drawInside(level, this, door, 1, Terrain.EMPTY);
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if (door.x == left) doorPoint = xyToRoomCoords(door.x+1, door.y);
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else if (door.x == right) doorPoint = xyToRoomCoords(door.x-1, door.y);
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else if (door.y == top) doorPoint = xyToRoomCoords(door.x, door.y+1);
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else if (door.y == bottom) doorPoint = xyToRoomCoords(door.x, door.y-1);
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}
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//ensures that there is always a path to any non-chasm tile
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//TODO some copypasta from PatchRoom here, maybe standardize this as a static function in Room?
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pathable = true;
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boolean[] passable = new boolean[PathFinder.distance.length];
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for (Point p : shrink().getPoints()){
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int i = xyToRoomCoords(p.x, p.y);
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passable[i] = level.map[level.pointToCell(p)] != Terrain.CHASM;
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}
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PathFinder.buildDistanceMap(doorPoint, passable);
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for (Point p : shrink().getPoints()){
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int i = xyToRoomCoords(p.x, p.y);
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if (passable[i] && PathFinder.distance[i] == Integer.MAX_VALUE){
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pathable = false;
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break;
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}
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}
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} while (!pathable);
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PathFinder.setMapSize(level.width(), level.height());
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}
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private void buildBridge( Level level, float fisssureAngle, PointF center, int centerMargin){
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float dX = (float)Math.cos(fisssureAngle/A - Math.PI/2.0);
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float dY = (float)Math.sin(fisssureAngle/A - Math.PI/2.0);
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int edgemargin = sizeCat == SizeCategory.NORMAL ? 3 : 2;
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int edgemargin = 2;
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//horizontal bridge
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if (Math.abs(dY) >= Math.abs(dX)){
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@ -268,4 +305,8 @@ public class CavesFissureRoom extends StandardRoom {
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return angle;
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}
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protected int xyToRoomCoords(int x, int y){
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return (x-left-1) + ((y-top-1) * (width()-2));
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}
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}
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