v0.6.0: lots more class structure changes to rooms

This commit is contained in:
Evan Debenham 2017-03-31 00:52:27 -04:00
parent a9e6eb8108
commit c15316baa2
21 changed files with 680 additions and 272 deletions

View File

@ -54,7 +54,7 @@ public class Rect {
}
public int square() {
return (right - left) * (bottom - top);
return width() * height();
}
public Rect set( int left, int top, int right, int bottom ) {
@ -69,6 +69,18 @@ public class Rect {
return set( rect.left, rect.top, rect.right, rect.bottom );
}
public Rect setPos( int x, int y ) {
return set( x, y, x + (right - left), y + (bottom - top));
}
public Rect shift( int x, int y ) {
return set( left+x, top+y, right+x, bottom+y );
}
public Rect resize( int w, int h ){
return set( left, top, left+w, top+h);
}
public boolean isEmpty() {
return right <= left || bottom <= top;
}

View File

@ -1,3 +1,24 @@
/*
* 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;

View File

@ -1,3 +1,24 @@
/*
* 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.Challenges;
@ -240,7 +261,7 @@ public class LegacyBuilder extends Builder {
} while (!(curRoom.getClass().equals(Room.class)) || distance != 3 || curRoom.neigbours.contains(roomEntrance));
temp = curRoom;
curRoom = new StandardRoom().set(temp);
curRoom = StandardRoom.createRoom().set(temp);
rooms.set(rooms.indexOf(temp), curRoom);
//otherwise, we're on the last iteration.
@ -382,7 +403,7 @@ public class LegacyBuilder extends Builder {
return null;
} else {
temp = roomShop;
roomShop = Imp.Quest.isCompleted() ? new ShopRoom().set(temp) : new StandardRoom().set(temp);
roomShop = Imp.Quest.isCompleted() ? new ShopRoom().set(temp) : StandardRoom.createRoom().set(temp);
rooms.set(rooms.indexOf(temp), roomShop);
}
@ -550,7 +571,7 @@ public class LegacyBuilder extends Builder {
if (connections == 0) {
} else if (Random.Int( connections * connections ) == 0) {
it.set(new StandardRoom().set(r));
it.set(StandardRoom.createRoom().set(r));
count++;
} else {
if (tunnelType == TunnelRoom.class){
@ -565,7 +586,7 @@ public class LegacyBuilder extends Builder {
while (count < 6) {
Room r = randomRoom( tunnelType, 20 );
if (r != null) {
rooms.set(rooms.indexOf(r), new StandardRoom().set(r));
rooms.set(rooms.indexOf(r), StandardRoom.createRoom().set(r));
count++;
} else {
return false;

View File

@ -1,3 +1,24 @@
/*
* 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.painters;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;

View File

@ -35,6 +35,7 @@ import java.util.LinkedHashMap;
//Note that this class should be treated as if it were abstract
// it is currently not abstract to maintain compatibility with pre-0.6.0 saves
// TODO make this class abstract after dropping support for pre-0.6.0 saves
public class Room extends Rect implements Graph.Node, Bundlable {
public ArrayList<Room> neigbours = new ArrayList<Room>();
@ -67,12 +68,37 @@ public class Room extends Rect implements Graph.Node, Bundlable {
return this;
}
public int minDimension(){
//Note: when overriding these it is STRONGLY ADVISED to store any randomly decided values.
//With the same room and the same parameters these should always return
//the same value over multiple calls, even if there's some randomness initially.
public int minWidth(){
return -1;
}
public int maxWidth() { return -1; }
public int maxDimension(){
return -1;
public int minHeight() { return -1; }
public int maxHeight() { return -1; }
public boolean setSize(){
return setSize(minWidth(), maxWidth(), minHeight(), maxHeight());
}
public boolean setSize( int w, int h){
return setSize( w, w, h, h );
}
public boolean setSize(int minW, int maxW, int minH, int maxH) {
if (minW < minWidth()
|| maxW > maxWidth()
|| minH < minHeight()
|| maxH > maxHeight()){
return false;
} else {
//subtract one because rooms are inclusive to their right and bottom sides
resize(left + Random.NormalIntRange(minW, maxW) - 1,
top + Random.NormalIntRange(minH, maxH) - 1);
return true;
}
}
//Width and height are increased by 1 because rooms are inclusive to their right and bottom sides
@ -86,11 +112,6 @@ public class Room extends Rect implements Graph.Node, Bundlable {
return super.height()+1;
}
@Override
public int square() {
return width()*height();
}
public void paint(Level level){ }
public Point random() {
@ -126,8 +147,8 @@ public class Room extends Rect implements Graph.Node, Bundlable {
public Point center() {
return new Point(
(left + right) / 2 + (((right - left) & 1) == 1 ? Random.Int( 2 ) : 0),
(top + bottom) / 2 + (((bottom - top) & 1) == 1 ? Random.Int( 2 ) : 0) );
(left + right) / 2 + (((right - left) % 2) == 1 ? Random.Int( 2 ) : 0),
(top + bottom) / 2 + (((bottom - top) % 2) == 1 ? Random.Int( 2 ) : 0) );
}
// **** Graph.Node interface ****

View File

@ -40,8 +40,14 @@ import com.watabou.utils.Random;
import java.util.ArrayList;
public class MassGraveRoom extends SpecialRoom {
public void paint( Level level){
@Override
public int minWidth() { return 7; }
@Override
public int minHeight() { return 7; }
public void paint(Level level){
Door entrance = entrance();
entrance.set(Door.Type.BARRICADE);

View File

@ -33,6 +33,12 @@ import com.watabou.utils.PathFinder;
import com.watabou.utils.Random;
public class RotGardenRoom extends SpecialRoom {
@Override
public int minWidth() { return 7; }
@Override
public int minHeight() { return 7; }
public void paint( Level level ) {

View File

@ -86,6 +86,18 @@ public class ShopRoom extends SpecialRoom {
private static ArrayList<Item> itemsToSpawn;
@Override
public int minWidth() {
if (itemsToSpawn == null) generateItems();
return Math.max(7, (int)(Math.sqrt(itemsToSpawn.size())+3));
}
@Override
public int minHeight() {
if (itemsToSpawn == null) generateItems();
return Math.max(7, (int)(Math.sqrt(itemsToSpawn.size())+3));
}
public void paint( Level level ) {
Painter.fill( level, this, Terrain.WALL );
@ -252,9 +264,9 @@ public class ShopRoom extends SpecialRoom {
rare.cursed = rare.cursedKnown = false;
itemsToSpawn.add( rare );
//this is a hard limit, level gen allows for at most an 8x5 room, can't fit more than 39 items + 1 shopkeeper.
if (itemsToSpawn.size() > 39)
throw new RuntimeException("Shop attempted to carry more than 39 items!");
//hard limit is 63 items + 1 shopkeeper, as shops can't be bigger than 8x8=64 internally
if (itemsToSpawn.size() > 63)
throw new RuntimeException("Shop attempted to carry more than 63 items!");
Collections.shuffle(itemsToSpawn);
}

View File

@ -1,3 +1,24 @@
/*
* 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.special;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
@ -10,14 +31,14 @@ import java.util.Arrays;
public class SpecialRoom extends Room {
@Override
public int minDimension() {
return 5;
}
public int minWidth() { return 5; }
public int maxWidth() { return 10; }
@Override
public int maxDimension() {
return 10;
public int minHeight() {
return 5;
}
public int maxHeight() { return 10; }
public Door entrance() {
return connected.values().iterator().next();

View File

@ -0,0 +1,100 @@
/*
* 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.Dungeon;
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;
//TODO honestly this might work better as a type of tunnel room
public class BridgeRoom extends StandardRoom {
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}
Painter.fill( level, this, 1,
!Dungeon.bossLevel() && !Dungeon.bossLevel( Dungeon.depth + 1 ) && Random.Int( 3 ) == 0 ?
Terrain.CHASM :
Terrain.WATER );
Point door1 = null;
Point door2 = null;
for (Point p : connected.values()) {
if (door1 == null) {
door1 = p;
} else {
door2 = p;
}
}
if ((door1.x == left && door2.x == right) ||
(door1.x == right && door2.x == left)) {
int s = width() / 2;
Painter.drawInside( level, this, door1, s, Terrain.EMPTY_SP );
Painter.drawInside( level, this, door2, s, Terrain.EMPTY_SP );
Painter.fill( level, center().x, Math.min( door1.y, door2.y ), 1, Math.abs( door1.y - door2.y ) + 1, Terrain.EMPTY_SP );
} else
if ((door1.y == top && door2.y == bottom) ||
(door1.y == bottom && door2.y == top)) {
int s = height() / 2;
Painter.drawInside( level, this, door1, s, Terrain.EMPTY_SP );
Painter.drawInside( level, this, door2, s, Terrain.EMPTY_SP );
Painter.fill( level, Math.min( door1.x, door2.x ), center().y, Math.abs( door1.x - door2.x ) + 1, 1, Terrain.EMPTY_SP );
} else
if (door1.x == door2.x) {
Painter.fill( level, door1.x == left ? left + 1 : right - 1, Math.min( door1.y, door2.y ), 1, Math.abs( door1.y - door2.y ) + 1, Terrain.EMPTY_SP );
} else
if (door1.y == door2.y) {
Painter.fill( level, Math.min( door1.x, door2.x ), door1.y == top ? top + 1 : bottom - 1, Math.abs( door1.x - door2.x ) + 1, 1, Terrain.EMPTY_SP );
} else
if (door1.y == top || door1.y == bottom) {
Painter.drawInside( level, this, door1, Math.abs( door1.y - door2.y ), Terrain.EMPTY_SP );
Painter.drawInside( level, this, door2, Math.abs( door1.x - door2.x ), Terrain.EMPTY_SP );
} else
if (door1.x == left || door1.x == right) {
Painter.drawInside( level, this, door1, Math.abs( door1.x - door2.x ), Terrain.EMPTY_SP );
Painter.drawInside( level, this, door2, Math.abs( door1.y - door2.y ), Terrain.EMPTY_SP );
}
}
}

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@ -0,0 +1,66 @@
/*
* 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.shatteredpixel.shatteredpixeldungeon.levels.traps.FireTrap;
import com.watabou.utils.Random;
public class BurnedRoom extends StandardRoom {
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}
for (int i=top + 1; i < bottom; i++) {
for (int j=left + 1; j < right; j++) {
int cell = i * level.width() + j;
int t = Terrain.EMBERS;
switch (Random.Int( 5 )) {
case 0:
t = Terrain.EMPTY;
break;
case 1:
t = Terrain.TRAP;
level.setTrap(new FireTrap().reveal(), cell);
break;
case 2:
t = Terrain.SECRET_TRAP;
level.setTrap(new FireTrap().hide(), cell);
break;
case 3:
t = Terrain.INACTIVE_TRAP;
FireTrap trap = new FireTrap();
trap.reveal().active = false;
level.setTrap(trap, cell);
break;
}
level.map[cell] = t;
}
}
}
}

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@ -0,0 +1,37 @@
/*
* 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;
public class EmptyRoom extends StandardRoom {
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}Painter.fill( level, this, 1 , Terrain.EMPTY );
}
}

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@ -27,6 +27,16 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
public class EntranceRoom extends StandardRoom {
@Override
public int minWidth() {
return Math.max(super.minWidth(), 5);
}
@Override
public int minHeight() {
return Math.max(super.minHeight(), 5);
}
public void paint( Level level ) {

View File

@ -27,8 +27,18 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
public class ExitRoom extends StandardRoom {
public void paint( Level level) {
@Override
public int minWidth() {
return Math.max(super.minWidth(), 5);
}
@Override
public int minHeight() {
return Math.max(super.minHeight(), 5);
}
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
Painter.fill( level, this, 1, Terrain.EMPTY );

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@ -0,0 +1,45 @@
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;
public class FissureRoom extends StandardRoom {
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}
Painter.fill( level, this, 1, Terrain.EMPTY );
if (square() <= 25){
//just fill in one tile if the room is tiny
Point p = center();
Painter.set( level, p.x, p.y, Terrain.CHASM);
} else {
int smallestDim = Math.min(width(), height());
int floorW = (int)Math.sqrt(smallestDim);
//chance for a tile at the edge of the floor to remain a floor tile
float edgeFloorChance = (float)Math.sqrt(smallestDim) % 1;
//the wider the floor the more edge chances tend toward 50%
edgeFloorChance = (edgeFloorChance + (floorW-1)*0.5f) / (float)floorW;
for (int i=top + 2; i <= bottom - 2; i++) {
for (int j=left + 2; j <= right - 2; j++) {
int v = Math.min( i - top, bottom - i );
int h = Math.min( j - left, right - j );
if (Math.min( v, h ) > floorW
|| (Math.min( v, h ) == floorW && Random.Float() > edgeFloorChance)) {
Painter.set( level, j, i, Terrain.CHASM );
}
}
}
}
}
}

View File

@ -0,0 +1,58 @@
/*
* 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.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.watabou.utils.Random;
public class GrassyGraveRoom extends StandardRoom {
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}
Painter.fill( level, this, 1 , Terrain.GRASS );
int w = width() - 2;
int h = height() - 2;
int nGraves = Math.max( w, h ) / 2;
int index = Random.Int( nGraves );
int shift = Random.Int( 2 );
for (int i=0; i < nGraves; i++) {
int pos = w > h ?
left + 1 + shift + i * 2 + (top + 2 + Random.Int( h-2 )) * level.width() :
(left + 2 + Random.Int( w-2 )) + (top + 1 + shift + i * 2) * level.width();
level.drop( i == index ? Generator.random() : new Gold().random(), pos ).type = Heap.Type.TOMB;
}
}
}

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@ -31,6 +31,16 @@ import com.shatteredpixel.shatteredpixeldungeon.tiles.CustomTiledVisual;
import com.watabou.utils.Point;
public class RitualSiteRoom extends StandardRoom {
@Override
public int minWidth() {
return Math.max(super.minWidth(), 5);
}
@Override
public int minHeight() {
return Math.max(super.minHeight(), 5);
}
public void paint( Level level ) {

View File

@ -21,255 +21,59 @@
package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Gold;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.FireTrap;
import com.watabou.utils.Point;
import com.watabou.utils.Random;
public class StandardRoom extends Room {
import java.util.HashMap;
public abstract class StandardRoom extends Room {
public enum SizeCategories{
NORMAL(4, 10),
LARGE(10, 14),
GIANT(14, 18);
public final int minDim, maxDim;
SizeCategories(int min, int max){
minDim = min;
maxDim = max;
}
}
public SizeCategories sizeCat = SizeCategories.NORMAL;
@Override
public int minDimension() {
return 4;
}
public int minWidth() { return sizeCat.minDim; }
public int maxWidth() { return sizeCat.maxDim; }
@Override
public int maxDimension() {
return 10;
public int minHeight() { return sizeCat.minDim; }
public int maxHeight() { return sizeCat.maxDim; }
private static HashMap<Class<?extends StandardRoom>, Float> chances = new HashMap<>();
static {
chances.put(EmptyRoom.class, 24f);
chances.put(BridgeRoom.class, 1f);
chances.put(BurnedRoom.class, 1f);
chances.put(FissureRoom.class, 1f);
chances.put(GrassyGraveRoom.class, 1f);
chances.put(StripedRoom.class, 1f);
chances.put(StudyRoom.class, 1f);
}
public void paint( Level level ) {
Painter.fill( level, this, Terrain.WALL );
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}
if (!Dungeon.bossLevel() && Random.Int( 5 ) == 0) {
switch (Random.Int( 6 )) {
case 0:
if (level.feeling != Level.Feeling.GRASS) {
if (Math.min( width(), height() ) > 4 && Math.max( width(), height() ) > 6) {
paintGraveyard( level, this );
return;
}
break;
} else {
// Burned room
}
case 1:
if (Dungeon.depth > 1) {
paintBurned( level, this );
return;
}
break;
case 2:
if (Math.max( width(), height() ) > 4) {
paintStriped( level, this );
return;
}
break;
case 3:
if (width() > 6 && height() > 6) {
paintStudy( level, this );
return;
}
break;
case 4:
if (level.feeling != Level.Feeling.WATER) {
if (connected.size() == 2 && width() > 4 && height() > 4) {
paintBridge( level, this );
return;
}
break;
} else {
// Fissure
}
case 5:
if (!Dungeon.bossLevel() && !Dungeon.bossLevel( Dungeon.depth + 1 ) &&
Math.min( width(), height() ) > 5) {
paintFissure( level, this );
return;
}
break;
}
}
Painter.fill( level, this, 1, Terrain.EMPTY );
}
private static void paintBurned( Level level, Room room ) {
for (int i=room.top + 1; i < room.bottom; i++) {
for (int j=room.left + 1; j < room.right; j++) {
int cell = i * level.width() + j;
int t = Terrain.EMBERS;
switch (Random.Int( 5 )) {
case 0:
t = Terrain.EMPTY;
break;
case 1:
t = Terrain.TRAP;
level.setTrap(new FireTrap().reveal(), cell);
break;
case 2:
t = Terrain.SECRET_TRAP;
level.setTrap(new FireTrap().hide(), cell);
break;
case 3:
t = Terrain.INACTIVE_TRAP;
FireTrap trap = new FireTrap();
trap.reveal().active = false;
level.setTrap(trap, cell);
break;
}
level.map[cell] = t;
}
public static StandardRoom createRoom(){
try{
return Random.chances(chances).newInstance();
} catch (Exception e) {
ShatteredPixelDungeon.reportException(e);
return null;
}
}
private static void paintGraveyard( Level level, Room room ) {
Painter.fill( level, room , 1 , Terrain.GRASS );
int w = room.width() - 2;
int h = room.height() - 2;
int nGraves = Math.max( w, h ) / 2;
int index = Random.Int( nGraves );
int shift = Random.Int( 2 );
for (int i=0; i < nGraves; i++) {
int pos = w > h ?
room.left + 1 + shift + i * 2 + (room.top + 2 + Random.Int( h-2 )) * level.width() :
(room.left + 2 + Random.Int( w-2 )) + (room.top + 1 + shift + i * 2) * level.width();
level.drop( i == index ? Generator.random() : new Gold().random(), pos ).type = Heap.Type.TOMB;
}
}
private static void paintStriped( Level level, Room room ) {
Painter.fill( level, room, 1 , Terrain.EMPTY_SP );
if (room.width() > room.height()) {
for (int i=room.left + 2; i < room.right; i += 2) {
Painter.fill( level, i, room.top + 1, 1, room.height() - 2, Terrain.HIGH_GRASS );
}
} else {
for (int i=room.top + 2; i < room.bottom; i += 2) {
Painter.fill( level, room.left + 1, i, room.width() - 2, 1, Terrain.HIGH_GRASS );
}
}
}
//TODO: this is almost a special room type now, consider moving this into its own painter if/when you address room gen significantly.
private static void paintStudy( Level level, Room room ) {
Painter.fill( level, room, 1 , Terrain.BOOKSHELF );
Painter.fill( level, room, 2 , Terrain.EMPTY_SP );
for (Point door : room.connected.values()) {
if (door.x == room.left) {
Painter.set( level, door.x + 1, door.y, Terrain.EMPTY );
} else if (door.x == room.right) {
Painter.set( level, door.x - 1, door.y, Terrain.EMPTY );
} else if (door.y == room.top) {
Painter.set( level, door.x, door.y + 1, Terrain.EMPTY );
} else if (door.y == room.bottom) {
Painter.set( level, door.x , door.y - 1, Terrain.EMPTY );
}
}
Point center = room.center();
Painter.set( level, center, Terrain.PEDESTAL );
if (Random.Int(2) != 0){
Item prize = level.findPrizeItem();
if (prize != null) {
level.drop(prize, (room.center().x + center.y * level.width()));
return;
}
}
level.drop(Generator.random( Random.oneOf(
Generator.Category.POTION,
Generator.Category.SCROLL)), (room.center().x + center.y * level.width()));
}
private static void paintBridge( Level level, Room room ) {
Painter.fill( level, room, 1,
!Dungeon.bossLevel() && !Dungeon.bossLevel( Dungeon.depth + 1 ) && Random.Int( 3 ) == 0 ?
Terrain.CHASM :
Terrain.WATER );
Point door1 = null;
Point door2 = null;
for (Point p : room.connected.values()) {
if (door1 == null) {
door1 = p;
} else {
door2 = p;
}
}
if ((door1.x == room.left && door2.x == room.right) ||
(door1.x == room.right && door2.x == room.left)) {
int s = room.width() / 2;
Painter.drawInside( level, room, door1, s, Terrain.EMPTY_SP );
Painter.drawInside( level, room, door2, s, Terrain.EMPTY_SP );
Painter.fill( level, room.center().x, Math.min( door1.y, door2.y ), 1, Math.abs( door1.y - door2.y ) + 1, Terrain.EMPTY_SP );
} else
if ((door1.y == room.top && door2.y == room.bottom) ||
(door1.y == room.bottom && door2.y == room.top)) {
int s = room.height() / 2;
Painter.drawInside( level, room, door1, s, Terrain.EMPTY_SP );
Painter.drawInside( level, room, door2, s, Terrain.EMPTY_SP );
Painter.fill( level, Math.min( door1.x, door2.x ), room.center().y, Math.abs( door1.x - door2.x ) + 1, 1, Terrain.EMPTY_SP );
} else
if (door1.x == door2.x) {
Painter.fill( level, door1.x == room.left ? room.left + 1 : room.right - 1, Math.min( door1.y, door2.y ), 1, Math.abs( door1.y - door2.y ) + 1, Terrain.EMPTY_SP );
} else
if (door1.y == door2.y) {
Painter.fill( level, Math.min( door1.x, door2.x ), door1.y == room.top ? room.top + 1 : room.bottom - 1, Math.abs( door1.x - door2.x ) + 1, 1, Terrain.EMPTY_SP );
} else
if (door1.y == room.top || door1.y == room.bottom) {
Painter.drawInside( level, room, door1, Math.abs( door1.y - door2.y ), Terrain.EMPTY_SP );
Painter.drawInside( level, room, door2, Math.abs( door1.x - door2.x ), Terrain.EMPTY_SP );
} else
if (door1.x == room.left || door1.x == room.right) {
Painter.drawInside( level, room, door1, Math.abs( door1.x - door2.x ), Terrain.EMPTY_SP );
Painter.drawInside( level, room, door2, Math.abs( door1.y - door2.y ), Terrain.EMPTY_SP );
}
}
private static void paintFissure( Level level, Room room ) {
Painter.fill( level, room, 1, Terrain.EMPTY );
for (int i=room.top + 2; i < room.bottom - 1; i++) {
for (int j=room.left + 2; j < room.right - 1; j++) {
int v = Math.min( i - room.top, room.bottom - i );
int h = Math.min( j - room.left, room.right - j );
if (Math.min( v, h ) > 2 || Random.Int( 2 ) == 0) {
Painter.set( level, j, i, Terrain.CHASM );
}
}
}
}
}

View File

@ -0,0 +1,50 @@
/*
* 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.Random;
public class StripedRoom extends StandardRoom {
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}
Painter.fill( level, this, 1 , Terrain.EMPTY_SP );
if (width() > height() || (width() == height() && Random.Int(2) == 0)) {
for (int i=left + 2; i < right; i += 2) {
Painter.fill( level, i, top + 1, 1, height() - 2, Terrain.HIGH_GRASS );
}
} else {
for (int i=top + 2; i < bottom; i += 2) {
Painter.fill( level, left + 1, i, width() - 2, 1, Terrain.HIGH_GRASS );
}
}
}
}

View File

@ -0,0 +1,79 @@
/*
* 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.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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;
public class StudyRoom extends StandardRoom {
@Override
public int minWidth() {
return Math.max(super.minWidth(), 7);
}
@Override
public int minHeight() {
return Math.max(super.minHeight(), 7);
}
@Override
public void paint(Level level) {
Painter.fill( level, this, Terrain.WALL );
for (Door door : connected.values()) {
door.set( Door.Type.REGULAR );
}
Painter.fill( level, this, 1 , Terrain.BOOKSHELF );
Painter.fill( level, this, 2 , Terrain.EMPTY_SP );
for (Point door : connected.values()) {
if (door.x == left) {
Painter.set( level, door.x + 1, door.y, Terrain.EMPTY );
} else if (door.x == right) {
Painter.set( level, door.x - 1, door.y, Terrain.EMPTY );
} else if (door.y == top) {
Painter.set( level, door.x, door.y + 1, Terrain.EMPTY );
} else if (door.y == bottom) {
Painter.set( level, door.x , door.y - 1, Terrain.EMPTY );
}
}
Point center = center();
Painter.set( level, center, Terrain.PEDESTAL );
if (Random.Int(2) != 0){
Item prize = level.findPrizeItem();
if (prize != null) {
level.drop(prize, (center.x + center.y * level.width()));
return;
}
}
level.drop(Generator.random( Random.oneOf(
Generator.Category.POTION,
Generator.Category.SCROLL)), (center.x + center.y * level.width()));
}
}

View File

@ -30,14 +30,12 @@ import com.watabou.utils.Random;
public class TunnelRoom extends Room {
@Override
public int minDimension() {
return 3;
}
public int minWidth() { return 3; }
public int maxWidth() { return 10; }
@Override
public int maxDimension() {
return 10;
}
public int minHeight() { return 3; }
public int maxHeight() { return 10; }
public void paint(Level level) {