v0.6.0: implemented a loop builder, tied it into sewer boss level

This commit is contained in:
Evan Debenham 2017-04-28 18:27:03 -04:00
parent 95f0ae5800
commit 925d347b0d
3 changed files with 256 additions and 9 deletions

View File

@ -29,8 +29,10 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap; import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item; import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.levels.builders.Builder; 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.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.RatKingRoom; 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.SewerBossEntranceRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.StandardRoom; import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.StandardRoom;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene; import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
@ -55,7 +57,7 @@ public class SewerBossLevel extends SewerLevel {
int standards = standardRooms(); int standards = standardRooms();
for (int i = 0; i < standards; i++) for (int i = 0; i < standards; i++)
initRooms.add(StandardRoom.createRoom()); initRooms.add(new EmptyRoom());
initRooms.add(new RatKingRoom()); initRooms.add(new RatKingRoom());
return initRooms; return initRooms;
@ -67,16 +69,18 @@ public class SewerBossLevel extends SewerLevel {
} }
protected Builder builder(){ protected Builder builder(){
//TODO want to use a more simple circular builder here return new LoopBuilder()
return super.builder(); .setPathLength(1f, new float[]{1})
.setTunnelLength(new float[]{2, 3}, new float[]{1});
} }
@Override @Override
protected void placeSign() { protected void placeSign() {
while (true) { while (true) {
int pos = pointToCell(roomEntrance.random()); int pos = pointToCell(roomEntrance.random(2));
if (map[pos] != Terrain.LOCKED_EXIT if (map[pos] != Terrain.LOCKED_EXIT
&& map[pos] != Terrain.WALL_DECO) { && map[pos] != Terrain.WALL_DECO
&& map[pos] != Terrain.ENTRANCE) {
map[pos] = Terrain.SIGN; map[pos] = Terrain.SIGN;
break; break;
} }
@ -112,8 +116,8 @@ public class SewerBossLevel extends SewerLevel {
Mob mob = Bestiary.mob( Dungeon.depth ); Mob mob = Bestiary.mob( Dungeon.depth );
Room room; Room room;
do { do {
room = Random.element(rooms); room = randomRoom(StandardRoom.class);
} while (!(room instanceof StandardRoom) || room == roomEntrance); } while (room == roomEntrance);
mob.pos = pointToCell(room.random()); mob.pos = pointToCell(room.random());
mobs.add( mob ); mobs.add( mob );
} }
@ -129,14 +133,18 @@ public class SewerBossLevel extends SewerLevel {
int pos; int pos;
do { do {
pos = pointToCell(roomEntrance.random()); 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; drop( item, pos ).type = Heap.Type.REMAINS;
} }
} }
@Override @Override
public int randomRespawnCell() { 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;
} }

View File

@ -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 <http://www.gnu.org/licenses/>
*/
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<Room> build(ArrayList<Room> rooms) {
Room entrance = null;
Room exit = null;
Room shop = null;
ArrayList<Room> multiConnections = new ArrayList<>();
ArrayList<Room> 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<Room> 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<Room> branchable = new ArrayList<>();
for (Room r : loop){
if (r instanceof StandardRoom) branchable.add(r);
}
int i = 0;
Room curr;
float angle;
int tries;
ArrayList<Room> 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;
}
}

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@ -250,6 +250,17 @@ public class Room extends Rect implements Graph.Node, Bundlable {
return false; 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 **** // **** Graph.Node interface ****
@Override @Override