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SquidLib platform-independent logic and utility code. Please refer to https://github.com/SquidPony/SquidLib .

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package squidpony.squidgrid.mapping;

import squidpony.squidai.DijkstraMap;
import squidpony.squidgrid.Measurement;
import squidpony.squidgrid.mapping.styled.DungeonBoneGen;
import squidpony.squidgrid.mapping.styled.TilesetType;
import squidpony.squidmath.*;

import java.util.ArrayList;
import java.util.EnumMap;

/**
 * The primary way to create a more-complete dungeon, layering different effects and modifications on top of
 * a DungeonBoneGen's dungeon or another dungeon without such effects. Also ensures only connected regions of the map
 * are used by filling unreachable areas with walls, and can find far-apart staircase positions if generate() is used or
 * can keep existing staircases in a map if generateRespectingStairs() is used.
 * 
* The main technique for using this is simple: Construct a DungeonGenerator, usually with the desired width and height, * then call any feature adding methods that you want in the dungeon, like addWater(), addTraps, addGrass(), or * addDoors(). Some of these take different parameters, like addDoors() which need to know if it should check openings * that are two cells wide to add a door and a wall to, or whether it should only add doors to single-cell openings. * Then call generate() to get a char[][] with the desired dungeon map, using a fixed repertoire of chars to represent * the different features. After calling generate(), you can safely get the values from the stairsUp and stairsDown * fields, which are Coords that should be a long distance from each other but connected in the dungeon. You may want * to change those to staircase characters, but there's no requirement to do anything with them. It's recommended that * you keep the resulting char[][] maps in some collection that can be saved, since DungeonGenerator only stores a * temporary copy of the most recently-generated map. The DungeonUtility field of this class, utility, is a convenient * way of accessing the non-static methods in that class, such as randomFloor(), without needing to create another * DungeonUtility (this class creates one, so you don't have to). *
* Previews for the kinds of dungeon this generates, given a certain argument to generate(): *
    *
  • Using TilesetType.DEFAULT_DUNGEON (text, click "Raw", may need to zoom out): https://gist.github.com/tommyettinger/a3bd413b903f2e103541
  • *
  • Using TilesetType.DEFAULT_DUNGEON (graphical, scroll down and to the right): http://tommyettinger.github.io/home/PixVoxel/dungeon/dungeon.html
  • *
  • Using SerpentMapGenerator.generate() (text, click "Raw", may need to zoom out): https://gist.github.com/tommyettinger/93b47048fc8a209a9712
  • *
*
* As of March 6, 2016, the algorithm this uses to place water and grass was swapped for a more precise version. You no * longer need to give this 150% in addWater or addGrass to effectively produce 100% water or grass, and this should be * no more than 1.1% different from the percentage you request for any effects. If you need to reproduce dungeons with * the same seed and get the same (imprecise) results as before this change, it's probably not possible unless you save * the previously-generated char[][] dungeons, since several other things may have changed as well. * @see squidpony.squidgrid.mapping.DungeonUtility this class exposes a DungeonUtility member; DungeonUtility also has many useful static methods * * @author Eben Howard - http://squidpony.com - [email protected] * @author Tommy Ettinger - https://github.com/tommyettinger */ public class DungeonGenerator implements IDungeonGenerator { /** * The effects that can be applied to this dungeon. More may be added in future releases. */ public enum FillEffect { /** * Water, represented by '~' */ WATER, /** * Doors, represented by '+' for east-to-west connections or '/' for north-to-south ones. */ DOORS, /** * Traps, represented by '^' */ TRAPS, /** * Grass, represented by '"' */ GRASS, /** * Boulders strewn about open areas, represented by '#' and treated as walls */ BOULDERS, /** * Islands of ground, '.', surrounded by shallow water, ',', to place in water at evenly spaced points */ ISLANDS } /** * The effects that will be applied when generate is called. Strongly prefer using addWater, addDoors, addTraps, * and addGrass. */ public EnumMap fx; protected DungeonBoneGen gen; public DungeonUtility utility; protected int height, width; public Coord stairsUp = null, stairsDown = null; public IStatefulRNG rng; protected long rebuildSeed; protected boolean seedFixed = false; protected char[][] dungeon = null; /** * Get the most recently generated char[][] dungeon out of this class. The * dungeon may be null if generate() or setDungeon() have not been called. * @return a char[][] dungeon, or null. */ public char[][] getDungeon() { return dungeon; } /** * Get the most recently generated char[][] dungeon out of this class without any chars other than '#' or '.', for * walls and floors respectively. The dungeon may be null if generate() or setDungeon() have not been called. * @return a char[][] dungeon with only '#' for walls and '.' for floors, or null. */ public char[][] getBareDungeon() { return DungeonUtility.simplifyDungeon(dungeon); } /** * Change the underlying char[][]; only affects the toString method, and of course getDungeon. * @param dungeon a char[][], probably produced by an earlier call to this class and then modified. */ public void setDungeon(char[][] dungeon) { this.dungeon = dungeon; if(dungeon == null) { width = 0; height = 0; return; } width = dungeon.length; if(width > 0) height = dungeon[0].length; } /** * Height of the dungeon in cells. * @return Height of the dungeon in cells. */ public int getHeight() { return height; } /** * Width of the dungeon in cells. * @return Width of the dungeon in cells. */ public int getWidth() { return width; } /** * Make a DungeonGenerator with a GWTRNG using a random seed, height 40, and width 40. */ public DungeonGenerator() { rng = new GWTRNG(); gen = new DungeonBoneGen(rng); utility = new DungeonUtility(rng); rebuildSeed = rng.getState(); height = 40; width = 40; fx = new EnumMap<>(FillEffect.class); } /** * Make a DungeonGenerator with the given height and width; a GWTRNG will be used for generating a dungeon and * adding features using a random seed. If width or height is greater than 256, then this will * expand the Coord pool from its 256x256 default so it stores a reference to each Coord that might be used in the * creation of the dungeon (if width and height are 300 and 300, the Coord pool will be 300x300; if width and height * are 500 and 100, the Coord pool will be 500x256 because it won't shrink below the default size of 256x256). * @param width The width of the dungeon in cells * @param height The height of the dungeon in cells */ public DungeonGenerator(int width, int height) { this(width, height, new GWTRNG()); } /** * Make a DungeonGenerator with the given height, width, and RNG. Use this if you want to seed the RNG. If width or * height is greater than 256, then this will expand the Coord pool from its 256x256 default so it stores a * reference to each Coord that might be used in the creation of the dungeon (if width and height are 300 and 300, * the Coord pool will be 300x300; if width and height are 500 and 100, the Coord pool will be 500x256 because it * won't shrink below the default size of 256x256). * @param width The width of the dungeon in cells * @param height The height of the dungeon in cells * @param rng The RNG to use for all purposes in this class; if it is a StatefulRNG, then it will be used as-is, * but if it is not a StatefulRNG, a new StatefulRNG will be used, randomly seeded by this parameter */ public DungeonGenerator(int width, int height, IRNG rng) { Coord.expandPoolTo(width, height); this.rng = (rng instanceof IStatefulRNG) ? (IStatefulRNG) rng : new GWTRNG(rng.nextLong()); gen = new DungeonBoneGen(this.rng); utility = new DungeonUtility(this.rng); rebuildSeed = this.rng.getState(); this.height = height; this.width = width; fx = new EnumMap<>(FillEffect.class); } /** * Copies all fields from copying and makes a new DungeonGenerator. * @param copying the DungeonGenerator to copy */ public DungeonGenerator(DungeonGenerator copying) { rng = new GWTRNG(copying.rng.getState()); gen = new DungeonBoneGen(rng); utility = new DungeonUtility(rng); rebuildSeed = rng.getState(); height = copying.height; width = copying.width; Coord.expandPoolTo(width, height); fx = new EnumMap<>(copying.fx); dungeon = copying.dungeon; } /** * Turns the majority of the given percentage of floor cells into water cells, represented by '~'. Water will be * clustered into a random number of pools, with more appearing if needed to fill the percentage. * Each pool will have randomized volume that should fill or get very close to filling the requested * percentage, unless the pools encounter too much tight space. If this DungeonGenerator previously had addWater * called, the latest call will take precedence. No islands will be placed with this variant, but the edge of the * water will be shallow, represented by ','. * @param percentage the percentage of floor cells to fill with water * @return this DungeonGenerator; can be chained */ public DungeonGenerator addWater(int percentage) { if(percentage < 0) percentage = 0; if(percentage > 100) percentage = 100; if(fx.containsKey(FillEffect.WATER)) fx.remove(FillEffect.WATER); fx.put(FillEffect.WATER, percentage); return this; } /** * Turns the majority of the given percentage of floor cells into water cells, represented by '~'. Water will be * clustered into a random number of pools, with more appearing if needed to fill the percentage. Each pool will * have randomized volume that should fill or get very close to filling the requested percentage, * unless the pools encounter too much tight space. If this DungeonGenerator previously had addWater called, the * latest call will take precedence. If islandSpacing is greater than 1, then this will place islands of floor, '.', * surrounded by shallow water, ',', at about the specified distance with Euclidean measurement. * @param percentage the percentage of floor cells to fill with water * @param islandSpacing if greater than 1, islands will be placed randomly this many cells apart. * @return this DungeonGenerator; can be chained */ public DungeonGenerator addWater(int percentage, int islandSpacing) { if(percentage < 0) percentage = 0; if(percentage > 100) percentage = 100; if(fx.containsKey(FillEffect.WATER)) fx.remove(FillEffect.WATER); fx.put(FillEffect.WATER, percentage); if(fx.containsKey(FillEffect.ISLANDS)) fx.remove(FillEffect.ISLANDS); if(islandSpacing > 1) fx.put(FillEffect.ISLANDS, islandSpacing); return this; } /** * Turns the majority of the given percentage of floor cells into grass cells, represented by '"'. Grass will be * clustered into a random number of patches, with more appearing if needed to fill the percentage. Each area will * have randomized volume that should fill or get very close to filling the requested percentage, * unless the patches encounter too much tight space. If this DungeonGenerator previously had addGrass called, the * latest call will take precedence. * @param percentage the percentage of floor cells to fill with grass * @return this DungeonGenerator; can be chained */ public DungeonGenerator addGrass(int percentage) { if(percentage < 0) percentage = 0; if(percentage > 100) percentage = 100; if(fx.containsKey(FillEffect.GRASS)) fx.remove(FillEffect.GRASS); fx.put(FillEffect.GRASS, percentage); return this; } /** * Turns the given percentage of floor cells not already adjacent to walls into wall cells, represented by '#'. * If this DungeonGenerator previously had addBoulders called, the latest call will take precedence. * @param percentage the percentage of floor cells not adjacent to walls to fill with boulders. * @return this DungeonGenerator; can be chained */ public DungeonGenerator addBoulders(int percentage) { if(percentage < 0) percentage = 0; if(percentage > 100) percentage = 100; if(fx.containsKey(FillEffect.BOULDERS)) fx.remove(FillEffect.BOULDERS); fx.put(FillEffect.BOULDERS, percentage); return this; } /** * Turns the given percentage of viable doorways into doors, represented by '+' for doors that allow travel along * the x-axis and '/' for doors that allow travel along the y-axis. If doubleDoors is true, * 2-cell-wide openings will be considered viable doorways and will fill one cell with a wall, the other a door. * If this DungeonGenerator previously had addDoors called, the latest call will take precedence. * @param percentage the percentage of valid openings to corridors to fill with doors; should be between 10 and * 20 if you want doors to appear more than a few times, but not fill every possible opening. * @param doubleDoors true if you want two-cell-wide openings to receive a door and a wall; false if only * one-cell-wide openings should receive doors. Usually, this should be true. * @return this DungeonGenerator; can be chained */ public DungeonGenerator addDoors(int percentage, boolean doubleDoors) { if(percentage < 0) percentage = 0; if(percentage > 100) percentage = 100; if(doubleDoors) percentage *= -1; if(fx.containsKey(FillEffect.DOORS)) fx.remove(FillEffect.DOORS); fx.put(FillEffect.DOORS, percentage); return this; } /** * Turns the given percentage of open area floor cells into trap cells, represented by '^'. Corridors that have no * possible way to move around a trap will not receive traps, ever. If this DungeonGenerator previously had * addTraps called, the latest call will take precedence. * @param percentage the percentage of valid cells to fill with traps; should be no higher than 5 unless * the dungeon floor is meant to be a kill screen or minefield. * @return this DungeonGenerator; can be chained */ public DungeonGenerator addTraps(int percentage) { if(percentage < 0) percentage = 0; if(percentage > 100) percentage = 100; if(fx.containsKey(FillEffect.TRAPS)) fx.remove(FillEffect.TRAPS); fx.put(FillEffect.TRAPS, percentage); return this; } /** * Removes any door, water, or trap insertion effects that this DungeonGenerator would put in future dungeons. * @return this DungeonGenerator, with all effects removed. Can be chained. */ public DungeonGenerator clearEffects() { fx.clear(); return this; } protected OrderedSet removeAdjacent(OrderedSet coll, Coord pt) { for(Coord temp : new Coord[]{Coord.get(pt.x + 1, pt.y), Coord.get(pt.x - 1, pt.y), Coord.get(pt.x, pt.y + 1), Coord.get(pt.x, pt.y - 1)}) { if(coll.contains(temp) && !(temp.x == pt.x && temp.y == pt.y)) coll.remove(temp); } return coll; } protected OrderedSet removeAdjacent(OrderedSet coll, Coord pt1, Coord pt2) { for(Coord temp : new Coord[]{Coord.get(pt1.x + 1, pt1.y), Coord.get(pt1.x - 1, pt1.y), Coord.get(pt1.x, pt1.y + 1), Coord.get(pt1.x, pt1.y - 1), Coord.get(pt2.x + 1, pt2.y), Coord.get(pt2.x - 1, pt2.y), Coord.get(pt2.x, pt2.y + 1), Coord.get(pt2.x, pt2.y - 1),}) { if(coll.contains(temp) && !(temp.x == pt1.x && temp.y == pt1.y) && !(temp.x == pt2.x && temp.y == pt2.y)) coll.remove(temp); } return coll; } protected OrderedSet viableDoorways(boolean doubleDoors, char[][] map) { OrderedSet doors = new OrderedSet<>(); OrderedSet blocked = new OrderedSet<>(4); DijkstraMap dm = new DijkstraMap(map, Measurement.EUCLIDEAN); for(int x = 1; x < map.length - 1; x++) { for (int y = 1; y < map[x].length - 1; y++) { if(map[x][y] == '#') continue; if (doubleDoors) { if (x >= map.length - 2 || y >= map[x].length - 2) continue; else { if (map[x+1][y] != '#' && map[x + 2][y] == '#' && map[x - 1][y] == '#' && map[x][y + 1] != '#' && map[x][y - 1] != '#' && map[x+1][y + 1] != '#' && map[x+1][y - 1] != '#') { if (map[x + 2][y + 1] != '#' || map[x - 1][y + 1] != '#' || map[x + 2][y - 1] != '#' || map[x - 1][y - 1] != '#') { dm.resetMap(); dm.clearGoals(); dm.setGoal(x, y+1); blocked.clear(); blocked.add(Coord.get(x, y)); blocked.add(Coord.get(x + 1, y)); dm.partialScan(null, 16, blocked); if(dm.gradientMap[x][y-1] < DijkstraMap.FLOOR) continue; doors.add(Coord.get(x, y)); doors.add(Coord.get(x + 1, y)); doors = removeAdjacent(doors, Coord.get(x, y), Coord.get(x + 1, y)); continue; } } else if (map[x][y+1] != '#' && map[x][y + 2] == '#' && map[x][y - 1] == '#' && map[x + 1][y] != '#' && map[x - 1][y] != '#' && map[x + 1][y+1] != '#' && map[x - 1][y+1] != '#') { if (map[x + 1][y + 2] != '#' || map[x + 1][y - 1] != '#' || map[x - 1][y + 2] != '#' || map[x - 1][y - 1] != '#') { dm.resetMap(); dm.clearGoals(); dm.setGoal(x+1, y); blocked.clear(); blocked.add(Coord.get(x, y)); blocked.add(Coord.get(x, y+1)); dm.partialScan(null, 16, blocked); if(dm.gradientMap[x-1][y] < DijkstraMap.FLOOR) continue; doors.add(Coord.get(x, y)); doors.add(Coord.get(x, y+1)); doors = removeAdjacent(doors, Coord.get(x, y), Coord.get(x, y + 1)); continue; } } } } if (map[x + 1][y] == '#' && map[x - 1][y] == '#' && map[x][y + 1] != '#' && map[x][y - 1] != '#') { if (map[x + 1][y + 1] != '#' || map[x - 1][y + 1] != '#' || map[x + 1][y - 1] != '#' || map[x - 1][y - 1] != '#') { dm.resetMap(); dm.clearGoals(); dm.setGoal(x, y+1); blocked.clear(); blocked.add(Coord.get(x, y)); dm.partialScan(null, 16, blocked); if(dm.gradientMap[x][y-1] < DijkstraMap.FLOOR) continue; doors.add(Coord.get(x, y)); doors = removeAdjacent(doors, Coord.get(x, y)); } } else if (map[x][y + 1] == '#' && map[x][y - 1] == '#' && map[x + 1][y] != '#' && map[x - 1][y] != '#') { if (map[x + 1][y + 1] != '#' || map[x + 1][y - 1] != '#' || map[x - 1][y + 1] != '#' || map[x - 1][y - 1] != '#') { dm.resetMap(); dm.clearGoals(); dm.setGoal(x+1, y); blocked.clear(); blocked.add(Coord.get(x, y)); dm.partialScan(null, 16, blocked); if(dm.gradientMap[x-1][y] < DijkstraMap.FLOOR) continue; doors.add(Coord.get(x, y)); doors = removeAdjacent(doors, Coord.get(x, y)); } } } } return doors; } /** * Generate a char[][] dungeon using TilesetType.DEFAULT_DUNGEON; this produces a dungeon appropriate for a level * of ruins or a partially constructed dungeon. This uses '#' for walls, '.' for floors, '~' for deep water, ',' for * shallow water, '^' for traps, '+' for doors that provide horizontal passage, and '/' for doors that provide * vertical passage. Use the addDoors, addWater, addGrass, and addTraps methods of this class to request these in * the generated map. * Also sets the fields stairsUp and stairsDown to two randomly chosen, distant, connected, walkable cells. * @return a char[][] dungeon */ public char[][] generate() { return generate(TilesetType.DEFAULT_DUNGEON); } /** * Generate a char[][] dungeon given a TilesetType; the comments in that class provide some opinions on what * each TilesetType value could be used for in a game. This uses '#' for walls, '.' for floors, '~' for deep water, * ',' for shallow water, '^' for traps, '+' for doors that provide horizontal passage, and '/' for doors that * provide vertical passage. Use the addDoors, addWater, addGrass, and addTraps methods of this class to request * these in the generated map. * Also sets the fields stairsUp and stairsDown to two randomly chosen, distant, connected, walkable cells. * @see squidpony.squidgrid.mapping.styled.TilesetType * @param kind a TilesetType enum value, such as TilesetType.DEFAULT_DUNGEON * @return a char[][] dungeon */ public char[][] generate(TilesetType kind) { seedFixed = true; rebuildSeed = rng.getState(); return generate(gen.generate(kind, width, height)); } /** * Generate a char[][] dungeon with extra features given a baseDungeon that has already been generated. * Typically, you want to call generate with a TilesetType or no argument for the easiest generation; this method * is meant for adding features like water and doors to existing simple maps. * This uses '#' for walls, '.' for floors, '~' for deep water, ',' for shallow water, '^' for traps, '+' for doors * that provide horizontal passage, and '/' for doors that provide vertical passage. * Use the addDoors, addWater, addGrass, and addTraps methods of this class to request these in the generated map. * Also sets the fields stairsUp and stairsDown to two randomly chosen, distant, connected, walkable cells. *
* Special behavior here: If tab characters are present in the 2D char array, they will be replaced with '.' in the * final dungeon, but will also be tried first as valid staircase locations (with a high distance possible to travel * away from the starting staircase). If no tab characters are present this will search for '.' floors to place * stairs on, as normal. This tab-first behavior is useful in conjunction with some methods that establish a good * path in an existing dungeon; an example is {@code DungeonUtility.ensurePath(dungeon, rng, '\t', '#');} then * passing dungeon (which that code modifies) in as baseDungeon to this method. * @param baseDungeon a pre-made dungeon consisting of '#' for walls and '.' for floors; may be modified in-place * @return a char[][] dungeon */ public char[][] generate(char[][] baseDungeon) { if(!seedFixed) { rebuildSeed = rng.getState(); } seedFixed = false; char[][] map = DungeonUtility.wallWrap(baseDungeon); width = map.length; height = map[0].length; DijkstraMap dijkstra = new DijkstraMap(map); int frustrated = 0; do { dijkstra.clearGoals(); stairsUp = utility.randomMatchingTile(map, '\t'); if(stairsUp == null) { stairsUp = utility.randomFloor(map); if (stairsUp == null) { frustrated++; continue; } } dijkstra.setGoal(stairsUp); dijkstra.scan(null, null); frustrated++; }while (dijkstra.getMappedCount() < width + height && frustrated < 8); if(frustrated >= 8) { return generate(); } double maxDijkstra = 0.0; for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { if (dijkstra.gradientMap[i][j] >= DijkstraMap.FLOOR) { map[i][j] = '#'; } else if (dijkstra.gradientMap[i][j] > maxDijkstra) { maxDijkstra = dijkstra.gradientMap[i][j]; } if (map[i][j] == '\t') { map[i][j] = '.'; } } } stairsDown = new GreasedRegion(dijkstra.gradientMap, maxDijkstra * 0.7, DijkstraMap.FLOOR).singleRandom(rng); return innerGenerate(map); } /** * Generate a char[][] dungeon with extra features given a baseDungeon that has already been generated, and that * already has staircases represented by greater than and less than signs. * Typically, you want to call generate with a TilesetType or no argument for the easiest generation; this method * is meant for adding features like water and doors to existing simple maps. * This uses '#' for walls, '.' for floors, '~' for deep water, ',' for shallow water, '^' for traps, '+' for doors * that provide horizontal passage, and '/' for doors that provide vertical passage. * Use the addDoors, addWater, addGrass, and addTraps methods of this class to request these in the generated map. * Also sets the fields stairsUp and stairsDown to null, and expects stairs to be already handled. * @param baseDungeon a pre-made dungeon consisting of '#' for walls and '.' for floors, with stairs already in; * may be modified in-place * @return a char[][] dungeon */ public char[][] generateRespectingStairs(char[][] baseDungeon) { if(!seedFixed) { rebuildSeed = rng.getState(); } seedFixed = false; char[][] map = DungeonUtility.wallWrap(baseDungeon); DijkstraMap dijkstra = new DijkstraMap(map); stairsUp = null; stairsDown = null; dijkstra.clearGoals(); ArrayList stairs = DungeonUtility.allMatching(map, '<', '>'); for (int j = 0; j < stairs.size(); j++) { dijkstra.setGoal(stairs.get(j)); } dijkstra.scan(null, null); for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { if (dijkstra.gradientMap[i][j] >= DijkstraMap.FLOOR) { map[i][j] = '#'; } } } return innerGenerate(map); } private char[][] innerGenerate(char[][] map) { OrderedSet doorways; OrderedSet hazards = new OrderedSet<>(); Coord temp; boolean doubleDoors = false; int floorCount = DungeonUtility.countCells(map, '.'), doorFill = 0, waterFill = 0, grassFill = 0, trapFill = 0, boulderFill = 0, islandSpacing = 0; if(fx.containsKey(FillEffect.DOORS)) { doorFill = fx.get(FillEffect.DOORS); if(doorFill < 0) { doubleDoors = true; doorFill *= -1; } } if(fx.containsKey(FillEffect.GRASS)) { grassFill = fx.get(FillEffect.GRASS); } if(fx.containsKey(FillEffect.WATER)) { waterFill = fx.get(FillEffect.WATER); } if(fx.containsKey(FillEffect.BOULDERS)) { boulderFill = fx.get(FillEffect.BOULDERS) * floorCount / 100; } if(fx.containsKey(FillEffect.ISLANDS)) { islandSpacing = fx.get(FillEffect.ISLANDS); } if(fx.containsKey(FillEffect.TRAPS)) { trapFill = fx.get(FillEffect.TRAPS); } doorways = viableDoorways(doubleDoors, map); OrderedSet obstacles = new OrderedSet<>(doorways.size() * doorFill / 100); if(doorFill > 0) { int total = doorways.size() * doorFill / 100; BigLoop: for(int i = 0; i < total; i++) { Coord entry = rng.getRandomElement(doorways); if(map[entry.x][entry.y] == '<' || map[entry.x][entry.y] == '>') continue; if(map[entry.x - 1][entry.y] != '#' && map[entry.x + 1][entry.y] != '#') { map[entry.x][entry.y] = '+'; } else { map[entry.x][entry.y] = '/'; } obstacles.add(entry); Coord[] adj = new Coord[]{Coord.get(entry.x + 1, entry.y), Coord.get(entry.x - 1, entry.y), Coord.get(entry.x, entry.y + 1), Coord.get(entry.x, entry.y - 1)}; for(Coord near : adj) { if (doorways.contains(near)) { map[near.x][near.y] = '#'; obstacles.add(near); doorways.remove(near); i++; doorways.remove(entry); continue BigLoop; } } doorways.remove(entry); } } if (boulderFill > 0.0) { /* short[] floor = pack(map, '.'); short[] viable = retract(floor, 1, width, height, true); ArrayList boulders = randomPortion(viable, boulderFill, rng); for (Coord boulder : boulders) { map[boulder.x][boulder.y] = '#'; } */ Coord[] boulders = new GreasedRegion(map, '.').retract8way(1).randomPortion(rng, boulderFill); Coord t; for (int i = 0; i < boulders.length; i++) { t = boulders[i]; map[t.x][t.y] = '#'; } } if(trapFill > 0) { for (int x = 1; x < map.length - 1; x++) { for (int y = 1; y < map[x].length - 1; y++) { temp = Coord.get(x, y); if (map[x][y] == '.' && !obstacles.contains(temp)) { int ctr = 0; if (map[x + 1][y] != '#') ++ctr; if (map[x - 1][y] != '#') ++ctr; if (map[x][y + 1] != '#') ++ctr; if (map[x][y - 1] != '#') ++ctr; if (map[x + 1][y + 1] != '#') ++ctr; if (map[x - 1][y + 1] != '#') ++ctr; if (map[x + 1][y - 1] != '#') ++ctr; if (map[x - 1][y - 1] != '#') ++ctr; if (ctr >= 5) hazards.add(Coord.get(x, y)); } } } } GreasedRegion floors = new GreasedRegion(map, '.'), working = new GreasedRegion(width, height); floorCount = floors.size(); float waterRate = waterFill / 100.0f, grassRate = grassFill / 100.0f; if(waterRate + grassRate > 1.0f) { waterRate /= (waterFill + grassFill) / 100.0f; grassRate /= (waterFill + grassFill) / 100.0f; } int targetWater = Math.round(floorCount * waterRate), targetGrass = Math.round(floorCount * grassRate), sizeWaterPools = targetWater / rng.between(3, 6), sizeGrassPools = targetGrass / rng.between(2, 5); Coord[] scatter; int remainingWater = targetWater, remainingGrass = targetGrass; if(targetWater > 0) { scatter = floors.quasiRandomSeparated(1.0 / 7.0); rng.shuffleInPlace(scatter); GreasedRegion allWater = new GreasedRegion(width, height); for (int i = 0; i < scatter.length; i++) { if (remainingWater > 5) { if(!floors.contains(scatter[i])) continue; working.empty().insert(scatter[i]).spill(floors, rng.between(4, Math.min(remainingWater, sizeWaterPools)), rng); floors.andNot(working); remainingWater -= working.size(); allWater.addAll(working); } else break; } for (Coord pt : allWater) { hazards.remove(pt); //obstacles.add(pt); if (map[pt.x][pt.y] != '<' && map[pt.x][pt.y] != '>') map[pt.x][pt.y] = '~'; } for (Coord pt : allWater) { if (map[pt.x][pt.y] != '<' && map[pt.x][pt.y] != '>' && (map[pt.x - 1][pt.y] == '.' || map[pt.x + 1][pt.y] == '.' || map[pt.x][pt.y - 1] == '.' || map[pt.x][pt.y + 1] == '.')) map[pt.x][pt.y] = ','; } } if(targetGrass > 0) { scatter = floors.quasiRandomSeparated(1.03/6.7); rng.shuffleInPlace(scatter); for (int i = 0; i < scatter.length; i++) { if (remainingGrass > 5) //remainingGrass >= targetGrass * 0.02 && { working.empty().insert(scatter[i]).spill(floors, rng.between(4, Math.min(remainingGrass, sizeGrassPools)), rng); if (working.isEmpty()) continue; floors.andNot(working); remainingGrass -= working.size(); map = working.inverseMask(map, '"'); } else break; } } if(islandSpacing > 1 && targetWater > 0) { OrderedSet islands = PoissonDisk.sampleMap(map, 1f * islandSpacing, rng, '#', '.', '"', '+', '/', '^', '<', '>'); for (Coord c : islands) { map[c.x][c.y] = '.'; if (map[c.x - 1][c.y] != '#' && map[c.x - 1][c.y] != '<' && map[c.x - 1][c.y] != '>') map[c.x - 1][c.y] = ','; if (map[c.x + 1][c.y] != '#' && map[c.x + 1][c.y] != '<' && map[c.x + 1][c.y] != '>') map[c.x + 1][c.y] = ','; if (map[c.x][c.y - 1] != '#' && map[c.x][c.y - 1] != '<' && map[c.x][c.y - 1] != '>') map[c.x][c.y - 1] = ','; if (map[c.x][c.y + 1] != '#' && map[c.x][c.y + 1] != '<' && map[c.x][c.y + 1] != '>') map[c.x][c.y + 1] = ','; } } if(trapFill > 0) { int total = hazards.size() * trapFill / 100; for(int i = 0; i < total; i++) { Coord entry = rng.getRandomElement(hazards); if(map[entry.x][entry.y] == '<' || map[entry.x][entry.y] == '<') continue; map[entry.x][entry.y] = '^'; hazards.remove(entry); } } dungeon = map; return map; } /** * Gets the seed that can be used to rebuild an identical dungeon to the latest one generated (or the seed that * will be used to generate the first dungeon if none has been made yet). You can pass the long this returns to * the setState() method on this class' rng field, which assuming all other calls to generate a dungeon are * identical, will ensure generate() or generateRespectingStairs() will produce the same dungeon output as the * dungeon originally generated with the seed this returned. *
* You can also call getState() on the rng field yourself immediately before generating a dungeon, but this method * handles some complexities of when the state is actually used to generate a dungeon; since StatefulRNG objects can * be shared between different classes that use random numbers, the state could change between when you call * getState() and when this class generates a dungeon. Using getRebuildSeed() eliminates that confusion. * @return a seed as a long that can be passed to setState() on this class' rng field to recreate a dungeon */ public long getRebuildSeed() { return rebuildSeed; } /** * Provides a string representation of the latest generated dungeon. * * @return a printable string version of the latest generated dungeon. */ @Override public String toString() { char[][] trans = new char[height][width]; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { trans[y][x] = dungeon[x][y]; } } StringBuffer sb = new StringBuffer(); for (int row = 0; row < height; row++) { sb.append(trans[row]); sb.append('\n'); } return sb.toString(); } }




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