use of com.watabou.utils.Rect in project pixel-dungeon by watabou.
the class RegularLevel method placeDoors.
private void placeDoors(Room r) {
for (Room n : r.connected.keySet()) {
Room.Door door = r.connected.get(n);
if (door == null) {
Rect i = r.intersect(n);
if (i.width() == 0) {
door = new Room.Door(i.left, Random.Int(i.top + 1, i.bottom));
} else {
door = new Room.Door(Random.Int(i.left + 1, i.right), i.top);
}
r.connected.put(n, door);
n.connected.put(r, door);
}
}
}
use of com.watabou.utils.Rect in project pixel-dungeon by watabou.
the class RegularLevel method split.
protected void split(Rect rect) {
int w = rect.width();
int h = rect.height();
if (w > maxRoomSize && h < minRoomSize) {
int vw = Random.Int(rect.left + 3, rect.right - 3);
split(new Rect(rect.left, rect.top, vw, rect.bottom));
split(new Rect(vw, rect.top, rect.right, rect.bottom));
} else if (h > maxRoomSize && w < minRoomSize) {
int vh = Random.Int(rect.top + 3, rect.bottom - 3);
split(new Rect(rect.left, rect.top, rect.right, vh));
split(new Rect(rect.left, vh, rect.right, rect.bottom));
} else if ((Math.random() <= (minRoomSize * minRoomSize / rect.square()) && w <= maxRoomSize && h <= maxRoomSize) || w < minRoomSize || h < minRoomSize) {
rooms.add((Room) new Room().set(rect));
} else {
if (Random.Float() < (float) (w - 2) / (w + h - 4)) {
int vw = Random.Int(rect.left + 3, rect.right - 3);
split(new Rect(rect.left, rect.top, vw, rect.bottom));
split(new Rect(vw, rect.top, rect.right, rect.bottom));
} else {
int vh = Random.Int(rect.top + 3, rect.bottom - 3);
split(new Rect(rect.left, rect.top, rect.right, vh));
split(new Rect(rect.left, vh, rect.right, rect.bottom));
}
}
}
use of com.watabou.utils.Rect in project pixel-dungeon by watabou.
the class CavesLevel method decorate.
@Override
protected void decorate() {
for (Room room : rooms) {
if (room.type != Room.Type.STANDARD) {
continue;
}
if (room.width() <= 3 || room.height() <= 3) {
continue;
}
int s = room.square();
if (Random.Int(s) > 8) {
int corner = (room.left + 1) + (room.top + 1) * WIDTH;
if (map[corner - 1] == Terrain.WALL && map[corner - WIDTH] == Terrain.WALL) {
map[corner] = Terrain.WALL;
}
}
if (Random.Int(s) > 8) {
int corner = (room.right - 1) + (room.top + 1) * WIDTH;
if (map[corner + 1] == Terrain.WALL && map[corner - WIDTH] == Terrain.WALL) {
map[corner] = Terrain.WALL;
}
}
if (Random.Int(s) > 8) {
int corner = (room.left + 1) + (room.bottom - 1) * WIDTH;
if (map[corner - 1] == Terrain.WALL && map[corner + WIDTH] == Terrain.WALL) {
map[corner] = Terrain.WALL;
}
}
if (Random.Int(s) > 8) {
int corner = (room.right - 1) + (room.bottom - 1) * WIDTH;
if (map[corner + 1] == Terrain.WALL && map[corner + WIDTH] == Terrain.WALL) {
map[corner] = Terrain.WALL;
}
}
for (Room n : room.connected.keySet()) {
if ((n.type == Room.Type.STANDARD || n.type == Room.Type.TUNNEL) && Random.Int(3) == 0) {
Painter.set(this, room.connected.get(n), Terrain.EMPTY_DECO);
}
}
}
for (int i = WIDTH + 1; i < LENGTH - WIDTH; 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 + WIDTH] == Terrain.WALL) {
n++;
}
if (map[i - WIDTH] == Terrain.WALL) {
n++;
}
if (Random.Int(6) <= n) {
map[i] = Terrain.EMPTY_DECO;
}
}
}
for (int i = 0; i < LENGTH; i++) {
if (map[i] == Terrain.WALL && Random.Int(12) == 0) {
map[i] = Terrain.WALL_DECO;
}
}
while (true) {
int pos = roomEntrance.random();
if (pos != entrance) {
map[pos] = Terrain.SIGN;
break;
}
}
if (Dungeon.bossLevel(Dungeon.depth + 1)) {
return;
}
for (Room r : rooms) {
if (r.type == Type.STANDARD) {
for (Room n : r.neigbours) {
if (n.type == Type.STANDARD && !r.connected.containsKey(n)) {
Rect w = r.intersect(n);
if (w.left == w.right && w.bottom - w.top >= 5) {
w.top += 2;
w.bottom -= 1;
w.right++;
Painter.fill(this, w.left, w.top, 1, w.height(), Terrain.CHASM);
} else if (w.top == w.bottom && w.right - w.left >= 5) {
w.left += 2;
w.right -= 1;
w.bottom++;
Painter.fill(this, w.left, w.top, w.width(), 1, Terrain.CHASM);
}
}
}
}
}
}
use of com.watabou.utils.Rect in project pixel-dungeon by watabou.
the class RegularLevel method joinRooms.
protected boolean joinRooms(Room r, Room n) {
if (r.type != Room.Type.STANDARD || n.type != Room.Type.STANDARD) {
return false;
}
Rect w = r.intersect(n);
if (w.left == w.right) {
if (w.bottom - w.top < 3) {
return false;
}
if (w.height() == Math.max(r.height(), n.height())) {
return false;
}
if (r.width() + n.width() > maxRoomSize) {
return false;
}
w.top += 1;
w.bottom -= 0;
w.right++;
Painter.fill(this, w.left, w.top, 1, w.height(), Terrain.EMPTY);
} else {
if (w.right - w.left < 3) {
return false;
}
if (w.width() == Math.max(r.width(), n.width())) {
return false;
}
if (r.height() + n.height() > maxRoomSize) {
return false;
}
w.left += 1;
w.right -= 0;
w.bottom++;
Painter.fill(this, w.left, w.top, w.width(), 1, Terrain.EMPTY);
}
return true;
}
use of com.watabou.utils.Rect in project pixel-dungeon by watabou.
the class RegularLevel method initRooms.
protected boolean initRooms() {
rooms = new HashSet<Room>();
split(new Rect(0, 0, WIDTH - 1, HEIGHT - 1));
if (rooms.size() < 8) {
return false;
}
Room[] ra = rooms.toArray(new Room[0]);
for (int i = 0; i < ra.length - 1; i++) {
for (int j = i + 1; j < ra.length; j++) {
ra[i].addNeigbour(ra[j]);
}
}
return true;
}
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