v0.6.0: implemented a branches only builder
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2017 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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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.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.ShopRoom;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.EntranceRoom;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.ExitRoom;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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//A builder that creates only branches, very simple and very random
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public class BranchesBuilder extends Builder {
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private float[] branchTunnelChances = new float[]{3, 2, 1};
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public BranchesBuilder setTunnelLength( float[] branch){
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branchTunnelChances = branch;
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return this;
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}
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private float extraConnectionChance = 0.1f;
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public BranchesBuilder setExtraConnectionChance( float chance ){
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extraConnectionChance = chance;
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return this;
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}
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@Override
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public ArrayList<Room> build(ArrayList<Room> rooms) {
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Room entrance = null;
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Room exit = null;
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Room shop = null;
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ArrayList<Room> multiConnections = new ArrayList<>();
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ArrayList<Room> singleConnections = new ArrayList<>();
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for (Room r : rooms){
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if (r instanceof EntranceRoom){
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entrance = r;
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} else if (r instanceof ExitRoom) {
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exit = r;
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} else if (r instanceof ShopRoom && r.maxConnections(Room.ALL) == 1){
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shop = r;
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} else if (r.maxConnections(Room.ALL) > 1){
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multiConnections.add(r);
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} else if (r.maxConnections(Room.ALL) == 1){
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singleConnections.add(r);
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}
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}
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if (entrance == null){
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return null;
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}
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ArrayList<Room> branchable = new ArrayList<>();
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entrance.setSize();
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entrance.setPos(0, 0);
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branchable.add(entrance);
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ArrayList<Room> roomsToBranch = new ArrayList<>();
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if (shop != null) roomsToBranch.add(shop);
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roomsToBranch.addAll(multiConnections);
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if (exit != null) roomsToBranch.add(exit);
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roomsToBranch.addAll(singleConnections);
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createBranches(rooms, branchable, roomsToBranch, branchTunnelChances);
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findNeighbours(rooms);
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for (Room r : rooms){
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for (Room n : r.neigbours){
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if (!n.connected.containsKey(r)
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&& Random.Float() < extraConnectionChance){
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r.connect(n);
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}
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}
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}
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return rooms;
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}
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}
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@ -305,7 +305,9 @@ public abstract class Builder {
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continue;
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continue;
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}
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}
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for (Room t : tunnelsThisBranch){
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branchable.add(t);
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}
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if (r.maxConnections(Room.ALL) > 1 && Random.Int(2) == 0)
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if (r.maxConnections(Room.ALL) > 1 && Random.Int(2) == 0)
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branchable.add(r);
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branchable.add(r);
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