v0.6.1: improved sewer pipe rooms when they have many connections
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@ -31,6 +31,8 @@ import com.watabou.utils.PointF;
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import com.watabou.utils.Random;
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import com.watabou.utils.Rect;
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import java.util.ArrayList;
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public class SewerPipeRoom extends StandardRoom {
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@Override
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@ -54,7 +56,7 @@ public class SewerPipeRoom extends StandardRoom {
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return super.canConnect(p) && ((p.x > left+1 && p.x < right-1) || (p.y > top+1 && p.y < bottom-1));
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}
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//FIXME lots of copy-pasta from tunnel rooms here
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//FIXME this class is a total mess, lots of copy-pasta from tunnel and perimeter rooms here
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@Override
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public void paint(Level level) {
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@ -62,6 +64,7 @@ public class SewerPipeRoom extends StandardRoom {
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Rect c = getConnectionSpace();
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if (connected.size() <= 3) {
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for (Door door : connected.values()) {
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Point start;
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@ -100,6 +103,44 @@ public class SewerPipeRoom extends StandardRoom {
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Painter.drawLine(level, mid, end, Terrain.WATER);
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}
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} else {
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ArrayList<Point> pointsToFill = new ArrayList<>();
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for (Point door : connected.values()) {
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Point p = new Point(door);
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if (p.y == top){
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p.y+=2;
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} else if (p.y == bottom) {
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p.y-=2;
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} else if (p.x == left){
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p.x+=2;
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} else {
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p.x-=2;
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}
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pointsToFill.add( p );
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}
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ArrayList<Point> pointsFilled = new ArrayList<>();
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pointsFilled.add(pointsToFill.remove(0));
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Point from = null, to = null;
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int shortestDistance;
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while(!pointsToFill.isEmpty()){
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shortestDistance = Integer.MAX_VALUE;
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for (Point f : pointsFilled){
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for (Point t : pointsToFill){
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int dist = distanceBetweenPoints(f, t);
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if (dist < shortestDistance){
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from = f;
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to = t;
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shortestDistance = dist;
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}
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}
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}
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fillBetweenPoints(level, from, to, Terrain.WATER);
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pointsFilled.add(to);
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pointsToFill.remove(to);
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}
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}
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for(Point p : getPoints()){
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int cell = level.pointToCell(p);
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@ -148,4 +189,86 @@ public class SewerPipeRoom extends StandardRoom {
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return c;
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}
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private int spaceBetween(int a, int b){
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return Math.abs(a - b)-1;
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}
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//gets the path distance between two points
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private int distanceBetweenPoints(Point a, Point b){
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//on the same side
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if (a.y == b.y || a.x == b.x){
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return Math.max(spaceBetween(a.x, b.x), spaceBetween(a.y, b.y));
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}
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//otherwise...
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//subtract 1 at the end to account for overlap
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return
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Math.min(spaceBetween(left, a.x) + spaceBetween(left, b.x),
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spaceBetween(right, a.x) + spaceBetween(right, b.x))
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+
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Math.min(spaceBetween(top, a.y) + spaceBetween(top, b.y),
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spaceBetween(bottom, a.y) + spaceBetween(bottom, b.y))
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-
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1;
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}
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private Point[] corners;
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//picks the smallest path to fill between two points
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private void fillBetweenPoints(Level level, Point from, Point to, int floor){
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//doors are along the same side
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if (from.y == to.y || from.x == to.x){
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Painter.fill(level,
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Math.min(from.x, to.x),
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Math.min(from.y, to.y),
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spaceBetween(from.x, to.x) + 2,
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spaceBetween(from.y, to.y) + 2,
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floor);
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return;
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}
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//set up corners
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if (corners == null){
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corners = new Point[4];
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corners[0] = new Point(left+2, top+2);
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corners[1] = new Point(right-2, top+2);
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corners[2] = new Point(right-2, bottom-2);
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corners[3] = new Point(left+2, bottom-2);
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}
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//doors on adjacent sides
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for (Point c : corners){
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if ((c.x == from.x || c.y == from.y) && (c.x == to.x || c.y == to.y)){
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Painter.drawLine(level, from, c, floor);
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Painter.drawLine(level, c, to, floor);
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return;
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}
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}
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//doors on opposite sides
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Point side;
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if (from.y == top+1 || from.y == bottom-1){
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//connect along the left, or right side
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if (spaceBetween(left, from.x) + spaceBetween(left, to.x) <=
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spaceBetween(right, from.x) + spaceBetween(right, to.x)){
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side = new Point(left+1, top + height()/2);
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} else {
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side = new Point(right-1, top + height()/2);
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}
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} else {
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//connect along the top, or bottom side
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if (spaceBetween(top, from.y) + spaceBetween(top, to.y) <=
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spaceBetween(bottom, from.y) + spaceBetween(bottom, to.y)){
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side = new Point(left + width()/2, top+1);
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} else {
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side = new Point(left + width()/2, bottom-1);
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}
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}
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//treat this as two connections with adjacent sides
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fillBetweenPoints(level, from, side, floor);
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fillBetweenPoints(level, side, to, floor);
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}
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}
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