All Downloads are FREE. Search and download functionalities are using the official Maven repository.

squidpony.squidgrid.mapping.SerpentMapGenerator Maven / Gradle / Ivy

Go to download

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

There is a newer version: 3.0.6
Show newest version
package squidpony.squidgrid.mapping;

import squidpony.squidmath.*;

import java.util.ArrayList;
import java.util.List;

/**
 * Generate dungeons based on a random, winding, looping path through 2D space. Uses techniques from MixedGenerator.
 * Uses a Moore Curve, which is related to Hilbert Curves but loops back to its starting point, and stretches and
 * distorts the grid to make sure a visual correlation isn't obvious. This supports the getEnvironment() method, which
 * can be used in conjunction with RoomFinder to find where separate room, corridor, and cave areas have been placed.
 * 
* To get a sense of what kinds of map this generates, you can look at a sample map on * https://gist.github.com/tommyettinger/93b47048fc8a209a9712 , which also includes a snippet of Java code that can * generate that map. *
* The name comes from a vivid dream I had about gigantic, multi-colored snakes that completely occupied a roguelike * dungeon. Shortly after, I made the connection to the Australian mythology I'd heard about the Rainbow Serpent, which * in some stories dug water-holes and was similarly gigantic. * Created by Tommy Ettinger on 10/24/2015. */ public class SerpentMapGenerator implements IDungeonGenerator { private MixedGenerator mix; private int[] columns, rows; /** * This prepares a map generator that will generate a map with the given width and height, using the given IRNG. * The intended purpose is to carve a long path that loops through the whole dungeon, while hopefully maximizing * the amount of rooms the player encounters. You call the different carver-adding methods to affect what the * dungeon will look like, putCaveCarvers(), putBoxRoomCarvers(), and putRoundRoomCarvers(), defaulting to only * caves if none are called. You call generate() after adding carvers, which returns a char[][] for a map. * * @param width the width of the final map in cells * @param height the height of the final map in cells * @param rng an IRNG object to use for random choices; this make a lot of random choices. * @see MixedGenerator */ public SerpentMapGenerator(int width, int height, IRNG rng) { this(width, height, rng, false); } /** * This prepares a map generator that will generate a map with the given width and height, using the given IRNG. * The intended purpose is to carve a long path that loops through the whole dungeon, while hopefully maximizing * the amount of rooms the player encounters. You call the different carver-adding methods to affect what the * dungeon will look like, putCaveCarvers(), putBoxRoomCarvers(), and putRoundRoomCarvers(), defaulting to only * caves if none are called. You call generate() after adding carvers, which returns a char[][] for a map. * * @param width the width of the final map in cells * @param height the height of the final map in cells * @param random an IRNG object to use for random choices; this make a lot of random choices. * @param symmetrical true if this should generate a bi-radially symmetric map, false for a typical map * @see MixedGenerator */ public SerpentMapGenerator(int width, int height, IRNG random, boolean symmetrical) { if (width <= 2 || height <= 2) throw new IllegalArgumentException("width and height must be greater than 2"); CoordPacker.init(); long columnAlterations = random.nextLong(0x1000000000000L); float columnBase = width / (Long.bitCount(columnAlterations) + 48.0f); long rowAlterations = random.nextLong(0x1000000000000L); float rowBase = height / (Long.bitCount(rowAlterations) + 48.0f); columns = new int[16]; rows = new int[16]; int csum = 0, rsum = 0; long b = 7; for (int i = 0; i < 16; i++, b <<= 3) { columns[i] = csum + (int) (columnBase * 0.5f * (3 + Long.bitCount(columnAlterations & b))); csum += (int) (columnBase * (3 + Long.bitCount(columnAlterations & b))); rows[i] = rsum + (int) (rowBase * 0.5f * (3 + Long.bitCount(rowAlterations & b))); rsum += (int) (rowBase * (3 + Long.bitCount(rowAlterations & b))); } int cs = width - csum; int rs = height - rsum; int cs2 = cs, rs2 = rs, cs3 = cs, rs3 = rs; for (int i = 0; i <= 7; i++) { cs2 = cs2 * i / 7; rs2 = rs2 * i / 7; columns[i] -= cs2; rows[i] -= rs2; } for (int i = 15; i >= 8; i--) { cs3 = cs3 * (i - 8) / 8; rs3 = rs3 * (i - 8) / 8; columns[i] += cs3; rows[i] += rs3; } List points = new ArrayList<>(80); Coord temp; for (int i = 0, m = random.nextInt(64), r; i < 256; r = random.between(4, 12), i += r, m += r) { temp = CoordPacker.mooreToCoord(m); points.add(Coord.get(columns[temp.x], rows[temp.y])); } points.add(points.get(0)); if (symmetrical) { mix = new SymmetryDungeonGenerator(width, height, random, SymmetryDungeonGenerator.removeSomeOverlap(width, height, points)); } else mix = new MixedGenerator(width, height, random, points); } /** * This prepares a map generator that will generate a map with the given width and height, using the given IRNG. * The intended purpose is to carve a long path that loops through the whole dungeon, while hopefully maximizing * the amount of rooms the player encounters. You call the different carver-adding methods to affect what the * dungeon will look like, putCaveCarvers(), putBoxRoomCarvers(), and putRoundRoomCarvers(), defaulting to only * caves if none are called. You call generate() after adding carvers, which returns a char[][] for a map. * * @param width the width of the final map in cells * @param height the height of the final map in cells * @param rng an IRNG object to use for random choices; this make a lot of random choices. * @param branchingChance the chance from 0.0 to 1.0 that each room will branch at least once * @see MixedGenerator */ public SerpentMapGenerator(int width, int height, IRNG rng, double branchingChance) { this(width, height, rng, branchingChance, false); } /** * This prepares a map generator that will generate a map with the given width and height, using the given IRNG. * The intended purpose is to carve a long path that loops through the whole dungeon, while hopefully maximizing * the amount of rooms the player encounters. You call the different carver-adding methods to affect what the * dungeon will look like, putCaveCarvers(), putBoxRoomCarvers(), and putRoundRoomCarvers(), defaulting to only * caves if none are called. You call generate() after adding carvers, which returns a char[][] for a map. * * @param width the width of the final map in cells * @param height the height of the final map in cells * @param random an IRNG object to use for random choices; this make a lot of random choices. * @param branchingChance the chance from 0.0 to 1.0 that each room will branch at least once * @param symmetrical true if this should generate a bi-radially symmetric map, false for a typical map * @see MixedGenerator */ public SerpentMapGenerator(int width, int height, IRNG random, double branchingChance, boolean symmetrical) { if (width <= 2 || height <= 2) throw new IllegalArgumentException("width and height must be greater than 2"); CoordPacker.init(); long columnAlterations = random.nextLong(0x1000000000000L); float columnBase = width / (Long.bitCount(columnAlterations) + 48.0f); long rowAlterations = random.nextLong(0x1000000000000L); float rowBase = height / (Long.bitCount(rowAlterations) + 48.0f); columns = new int[16]; rows = new int[16]; int csum = 0, rsum = 0; long b = 7; for (int i = 0; i < 16; i++, b <<= 3) { columns[i] = csum + (int) (columnBase * 0.5f * (3 + Long.bitCount(columnAlterations & b))); csum += (int) (columnBase * (3 + Long.bitCount(columnAlterations & b))); rows[i] = rsum + (int) (rowBase * 0.5f * (3 + Long.bitCount(rowAlterations & b))); rsum += (int) (rowBase * (3 + Long.bitCount(rowAlterations & b))); } int cs = width - csum; int rs = height - rsum; int cs2 = cs, rs2 = rs, cs3 = cs, rs3 = rs; for (int i = 0; i <= 7; i++) { cs2 = cs2 * i / 7; rs2 = rs2 * i / 7; columns[i] -= cs2; rows[i] -= rs2; } for (int i = 15; i >= 8; i--) { cs3 = cs3 * (i - 8) / 8; rs3 = rs3 * (i - 8) / 8; columns[i] += cs3; rows[i] += rs3; } OrderedMap> connections = new OrderedMap<>(80); Coord temp, t; int m = random.nextInt(64), r = random.between(4, 12); temp = CoordPacker.mooreToCoord(m); Coord starter = CoordPacker.mooreToCoord(m); m += r; for (int i = r; i < 256; i += r, m += r) { List cl = new ArrayList<>(4); cl.add(Coord.get(columns[temp.x], rows[temp.y])); temp = CoordPacker.mooreToCoord(m); r = random.between(4, 12); for (int j = 0, p = r - 1; j < 3 && p > 2 && Math.min(random.nextDouble(), random.nextDouble()) < branchingChance; j++, p -= random.between(1, p)) { t = CoordPacker.mooreToCoord(m + p); cl.add(Coord.get(columns[t.x], rows[t.y])); } connections.put(Coord.get(columns[temp.x], rows[temp.y]), cl); } connections.get(Coord.get(columns[temp.x], rows[temp.y])).add( Coord.get(columns[starter.x], rows[starter.y])); if (symmetrical) { mix = new SymmetryDungeonGenerator(width, height, random, SymmetryDungeonGenerator.removeSomeOverlap(width, height, connections)); } else mix = new MixedGenerator(width, height, random, connections); } /** * Changes the number of "carvers" that will create caves from one room to the next. If count is 0 or less, no caves * will be made. If count is at least 1, caves are possible, and higher numbers relative to the other carvers make * caves more likely. Carvers are shuffled when used, then repeat if exhausted during generation. Since typically * about 30-40 rooms are carved, large totals for carver count aren't really needed; aiming for a total of 10 * between the count of putCaveCarvers(), putBoxRoomCarvers(), and putRoundRoomCarvers() is reasonable. * * @param count the number of carvers making caves between rooms; only matters in relation to other carvers * @see MixedGenerator */ public void putCaveCarvers(int count) { mix.putCaveCarvers(count); } /** * Changes the number of "carvers" that will create right-angle corridors from one room to the next, create rooms * with a random size in a box shape at the start and end, and a small room at the corner if there is one. If count * is 0 or less, no box-shaped rooms will be made. If count is at least 1, box-shaped rooms are possible, and higher * numbers relative to the other carvers make box-shaped rooms more likely. Carvers are shuffled when used, then * repeat if exhausted during generation. Since typically about 30-40 rooms are carved, large totals for carver * count aren't really needed; aiming for a total of 10 between the count of putCaveCarvers(), putBoxRoomCarvers(), * and putRoundRoomCarvers() is reasonable. * * @param count the number of carvers making box-shaped rooms and corridors between them; only matters in relation * to other carvers * @see MixedGenerator */ public void putBoxRoomCarvers(int count) { mix.putBoxRoomCarvers(count); } /** * Changes the number of "carvers" that will create right-angle corridors from one room to the next, create rooms * with a random size in a box shape at the start and end, and a small room at the corner if there is one. This also * ensures walls will be placed around the room, only allowing corridors and small cave openings to pass. If count * is 0 or less, no box-shaped rooms will be made. If count is at least 1, box-shaped rooms are possible, and higher * numbers relative to the other carvers make box-shaped rooms more likely. Carvers are shuffled when used, then * repeat if exhausted during generation. Since typically about 30-40 rooms are carved, large totals for carver * count aren't really needed; aiming for a total of 10 between the count of putCaveCarvers(), putBoxRoomCarvers(), * and putRoundRoomCarvers() is reasonable. * * @param count the number of carvers making box-shaped rooms and corridors between them; only matters in relation * to other carvers * @see MixedGenerator */ public void putWalledBoxRoomCarvers(int count) { mix.putWalledBoxRoomCarvers(count); } /** * Changes the number of "carvers" that will create right-angle corridors from one room to the next, create rooms * with a random size in a circle shape at the start and end, and a small circular room at the corner if there is * one. If count is 0 or less, no circular rooms will be made. If count is at least 1, circular rooms are possible, * and higher numbers relative to the other carvers make circular rooms more likely. Carvers are shuffled when used, * then repeat if exhausted during generation. Since typically about 30-40 rooms are carved, large totals for carver * count aren't really needed; aiming for a total of 10 between the count of putCaveCarvers(), putBoxRoomCarvers(), * and putRoundRoomCarvers() is reasonable. * * @param count the number of carvers making circular rooms and corridors between them; only matters in relation * to other carvers * @see MixedGenerator */ public void putRoundRoomCarvers(int count) { mix.putRoundRoomCarvers(count); } /** * Changes the number of "carvers" that will create right-angle corridors from one room to the next, create rooms * with a random size in a circle shape at the start and end, and a small circular room at the corner if there is * one. This also ensures walls will be placed around the room, only allowing corridors and small cave openings to * pass. If count is 0 or less, no circular rooms will be made. If count is at least 1, circular rooms are possible, * and higher numbers relative to the other carvers make circular rooms more likely. Carvers are shuffled when used, * then repeat if exhausted during generation. Since typically about 30-40 rooms are carved, large totals for carver * count aren't really needed; aiming for a total of 10 between the count of putCaveCarvers(), putBoxRoomCarvers(), * and putRoundRoomCarvers() is reasonable. * * @param count the number of carvers making circular rooms and corridors between them; only matters in relation * to other carvers * @see MixedGenerator */ public void putWalledRoundRoomCarvers(int count) { mix.putWalledRoundRoomCarvers(count); } /** * This generates a new map by stretching a 16x16 grid of potential rooms to fit the width and height passed to the * constructor, randomly expanding columns and rows before contracting the whole to fit perfectly. This uses the * Moore Curve, a space-filling curve that loops around on itself, to guarantee that the rooms will always have a * long path through the dungeon that, if followed completely, will take you back to your starting room. Some small * branches are possible, and large rooms may merge with other rooms nearby. This uses MixedGenerator. * * @return a char[][] where '#' is a wall and '.' is a floor or corridor; x first y second * @see MixedGenerator */ public char[][] generate() { return mix.generate(); } /** * Gets a 2D array of int constants, each representing a type of environment corresponding to a static field of * MixedGenerator. This array will have the same size as the last char 2D array produced by generate(); the value * of this method if called before generate() is undefined, but probably will be a 2D array of all 0 (UNTOUCHED). *
    *
  • MixedGenerator.UNTOUCHED, equal to 0, is used for any cells that aren't near a floor.
  • *
  • MixedGenerator.ROOM_FLOOR, equal to 1, is used for floor cells inside wide room areas.
  • *
  • MixedGenerator.ROOM_WALL, equal to 2, is used for wall cells around wide room areas.
  • *
  • MixedGenerator.CAVE_FLOOR, equal to 3, is used for floor cells inside rough cave areas.
  • *
  • MixedGenerator.CAVE_WALL, equal to 4, is used for wall cells around rough cave areas.
  • *
  • MixedGenerator.CORRIDOR_FLOOR, equal to 5, is used for floor cells inside narrow corridor areas.
  • *
  • MixedGenerator.CORRIDOR_WALL, equal to 6, is used for wall cells around narrow corridor areas.
  • *
* * @return a 2D int array where each element is an environment type constant in MixedGenerator */ public int[][] getEnvironment() { return mix.getEnvironment(); } public char[][] getDungeon() { return mix.getDungeon(); } }




© 2015 - 2024 Weber Informatics LLC | Privacy Policy