delaunay mapgen 1st version
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@ -1,162 +0,0 @@
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package mapgens
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import (
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"fmt"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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"lab.zaar.be/thefish/alchemyst-go/util"
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"lab.zaar.be/thefish/alchemyst-go/util/appctx"
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)
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//fixme move to config
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var minRoomSize = 3
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var maxRoomSize = 15
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var maxrooms = 50
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var fges = map[int]types.RectFill{
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1: types.RectFill{
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Top: func() *gamemap.Tile { return gamemap.NewWall() },
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Bottom: func() *gamemap.Tile { return gamemap.NewWall() },
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Left: func() *gamemap.Tile { return gamemap.NewWall() },
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Right: func() *gamemap.Tile { return gamemap.NewWall() },
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BottomLeft: func() *gamemap.Tile { return gamemap.NewWall() },
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BottomRight: func() *gamemap.Tile { return gamemap.NewWall() },
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TopLeft: func() *gamemap.Tile { return gamemap.NewWall() },
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TopRight: func() *gamemap.Tile { return gamemap.NewWall() },
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Body: func() *gamemap.Tile { return gamemap.NewFloor() },
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},
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2: types.RectFill{
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Top: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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Bottom: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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Left: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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Right: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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BottomLeft: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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BottomRight: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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TopLeft: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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TopRight: func() *gamemap.Tile { return gamemap.NewWaterTile() },
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Body: func() *gamemap.Tile { return gamemap.NewDeepWaterTile() },
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},
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}
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func DefaultGen(ctx appctx.ClientCtx,l *gamemap.Level) (*gamemap.Level, []gamemap.Room) {
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rng := util.NewRNG()
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//load prefabs
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pfLoader := gamemap.NewPrefabLoader(ctx)
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pfRooms := pfLoader.PrefabRoomsList()
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//fill with walls
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for i := 0; i < l.W; i ++ {
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for j := 0; j < l.H; j++ {
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l.SetTileByXY(i, j, gamemap.NewWall())
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}
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}
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rooms := make([]gamemap.Room, 0)
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prefabUsed := false
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for i := 0; i < maxrooms; i++ {
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failed := false
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var fillage types.RectFill
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fillage = fges[rng.GetWeightedEntity(map[int]int{1: 10, 2: 1})]
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var newRoom gamemap.Room
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if !prefabUsed || rng.Range(0,5) > 3 {
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//prefab
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prefabUsed = true
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r := pfRooms[rng.Range(0, len(pfRooms))] //copy to local scope
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newRoom = r
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} else {
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newRoom = gamemap.NewRandomRectRoom(
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rng,
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rng.Range(minRoomSize, maxRoomSize),
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rng.Range(minRoomSize, maxRoomSize),
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fillage,
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)
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}
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where := types.Coords{
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rng.Range(1, l.W -2 - newRoom.W),
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rng.Range(1, l.H - 2 - newRoom.H),
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}
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newRoom.MoveToCoords(where)
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for _, otherRoom := range rooms {
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if otherRoom.Intersects(newRoom.Rect) {
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failed = true
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break
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}
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}
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if !failed {
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rooms = append(rooms, newRoom)
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}
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//addStairs(rooms)
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//itemize(rooms)
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}
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//build delannay graph from room center
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//refine it to minimum spanning tree
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//connect accordingly
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for _, room := range rooms {
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err := room.BlitToLevel(l)
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if err != nil {
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fmt.Printf("err: %v", err)
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}
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}
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for idx, room := range rooms {
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if idx > 0 {
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connectRooms(l, room, rooms[idx-1], rng.Range(0, 1))
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}
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}
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return l, rooms
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}
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func connectRooms(l *gamemap.Level, room, otherRoom gamemap.Room, toss int) {
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if toss == 0 {
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digHTunnel(l, room.Center.X, otherRoom.Center.X, room.Center.Y)
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digVTunnel(l, room.Center.Y, otherRoom.Center.Y, otherRoom.Center.X)
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} else {
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digVTunnel(l, room.Center.Y, otherRoom.Center.Y, room.Center.Y)
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digHTunnel(l, room.Center.X, otherRoom.Center.X, otherRoom.Center.Y)
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}
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}
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func digHTunnel(l *gamemap.Level, x1, x2, y int) {
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var start, finish int
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if x1 < x2 {
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start = x1
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finish = x2
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} else {
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start = x2
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finish = x1
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}
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for i := start; i <= finish; i++ {
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if l.InBounds(types.Coords{i, y}) {
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l.SetTileByXY(i, y, gamemap.NewFloor())
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//l.Tiles[i][y] = gamemap.NewFloor()
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}
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}
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}
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func digVTunnel(l *gamemap.Level, y1, y2, x int) {
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var start, finish int
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if y1 < y2 {
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start = y1
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finish = y2
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} else {
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start = y2
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finish = y1
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}
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for i := start; i <= finish; i++ {
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if l.InBounds(types.Coords{x, i}) {
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l.SetTileByXY(x, i, gamemap.NewFloor())
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}
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}
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}
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