Many more Rubocop-inspired code improvements

This commit is contained in:
Maruno17
2021-12-18 19:06:22 +00:00
parent d17fc40a47
commit 13a238cc6a
107 changed files with 651 additions and 652 deletions

View File

@@ -76,10 +76,10 @@ module RandomDungeonGenerator
ROOM_MIN_HEIGHT = 4
ROOM_MAX_HEIGHT = CELL_HEIGHT - 3 # Should be at most CELL_HEIGHT - 3
CORRIDOR_WIDTH = 3
None = 0
TurnLeft = 1
TurnRight = 2
Turn180 = 3
TURN_NONE = 0
TURN_LEFT = 1
TURN_RIGHT = 2
TURN_BACK = 3
@@corridor_layouts = nil
module_function
@@ -96,16 +96,16 @@ module RandomDungeonGenerator
for i in 0...CELL_WIDTH * CELL_HEIGHT
tiles[combo][i] = DungeonTile::VOID
end
if (combo & EdgeMasks::North) == 0
if (combo & EdgeMasks::NORTH) == 0
paint_corridor(tiles[combo], x_offset, 0, CORRIDOR_WIDTH, y_offset + CORRIDOR_WIDTH)
end
if (combo & EdgeMasks::South) == 0
if (combo & EdgeMasks::SOUTH) == 0
paint_corridor(tiles[combo], x_offset, y_offset, CORRIDOR_WIDTH, CELL_HEIGHT - y_offset)
end
if (combo & EdgeMasks::East) == 0
if (combo & EdgeMasks::EAST) == 0
paint_corridor(tiles[combo], x_offset, y_offset, CELL_WIDTH - x_offset, CORRIDOR_WIDTH)
end
if (combo & EdgeMasks::West) == 0
if (combo & EdgeMasks::WEST) == 0
paint_corridor(tiles[combo], 0, y_offset, x_offset + CORRIDOR_WIDTH, CORRIDOR_WIDTH)
end
end
@@ -126,25 +126,25 @@ module RandomDungeonGenerator
# Used to draw tiles from the given tile_layout and rotation (for corridors).
def paint_tile_layout(dungeon, dstX, dstY, tile_layout, rotation)
case rotation
when None
when TURN_NONE
for y in 0...CELL_HEIGHT
for x in 0...CELL_WIDTH
dungeon[x + dstX, y + dstY] = tile_layout[y * CELL_WIDTH + x]
end
end
when TurnLeft
when TURN_LEFT
for y in 0...CELL_HEIGHT
for x in 0...CELL_WIDTH
dungeon[y + dstX, CELL_WIDTH - 1 - x + dstY] = tile_layout[y * CELL_WIDTH + x]
end
end
when TurnRight
when TURN_RIGHT
for y in 0...CELL_HEIGHT
for x in 0...CELL_WIDTH
dungeon[CELL_HEIGHT - 1 - y + dstX, x + dstY] = tile_layout[y * CELL_WIDTH + x]
end
end
when Turn180
when TURN_BACK
for y in 0...CELL_HEIGHT
for x in 0...CELL_WIDTH
dungeon[CELL_WIDTH - 1 - x + dstX, CELL_HEIGHT - 1 - y + dstY] = tile_layout[y * CELL_WIDTH + x]
@@ -180,11 +180,11 @@ module RandomDungeonGenerator
# Bitwise values used to keep track of the generation of node connections.
#=============================================================================
module EdgeMasks
North = 1
West = 2
East = 4
South = 8
Visited = 16
NORTH = 1
WEST = 2
EAST = 4
SOUTH = 8
VISITED = 16
end
#=============================================================================
@@ -225,7 +225,7 @@ module RandomDungeonGenerator
class Maze
attr_accessor :cellWidth, :cellHeight, :nodeWidth, :nodeHeight
DIRECTIONS = [EdgeMasks::North, EdgeMasks::South, EdgeMasks::East, EdgeMasks::West]
DIRECTIONS = [EdgeMasks::NORTH, EdgeMasks::SOUTH, EdgeMasks::EAST, EdgeMasks::WEST]
def initialize(cw, ch)
raise ArgumentError.new if cw == 0 || ch == 0
@@ -244,17 +244,17 @@ module RandomDungeonGenerator
def getVisited(x, y)
return false if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
return (@cells[y * cellWidth + x] & EdgeMasks::Visited) != 0
return (@cells[y * cellWidth + x] & EdgeMasks::VISITED) != 0
end
def setVisited(x, y)
return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
@cells[y * cellWidth + x] |= EdgeMasks::Visited
@cells[y * cellWidth + x] |= EdgeMasks::VISITED
end
def clearVisited(x, y)
return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
@cells[y * cellWidth + x] &= ~EdgeMasks::Visited
@cells[y * cellWidth + x] &= ~EdgeMasks::VISITED
end
def clearAllCells
@@ -275,17 +275,17 @@ module RandomDungeonGenerator
nx = x
ny = y
case edge
when EdgeMasks::North
e = EdgeMasks::South
when EdgeMasks::NORTH
e = EdgeMasks::SOUTH
ny = y - 1
when EdgeMasks::South
e = EdgeMasks::North
when EdgeMasks::SOUTH
e = EdgeMasks::NORTH
ny = y + 1
when EdgeMasks::East
e = EdgeMasks::West
when EdgeMasks::EAST
e = EdgeMasks::WEST
nx = x + 1
when EdgeMasks::West
e = EdgeMasks::East
when EdgeMasks::WEST
e = EdgeMasks::EAST
nx = x - 1
else
return
@@ -307,17 +307,17 @@ module RandomDungeonGenerator
nx = x
ny = y
case edge
when EdgeMasks::North
e = EdgeMasks::South
when EdgeMasks::NORTH
e = EdgeMasks::SOUTH
ny -= 1
when EdgeMasks::South
e = EdgeMasks::North
when EdgeMasks::SOUTH
e = EdgeMasks::NORTH
ny += 1
when EdgeMasks::East
e = EdgeMasks::West
when EdgeMasks::EAST
e = EdgeMasks::WEST
nx += 1
when EdgeMasks::West
e = EdgeMasks::East
when EdgeMasks::WEST
e = EdgeMasks::EAST
nx -= 1
else
raise ArgumentError.new
@@ -339,10 +339,10 @@ module RandomDungeonGenerator
def getEdgePattern(x, y)
pattern = 0
pattern |= EdgeMasks::North if getEdgeNode(x, y, EdgeMasks::North)
pattern |= EdgeMasks::South if getEdgeNode(x, y, EdgeMasks::South)
pattern |= EdgeMasks::East if getEdgeNode(x, y, EdgeMasks::East)
pattern |= EdgeMasks::West if getEdgeNode(x, y, EdgeMasks::West)
pattern |= EdgeMasks::NORTH if getEdgeNode(x, y, EdgeMasks::NORTH)
pattern |= EdgeMasks::SOUTH if getEdgeNode(x, y, EdgeMasks::SOUTH)
pattern |= EdgeMasks::EAST if getEdgeNode(x, y, EdgeMasks::EAST)
pattern |= EdgeMasks::WEST if getEdgeNode(x, y, EdgeMasks::WEST)
return pattern
end
@@ -354,13 +354,13 @@ module RandomDungeonGenerator
ox = wx
oy = wy
case dir
when EdgeMasks::North
when EdgeMasks::NORTH
wy -= 1
when EdgeMasks::West
when EdgeMasks::WEST
wx -= 1
when EdgeMasks::East
when EdgeMasks::EAST
wx += 1
when EdgeMasks::South
when EdgeMasks::SOUTH
wy += 1
end
if isBlockedNode?(wx, wy)
@@ -384,10 +384,10 @@ module RandomDungeonGenerator
def generateWallGrowthMaze(minWall = 0, maxWall = nil)
maxWall = cellWidth if !maxWall
nlist = buildNodeList()
nlist = buildNodeList
return if nlist.length == 0
for c in 0...nlist.length
d = randomDir()
d = randomDir
len = rand(maxWall + 1)
x = nlist[c].x
y = nlist[c].y
@@ -403,13 +403,13 @@ module RandomDungeonGenerator
cx = x
cy = y
case d
when EdgeMasks::North
when EdgeMasks::NORTH
cy -= 1
when EdgeMasks::South
when EdgeMasks::SOUTH
cy += 1
when EdgeMasks::East
when EdgeMasks::EAST
cx += 1
when EdgeMasks::West
when EdgeMasks::WEST
cx -= 1
end
if cx >= 0 && cy >= 0 && cx < cellWidth && cy < cellHeight
@@ -568,7 +568,7 @@ module RandomDungeonGenerator
end
# Generate connections between cells
maze = Maze.new(maxWidth / cellWidth, maxHeight / cellHeight)
maze.generateDepthFirstMaze()
maze.generateDepthFirstMaze
# Draw each cell's contents in turn (room and corridors)
corridor_patterns = DungeonMaze.generate_corridor_patterns
roomcount = 0
@@ -577,7 +577,7 @@ module RandomDungeonGenerator
pattern = maze.getEdgePattern(x, y)
if DungeonMaze.paint_cell_contents(
self, BUFFER_X + x * cellWidth, BUFFER_Y + y * cellHeight,
corridor_patterns[pattern], DungeonMaze::None)
corridor_patterns[pattern], DungeonMaze::TURN_NONE)
roomcount += 1
end
end
@@ -622,8 +622,8 @@ module RandomDungeonGenerator
ar1 = AntiRandom.new(dungeon.width)
ar2 = AntiRandom.new(dungeon.height)
((tiles.length + 1) * 1000).times do
x = ar1.get()
y = ar2.get()
x = ar1.get
y = ar2.get
if dungeon.isRoom?(x, y) &&
!tiles.any? { |item| (item[0] - x).abs < 2 && (item[1] - y).abs < 2 }
ret = [x, y]