clean up slightly
This commit is contained in:
parent
0f367eaf96
commit
3560be99a1
22
TODO
22
TODO
@ -1,5 +1,5 @@
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Basics:
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- Items:
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Items:
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- place
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- pickup
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- drop
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@ -8,7 +8,13 @@ Basics:
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- Character Screen
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- Common letter/string selector for menus to separate struct/file (use it in inventory, title at least)
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- Move scrollBar ro separate struct/file/function
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Mobs:
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basic:
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- place mobs
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- move mobs
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advanced:
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- ai
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- dijkstra maps
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Assets and i18n:
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- move tile settings to json, generate from there (part of prefabs)
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@ -16,7 +22,7 @@ Assets and i18n:
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- all texts (terrain, mobs, quests) also in at least 2 languages
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ECS & engine:
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- implement time queue (how to deal with closures?) (?) github.com/thefish/sheduleq - get rid od time.Now inside
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- implement time queue (how to deal with closures?) (?) github.com/thefish/scheduleq - get rid od time.Now inside
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- move all rendering to systems
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- try to move input handling to systems
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@ -30,7 +36,7 @@ Dungeon and branches:
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+ compose from gens and prefabs
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- editor for prefabs
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Mapgen:
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- use delaunay -> minimum spanning tree for room connection (Краскал в gonum)
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+ use delaunay -> minimum spanning tree for room connection (Краскал в gonum)
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github.com/algds/kruskals - MST
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github.com/esimov/triangle - delaunay
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- или граф относительных окрестностей (?)
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@ -43,13 +49,7 @@ Combat:
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- damage from skill / mass / speed / material density
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- no hitpoints! blood is the life source
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Mobs:
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basic:
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- place mobs
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- move mobs
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advanced:
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- ai
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- dijkstra maps
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Quest engine:
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- look at parsers like URQL etc
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@ -5,7 +5,7 @@ import (
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"github.com/rs/zerolog/log"
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap/mapgens/delaunaymst"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap/mapgens"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
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"lab.zaar.be/thefish/alchemyst-go/engine/mob"
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"lab.zaar.be/thefish/alchemyst-go/engine/mob/movement"
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@ -71,7 +71,7 @@ func main() {
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//fixme set up (load / generate) level - move to game / enter or title / exit
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//level, rooms := _default.DefaultGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
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level, rooms := delaunaymst.DelaunayMstGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
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level, rooms := mapgens.DelaunayMstGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
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State.Level = level
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sidebarWidth := 0
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176
engine/gamemap/mapgens/common.go
Normal file
176
engine/gamemap/mapgens/common.go
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@ -0,0 +1,176 @@
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package mapgens
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import (
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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 = 5
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var maxRoomSize = 25
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var maxrooms = 200
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var fges = map[int]types.RectFill{
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1: types.RectFill{
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Top: gamemap.NewWall,
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Bottom: gamemap.NewWall,
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Left: gamemap.NewWall,
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Right: gamemap.NewWall,
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BottomLeft: gamemap.NewWall,
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BottomRight: gamemap.NewWall,
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TopLeft: gamemap.NewWall,
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TopRight: gamemap.NewWall,
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Body: gamemap.NewFloor,
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},
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2: types.RectFill{
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Top: gamemap.NewWaterTile,
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Bottom: gamemap.NewWaterTile,
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Left: gamemap.NewWaterTile,
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Right: gamemap.NewWaterTile,
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BottomLeft: gamemap.NewWaterTile,
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BottomRight: gamemap.NewWaterTile,
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TopLeft: gamemap.NewWaterTile,
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TopRight: gamemap.NewWaterTile,
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Body: gamemap.NewDeepWaterTile,
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},
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}
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func GetRandomRoomList(ctx appctx.ClientCtx, rng *util.RNG, l *gamemap.Level, maxRooms, minRoomSize, maxRoomSize int, ) []gamemap.Room{
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rooms := make([]gamemap.Room, 0)
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pfLoader := gamemap.NewPrefabLoader(ctx)
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pfRooms := pfLoader.PrefabRoomsList()
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var fillage types.RectFill
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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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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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//if prefabUsed {
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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 = gamemap.Room{
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Rect: r.Rect,
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Center: r.Center,
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Geometry: r.Geometry,
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Items: r.Items,
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Mobs: r.Mobs,
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Connectors: make([]types.Coords,0),
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}
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for _, coord := range r.Connectors {
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newRoom.Connectors = append(newRoom.Connectors, coord)
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}
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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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continue
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}
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if len(newRoom.Connectors) > 0 {
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rooms = append(rooms, newRoom)
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}
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}
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return rooms
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}
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//delaunay helper funcs
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func FindNearestConnector(midpoint types.Coords, room gamemap.Room) types.Coords {
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var nearest types.Coords
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for _, con := range room.Connectors {
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if nearest.X == 0 {
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nearest = con
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continue
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}
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if midpoint.DistanceTo(con) < midpoint.DistanceTo(nearest) {
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nearest = con
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}
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}
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return nearest
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}
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func ConnectStraight(rng *util.RNG, l *gamemap.Level, from, to, midpoint types.Coords) {
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toss := rng.Range(0, 1)
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if toss == 0 {
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DigHTunnel(l, from.X, midpoint.X, from.Y)
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DigVTunnel(l, from.Y, to.Y, midpoint.X)
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DigHTunnel(l, midpoint.X, to.X, to.Y)
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} else {
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DigVTunnel(l, from.Y, midpoint.Y, from.X)
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DigHTunnel(l, from.X, to.X, midpoint.Y)
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DigVTunnel(l, midpoint.Y, to.Y, to.X)
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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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//default helper
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func ConnectRoomCenters(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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38
engine/gamemap/mapgens/default.go
Normal file
38
engine/gamemap/mapgens/default.go
Normal file
@ -0,0 +1,38 @@
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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/util"
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"lab.zaar.be/thefish/alchemyst-go/util/appctx"
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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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//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 := GetRandomRoomList(ctx, rng, l, maxrooms, minRoomSize, maxRoomSize)
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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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ConnectRoomCenters(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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@ -1,162 +0,0 @@
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package _default
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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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67
engine/gamemap/mapgens/delaunay_mst.go
Normal file
67
engine/gamemap/mapgens/delaunay_mst.go
Normal file
@ -0,0 +1,67 @@
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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"
|
||||
"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"
|
||||
)
|
||||
|
||||
func DelaunayMstGen(ctx appctx.ClientCtx, l *gamemap.Level) (*gamemap.Level, []gamemap.Room) {
|
||||
|
||||
rng := util.NewRNG()
|
||||
|
||||
//fill with walls
|
||||
for i := 0; i < l.W; i ++ {
|
||||
for j := 0; j < l.H; j++ {
|
||||
l.SetTileByXY(i, j, gamemap.NewWall())
|
||||
}
|
||||
}
|
||||
rooms := GetRandomRoomList(ctx, rng, l, maxrooms, minRoomSize, maxRoomSize)
|
||||
|
||||
|
||||
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)
|
||||
}
|
||||
edges := delaunay.GetMst(centers, l.W, l.H)
|
||||
for _, edge := range edges {
|
||||
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 := FindNearestConnector(midpoint, fromRoom)
|
||||
toConnector := FindNearestConnector(midpoint, toRoom)
|
||||
ConnectStraight(rng, l, fromConnector, toConnector, midpoint)
|
||||
}
|
||||
|
||||
|
@ -1,229 +0,0 @@
|
||||
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 = 25
|
||||
var maxrooms = 200
|
||||
|
||||
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 {
|
||||
//if prefabUsed {
|
||||
//prefab
|
||||
prefabUsed = true
|
||||
fmt.Printf("\n\n------USING PREFAB-----\n")
|
||||
r := pfRooms[rng.Range(0, len(pfRooms))] //copy to local scope
|
||||
newRoom = gamemap.Room{
|
||||
Rect: r.Rect,
|
||||
Center: r.Center,
|
||||
Geometry: r.Geometry,
|
||||
Items: r.Items,
|
||||
Mobs: r.Mobs,
|
||||
Connectors: make([]types.Coords,0),
|
||||
}
|
||||
for _, coord := range r.Connectors {
|
||||
newRoom.Connectors = append(newRoom.Connectors, coord)
|
||||
}
|
||||
} 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)
|
||||
}
|
||||
edges := delaunay.GetMst(centers, l.W, l.H)
|
||||
fmt.Printf("edges: ", edges)
|
||||
for _, edge := range edges {
|
||||
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)
|
||||
if (!l.InBounds(midpoint)) {
|
||||
//fmt.Printf("rooms: ", rooms)
|
||||
fmt.Printf("\nedges: ", edge)
|
||||
fmt.Printf("\nmidpoint: ", midpoint)
|
||||
panic(fmt.Errorf("midpoint out of level bounds!"))
|
||||
}
|
||||
if (!l.InBounds(fromConnector)) {
|
||||
fmt.Printf("\nfrom room: ", fromRoom.String())
|
||||
fmt.Printf("\nedges: ", edge)
|
||||
fmt.Printf("\nfromConnector: ", fromConnector)
|
||||
panic(fmt.Errorf("fromConnector out of level bounds!"))
|
||||
}
|
||||
|
||||
if (!l.InBounds(toConnector)) {
|
||||
fmt.Printf("\nto room: ", toRoom.String())
|
||||
fmt.Printf("\nedges: ", edge)
|
||||
fmt.Printf("\ntoConnector: ", toConnector)
|
||||
panic(fmt.Errorf("toConnector out of level bounds!"))
|
||||
}
|
||||
|
||||
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())
|
||||
}
|
||||
}
|
||||
}
|
@ -2,7 +2,6 @@ package gamemap
|
||||
|
||||
import (
|
||||
"encoding/json"
|
||||
"fmt"
|
||||
"io/ioutil"
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/items"
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/mob"
|
||||
@ -113,8 +112,6 @@ func (pfbl PrefabLoader) PrefabRoomsList() []Room {
|
||||
}
|
||||
}
|
||||
//add room to list
|
||||
fmt.Printf("PREFAB room append: ", room.String())
|
||||
|
||||
rooms = append(rooms, room)
|
||||
}
|
||||
return rooms
|
||||
|
@ -60,8 +60,6 @@ func (room *Room) BlitToLevel(l *Level) error {
|
||||
}
|
||||
|
||||
func (room *Room) MoveToCoords(where types.Coords) *Room {
|
||||
fmt.Printf("\n MOVING room :", room.String())
|
||||
fmt.Printf("\nmovin room to %v", where)
|
||||
//update room coords?
|
||||
room.X = where.X
|
||||
room.Y = where.Y
|
||||
@ -70,14 +68,11 @@ func (room *Room) MoveToCoords(where types.Coords) *Room {
|
||||
room.Center.Y = room.Center.Y + where.Y
|
||||
//update connector?
|
||||
for i, coords := range room.Connectors {
|
||||
fmt.Printf("\nupdating coords ", coords)
|
||||
coords.X = coords.X + where.X
|
||||
coords.Y = coords.Y + where.Y
|
||||
fmt.Printf("\nupdated coords ", coords)
|
||||
room.Connectors[i] = coords
|
||||
}
|
||||
|
||||
fmt.Printf("\nROOM MOVED to %v \n\n", room)
|
||||
return room
|
||||
}
|
||||
|
||||
|
@ -169,4 +169,9 @@ func (tr *TerrainRender) Render() {
|
||||
**вдвое**. Это удобная штука, не спорю, но пользоваться ей надо при загрузке ресурсов, при сохранении/загрузке состояния
|
||||
приложения - т.е. при разовых операциях. Как оказалось, она _очень_ дорогая по CPU. Кто пользоуется ей в main loop, ORM
|
||||
и прочих нагруженных местах - да будет предан анафеме.
|
||||
|
||||
|
||||
Обратить внимание
|
||||
===
|
||||
При казалось бы передаче по значению слайсы - всё равно передаются по ссылке! (пример с комнатами и выходами)
|
||||
|
Loading…
x
Reference in New Issue
Block a user