use of com.shatteredpixel.shatteredpixeldungeon.levels.rooms.connection.ConnectionRoom in project shattered-pixel-dungeon-gdx by 00-Evan.
the class RegularBuilder method createBranches.
// places the rooms in roomsToBranch into branches from rooms in branchable.
// note that the three arrays should be separate, they may contain the same rooms however
protected void createBranches(ArrayList<Room> rooms, ArrayList<Room> branchable, ArrayList<Room> roomsToBranch, float[] connChances) {
int i = 0;
float angle;
int tries;
Room curr;
ArrayList<Room> connectingRoomsThisBranch = new ArrayList<>();
float[] connectionChances = connChances.clone();
while (i < roomsToBranch.size()) {
Room r = roomsToBranch.get(i);
connectingRoomsThisBranch.clear();
do {
curr = Random.element(branchable);
} while (r instanceof SecretRoom && curr instanceof ConnectionRoom);
int connectingRooms = Random.chances(connectionChances);
if (connectingRooms == -1) {
connectionChances = connChances.clone();
connectingRooms = Random.chances(connectionChances);
}
connectionChances[connectingRooms]--;
for (int j = 0; j < connectingRooms; j++) {
ConnectionRoom t = r instanceof SecretRoom ? new MazeConnectionRoom() : ConnectionRoom.createRoom();
tries = 3;
do {
angle = placeRoom(rooms, curr, t, randomBranchAngle(curr));
tries--;
} while (angle == -1 && tries > 0);
if (angle == -1) {
for (Room c : connectingRoomsThisBranch) {
c.clearConnections();
rooms.remove(c);
}
connectingRoomsThisBranch.clear();
break;
} else {
connectingRoomsThisBranch.add(t);
rooms.add(t);
}
curr = t;
}
if (connectingRoomsThisBranch.size() != connectingRooms) {
continue;
}
tries = 10;
do {
angle = placeRoom(rooms, curr, r, randomBranchAngle(curr));
tries--;
} while (angle == -1 && tries > 0);
if (angle == -1) {
for (Room t : connectingRoomsThisBranch) {
t.clearConnections();
rooms.remove(t);
}
connectingRoomsThisBranch.clear();
continue;
}
for (int j = 0; j < connectingRoomsThisBranch.size(); j++) {
if (Random.Int(3) <= 1)
branchable.add(connectingRoomsThisBranch.get(j));
}
if (r.maxConnections(Room.ALL) > 1 && Random.Int(3) == 0) {
if (r instanceof StandardRoom) {
for (int j = 0; j < ((StandardRoom) r).sizeCat.connectionWeight(); j++) {
branchable.add(r);
}
} else {
branchable.add(r);
}
}
i++;
}
}
use of com.shatteredpixel.shatteredpixeldungeon.levels.rooms.connection.ConnectionRoom in project shattered-pixel-dungeon-gdx by 00-Evan.
the class LineBuilder method build.
@Override
public ArrayList<Room> build(ArrayList<Room> rooms) {
setupRooms(rooms);
if (entrance == null) {
return null;
}
float direction = Random.Float(0, 360);
ArrayList<Room> branchable = new ArrayList<>();
entrance.setSize();
entrance.setPos(0, 0);
branchable.add(entrance);
if (shop != null) {
placeRoom(rooms, entrance, shop, direction + 180f);
}
int roomsOnPath = (int) (multiConnections.size() * pathLength) + Random.chances(pathLenJitterChances);
roomsOnPath = Math.min(roomsOnPath, multiConnections.size());
Room curr = entrance;
float[] pathTunnels = pathTunnelChances.clone();
for (int i = 0; i <= roomsOnPath; i++) {
if (i == roomsOnPath && exit == null)
continue;
int tunnels = Random.chances(pathTunnels);
if (tunnels == -1) {
pathTunnels = pathTunnelChances.clone();
tunnels = Random.chances(pathTunnels);
}
pathTunnels[tunnels]--;
for (int j = 0; j < tunnels; j++) {
ConnectionRoom t = ConnectionRoom.createRoom();
placeRoom(rooms, curr, t, direction + Random.Float(-pathVariance, pathVariance));
branchable.add(t);
rooms.add(t);
curr = t;
}
Room r = (i == roomsOnPath ? exit : multiConnections.get(i));
placeRoom(rooms, curr, r, direction + Random.Float(-pathVariance, pathVariance));
branchable.add(r);
curr = r;
}
ArrayList<Room> roomsToBranch = new ArrayList<>();
for (int i = roomsOnPath; i < multiConnections.size(); i++) {
roomsToBranch.add(multiConnections.get(i));
}
roomsToBranch.addAll(singleConnections);
weightRooms(branchable);
createBranches(rooms, branchable, roomsToBranch, branchTunnelChances);
findNeighbours(rooms);
for (Room r : rooms) {
for (Room n : r.neigbours) {
if (!n.connected.containsKey(r) && Random.Float() < extraConnectionChance) {
r.connect(n);
}
}
}
return rooms;
}
use of com.shatteredpixel.shatteredpixeldungeon.levels.rooms.connection.ConnectionRoom in project shattered-pixel-dungeon-gdx by 00-Evan.
the class LoopBuilder method build.
@Override
public ArrayList<Room> build(ArrayList<Room> rooms) {
setupRooms(rooms);
if (entrance == null) {
return null;
}
entrance.setSize();
entrance.setPos(0, 0);
float startAngle = Random.Float(0, 360);
ArrayList<Room> loop = new ArrayList<>();
int roomsOnLoop = (int) (multiConnections.size() * pathLength) + Random.chances(pathLenJitterChances);
roomsOnLoop = Math.min(roomsOnLoop, multiConnections.size());
roomsOnLoop++;
float[] pathTunnels = pathTunnelChances.clone();
for (int i = 0; i < roomsOnLoop; i++) {
if (i == 0)
loop.add(entrance);
else
loop.add(multiConnections.remove(0));
int tunnels = Random.chances(pathTunnels);
if (tunnels == -1) {
pathTunnels = pathTunnelChances.clone();
tunnels = Random.chances(pathTunnels);
}
pathTunnels[tunnels]--;
for (int j = 0; j < tunnels; j++) {
loop.add(ConnectionRoom.createRoom());
}
}
if (exit != null)
loop.add((loop.size() + 1) / 2, exit);
Room prev = entrance;
float targetAngle;
for (int i = 1; i < loop.size(); i++) {
Room r = loop.get(i);
targetAngle = startAngle + targetAngle(i / (float) loop.size());
if (placeRoom(rooms, prev, r, targetAngle) != -1) {
prev = r;
if (!rooms.contains(prev))
rooms.add(prev);
} else {
// FIXME this is lazy, there are ways to do this without relying on chance
return null;
}
}
// should just write a general function for stitching two rooms together in builder
while (!prev.connect(entrance)) {
ConnectionRoom c = ConnectionRoom.createRoom();
if (placeRoom(loop, prev, c, angleBetweenRooms(prev, entrance)) == -1) {
return null;
}
loop.add(c);
rooms.add(c);
prev = c;
}
loopCenter = new PointF();
for (Room r : loop) {
loopCenter.x += (r.left + r.right) / 2f;
loopCenter.y += (r.top + r.bottom) / 2f;
}
loopCenter.x /= loop.size();
loopCenter.y /= loop.size();
if (shop != null) {
float angle;
int tries = 10;
do {
angle = placeRoom(loop, entrance, shop, Random.Float(360f));
tries--;
} while (angle == -1 && tries >= 0);
if (angle == -1)
return null;
}
ArrayList<Room> branchable = new ArrayList<>(loop);
ArrayList<Room> roomsToBranch = new ArrayList<>();
roomsToBranch.addAll(multiConnections);
roomsToBranch.addAll(singleConnections);
weightRooms(branchable);
createBranches(rooms, branchable, roomsToBranch, branchTunnelChances);
findNeighbours(rooms);
for (Room r : rooms) {
for (Room n : r.neigbours) {
if (!n.connected.containsKey(r) && Random.Float() < extraConnectionChance) {
r.connect(n);
}
}
}
return rooms;
}
use of com.shatteredpixel.shatteredpixeldungeon.levels.rooms.connection.ConnectionRoom in project shattered-pixel-dungeon-gdx by 00-Evan.
the class CavesPainter method decorate.
@Override
protected void decorate(Level level, ArrayList<Room> rooms) {
int w = level.width();
int l = level.length();
int[] map = level.map;
for (Room room : rooms) {
if (!(room instanceof EmptyRoom || room instanceof CaveRoom)) {
continue;
}
if (room.width() <= 4 || room.height() <= 4) {
continue;
}
int s = room.square();
if (Random.Int(s) > 8) {
int corner = (room.left + 1) + (room.top + 1) * w;
if (map[corner - 1] == Terrain.WALL && map[corner - w] == Terrain.WALL) {
map[corner] = Terrain.WALL;
level.traps.remove(corner);
}
}
if (Random.Int(s) > 8) {
int corner = (room.right - 1) + (room.top + 1) * w;
if (map[corner + 1] == Terrain.WALL && map[corner - w] == Terrain.WALL) {
map[corner] = Terrain.WALL;
level.traps.remove(corner);
}
}
if (Random.Int(s) > 8) {
int corner = (room.left + 1) + (room.bottom - 1) * w;
if (map[corner - 1] == Terrain.WALL && map[corner + w] == Terrain.WALL) {
map[corner] = Terrain.WALL;
level.traps.remove(corner);
}
}
if (Random.Int(s) > 8) {
int corner = (room.right - 1) + (room.bottom - 1) * w;
if (map[corner + 1] == Terrain.WALL && map[corner + w] == Terrain.WALL) {
map[corner] = Terrain.WALL;
level.traps.remove(corner);
}
}
for (Room n : room.connected.keySet()) {
if ((n instanceof StandardRoom || n instanceof ConnectionRoom) && Random.Int(3) == 0) {
Painter.set(level, room.connected.get(n), Terrain.EMPTY_DECO);
}
}
}
for (int i = w + 1; i < l - w; i++) {
if (map[i] == Terrain.EMPTY) {
int n = 0;
if (map[i + 1] == Terrain.WALL) {
n++;
}
if (map[i - 1] == Terrain.WALL) {
n++;
}
if (map[i + w] == Terrain.WALL) {
n++;
}
if (map[i - w] == Terrain.WALL) {
n++;
}
if (Random.Int(6) <= n) {
map[i] = Terrain.EMPTY_DECO;
}
}
}
for (int i = 0; i < l - w; i++) {
if (map[i] == Terrain.WALL && DungeonTileSheet.floorTile(map[i + w]) && Random.Int(4) == 0) {
map[i] = Terrain.WALL_DECO;
}
}
for (Room r : rooms) {
if (r instanceof EmptyRoom) {
for (Room n : r.neigbours) {
if (n instanceof EmptyRoom && !r.connected.containsKey(n)) {
Rect i = r.intersect(n);
if (i.left == i.right && i.bottom - i.top >= 5) {
i.top += 2;
i.bottom -= 1;
i.right++;
Painter.fill(level, i.left, i.top, 1, i.height(), Terrain.CHASM);
} else if (i.top == i.bottom && i.right - i.left >= 5) {
i.left += 2;
i.right -= 1;
i.bottom++;
Painter.fill(level, i.left, i.top, i.width(), 1, Terrain.CHASM);
}
}
}
}
}
}
Aggregations