v0.6.0: implemented SegmentedRoom
This commit is contained in:
parent
eb679ffc5f
commit
9f4e6e4ad9
|
@ -0,0 +1,116 @@
|
|||
/*
|
||||
* 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.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.Random;
|
||||
import com.watabou.utils.Rect;
|
||||
|
||||
public class SegmentedRoom extends StandardRoom {
|
||||
|
||||
@Override
|
||||
public int minWidth() {
|
||||
return Math.max(super.minWidth(), 7);
|
||||
}
|
||||
|
||||
@Override
|
||||
public int minHeight() {
|
||||
return Math.max(super.minHeight(), 7);
|
||||
}
|
||||
|
||||
@Override
|
||||
public float[] sizeCatProbs() {
|
||||
return new float[]{6, 3, 1};
|
||||
}
|
||||
|
||||
@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 );
|
||||
//set door areas to be empty to help with create walls logic
|
||||
Painter.set(level, door, Terrain.EMPTY);
|
||||
}
|
||||
|
||||
createWalls( level, new Rect(left+1, top+1, right-1, bottom-1));
|
||||
}
|
||||
|
||||
private void createWalls( Level level, Rect area ){
|
||||
if (Math.max(area.width()+1, area.height()+1) < 5
|
||||
|| Math.min(area.width()+1, area.height()+1) < 3){
|
||||
return;
|
||||
}
|
||||
|
||||
int tries = 10;
|
||||
|
||||
//splitting top/bottom
|
||||
if (area.width() > area.height() || (area.width() == area.height() && Random.Int(2) == 0)){
|
||||
|
||||
do{
|
||||
int splitX = Random.IntRange(area.left+2, area.right-2);
|
||||
|
||||
if (level.map[splitX + level.width()*(area.top-1)] == Terrain.WALL
|
||||
&& level.map[splitX + level.width()*(area.bottom+1)] == Terrain.WALL){
|
||||
tries = 0;
|
||||
|
||||
Painter.drawLine(level, new Point(splitX, area.top), new Point(splitX, area.bottom), Terrain.WALL);
|
||||
|
||||
int spaceTop = Random.IntRange(area.top, area.bottom-1);
|
||||
Painter.set(level, splitX, spaceTop, Terrain.EMPTY);
|
||||
Painter.set(level, splitX, spaceTop+1, Terrain.EMPTY);
|
||||
|
||||
createWalls(level, new Rect(area.left, area.top, splitX-1, area.bottom));
|
||||
createWalls(level, new Rect(splitX+1, area.top, area.right, area.bottom));
|
||||
}
|
||||
|
||||
} while (--tries > 0);
|
||||
|
||||
//splitting left/right
|
||||
} else {
|
||||
|
||||
do{
|
||||
int splitY = Random.IntRange(area.top+2, area.bottom-2);
|
||||
|
||||
if (level.map[area.left-1 + level.width()*splitY] == Terrain.WALL
|
||||
&& level.map[area.right+1 + level.width()*splitY] == Terrain.WALL){
|
||||
tries = 0;
|
||||
|
||||
Painter.drawLine(level, new Point(area.left, splitY), new Point(area.right, splitY), Terrain.WALL);
|
||||
|
||||
int spaceLeft = Random.IntRange(area.left, area.right-1);
|
||||
Painter.set(level, spaceLeft, splitY, Terrain.EMPTY);
|
||||
Painter.set(level, spaceLeft+1, splitY, Terrain.EMPTY);
|
||||
|
||||
createWalls(level, new Rect(area.left, area.top, area.right, splitY-1));
|
||||
createWalls(level, new Rect(area.left, splitY+1, area.right, area.bottom));
|
||||
}
|
||||
|
||||
} while (--tries > 0);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user