v0.6.0: implemented SegmentedRoom

This commit is contained in:
Evan Debenham 2017-05-18 22:33:14 -04:00
parent eb679ffc5f
commit 9f4e6e4ad9

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/*
* 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);
}
}
}