v0.6.0: added functionality for cleaning up patches in patch rooms

This commit is contained in:
Evan Debenham 2017-05-11 21:07:18 -04:00
parent c5fda0d712
commit 4e34b98c8d

View File

@ -25,6 +25,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Patch;
import com.shatteredpixel.shatteredpixeldungeon.utils.BArray;
import com.watabou.utils.PathFinder;
import com.watabou.utils.Random;
//This room type uses the patch system to fill itself in in some manner
//it's still up to the specific room to implement paint, but utility methods are provided
@ -76,6 +77,51 @@ public abstract class PatchRoom extends StandardRoom {
}
}
//removes all diagonal-only adjacent filled patch areas, handy for making things look cleaner
//note that this will reduce the fill rate very slightly
protected void cleanDiagonalEdges(){
if (patch == null) return;
int pWidth = width()-2;
boolean badLeft, badRight;
for (int i = 0; i < patch.length - pWidth; i++){
if (!patch[i]) continue;
//we don't need to check above because we are either at the top
// or have already dealt with those tiles
badLeft = badRight = false;
//down-left
if (i % pWidth != 0){
if (patch[i - 1 + pWidth] && !(patch[i - 1] || patch[i + pWidth])){
badLeft = true;
}
}
//down-right
if ((i + 1) % pWidth != 0){
if (patch[i + 1 + pWidth] && !(patch[i + 1] || patch[i + pWidth])){
badRight = true;
}
}
if (badLeft && badRight){
patch[i] = false;
} else if (badLeft){
if (Random.Int(2) == 0) patch[i] = false;
else patch[i - 1 + pWidth] = false;
} else if (badRight){
if (Random.Int(2) == 0) patch[i] = false;
else patch[i + 1 + pWidth] = false;
}
}
}
protected int xyToPatchCoords(int x, int y){
return (x-left-1) + ((y-top-1) * (width()-2));
}