mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Yet more script rearranging
This commit is contained in:
613
Data/Scripts/012_Overworld/008_Overworld_RandomDungeons.rb
Normal file
613
Data/Scripts/012_Overworld/008_Overworld_RandomDungeons.rb
Normal file
@@ -0,0 +1,613 @@
|
||||
#===============================================================================
|
||||
# This class is designed to favor different values more than a uniform
|
||||
# random generator does
|
||||
#===============================================================================
|
||||
class AntiRandom
|
||||
def initialize(size)
|
||||
@old = []
|
||||
@new = []
|
||||
@new = Array.new(size) { |i| i }
|
||||
end
|
||||
|
||||
def get
|
||||
if @new.length == 0 # No new values
|
||||
@new = @old.clone
|
||||
@old.clear
|
||||
end
|
||||
if @old.length > 0 && rand(7) == 0 # Get old value
|
||||
return @old[rand(@old.length)]
|
||||
end
|
||||
if @new.length > 0 # Get new value
|
||||
ret = @new.delete_at(rand(@new.length))
|
||||
@old.push(ret)
|
||||
return ret
|
||||
end
|
||||
return @old[rand(@old.length)] # Get old value
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
#===============================================================================
|
||||
#
|
||||
#===============================================================================
|
||||
module DungeonMaze
|
||||
TILE_WIDTH = 13
|
||||
TILE_HEIGHT = 13
|
||||
MINWIDTH = 5
|
||||
MINHEIGHT = 4
|
||||
MAXWIDTH = 11
|
||||
MAXHEIGHT = 10
|
||||
None = 0
|
||||
TurnLeft = 1
|
||||
TurnRight = 2
|
||||
Turn180 = 3
|
||||
|
||||
def self.paintRect(tile, x, y, width, height) # paints a room
|
||||
for j in 0...height
|
||||
for i in 0...width
|
||||
tile[(y + j) * TILE_WIDTH + (x + i)] = 3
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def self.paintTile(dungeon, dstX, dstY, tile, rotation) # paints a tile
|
||||
case rotation
|
||||
when None
|
||||
for y in 0...TILE_HEIGHT
|
||||
for x in 0...TILE_WIDTH
|
||||
dungeon[x + dstX, y + dstY] = tile[y * TILE_WIDTH + x]
|
||||
end
|
||||
end
|
||||
when TurnLeft
|
||||
for y in 0...TILE_HEIGHT
|
||||
for x in 0...TILE_WIDTH
|
||||
dungeon[y + dstX , TILE_WIDTH - 1 - x + dstY] = tile[y * TILE_WIDTH + x]
|
||||
end
|
||||
end
|
||||
when TurnRight
|
||||
for y in 0...TILE_HEIGHT
|
||||
for x in 0...TILE_WIDTH
|
||||
dungeon[TILE_HEIGHT - 1 - y + dstX, x + dstY] = tile[y * TILE_WIDTH + x]
|
||||
end
|
||||
end
|
||||
when Turn180
|
||||
for y in 0...TILE_HEIGHT
|
||||
for x in 0...TILE_WIDTH
|
||||
dungeon[TILE_WIDTH - 1 - x + dstX, TILE_HEIGHT - 1 - y + dstY] = tile[y * TILE_WIDTH + x]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def self.paintCell(dungeon, xDst, yDst, tile, rotation)
|
||||
return false if !tile
|
||||
paintTile(dungeon, xDst, yDst, tile, rotation)
|
||||
return false if rand(100) < 30
|
||||
# Generate a randomly placed room
|
||||
width = rand(MINWIDTH..MAXWIDTH)
|
||||
height = rand(MINHEIGHT..MAXHEIGHT)
|
||||
return false if width <= 0 || height <= 0
|
||||
centerX = TILE_WIDTH / 2 + rand(5) - 2
|
||||
centerY = TILE_HEIGHT / 2 + rand(5) - 2
|
||||
x = centerX - (width / 2)
|
||||
y = centerY - (height / 2)
|
||||
rect = [x, y, width, height]
|
||||
rect[0] = 1 if rect[0] < 1
|
||||
rect[1] = 2 if rect[1] < 2
|
||||
rect[0] = TILE_WIDTH - 1 - width if rect[0] + width > TILE_WIDTH - 1
|
||||
rect[1] = TILE_HEIGHT - 1 - height if rect[0] + height > TILE_HEIGHT - 1
|
||||
dungeon.paint(rect, xDst, yDst)
|
||||
return true
|
||||
end
|
||||
|
||||
def self.generateTiles
|
||||
tiles = []
|
||||
for i in 0...6
|
||||
tiles[i] = []
|
||||
for j in 0...TILE_WIDTH * TILE_HEIGHT
|
||||
tiles[i][j] = 0
|
||||
end
|
||||
end
|
||||
paintRect(tiles[0], 5, 0, 3, 10) # N
|
||||
paintRect(tiles[1], 5, 0, 3, 8) # N E
|
||||
paintRect(tiles[1], 5, 5, 8, 3)
|
||||
paintRect(tiles[2], 5, 0, 3, 8) # N W E
|
||||
paintRect(tiles[2], 0, 5, 13, 3)
|
||||
paintRect(tiles[3], 5, 0, 3, 13) # N S
|
||||
paintRect(tiles[4], 5, 0, 3, 13)
|
||||
paintRect(tiles[4], 0, 5, 13, 3)
|
||||
realtiles = [
|
||||
[tiles[4], None], # N W E S
|
||||
[tiles[2], Turn180], # W E S
|
||||
[tiles[2], TurnRight], # N E S
|
||||
[tiles[1], TurnRight], # E S
|
||||
[tiles[2], TurnLeft], # N W S
|
||||
[tiles[1], Turn180], # W S
|
||||
[tiles[3], None], # N S
|
||||
[tiles[0], Turn180], # S
|
||||
[tiles[2], None], # N W E
|
||||
[tiles[3], TurnLeft], # W E
|
||||
[tiles[1], None], # N E
|
||||
[tiles[0], TurnRight], # E
|
||||
[tiles[1], TurnLeft], # N W
|
||||
[tiles[0], TurnLeft], # W
|
||||
[tiles[0], None], # N
|
||||
[nil, None]
|
||||
]
|
||||
return realtiles
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
module EdgeMasks
|
||||
North = 1
|
||||
West = 2
|
||||
East = 4
|
||||
South = 8
|
||||
Visited = 16
|
||||
end
|
||||
|
||||
|
||||
|
||||
class MazeNode
|
||||
def initialize
|
||||
@edges = 0
|
||||
end
|
||||
|
||||
def setEdge(e); @edges |= e; end
|
||||
def clearEdge(e); @edges &= ~e; end
|
||||
def clear; @edges = 0; end
|
||||
def set; @edges = 15; end
|
||||
def getEdge(e); return (@edges & e) != 0; end
|
||||
def isBlocked?; return @edges != 0; end
|
||||
end
|
||||
|
||||
|
||||
|
||||
class NodeListElement
|
||||
attr_accessor :x, :y
|
||||
|
||||
def initialize(x, y)
|
||||
@x = x
|
||||
@y = y
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
class Maze
|
||||
attr_accessor :cellWidth, :cellHeight, :nodeWidth, :nodeHeight
|
||||
|
||||
@@dirs = [EdgeMasks::North, EdgeMasks::South, EdgeMasks::East, EdgeMasks::West]
|
||||
|
||||
def initialize(cw, ch)
|
||||
@nodes = []
|
||||
@cells = []
|
||||
raise ArgumentError.new if cw == 0 || ch == 0
|
||||
@cellWidth = cw
|
||||
@cellHeight = ch
|
||||
@nodeWidth = cw + 1
|
||||
@nodeHeight = ch + 1
|
||||
for i in 0...@nodeWidth * @nodeHeight
|
||||
@nodes[i] = MazeNode.new
|
||||
end
|
||||
for i in 0...cw * ch
|
||||
@cells[i] = 0
|
||||
end
|
||||
clearAllEdges()
|
||||
clearAllCells()
|
||||
end
|
||||
|
||||
def buildNodeList
|
||||
list = []
|
||||
for x in 0...nodeWidth
|
||||
for y in 0...nodeHeight
|
||||
list.push(NodeListElement.new(x, y))
|
||||
end
|
||||
end
|
||||
list.shuffle!
|
||||
return list
|
||||
end
|
||||
|
||||
def setEdgeNode(x, y, edge)
|
||||
return if x < 0 || x >= nodeWidth || y < 0 || y >= nodeHeight
|
||||
@nodes[y * nodeWidth + x].setEdge(edge)
|
||||
e = 0
|
||||
nx = 0
|
||||
ny = 0
|
||||
case edge
|
||||
when EdgeMasks::North
|
||||
e = EdgeMasks::South
|
||||
nx = x
|
||||
ny = y - 1
|
||||
when EdgeMasks::South
|
||||
e = EdgeMasks::North
|
||||
nx = x
|
||||
ny = y + 1
|
||||
when EdgeMasks::East
|
||||
e = EdgeMasks::West
|
||||
nx = x + 1
|
||||
ny = y
|
||||
when EdgeMasks::West
|
||||
e = EdgeMasks::East
|
||||
nx = x - 1
|
||||
ny = y
|
||||
else
|
||||
return
|
||||
end
|
||||
return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight
|
||||
@nodes[ny * nodeWidth + nx].setEdge(e)
|
||||
end
|
||||
|
||||
def clearEdgeNode(x, y, edge)
|
||||
return if x < 0 || x >= nodeWidth || y < 0 || y >= nodeHeight
|
||||
@nodes[y * nodeWidth + x].clearEdge(edge)
|
||||
e = 0
|
||||
nx = 0
|
||||
ny = 0
|
||||
case edge
|
||||
when EdgeMasks::North
|
||||
e = EdgeMasks::South
|
||||
nx = x
|
||||
ny = y - 1
|
||||
when EdgeMasks::South
|
||||
e = EdgeMasks::North
|
||||
nx = x
|
||||
ny = y + 1
|
||||
when EdgeMasks::East
|
||||
e = EdgeMasks::West
|
||||
nx = x + 1
|
||||
ny = y
|
||||
when EdgeMasks::West
|
||||
e = EdgeMasks::East
|
||||
nx = x - 1
|
||||
ny = y
|
||||
else
|
||||
raise ArgumentError.new
|
||||
end
|
||||
return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight
|
||||
@nodes[ny * nodeWidth + nx].clearEdge(e)
|
||||
end
|
||||
|
||||
def isBlockedNode?(x, y)
|
||||
return false if x < 0 || y < 0 || x >= nodeWidth || y >= nodeHeight
|
||||
return @nodes[y * nodeWidth + x].isBlocked?
|
||||
end
|
||||
|
||||
def getEdgeNode(x, y, edge)
|
||||
return false if x < 0 || y < 0 || x >= nodeWidth || y >= nodeHeight
|
||||
return @nodes[y * nodeWidth + x].getEdge(edge)
|
||||
end
|
||||
|
||||
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)
|
||||
return pattern
|
||||
end
|
||||
|
||||
def setAllEdges
|
||||
for c in 0...nodeWidth * nodeHeight
|
||||
@nodes[c].set
|
||||
end
|
||||
end
|
||||
|
||||
def clearAllEdges
|
||||
for c in 0...nodeWidth * nodeHeight
|
||||
@nodes[c].clear
|
||||
end
|
||||
end
|
||||
|
||||
def clearAllCells
|
||||
for c in 0...cellWidth * cellHeight
|
||||
@cells[c] = 0
|
||||
end
|
||||
end
|
||||
|
||||
def setVisited(x, y)
|
||||
return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
|
||||
@cells[y * cellWidth + x] |= EdgeMasks::Visited
|
||||
end
|
||||
|
||||
def getVisited(x, y)
|
||||
return false if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
|
||||
return (@cells[y * cellWidth + x] & EdgeMasks::Visited) != 0
|
||||
end
|
||||
|
||||
def clearVisited(x, y)
|
||||
return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
|
||||
@cells[y * cellWidth + x] &=~EdgeMasks::Visited
|
||||
end
|
||||
|
||||
def randomDir
|
||||
return @@dirs[rand(4)]
|
||||
end
|
||||
|
||||
def buildMazeWall(x, y, dir, len)
|
||||
return if isBlockedNode?(x, y)
|
||||
wx = x
|
||||
wy = y
|
||||
len.times do
|
||||
ox = wx
|
||||
oy = wy
|
||||
wy -= 1 if dir == EdgeMasks::North
|
||||
wx -= 1 if dir == EdgeMasks::West
|
||||
wx += 1 if dir == EdgeMasks::East
|
||||
wy += 1 if dir == EdgeMasks::South
|
||||
if isBlockedNode?(wx, wy)
|
||||
setEdgeNode(ox, oy, dir)
|
||||
return
|
||||
end
|
||||
setEdgeNode(ox,oy,dir)
|
||||
end
|
||||
end
|
||||
|
||||
def generateWallGrowthMaze(minWall = nil, maxWall = nil)
|
||||
minWall = 0 if !minWall
|
||||
maxWall = cellWidth if !maxWall
|
||||
nlist = buildNodeList()
|
||||
return if nlist.length == 0
|
||||
for c in 0...nlist.length
|
||||
d = randomDir()
|
||||
len = rand(maxWall + 1)
|
||||
x = nlist[c].x
|
||||
y = nlist[c].y
|
||||
buildMazeWall(x, y, d, len)
|
||||
end
|
||||
end
|
||||
|
||||
def recurseDepthFirst(x, y, depth)
|
||||
setVisited(x, y)
|
||||
dirs = @@dirs.shuffle!
|
||||
for c in 0...4
|
||||
d = dirs[c]
|
||||
cx = 0
|
||||
cy = 0
|
||||
case d
|
||||
when EdgeMasks::North
|
||||
cx = x
|
||||
cy = y - 1
|
||||
when EdgeMasks::South
|
||||
cx = x
|
||||
cy = y + 1
|
||||
when EdgeMasks::East
|
||||
cx = x + 1
|
||||
cy = y
|
||||
when EdgeMasks::West
|
||||
cx = x - 1
|
||||
cy = y
|
||||
end
|
||||
if cx >= 0 && cy >= 0 && cx < cellWidth && cy < cellHeight
|
||||
if !getVisited(cx, cy)
|
||||
clearEdgeNode(x, y, d)
|
||||
recurseDepthFirst(cx, cy, depth + 1)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def generateDepthFirstMaze
|
||||
sx = rand(cellWidth)
|
||||
sy = rand(cellHeight)
|
||||
setAllEdges()
|
||||
recurseDepthFirst(sx, sy, 0)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
class Dungeon
|
||||
attr_accessor :width, :height
|
||||
XBUFFER = 8
|
||||
YBUFFER = 6
|
||||
|
||||
class DungeonTable
|
||||
def initialize(dungeon)
|
||||
@dungeon = dungeon
|
||||
end
|
||||
|
||||
def xsize; @dungeon.width; end
|
||||
def ysize; @dungeon.height; end
|
||||
|
||||
def [](x, y)
|
||||
[1, 2, 3, 2][@dungeon[x, y]] # Void, room floor, wall, corridor floor
|
||||
end
|
||||
end
|
||||
|
||||
def initialize(width, height)
|
||||
@width = width
|
||||
@height = height
|
||||
@array = []
|
||||
end
|
||||
|
||||
def clear
|
||||
for i in 0...width * height
|
||||
@array[i] = 0
|
||||
end
|
||||
end
|
||||
|
||||
def write
|
||||
ret = ""
|
||||
i = 0
|
||||
for y in 0...@height
|
||||
for x in 0...@width
|
||||
ret += [" ", ".", "~", ","][value(x, y)] # Void, room floor, wall, corridor floor
|
||||
i += 1
|
||||
end
|
||||
ret += "\r\n"
|
||||
end
|
||||
return ret
|
||||
end
|
||||
|
||||
def [](x, y)
|
||||
@array[y * @width + x]
|
||||
end
|
||||
|
||||
def []=(x, y, value)
|
||||
@array[y * @width + x] = value
|
||||
end
|
||||
|
||||
def value(x, y)
|
||||
return 0 if x < 0 || y < 0 || x >= @width || y >= @height
|
||||
@array[y * @width + x]
|
||||
end
|
||||
|
||||
def get(x, y)
|
||||
return false if x < 0 || y < 0 || x >= @width || y >= @height
|
||||
@array[y * @width + x] != 0
|
||||
end
|
||||
|
||||
def isWall?(x, y)
|
||||
if value(x, y) == 0 # This tile is void
|
||||
v1 = value(x, y + 1)
|
||||
return true if v1 == 1 || v1 == 3 # The tile below is room floor/corridor floor
|
||||
if v1 == 0 # The tile below is void
|
||||
v1 = value(x, y + 2)
|
||||
return true if v1 == 1 || v1 == 3 # The tile below that is room floor/corridor floor
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
def isRoom?(x, y)
|
||||
if value(x, y) == 1 # This tile is a room floor
|
||||
return false if value(x - 1, y - 1) == 3
|
||||
return false if value( x, y - 1) == 3
|
||||
return false if value(x + 1, y - 1) == 3
|
||||
return false if value(x - 1, y) == 3
|
||||
return false if value(x + 1, y) == 3
|
||||
return false if value(x - 1, y + 1) == 3
|
||||
return false if value( x, y + 1) == 3
|
||||
return false if value(x + 1, y + 1) == 3
|
||||
return true # No surrounding tiles are corridor floor
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
def generate
|
||||
self.clear
|
||||
maxWidth = @width - XBUFFER * 2
|
||||
maxHeight = @height - YBUFFER * 2
|
||||
cellWidth = DungeonMaze::TILE_WIDTH
|
||||
cellHeight = DungeonMaze::TILE_HEIGHT
|
||||
return if maxWidth < 0 || maxHeight < 0
|
||||
if maxWidth < cellWidth || maxHeight < cellHeight # Map is too small
|
||||
for x in 0...maxWidth
|
||||
for y in 0...maxHeight
|
||||
self[x + XBUFFER, y + YBUFFER] = 1 # Make all tiles room floor
|
||||
end
|
||||
end
|
||||
return
|
||||
end
|
||||
maze = Maze.new(maxWidth / cellWidth, maxHeight / cellHeight)
|
||||
maze.generateDepthFirstMaze()
|
||||
tiles = DungeonMaze.generateTiles()
|
||||
roomcount = 0
|
||||
for y in 0...maxHeight / cellHeight
|
||||
for x in 0...maxWidth / cellWidth
|
||||
tile = maze.getEdgePattern(x, y)
|
||||
if DungeonMaze.paintCell(self, XBUFFER + x * cellWidth, YBUFFER + y * cellHeight,
|
||||
tiles[tile][0], tiles[tile][1])
|
||||
roomcount += 1
|
||||
end
|
||||
end
|
||||
end
|
||||
if roomcount == 0
|
||||
# Handle situation where no rooms were generated
|
||||
for x in 0...maxWidth
|
||||
for y in 0...maxHeight
|
||||
self[x + XBUFFER, y + YBUFFER] = 1 # Make all tiles room floor
|
||||
end
|
||||
end
|
||||
end
|
||||
# Generate walls
|
||||
for y in 0...@height
|
||||
for x in 0...@width
|
||||
self[x, y] = 2 if isWall?(x, y) # Make appropriate tiles wall tiles
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def generateMapInPlace(map)
|
||||
tbl = DungeonTable.new(self)
|
||||
for i in 0...map.width
|
||||
for j in 0...map.height
|
||||
nb = TileDrawingHelper.tableNeighbors(tbl, i, j)
|
||||
tile = TileDrawingHelper::NeighborsToTiles[nb]
|
||||
map.data[i, j, 0] = tile + 48 * (tbl[i, j])
|
||||
map.data[i, j, 1] = 0
|
||||
map.data[i, j, 2] = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def paint(rect,offsetX,offsetY)
|
||||
for y in (rect[1] + offsetY)...(rect[1] + offsetY + rect[3])
|
||||
for x in (rect[0] + offsetX)...(rect[0] + offsetX + rect[2])
|
||||
self[x, y] = 1 # room tile
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def intersects?(r1, r2)
|
||||
return !(((r2[0] + r2[2] <= r1[0]) ||
|
||||
(r2[0] >= r1[0] + r1[2]) ||
|
||||
(r2[1] + r2[3] <= r1[1]) ||
|
||||
(r2[1] >= r1[1] + r1[3])) &&
|
||||
((r1[0] <= r2[0] + r2[2])||
|
||||
(r1[0] >= r2[0] + r2[2]) ||
|
||||
(r1[1] + r1[3] <= r2[1]) ||
|
||||
(r1[1] >= r2[1] + r2[3]))
|
||||
);
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
# Get a random room tile that isn't too close to a corridor (to avoid blocking
|
||||
# a room's entrance)
|
||||
def pbRandomRoomTile(dungeon, tiles)
|
||||
ar1 = AntiRandom.new(dungeon.width)
|
||||
ar2 = AntiRandom.new(dungeon.height)
|
||||
((tiles.length + 1) * 1000).times do
|
||||
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]
|
||||
tiles.push(ret)
|
||||
return ret
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
Events.onMapCreate += proc { |_sender, e|
|
||||
mapID = e[0]
|
||||
map = e[1]
|
||||
next if !GameData::MapMetadata.exists?(mapID) ||
|
||||
!GameData::MapMetadata.get(mapID).random_dungeon
|
||||
# this map is a randomly generated dungeon
|
||||
dungeon = Dungeon.new(map.width, map.height)
|
||||
dungeon.generate
|
||||
dungeon.generateMapInPlace(map)
|
||||
roomtiles = []
|
||||
# Reposition events
|
||||
for event in map.events.values
|
||||
tile = pbRandomRoomTile(dungeon, roomtiles)
|
||||
if tile
|
||||
event.x = tile[0]
|
||||
event.y = tile[1]
|
||||
end
|
||||
end
|
||||
# Override transfer X and Y
|
||||
tile = pbRandomRoomTile(dungeon, roomtiles)
|
||||
if tile
|
||||
$game_temp.player_new_x = tile[0]
|
||||
$game_temp.player_new_y = tile[1]
|
||||
end
|
||||
}
|
||||
Reference in New Issue
Block a user