delaunay mapgen 1st version

This commit is contained in:
2019-11-13 23:03:16 +03:00
22 changed files with 633 additions and 31 deletions

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@ -8,6 +8,11 @@ const MobComponent = "mob"
const MoveableComponent = "movable"
const CarriedComponent = "carried"
const UsableComponent = "usable"
const WearableComponent = "usable"
const ArmsComponent = "arms"
const RangedComponent = "ranged"
const AmmoComponent = "ammo"
const ArmorComponent = "armor"
type Component interface {
Type() string

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@ -167,7 +167,7 @@ func (ps *precomputedShade) PrecomputeFovMap() {
//Bresanham lines / Raycast
var lineX, lineY float64
for i := 0; i < 720; i++ { // 1/2 of angles
dx := math.Sin(float64(i) / (float64(360) / math.Pi)) //1/2 of angles
dx := math.Sin(float64(i) / (float64(360) / math.Pi)) //1/2 of angle
dy := math.Cos(float64(i) / (float64(360) / math.Pi))
lineX = 0

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@ -1,4 +1,4 @@
package mapgens
package _default
import (
"fmt"

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@ -0,0 +1,196 @@
package delaunaymst
import (
"fmt"
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"lab.zaar.be/thefish/alchemyst-go/util"
"lab.zaar.be/thefish/alchemyst-go/util/appctx"
"lab.zaar.be/thefish/alchemyst-go/util/delaunay"
)
//fixme move to config
var minRoomSize = 5
var maxRoomSize = 15
var maxrooms = 59
var fges = map[int]types.RectFill{
1: types.RectFill{
Top: func() *gamemap.Tile { return gamemap.NewWall() },
Bottom: func() *gamemap.Tile { return gamemap.NewWall() },
Left: func() *gamemap.Tile { return gamemap.NewWall() },
Right: func() *gamemap.Tile { return gamemap.NewWall() },
BottomLeft: func() *gamemap.Tile { return gamemap.NewWall() },
BottomRight: func() *gamemap.Tile { return gamemap.NewWall() },
TopLeft: func() *gamemap.Tile { return gamemap.NewWall() },
TopRight: func() *gamemap.Tile { return gamemap.NewWall() },
Body: func() *gamemap.Tile { return gamemap.NewFloor() },
},
2: types.RectFill{
Top: func() *gamemap.Tile { return gamemap.NewWaterTile() },
Bottom: func() *gamemap.Tile { return gamemap.NewWaterTile() },
Left: func() *gamemap.Tile { return gamemap.NewWaterTile() },
Right: func() *gamemap.Tile { return gamemap.NewWaterTile() },
BottomLeft: func() *gamemap.Tile { return gamemap.NewWaterTile() },
BottomRight: func() *gamemap.Tile { return gamemap.NewWaterTile() },
TopLeft: func() *gamemap.Tile { return gamemap.NewWaterTile() },
TopRight: func() *gamemap.Tile { return gamemap.NewWaterTile() },
Body: func() *gamemap.Tile { return gamemap.NewDeepWaterTile() },
},
}
func DelaunayMstGen(ctx appctx.ClientCtx, l *gamemap.Level) (*gamemap.Level, []gamemap.Room) {
rng := util.NewRNG()
//load prefabs
pfLoader := gamemap.NewPrefabLoader(ctx)
pfRooms := pfLoader.PrefabRoomsList()
//fill with walls
for i := 0; i < l.W; i ++ {
for j := 0; j < l.H; j++ {
l.SetTileByXY(i, j, gamemap.NewWall())
}
}
rooms := make([]gamemap.Room, 0)
prefabUsed := false
for i := 0; i < maxrooms; i++ {
failed := false
var fillage types.RectFill
fillage = fges[rng.GetWeightedEntity(map[int]int{1: 10, 2: 1})]
var newRoom gamemap.Room
if !prefabUsed || rng.Range(0, 5) > 3 {
//prefab
prefabUsed = true
r := pfRooms[rng.Range(0, len(pfRooms))] //copy to local scope
newRoom = r
} else {
newRoom = gamemap.NewRandomRectRoom(
rng,
rng.Range(minRoomSize, maxRoomSize),
rng.Range(minRoomSize, maxRoomSize),
fillage,
)
}
where := types.Coords{
rng.Range(1, l.W-2-newRoom.W),
rng.Range(1, l.H-2-newRoom.H),
}
newRoom.MoveToCoords(where)
for _, otherRoom := range rooms {
if otherRoom.Intersects(newRoom.Rect) {
failed = true
break
}
}
if failed {
continue
}
if len(newRoom.Connectors) > 0 {
rooms = append(rooms, newRoom)
}
}
for _, room := range rooms {
err := room.BlitToLevel(l)
if err != nil {
fmt.Printf("err: %v", err)
}
}
centers := make([]types.Coords, 0)
for _, room := range rooms {
centers = append(centers, room.Center)
}
for _, edge := range delaunay.GetMst(centers, l.W, l.H) {
MedianStraight(rng, l, rooms, centers, edge)
}
return l, rooms
}
func MedianStraight(rng *util.RNG, l *gamemap.Level, rooms []gamemap.Room, centers []types.Coords, edge types.Edge) {
//find connected rooms
var fromRoom, toRoom gamemap.Room
for _, room := range rooms {
if room.Center == edge.From {
fromRoom = room
continue
}
if room.Center == edge.To {
toRoom = room
continue
}
if len(fromRoom.Connectors) > 0 && len(toRoom.Connectors) > 0 {
break
}
}
midpoint := edge.Midpoint()
fromConnector := findNearestCoonector(midpoint, fromRoom)
toConnector := findNearestCoonector(midpoint, toRoom)
connectStraight(rng, l, fromConnector, toConnector, midpoint)
}
func findNearestCoonector(midpoint types.Coords, room gamemap.Room) types.Coords {
var nearest types.Coords
for _, con := range room.Connectors {
if nearest.X == 0 {
nearest = con
continue
}
if midpoint.DistanceTo(con) < midpoint.DistanceTo(nearest) {
nearest = con
}
}
return nearest
}
func connectStraight(rng *util.RNG, l *gamemap.Level, from, to, midpoint types.Coords) {
toss := rng.Range(0, 1)
if toss == 0 {
digHTunnel(l, from.X, midpoint.X, from.Y)
digVTunnel(l, from.Y, to.Y, midpoint.X)
digHTunnel(l, midpoint.X, to.X, to.Y)
} else {
digVTunnel(l, from.Y, midpoint.Y, from.X)
digHTunnel(l, from.X, to.X, midpoint.Y)
digVTunnel(l, midpoint.Y, to.Y, to.X)
}
}
func digHTunnel(l *gamemap.Level, x1, x2, y int) {
var start, finish int
if x1 < x2 {
start = x1
finish = x2
} else {
start = x2
finish = x1
}
for i := start; i <= finish; i++ {
if l.InBounds(types.Coords{i, y}) {
l.SetTileByXY(i, y, gamemap.NewFloor())
//l.Tiles[i][y] = gamemap.NewFloor()
}
}
}
func digVTunnel(l *gamemap.Level, y1, y2, x int) {
var start, finish int
if y1 < y2 {
start = y1
finish = y2
} else {
start = y2
finish = y1
}
for i := start; i <= finish; i++ {
if l.InBounds(types.Coords{x, i}) {
l.SetTileByXY(x, i, gamemap.NewFloor())
}
}
}

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@ -57,11 +57,12 @@ func (pfbl PrefabLoader) PrefabRoomsList() []Room {
panic(err)
}
//prepare actual legends
currentTileLegend := file.DefaultTileLegend
currentMobsLegend := file.DefaultMobsLegend
currentItemLegend := file.DefaultItemLegend
for _, rawPrefab := range file.Prefabs {
//prepare actual legends
currentTileLegend := file.DefaultTileLegend
currentMobsLegend := file.DefaultMobsLegend
currentItemLegend := file.DefaultItemLegend
for k,v := range rawPrefab.TileLegend {
currentTileLegend[k] = v
@ -99,7 +100,7 @@ func (pfbl PrefabLoader) PrefabRoomsList() []Room {
continue
}
if shortName == "connector" {
f = NewFloor
f = NewWall
room.Connectors = append(room.Connectors, types.Coords{i,j})
} else {
f, ok = TileTypeMap[shortName]
@ -122,4 +123,4 @@ var TileTypeMap = map[string]func()*Tile{
"decorated_wall": NewDecoratedWall,
"water": NewWaterTile,
"deep_water": NewDeepWaterTile,
}
}

14
engine/items/ammo.go Normal file
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@ -0,0 +1,14 @@
package items
import (
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
"lab.zaar.be/thefish/alchemyst-go/engine/items/itemprops"
)
type Ammo struct {
itemprops.DamageProfile
}
func (a *Ammo) Type() string {
return ecs.AmmoComponent
}

11
engine/items/armor.go Normal file
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@ -0,0 +1,11 @@
package items
import "lab.zaar.be/thefish/alchemyst-go/engine/ecs"
type Armor struct {
DefenceProfile struct{}
}
func (a *Armor) Type() string {
return ecs.ArmorComponent
}

14
engine/items/arms.go Normal file
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@ -0,0 +1,14 @@
package items
import (
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
"lab.zaar.be/thefish/alchemyst-go/engine/items/itemprops"
)
type Arms struct {
itemprops.DamageProfile
}
func (a Arms) Type() string {
return ecs.ArmsComponent
}

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@ -2,8 +2,26 @@ package items
import "lab.zaar.be/thefish/alchemyst-go/engine/ecs"
type Carried struct {}
type CarriedFace interface {
Drop()
Pickup()
}
type Carried struct {
Mass int //масса в граммах
Bulk int //внешний размер, см3
}
func (c *Carried) Type() string {
return ecs.CarriedComponent
}
func (c *Carried) Pickup() {}
func (c *Carried) Drop() {}
func (c *Carried) GetMass() int {
return c.Mass
}
func (c *Carried) GetBulk() int {
return c.Bulk
}

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@ -0,0 +1,7 @@
package itemprops
type DamageProfile struct {
Pierce int
Bash int
Cleave int
}

11
engine/items/ranged.go Normal file
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@ -0,0 +1,11 @@
package items
import "lab.zaar.be/thefish/alchemyst-go/engine/ecs"
type Ranged struct {
RangeProfile struct{} //это зависимость дальности-скорости от характеристик и атрибутов
}
func (r *Ranged) Type() string {
return ecs.RangedComponent
}

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@ -2,9 +2,16 @@ package items
import "lab.zaar.be/thefish/alchemyst-go/engine/ecs"
type Useable struct {}
type UsableFace interface {
Use()
}
type Usable struct {}
func (u *Useable) Type() string {
func (u *Usable) Type() string {
return ecs.UsableComponent
}
func (u *Usable) Use() {
}

16
engine/items/wearable.go Normal file
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@ -0,0 +1,16 @@
package items
import "lab.zaar.be/thefish/alchemyst-go/engine/ecs"
type WearableFace interface {
Wear()
Takeoff()
}
type Wearable struct {
Bodypart int //куда собстно одевать
}
func (w *Wearable) Type() string {
return ecs.WearableComponent
}

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@ -0,0 +1,82 @@
package matertals
import "github.com/rs/zerolog/log"
type MaterialProperties struct {
Density float64 //Плотность (кг / м3)
Tougnness float64 //Ударная вязкость, мера скорости поглощения энергии без деформаций, джоули на квадратный метр в секунду
Brittleness float64 //Хрупкость - обратная пластичности (в основном за счет внешних эффектов), джоули на квадртаный метр, после которых раскол
MeltingPoint float64 //точка перехода из твердого в жидкое, градусы Цельсия при нормальном давлении
BoilingPoint float64 //точка кипения - из жидкого в газ, градусы Цельсия при нормальном давлении
Conductivity bool //проводимость эл. тока
}
//агрегатное состояние
type MatterState int
const (
Solid MatterState = iota //кристаллическая решетка
Liquid
Gas
Plasma
Glass //нет кристаллической решетки, аморфный
)
var transitions = map[MatterState][]MatterState{
Solid: {Liquid, Gas},
Liquid: {Solid, Gas, Glass},
Gas: {Solid, Plasma},
Plasma: {Gas},
Glass: {Liquid},
}
func (ms MatterState) Change(from MatterState, to MatterState) bool {
if from == to {
return true
}
_, ok := transitions[from]
if ok {
newStateFound := func(lst []MatterState, to MatterState) bool {
for _, b := range lst {
if b == to {
return true
}
}
return false
}(transitions[from], to)
if !newStateFound {
log.Warn().Msgf("Transition %s -> %s is impossible", from, to)
return false
}
// check temperatures/conditions, see template
/*
Solid -> Gas Sublimation
Solid -> Liquid Melting
Liquid -> Gas Boiling
Liquid -> Solid Freezing
Gas -> Solid Deposition
Gas -> Liquid Condensation
Gas -> Plasma Ionization
Plasma -> Gas Recombination
*/
}
//При фазовом переходе первого рода скачкообразно изменяются самые главные, первичные экстенсивные параметры:
// удельный объём,
// количество запасённой внутренней энергии,
// концентрация компонентов и т. п.
//
// Фазовые переходы второго рода происходят в тех случаях, когда меняется симметрия строения вещества
// (симметрия может полностью исчезнуть или понизиться).
return true
}

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@ -101,7 +101,7 @@ func (devm *DevmenuScreen) Render() {
menuLayer.WithColor(devm.fgColor).PrintInside(
devm.Rect,
strings.Join([]string{
"Dev Menu:",
"Действия для разработчика:",
"[color=green]v[/color] - set all tiles visible",
"[color=green]i[/color] - set all tiles invisible",
fmt.Sprintf("[color=green]p[/color] - toggle passwall: %v",

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@ -4,3 +4,23 @@ type Edge struct {
From Coords
To Coords
}
func (e *Edge) Midpoint() Coords {
var dx, dy, minX, minY int
if e.From.X > e.To.X {
minX = e.To.X
dx = e.From.X - e.To.X
} else {
minX = e.From.X
dx = e.To.X - e.From.X
}
if e.From.Y > e.To.Y {
minY = e.To.Y
dy = e.From.Y - e.To.Y
} else {
minY = e.From.Y
dy = e.To.Y - e.From.Y
}
return Coords{minX + dx / 2, minY + dy / 2}
}