diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/SewerBossLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/SewerBossLevel.java
index 7f3f9b44c..146340610 100644
--- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/SewerBossLevel.java
+++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/SewerBossLevel.java
@@ -29,8 +29,10 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.levels.builders.Builder;
+import com.shatteredpixel.shatteredpixeldungeon.levels.builders.LoopBuilder;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.RatKingRoom;
+import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.EmptyRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.SewerBossEntranceRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.StandardRoom;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
@@ -55,7 +57,7 @@ public class SewerBossLevel extends SewerLevel {
int standards = standardRooms();
for (int i = 0; i < standards; i++)
- initRooms.add(StandardRoom.createRoom());
+ initRooms.add(new EmptyRoom());
initRooms.add(new RatKingRoom());
return initRooms;
@@ -67,16 +69,18 @@ public class SewerBossLevel extends SewerLevel {
}
protected Builder builder(){
- //TODO want to use a more simple circular builder here
- return super.builder();
+ return new LoopBuilder()
+ .setPathLength(1f, new float[]{1})
+ .setTunnelLength(new float[]{2, 3}, new float[]{1});
}
@Override
protected void placeSign() {
while (true) {
- int pos = pointToCell(roomEntrance.random());
+ int pos = pointToCell(roomEntrance.random(2));
if (map[pos] != Terrain.LOCKED_EXIT
- && map[pos] != Terrain.WALL_DECO) {
+ && map[pos] != Terrain.WALL_DECO
+ && map[pos] != Terrain.ENTRANCE) {
map[pos] = Terrain.SIGN;
break;
}
@@ -112,8 +116,8 @@ public class SewerBossLevel extends SewerLevel {
Mob mob = Bestiary.mob( Dungeon.depth );
Room room;
do {
- room = Random.element(rooms);
- } while (!(room instanceof StandardRoom) || room == roomEntrance);
+ room = randomRoom(StandardRoom.class);
+ } while (room == roomEntrance);
mob.pos = pointToCell(room.random());
mobs.add( mob );
}
@@ -129,14 +133,18 @@ public class SewerBossLevel extends SewerLevel {
int pos;
do {
pos = pointToCell(roomEntrance.random());
- } while (pos == entrance || map[pos] == Terrain.SIGN);
+ } while (pos == entrance || map[pos] == Terrain.SIGN || solid[pos]);
drop( item, pos ).type = Heap.Type.REMAINS;
}
}
@Override
public int randomRespawnCell() {
- return pointToCell(roomEntrance.random());
+ int pos;
+ do {
+ pos = pointToCell(roomEntrance.random());
+ } while (pos == entrance || map[pos] == Terrain.SIGN || solid[pos]);
+ return pos;
}
diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/builders/LoopBuilder.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/builders/LoopBuilder.java
new file mode 100644
index 000000000..563e6803d
--- /dev/null
+++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/builders/LoopBuilder.java
@@ -0,0 +1,228 @@
+/*
+ * Pixel Dungeon
+ * Copyright (C) 2012-2015 Oleg Dolya
+ *
+ * Shattered Pixel Dungeon
+ * Copyright (C) 2014-2017 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
+ */
+
+package com.shatteredpixel.shatteredpixeldungeon.levels.builders;
+
+import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
+import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.ShopRoom;
+import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.EntranceRoom;
+import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.ExitRoom;
+import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.StandardRoom;
+import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.tunnel.TunnelRoom;
+import com.watabou.utils.Random;
+
+import java.util.ArrayList;
+
+//A builder with one core loop as its primary element
+public class LoopBuilder extends Builder {
+
+ //TODO customizeable equation for angle changes (currently we're just linear)
+
+ //path length is the percentage of pathable rooms that are on the loop
+ private float pathLength = 0.1f;
+ //The chance weights for extra rooms to be added to the path
+ private float[] pathLenJitterChances = new float[]{0, 2, 1};
+
+ public LoopBuilder setPathLength( float len, float[] jitter ){
+ pathLength = len;
+ pathLenJitterChances = jitter;
+ return this;
+ }
+
+ private float[] pathTunnelChances = new float[]{2, 3, 1};
+ private float[] branchTunnelChances = new float[]{3, 2, 1};
+
+ public LoopBuilder setTunnelLength( float[] path, float[] branch){
+ pathTunnelChances = path;
+ branchTunnelChances = branch;
+ return this;
+ }
+
+ private float extraConnectionChance = 0.1f;
+
+ public LoopBuilder setExtraConnectionChance( float chance ){
+ extraConnectionChance = chance;
+ return this;
+ }
+
+ @Override
+ public ArrayList build(ArrayList rooms) {
+
+ Room entrance = null;
+ Room exit = null;
+ Room shop = null;
+
+ ArrayList multiConnections = new ArrayList<>();
+ ArrayList singleConnections = new ArrayList<>();
+
+ for (Room r : rooms){
+ if (r instanceof EntranceRoom){
+ entrance = r;
+ } else if (r instanceof ExitRoom) {
+ exit = r;
+ } else if (r instanceof ShopRoom && r.maxConnections(Room.ALL) == 1){
+ shop = r;
+ } else if (r.maxConnections(Room.ALL) > 1){
+ multiConnections.add(r);
+ } else if (r.maxConnections(Room.ALL) == 1){
+ singleConnections.add(r);
+ }
+ }
+
+ if (entrance == null){
+ return null;
+ }
+
+ entrance.setSize();
+ entrance.setPos(0, 0);
+
+ float startAngle = Random.Float(0, 360);
+
+ ArrayList loop = new ArrayList<>();
+ int roomsOnLoop = (int)(multiConnections.size()*pathLength) + Random.chances(pathLenJitterChances);
+ roomsOnLoop = Math.min(roomsOnLoop, multiConnections.size());
+ if (exit != null) roomsOnLoop++;
+ roomsOnLoop++;
+
+ for (int i = 0; i < roomsOnLoop; i++){
+ if (i == 0)
+ loop.add(entrance);
+ else if (exit != null && i == roomsOnLoop/2)
+ loop.add(exit);
+ else
+ loop.add(multiConnections.remove(0));
+
+ int tunnels = Random.chances(pathTunnelChances);
+ for (int j = 0; j < tunnels; j++){
+ loop.add(new TunnelRoom());
+ }
+ }
+
+ Room prev = entrance;
+ float targetAngle = startAngle;
+ float angleChange = 360f / loop.size();
+ for (int i = 0; i < loop.size(); i++){
+ Room r = loop.get(i);
+ targetAngle += angleChange;
+ float placeAngle;
+ if ((placeAngle = placeRoom(rooms, prev, r, targetAngle)) != -1) {
+ //targetAngle += (targetAngle - placeAngle);
+ prev = r;
+ if (!rooms.contains(prev))
+ rooms.add(prev);
+ }
+ }
+
+ //FIXME this is lazy, there are ways to do this without relying on chance
+ if (!prev.connect(entrance)){
+ return null;
+ }
+
+ ArrayList branchable = new ArrayList<>();
+ for (Room r : loop){
+ if (r instanceof StandardRoom) branchable.add(r);
+ }
+
+ int i = 0;
+
+ Room curr;
+ float angle;
+ int tries;
+ ArrayList tunnelsThisBranch = new ArrayList<>();
+ //TODO this is almost identical to logic in linebuilder, can probably generalize
+ while (i < multiConnections.size() + singleConnections.size()){
+
+ tunnelsThisBranch.clear();
+ curr = Random.element(branchable);
+
+ int tunnels = Random.chances(branchTunnelChances);
+ for (int j = 0; j < tunnels; j++){
+ TunnelRoom t = new TunnelRoom();
+ tries = 10;
+
+ do {
+ angle = placeRoom(rooms, curr, t, Random.Float(360f));
+ tries--;
+ } while (angle == -1 && tries >= 0);
+
+ if (angle == -1) {
+ for (Room r : tunnelsThisBranch){
+ r.clearConnections();
+ rooms.remove(r);
+ }
+ tunnelsThisBranch.clear();
+ break;
+ } else {
+ tunnelsThisBranch.add(t);
+ rooms.add(t);
+ }
+
+ curr = t;
+ }
+
+ if (tunnelsThisBranch.size() != tunnels){
+ continue;
+ }
+
+ Room r;
+ if (i < multiConnections.size()) {
+ r = multiConnections.get(i);
+ } else {
+ r = singleConnections.get(i - multiConnections.size());
+ }
+
+ tries = 10;
+
+ do {
+ angle = placeRoom(rooms, curr, r, Random.Float(360f));
+ tries--;
+ } while (angle == -1 && tries >= 0);
+
+ if (angle == -1){
+ for (Room t : tunnelsThisBranch){
+ t.clearConnections();
+ rooms.remove(t);
+ }
+ tunnelsThisBranch.clear();
+ continue;
+ }
+
+
+ if (r.maxConnections(Room.ALL) > 1 && Random.Int(2) == 0)
+ branchable.add(r);
+
+ i++;
+ }
+
+ findNeighbours(rooms);
+
+ for (Room r : rooms){
+ for (Room n : r.neigbours){
+ if (!n.connected.containsKey(r)
+ && Random.Float() < extraConnectionChance){
+ r.connect(n);
+ }
+ }
+ }
+
+ return rooms;
+ }
+}
diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/Room.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/Room.java
index 0e4ce5720..416531dae 100644
--- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/Room.java
+++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/Room.java
@@ -250,6 +250,17 @@ public class Room extends Rect implements Graph.Node, Bundlable {
return false;
}
+ public void clearConnections(){
+ for (Room r : neigbours){
+ r.neigbours.remove(this);
+ }
+ neigbours.clear();
+ for (Room r : connected.keySet()){
+ r.connected.remove(this);
+ }
+ connected.clear();
+ }
+
// **** Graph.Node interface ****
@Override