v0.9.1: added a new fissure room to the caves

This commit is contained in:
Evan Debenham 2020-11-09 17:07:38 -05:00
parent 8f8169c8e7
commit 89c2e2b487
2 changed files with 276 additions and 7 deletions

View File

@ -0,0 +1,268 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2020 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.watabou.utils.Point;
import com.watabou.utils.PointF;
import com.watabou.utils.Random;
import java.util.ArrayList;
public class CavesFissureRoom extends StandardRoom {
@Override
public int minWidth() {
return Math.max(7, super.minWidth());
}
@Override
public int minHeight() {
return Math.max(7, super.minHeight());
}
@Override
public float[] sizeCatProbs() {
return new float[]{9, 3, 1};
}
@Override
public boolean canMerge(Level l, Point p, int mergeTerrain) {
if (mergeTerrain == Terrain.CHASM) {
return true;
} else {
int cell = l.pointToCell(pointInside(p, 1));
return l.map[cell] != Terrain.CHASM;
}
}
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
Painter.fill( level, this, 1 , Terrain.EMPTY );
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}
PointF center = new PointF(center());
center.x += 0.5f;
center.y += 0.5f;
//find the angle of each door from our center point
ArrayList<Float> doorAngles = new ArrayList<>();
for (Door d : connected.values()){
PointF doorCenter = new PointF(d.x+0.5f, d.y+0.5f);
float doorAngle = angleBetweenPoints(center, doorCenter);
if (doorAngle < 0) doorAngle += 360f;
doorAngles.add(doorAngle);
}
//generate angles for 2-4 fissure lines, they can't be too close to doors or eachother
ArrayList<Float> lineAngles = new ArrayList<>();
int numLines = 1 + sizeCat.roomValue;
for (int i = 0; i < numLines; i++){
int tries = 100;
boolean valid;
do {
valid = true;
float lineAngle = Random.Float(0, 360);
for (float doorAngle : doorAngles){
float angleDiff = Math.abs(lineAngle - doorAngle);
if (angleDiff > 180f) angleDiff = 360f - angleDiff;
if (angleDiff <= (sizeCat == SizeCategory.NORMAL ? 30f : 15f)){
valid = false;
break;
}
}
for (float existingLineAngle : lineAngles){
float angleDiff = Math.abs(lineAngle - existingLineAngle);
if (angleDiff > 180f) angleDiff = 360f - angleDiff;
if (angleDiff <= (numLines == 2 ? 120f : 60f)){
valid = false;
break;
}
}
if (valid){
lineAngles.add(lineAngle);
}
} while (!valid && --tries > 0);
}
//just become an empty room if we can't make at least 2 lines
if (lineAngles.size() < 2){
return;
}
//fill in each fissure
for(float lineAngle : lineAngles){
float dX = (float)Math.cos(lineAngle/A - Math.PI/2.0);
float dY = (float)Math.sin(lineAngle/A - Math.PI/2.0);
boolean horizontal;
if (Math.abs(dX) >= Math.abs(dY)){
horizontal = true;
dY /= Math.abs(dX);
dX /= Math.abs(dX);
} else {
horizontal = false;
dX /= Math.abs(dY);
dY /= Math.abs(dY);
}
PointF curr = new PointF(center);
int cell = (int)curr.x + ((int)curr.y)*level.width();
Painter.set(level, cell, Terrain.CHASM);
do {
if (!horizontal){
if (level.map[cell-1] == Terrain.EMPTY
&& ((curr.x % 1 <= 0.5f) || sizeCat == SizeCategory.GIANT)) {
Painter.set(level, cell - 1, Terrain.CHASM);
}
if (level.map[cell] == Terrain.EMPTY) Painter.set(level, cell, Terrain.CHASM);
if (level.map[cell+1] == Terrain.EMPTY
&& ((curr.x % 1 > 0.5f) || sizeCat == SizeCategory.GIANT)) {
Painter.set(level, cell + 1, Terrain.CHASM);
}
} else {
if (level.map[cell-level.width()] == Terrain.EMPTY
&& ((curr.y % 1 <= 0.5f) || sizeCat == SizeCategory.GIANT)) {
Painter.set(level, cell - level.width(), Terrain.CHASM);
}
if (level.map[cell] == Terrain.EMPTY) Painter.set(level, cell, Terrain.CHASM);
if (level.map[cell+level.width()] == Terrain.EMPTY
&& ((curr.y % 1 > 0.5f) || sizeCat == SizeCategory.GIANT)) {
Painter.set(level, cell + level.width(), Terrain.CHASM);
}
}
curr.x += dX;
curr.y += dY;
cell = (int)curr.x + ((int)curr.y)*level.width();
} while (level.map[cell] == Terrain.EMPTY || level.map[cell] == Terrain.CHASM);
}
//add chasm to the center in larger rooms
if (lineAngles.size() >= 3){
if (sizeCat == SizeCategory.GIANT){
Painter.fill(level, (int)center.x-2, (int)center.y-2, 5, 5, Terrain.CHASM);
} else {
Painter.fill(level, (int)center.x-1, (int)center.y-1, 3, 3, Terrain.CHASM);
}
}
//draw bridges for the chasms
if (lineAngles.size() == 2){
buildBridge(level, Random.element(lineAngles), center, 1);
} else {
for (float angle : lineAngles){
buildBridge(level, angle, center, sizeCat.roomValue);
}
}
for (Door door : connected.values()) {
Painter.drawInside( level, this, door, 1, Terrain.EMPTY);
}
}
private void buildBridge( Level level, float fisssureAngle, PointF center, int centerMargin){
float dX = (float)Math.cos(fisssureAngle/A - Math.PI/2.0);
float dY = (float)Math.sin(fisssureAngle/A - Math.PI/2.0);
//horizontal bridge
if (Math.abs(dY) >= Math.abs(dX)){
int Y;
if (dY > 0) Y = Random.IntRange((int)center.y+centerMargin, bottom-2);
else Y = Random.IntRange(top+2, (int)center.y-centerMargin);
boolean foundChasm = false;
if (dX <= 0) {
for (int X = left + 1; X <= right - 1; X++) {
int cell = X + Y * level.width();
if (level.map[cell] == Terrain.CHASM) {
foundChasm = true;
Painter.set(level, cell, Terrain.EMPTY_SP);
} else if (foundChasm) {
break;
}
}
} else {
for (int X = right-1; X >= left+1; X--) {
int cell = X + Y * level.width();
if (level.map[cell] == Terrain.CHASM) {
foundChasm = true;
Painter.set(level, cell, Terrain.EMPTY_SP);
} else if (foundChasm) {
break;
}
}
}
//vertical bridge
} else {
int X;
if (dX > 0) X = Random.IntRange((int)center.x+centerMargin, right-2);
else X = Random.IntRange(left+2, (int)center.x-centerMargin);
boolean foundChasm = false;
if (dY <= 0) {
for (int Y = top + 1; Y <= bottom - 1; Y++) {
int cell = X + Y * level.width();
if (level.map[cell] == Terrain.CHASM) {
foundChasm = true;
Painter.set(level, cell, Terrain.EMPTY_SP);
} else if (foundChasm){
break;
}
}
} else {
for (int Y = bottom-1; Y >= top + 1; Y--) {
int cell = X + Y * level.width();
if (level.map[cell] == Terrain.CHASM) {
foundChasm = true;
Painter.set(level, cell, Terrain.EMPTY_SP);
} else if (foundChasm){
break;
}
}
}
}
}
private static final double A = 180 / Math.PI;
protected static float angleBetweenPoints( PointF from, PointF to ){
double m = (to.y - from.y)/(to.x - from.x);
float angle = (float)(A*(Math.atan(m) + Math.PI/2.0));
if (from.x > to.x) angle -= 180f;
return angle;
}
}

View File

@ -122,6 +122,7 @@ public abstract class StandardRoom extends Room {
rooms.add(CellBlockRoom.class);
rooms.add(CaveRoom.class);
rooms.add(CavesFissureRoom.class);
rooms.add(CirclePitRoom.class);
rooms.add(HallwayRoom.class);
@ -147,21 +148,21 @@ public abstract class StandardRoom extends Room {
private static float[][] chances = new float[27][];
static {
chances[1] = new float[]{15, 10,10,5, 0,0,0, 0,0, 0,0,0, 0,0,0, 1,0,1,0,1,0,1,1,0,0};
chances[2] = new float[]{15, 10,10,5, 0,0,0, 0,0, 0,0,0, 0,0,0, 1,1,1,1,1,1,1,1,1,1};
chances[1] = new float[]{15, 10,10,5, 0,0,0, 0,0,0, 0,0,0, 0,0,0, 1,0,1,0,1,0,1,1,0,0};
chances[2] = new float[]{15, 10,10,5, 0,0,0, 0,0,0, 0,0,0, 0,0,0, 1,1,1,1,1,1,1,1,1,1};
chances[4] = chances[3] = chances[2];
chances[5] = new float[]{15, 10,10,0, 0,0,0, 0,0, 0,0,0, 0,0,0, 0,0,0,0,0,0,0,0,0,0};
chances[5] = new float[]{15, 10,10,0, 0,0,0, 0,0,0, 0,0,0, 0,0,0, 0,0,0,0,0,0,0,0,0,0};
chances[6] = new float[]{15, 0,0,0, 10,10,5, 0,0, 0,0,0, 0,0,0, 1,1,1,1,1,1,1,1,1,1};
chances[6] = new float[]{15, 0,0,0, 10,10,5, 0,0,0, 0,0,0, 0,0,0, 1,1,1,1,1,1,1,1,1,1};
chances[10] = chances[9] = chances[8] = chances[7] = chances[6];
chances[11] = new float[]{20, 0,0,0, 0,0,0, 15,5, 0,0,0, 0,0,0, 1,1,1,1,1,1,1,1,1,1};
chances[11] = new float[]{20, 0,0,0, 0,0,0, 10,10,5, 0,0,0, 0,0,0, 1,1,1,1,1,1,1,1,1,1};
chances[15] = chances[14] = chances[13] = chances[12] = chances[11];
chances[16] = new float[]{15, 0,0,0, 0,0,0, 0,0, 10,10,5, 0,0,0, 1,1,1,1,1,1,1,1,1,1};
chances[16] = new float[]{15, 0,0,0, 0,0,0, 0,0,0, 10,10,5, 0,0,0, 1,1,1,1,1,1,1,1,1,1};
chances[20] = chances[19] = chances[18] = chances[17] = chances[16];
chances[21] = new float[]{15, 0,0,0, 0,0,0, 0,0, 0,0,0, 10,10,5, 1,1,1,1,1,1,1,1,1,1};
chances[21] = new float[]{15, 0,0,0, 0,0,0, 0,0,0, 0,0,0, 10,10,5, 1,1,1,1,1,1,1,1,1,1};
chances[26] = chances[25] = chances[24] = chances[23] = chances[22] = chances[21];
}