mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-07 13:15:01 +00:00
Rewrote the random dungeon generator code
This commit is contained in:
209
Data/Scripts/010_Data/002_PBS data/018_DungeonTileset.rb
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209
Data/Scripts/010_Data/002_PBS data/018_DungeonTileset.rb
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module GameData
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class DungeonTileset
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attr_reader :id
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attr_reader :tile_type_ids
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attr_reader :snap_to_large_grid # "large" means 2x2 tiles
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attr_reader :large_void_tiles # "large" means 2x2 tiles
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attr_reader :large_wall_tiles # "large" means 1x2 or 2x1 tiles depending on side
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attr_reader :large_floor_tiles # "large" means 2x2 tiles
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attr_reader :double_walls
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attr_reader :floor_patch_under_walls
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attr_reader :thin_north_wall_offset
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attr_reader :flags
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DATA = {}
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DATA_FILENAME = "dungeon_tilesets.dat"
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SCHEMA = {
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"Autotile" => [:autotile, "us"],
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"Tile" => [:tile, "us"],
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"SnapToLargeGrid" => [:snap_to_large_grid, "b"],
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"LargeVoidTiles" => [:large_void_tiles, "b"],
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"LargeWallTiles" => [:large_wall_tiles, "b"],
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"LargeFloorTiles" => [:large_floor_tiles, "b"],
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"DoubleWalls" => [:double_walls, "b"],
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"FloorPatchUnderWalls" => [:floor_patch_under_walls, "b"],
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"ThinNorthWallOffset" => [:thin_north_wall_offset, "i"],
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"Flags" => [:flags, "*s"]
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}
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extend ClassMethodsIDNumbers
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include InstanceMethods
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# @param other [self, Integer]
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# @return [self]
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def self.try_get(other)
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validate other => [Integer, self]
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return other if other.is_a?(self)
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return (self::DATA.has_key?(other)) ? self::DATA[other] : self.get(self::DATA.keys.first)
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end
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def initialize(hash)
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@id = hash[:id]
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@snap_to_large_grid = hash[:snap_to_large_grid] || false
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@large_void_tiles = hash[:large_void_tiles] || false
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@large_wall_tiles = hash[:large_wall_tiles] || false
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@large_floor_tiles = hash[:large_floor_tiles] || false
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@double_walls = hash[:double_walls] || false
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@floor_patch_under_walls = hash[:floor_patch_under_walls] || false
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@thin_north_wall_offset = hash[:thin_north_wall_offset] || 0
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@flags = hash[:flags] || []
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@tile_type_ids = {}
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set_tile_type_ids(hash)
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end
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def set_tile_type_ids(hash)
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[hash[:autotile], hash[:tile]].each_with_index do |array, i|
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array.each do |tile_info|
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next if !tile_info
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tile_type = tile_info[1].downcase.to_sym
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if tile_type == :walls
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if @double_walls
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if @large_wall_tiles
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push_tile(:wall_1, 384 + tile_info[0] + 33)
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push_tile(:wall_2, 384 + tile_info[0] + 34)
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push_tile(:wall_3, 384 + tile_info[0] + 36)
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push_tile(:wall_4, 384 + tile_info[0] + 17)
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push_tile(:wall_6, 384 + tile_info[0] + 20)
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push_tile(:wall_7, 384 + tile_info[0] + 9)
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push_tile(:wall_8, 384 + tile_info[0] + 10)
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push_tile(:wall_9, 384 + tile_info[0] + 12)
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push_tile(:wall_in_1, 384 + tile_info[0] + 23)
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push_tile(:wall_in_3, 384 + tile_info[0] + 22)
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push_tile(:wall_in_7, 384 + tile_info[0] + 31)
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push_tile(:wall_in_9, 384 + tile_info[0] + 30)
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push_tile(:upper_wall_1, 384 + tile_info[0] + 40)
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push_tile(:upper_wall_2, 384 + tile_info[0] + 42)
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push_tile(:upper_wall_3, 384 + tile_info[0] + 45)
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push_tile(:upper_wall_4, 384 + tile_info[0] + 16)
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push_tile(:upper_wall_6, 384 + tile_info[0] + 21)
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push_tile(:upper_wall_7, 384 + tile_info[0] + 0)
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push_tile(:upper_wall_8, 384 + tile_info[0] + 2)
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push_tile(:upper_wall_9, 384 + tile_info[0] + 5)
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push_tile(:upper_wall_in_1, 384 + tile_info[0] + 7)
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push_tile(:upper_wall_in_3, 384 + tile_info[0] + 6)
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push_tile(:upper_wall_in_7, 384 + tile_info[0] + 15)
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push_tile(:upper_wall_in_9, 384 + tile_info[0] + 14)
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else
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push_tile(:wall_1, 384 + tile_info[0] + 25)
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push_tile(:wall_2, 384 + tile_info[0] + 26)
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push_tile(:wall_3, 384 + tile_info[0] + 27)
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push_tile(:wall_4, 384 + tile_info[0] + 17)
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push_tile(:wall_6, 384 + tile_info[0] + 19)
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push_tile(:wall_7, 384 + tile_info[0] + 9)
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push_tile(:wall_8, 384 + tile_info[0] + 10)
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push_tile(:wall_9, 384 + tile_info[0] + 11)
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push_tile(:wall_in_1, 384 + tile_info[0] + 22)
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push_tile(:wall_in_3, 384 + tile_info[0] + 21)
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push_tile(:wall_in_7, 384 + tile_info[0] + 30)
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push_tile(:wall_in_9, 384 + tile_info[0] + 29)
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push_tile(:upper_wall_1, 384 + tile_info[0] + 32)
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push_tile(:upper_wall_2, 384 + tile_info[0] + 34)
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push_tile(:upper_wall_3, 384 + tile_info[0] + 36)
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push_tile(:upper_wall_4, 384 + tile_info[0] + 16)
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push_tile(:upper_wall_6, 384 + tile_info[0] + 20)
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push_tile(:upper_wall_7, 384 + tile_info[0] + 0)
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push_tile(:upper_wall_8, 384 + tile_info[0] + 2)
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push_tile(:upper_wall_9, 384 + tile_info[0] + 4)
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push_tile(:upper_wall_in_1, 384 + tile_info[0] + 6)
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push_tile(:upper_wall_in_3, 384 + tile_info[0] + 5)
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push_tile(:upper_wall_in_7, 384 + tile_info[0] + 14)
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push_tile(:upper_wall_in_9, 384 + tile_info[0] + 13)
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end
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elsif @large_wall_tiles
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push_tile(:wall_1, 384 + tile_info[0] + 24)
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push_tile(:wall_2, 384 + tile_info[0] + 25)
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push_tile(:wall_3, 384 + tile_info[0] + 27)
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push_tile(:wall_4, 384 + tile_info[0] + 8)
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push_tile(:wall_6, 384 + tile_info[0] + 11)
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push_tile(:wall_7, 384 + tile_info[0] + 0)
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push_tile(:wall_8, 384 + tile_info[0] + 1)
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push_tile(:wall_9, 384 + tile_info[0] + 3)
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push_tile(:wall_in_1, 384 + tile_info[0] + 5)
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push_tile(:wall_in_3, 384 + tile_info[0] + 4)
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push_tile(:wall_in_7, 384 + tile_info[0] + 13)
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push_tile(:wall_in_9, 384 + tile_info[0] + 12)
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else
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push_tile(:wall_1, 384 + tile_info[0] + 16)
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push_tile(:wall_2, 384 + tile_info[0] + 17)
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push_tile(:wall_3, 384 + tile_info[0] + 18)
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push_tile(:wall_4, 384 + tile_info[0] + 8)
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push_tile(:wall_6, 384 + tile_info[0] + 10)
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push_tile(:wall_7, 384 + tile_info[0] + 0)
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push_tile(:wall_8, 384 + tile_info[0] + 1)
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push_tile(:wall_9, 384 + tile_info[0] + 2)
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push_tile(:wall_in_1, 384 + tile_info[0] + 4)
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push_tile(:wall_in_3, 384 + tile_info[0] + 3)
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push_tile(:wall_in_7, 384 + tile_info[0] + 12)
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push_tile(:wall_in_9, 384 + tile_info[0] + 11)
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end
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end
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id = (i == 0) ? tile_info[0] * 48 : 384 + tile_info[0]
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push_tile(tile_type, id, false)
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end
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end
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end
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def push_tile(tile_type, id, auto = true)
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@tile_type_ids[tile_type] ||= []
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@tile_type_ids[tile_type].push([id, auto])
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end
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def has_flag?(flag)
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return @flags.any? { |f| f.downcase == flag.downcase }
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end
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def has_decoration?(deco)
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return @tile_type_ids.include?(deco) && @tile_type_ids[deco].length > 0
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end
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def get_random_tile_of_type(tile_type, dungeon, x, y, layer)
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tiles = @tile_type_ids[tile_type]
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return 0 if !tiles || tiles.empty?
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ret = tiles.sample[0]
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if ret < 384 # Autotile
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nb = TileDrawingHelper.tableNeighbors(dungeon, x, y, layer)
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variant = TileDrawingHelper::NEIGHBORS_TO_AUTOTILE_INDEX[nb]
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ret += variant
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else
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case tile_type
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when :void
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if @large_void_tiles
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ret += 1 if x.odd?
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ret += 8 if y.odd?
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end
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when :floor
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if large_floor_tiles
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ret += 1 if x.odd?
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ret += 8 if y.odd?
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end
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when :wall_2, :wall_8, :wall_top
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ret += 1 if @large_wall_tiles && x.odd?
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when :wall_4, :wall_6
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ret += 8 if @large_wall_tiles && y.odd?
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end
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# Different wall tiles for northern walls if there's another wall directly
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# north of them (i.e. tree tiles that shouldn't have shaded grass because
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# there isn't a tree-enclosed area there)
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if @thin_north_wall_offset != 0 && [:wall_7, :wall_8, :wall_9].include?(tile_type)
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ret += @thin_north_wall_offset if dungeon.tile_is_wall?(dungeon[x, y - 1, 1])
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end
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end
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return ret
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end
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def property_from_string(str)
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case str
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when "SnapToLargeGrid" then return @snap_to_large_grid
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when "LargeVoidTiles" then return @large_void_tiles
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when "LargeWallTiles" then return @large_wall_tiles
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when "LargeFloorTiles" then return @large_floor_tiles
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when "DoubleWalls" then return @double_walls
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when "FloorPatchUnderWalls" then return @floor_patch_under_walls
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when "ThinNorthWallOffset" then return @thin_north_wall_offset
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when "Flags" then return @flags
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end
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return nil
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end
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end
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end
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138
Data/Scripts/010_Data/002_PBS data/020_DungeonParameters.rb
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138
Data/Scripts/010_Data/002_PBS data/020_DungeonParameters.rb
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@@ -0,0 +1,138 @@
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# TODO: Add tileset number in here?
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module GameData
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class DungeonParameters
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attr_reader :id, :area, :version
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attr_reader :cell_count_x, :cell_count_y
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attr_reader :cell_width, :cell_height
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attr_reader :room_min_width, :room_min_height
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attr_reader :room_max_width, :room_max_height
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attr_reader :corridor_width, :random_corridor_shift
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# Layouts:
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# :full - every node in the map
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# :no_corners - every node except for one in each corner
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# :ring - every node around the edge of the map
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# :antiring - every node except one that touches an edge of the map
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# :plus - every node in a plus (+) shape
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# :diagonal_up - every node in a line from bottom left to top right (/)
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# :diagonal_down - every node in a line from top left to bottom right (\)
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# :cross - every node in a cross (x) shape
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# :quadrants - every node except the middles of each edge (i.e. each corner bulges out)
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attr_reader :node_layout, :room_layout
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attr_reader :room_chance # Percentage of active roomable nodes that will become rooms
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attr_reader :extra_connections_count
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attr_reader :floor_patch_radius, :floor_patch_chance, :floor_patch_smooth_rate
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attr_reader :floor_decoration_density, :floor_decoration_large_density
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attr_reader :void_decoration_density, :void_decoration_large_density
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attr_reader :rng_seed
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attr_reader :flags
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DATA = {}
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DATA_FILENAME = "dungeon_parameters.dat"
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SCHEMA = {
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"DungeonSize" => [:dungeon_size, "vv"],
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"CellSize" => [:cell_size, "vv"],
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"MinRoomSize" => [:min_room_size, "vv"],
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"MaxRoomSize" => [:max_room_size, "vv"],
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"CorridorWidth" => [:corridor_width, "v"],
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"ShiftCorridors" => [:shift_corridors, "b"],
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"NodeLayout" => [:node_layout, "s"],
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"RoomLayout" => [:room_layout, "s"],
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"RoomChance" => [:room_chance, "v"],
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"ExtraConnections" => [:extra_connections_count, "u"],
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"FloorPatches" => [:floor_patches, "vvu"],
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"FloorDecorations" => [:floor_decorations, "uu"],
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"VoidDecorations" => [:void_decorations, "uu"],
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"RNGSeed" => [:rng_seed, "u"],
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"Flags" => [:flags, "*s"]
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}
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extend ClassMethodsSymbols
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include InstanceMethods
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# @param other [Symbol, String, self]
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# @param version [Integer]
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# @return [self]
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def self.try_get(area, version = 0)
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validate area => [Symbol, self, String]
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validate version => Integer
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area = area.id if area.is_a?(self)
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area = area.to_sym if area.is_a?(String)
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trial = sprintf("%s_%d", area, version).to_sym
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area_version = (DATA[trial].nil?) ? area : trial
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return (DATA.has_key?(area_version)) ? DATA[area_version] : self.new({})
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end
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def initialize(hash)
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@id = hash[:id]
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@area = hash[:area]
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@version = hash[:version] || 0
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@cell_count_x = (hash[:dungeon_size]) ? hash[:dungeon_size][0] : 5
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@cell_count_y = (hash[:dungeon_size]) ? hash[:dungeon_size][1] : 5
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@cell_width = (hash[:cell_size]) ? hash[:cell_size][0] : 10
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@cell_height = (hash[:cell_size]) ? hash[:cell_size][1] : 10
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@room_min_width = (hash[:min_room_size]) ? hash[:min_room_size][0] : 5
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@room_min_height = (hash[:min_room_size]) ? hash[:min_room_size][1] : 5
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@room_max_width = (hash[:max_room_size]) ? hash[:max_room_size][0] : @cell_width - 1
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@room_max_height = (hash[:max_room_size]) ? hash[:max_room_size][1] : @cell_height - 1
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@corridor_width = hash[:corridor_width] || 2
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@random_corridor_shift = hash[:shift_corridors]
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@node_layout = hash[:node_layout]&.downcase&.to_sym || :full
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@room_layout = hash[:room_layout]&.downcase&.to_sym || :full
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@room_chance = hash[:room_chance] || 70
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@extra_connections_count = hash[:extra_connections_count] || 2
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@floor_patch_radius = (hash[:floor_patches]) ? hash[:floor_patches][0] : 3
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@floor_patch_chance = (hash[:floor_patches]) ? hash[:floor_patches][1] : 75
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@floor_patch_smooth_rate = (hash[:floor_patches]) ? hash[:floor_patches][2] : 25
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@floor_decoration_density = (hash[:floor_decorations]) ? hash[:floor_decorations][0] : 50
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@floor_decoration_large_density = (hash[:floor_decorations]) ? hash[:floor_decorations][1] : 200
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@void_decoration_density = (hash[:void_decorations]) ? hash[:void_decorations][0] : 50
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@void_decoration_large_density = (hash[:void_decorations]) ? hash[:void_decorations][1] : 200
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@rng_seed = hash[:rng_seed]
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@flags = hash[:flags] || []
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end
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def has_flag?(flag)
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return @flags.any? { |f| f.downcase == flag.downcase }
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end
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def rand_cell_center
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x = (@cell_width / 2) + rand(-2..2)
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y = (@cell_height / 2) + rand(-2..2)
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return x, y
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end
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def rand_room_size
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width = @room_min_width
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if @room_max_width > @room_min_width
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width = rand(@room_min_width..@room_max_width)
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end
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height = @room_min_height
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if @room_max_height > @room_min_height
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height = rand(@room_min_height..@room_max_height)
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end
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return width, height
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end
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def property_from_string(str)
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case str
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when "DungeonSize" then return [@cell_count_x, @cell_count_y]
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when "CellSize" then return [@cell_width, @cell_height]
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when "MinRoomSize" then return [@room_min_width, @room_min_height]
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when "MaxRoomSize" then return [@room_max_width, @room_max_height]
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when "CorridorWidth" then return @corridor_width
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when "ShiftCorridors" then return @random_corridor_shift
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when "NodeLayout" then return @node_layout
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when "RoomLayout" then return @room_layout
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when "RoomChance" then return @room_chance
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when "ExtraConnections" then return @extra_connections_count
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when "FloorPatches" then return [@floor_patch_radius, @floor_patch_chance, @floor_patch_smooth_rate]
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when "FloorDecorations" then return [@floor_decoration_density, @floor_decoration_large_density]
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when "VoidDecorations" then return [@void_decoration_density, @void_decoration_large_density]
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when "RNGSeed" then return @rng_seed
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when "Flags" then return @flags
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end
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return nil
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end
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end
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end
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Block a user