basic mapgen
This commit is contained in:
108
engine/gamemap/mapgens/default.go
Normal file
108
engine/gamemap/mapgens/default.go
Normal file
@ -0,0 +1,108 @@
|
||||
package mapgens
|
||||
|
||||
import (
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/types"
|
||||
"lab.zaar.be/thefish/alchemyst-go/util"
|
||||
)
|
||||
//fixme move to config
|
||||
var maxrooms = 100
|
||||
var minRoomSize = 3
|
||||
var maxRoomSize = 11
|
||||
|
||||
func DefaultGen(l *gamemap.Level) *gamemap.Level {
|
||||
|
||||
rng := util.NewRNG()
|
||||
|
||||
//fill with walls
|
||||
for i := 0; i < l.W; i ++ {
|
||||
for j := 0; j < l.H; j++ {
|
||||
l.Tiles[i][j] = gamemap.NewWall()
|
||||
}
|
||||
}
|
||||
|
||||
rooms := make([]*gamemap.Room, maxrooms)
|
||||
|
||||
for i := 0; i < l.MaxRooms; i++ {
|
||||
newRoom := &gamemap.Room{
|
||||
Rect: types.NewRect(
|
||||
rng.Range(l.X, l.W),
|
||||
rng.Range(l.Y, l.H),
|
||||
rng.Range(minRoomSize, maxRoomSize),
|
||||
rng.Range(minRoomSize, maxRoomSize),
|
||||
)}
|
||||
newRoom.Center.X = newRoom.X + newRoom.W / 2
|
||||
newRoom.Center.Y = newRoom.Y + newRoom.H / 2
|
||||
|
||||
failed := false
|
||||
for _, otherRoom := range rooms {
|
||||
if otherRoom.Intersects(newRoom.Rect) {
|
||||
failed = true
|
||||
break
|
||||
}
|
||||
}
|
||||
if !failed {
|
||||
rooms = append(rooms, newRoom)
|
||||
}
|
||||
}
|
||||
|
||||
fillage := 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()},
|
||||
}
|
||||
|
||||
for idx, room := range rooms {
|
||||
room.Blit(fillage, l)
|
||||
if idx > 0 {
|
||||
connectRooms(l, room, rooms[idx-1], fillage, rng.Range(0,1))
|
||||
}
|
||||
}
|
||||
|
||||
return l
|
||||
}
|
||||
|
||||
func connectRooms (l *gamemap.Level, room, otherRoom *gamemap.Room, fillage types.RectFill, toss int) {
|
||||
if toss == 0 {
|
||||
digHTunnel(l, room.Center.X,otherRoom.Center.X,room.Center.Y, fillage)
|
||||
digVTunnel(l, room.Center.Y,otherRoom.Center.Y,otherRoom.Center.X, fillage)
|
||||
} else {
|
||||
digVTunnel(l, room.Center.Y, otherRoom.Center.Y, room.Center.Y, fillage)
|
||||
digHTunnel(l, room.Center.X, otherRoom.Center.X, otherRoom.Center.Y, fillage)
|
||||
}
|
||||
}
|
||||
|
||||
func digHTunnel(l *gamemap.Level, x1,x2,y int, fillage types.RectFill) {
|
||||
var start, finish int
|
||||
if x1 > x2 {
|
||||
start = x1
|
||||
finish = x2
|
||||
} else {
|
||||
start = x2
|
||||
finish = x1
|
||||
}
|
||||
for i := start; i <= finish; i++ {
|
||||
l.Tiles[i][y] = fillage.Body.(func() *gamemap.Tile)()
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
func digVTunnel(l *gamemap.Level, y1,y2,x int, fillage types.RectFill) {
|
||||
var start, finish int
|
||||
if y1 > y2 {
|
||||
start = y1
|
||||
finish = y2
|
||||
} else {
|
||||
start = y2
|
||||
finish = y1
|
||||
}
|
||||
for i := start; i <= finish; i++ {
|
||||
l.Tiles[x][i] = fillage.Body.(func() *gamemap.Tile)()
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user