diff --git a/Data/Scripts/012_Overworld/008_Overworld_RandomDungeons.rb b/Data/Scripts/012_Overworld/008_Overworld_RandomDungeons.rb index 4df5b34cf..4fc4ae0d8 100644 --- a/Data/Scripts/012_Overworld/008_Overworld_RandomDungeons.rb +++ b/Data/Scripts/012_Overworld/008_Overworld_RandomDungeons.rb @@ -5,7 +5,6 @@ class AntiRandom def initialize(size) @old = [] - @new = [] @new = Array.new(size) { |i| i } end @@ -26,121 +25,155 @@ class AntiRandom end end +#=============================================================================== +# +#=============================================================================== +module DungeonTile + VOID = 0 + ROOM = 1 + WALL = 2 + CORRIDOR = 3 + # Which autotile each type of tile uses + TILE_IDS = { + VOID => 1, + ROOM => 2, + WALL => 3, + CORRIDOR => 2 + } + # Used for debugging when printing out an ASCII image of the dungeon + TEXT_SYMBOLS = { + VOID => "#", + ROOM => " ", + WALL => "-", + CORRIDOR => "." + } + + module_function + + def to_tile_id(value) + return TILE_IDS[value] || TILE_IDS[VOID] + end + + def to_text(value) + return TEXT_SYMBOLS[value] || TEXT_SYMBOLS[VOID] + end +end + +#=============================================================================== +# Helper functions that sets tiles in the map to a particular type. +#=============================================================================== +module DungeonMaze + CELL_WIDTH = 13 # Should be at least 7 + CELL_HEIGHT = 13 # Should be at least 7 + ROOM_MIN_WIDTH = 5 + ROOM_MAX_WIDTH = CELL_WIDTH - 2 # Should be at most CELL_WIDTH - 2 + 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 + @@corridor_layouts = nil + + module_function + + # Generates sets of tiles depicting corridors coming out of a room, for all + # combinations of the sides that they can come out of. + def generate_corridor_patterns + if !@@corridor_layouts + tiles = [] + x_offset = (CELL_WIDTH - CORRIDOR_WIDTH) / 2 + y_offset = (CELL_HEIGHT - CORRIDOR_WIDTH) / 2 + for combo in 0...16 + tiles[combo] = [] + for i in 0...CELL_WIDTH * CELL_HEIGHT + tiles[combo][i] = DungeonTile::VOID + end + if (combo & EdgeMasks::North) == 0 + paint_corridor(tiles[combo], x_offset, 0, CORRIDOR_WIDTH, y_offset + CORRIDOR_WIDTH) + end + 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 + paint_corridor(tiles[combo], x_offset, y_offset, CELL_WIDTH - x_offset, CORRIDOR_WIDTH) + end + if (combo & EdgeMasks::West) == 0 + paint_corridor(tiles[combo], 0, y_offset, x_offset + CORRIDOR_WIDTH, CORRIDOR_WIDTH) + end + end + @@corridor_layouts = tiles + end + return @@corridor_layouts + end + + # Makes all tiles in a particular area corridor tiles + def paint_corridor(tile, x, y, width, height) + for j in 0...height + for i in 0...width + tile[(y + j) * CELL_WIDTH + (x + i)] = DungeonTile::CORRIDOR + end + end + end + + # 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 + 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 + 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 + 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 + 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] + end + end + end + end + + # Draws a cell's contents, which is an underlying pattern based on tile_layout + # and a rotation, and possibly a room on top of that + def paint_cell_contents(dungeon, xDst, yDst, tile_layout, rotation) + return false if !tile_layout + # Draw the corridors + paint_tile_layout(dungeon, xDst, yDst, tile_layout, rotation) + return false if rand(100) < 30 + # Generate a randomly placed room + width = rand(ROOM_MIN_WIDTH..ROOM_MAX_WIDTH) + height = rand(ROOM_MIN_HEIGHT..ROOM_MAX_HEIGHT) + return false if width <= 0 || height <= 0 + centerX = CELL_WIDTH / 2 + rand(5) - 2 + centerY = CELL_HEIGHT / 2 + rand(5) - 2 + x = centerX - (width / 2) + y = centerY - (height / 2) + rect = [x, y, width, height] + rect[0] = rect[0].clamp(1, CELL_WIDTH - 1 - width) + rect[1] = rect[1].clamp(2, CELL_HEIGHT - 1 - height) # 2 because walls are 2 tiles tall + dungeon.paint_room(rect, xDst, yDst) + return true + 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 @@ -149,8 +182,9 @@ module EdgeMasks Visited = 16 end - - +#=============================================================================== +# +#=============================================================================== class MazeNode def initialize @edges = 0 @@ -164,8 +198,9 @@ class MazeNode def isBlocked?; return @edges != 0; end end - - +#=============================================================================== +# +#=============================================================================== class NodeListElement attr_accessor :x, :y @@ -175,65 +210,77 @@ class NodeListElement end end - - +#=============================================================================== +# Maze generator. Given the number of cells horizontally and vertically in a +# map, connects all the cells together. +# A node is the boundary between two adjacent cells, which may or may not be a +# connection. +#=============================================================================== 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 + @cellWidth = cw @cellHeight = ch - @nodeWidth = cw + 1 + @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() + @cells = [] + clearAllCells + @nodes = Array.new(@nodeWidth * @nodeHeight) { |i| MazeNode.new } end - def buildNodeList - list = [] - for x in 0...nodeWidth - for y in 0...nodeHeight - list.push(NodeListElement.new(x, y)) - end + def randomDir + return @@dirs[rand(4)] + 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 setVisited(x, y) + return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight + @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 + end + + def clearAllCells + for c in 0...cellWidth * cellHeight + @cells[c] = 0 end - list.shuffle! - return list + 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 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 + nx = x + ny = y 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 @@ -241,29 +288,31 @@ class Maze @nodes[ny * nodeWidth + nx].setEdge(e) end + def setAllEdges + for c in 0...nodeWidth * nodeHeight + @nodes[c].set + end + 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 + nx = x + ny = y case edge when EdgeMasks::North e = EdgeMasks::South - nx = x - ny = y - 1 + ny -= 1 when EdgeMasks::South e = EdgeMasks::North - nx = x - ny = y + 1 + ny += 1 when EdgeMasks::East e = EdgeMasks::West - nx = x + 1 - ny = y + nx += 1 when EdgeMasks::West e = EdgeMasks::East - nx = x - 1 - ny = y + nx -= 1 else raise ArgumentError.new end @@ -271,16 +320,17 @@ class Maze @nodes[ny * nodeWidth + nx].clearEdge(e) end + def clearAllEdges + for c in 0...nodeWidth * nodeHeight + @nodes[c].clear + end + 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) @@ -290,43 +340,6 @@ class Maze 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 @@ -334,10 +347,16 @@ class Maze 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 + case dir + when EdgeMasks::North + wy -= 1 + when EdgeMasks::West + wx -= 1 + when EdgeMasks::East + wx += 1 + when EdgeMasks::South + wy += 1 + end if isBlockedNode?(wx, wy) setEdgeNode(ox, oy, dir) return @@ -346,6 +365,17 @@ class Maze end 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 generateWallGrowthMaze(minWall = 0, maxWall = nil) maxWall = cellWidth if !maxWall nlist = buildNodeList() @@ -361,24 +391,20 @@ class Maze def recurseDepthFirst(x, y, depth) setVisited(x, y) - dirs = @@dirs.shuffle! + dirs = @@dirs.shuffle for c in 0...4 d = dirs[c] - cx = 0 - cy = 0 + cx = x + cy = y case d when EdgeMasks::North - cx = x - cy = y - 1 + cy -= 1 when EdgeMasks::South - cx = x - cy = y + 1 + cy += 1 when EdgeMasks::East - cx = x + 1 - cy = y + cx += 1 when EdgeMasks::West - cx = x - 1 - cy = y + cx -= 1 end if cx >= 0 && cy >= 0 && cx < cellWidth && cy < cellHeight if !getVisited(cx, cy) @@ -390,32 +416,23 @@ class Maze end def generateDepthFirstMaze + # Pick a cell to start in sx = rand(cellWidth) sy = rand(cellHeight) - setAllEdges() + # Set up all nodes + setAllEdges + # Generate a maze 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 + BUFFER_X = 8 + BUFFER_Y = 6 def initialize(width, height) @width = width @@ -425,7 +442,7 @@ class Dungeon def clear for i in 0...width * height - @array[i] = 0 + @array[i] = DungeonTile::VOID end end @@ -434,7 +451,7 @@ class Dungeon i = 0 for y in 0...@height for x in 0...@width - ret += [" ", ".", "~", ","][value(x, y)] # Void, room floor, wall, corridor floor + ret += DungeonTile.to_text(value(x, y)) i += 1 end ret += "\r\n" @@ -443,7 +460,7 @@ class Dungeon end def [](x, y) - @array[y * @width + x] + return @array[y * @width + x] end def []=(x, y, value) @@ -451,86 +468,129 @@ class Dungeon end def value(x, y) - return 0 if x < 0 || y < 0 || x >= @width || y >= @height - @array[y * @width + x] + return DungeonTile::VOID if x < 0 || y < 0 || x >= @width || y >= @height + return @array[y * @width + x] end + # Unused def get(x, y) return false if x < 0 || y < 0 || x >= @width || y >= @height - @array[y * @width + x] != 0 + return @array[y * @width + x] != DungeonTile::VOID 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 + # Unused + 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 + # Returns whether the given coordinates are a room floor that isn't too close + # to a corridor 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 + if value(x, y) == DungeonTile::ROOM + return false if value(x - 1, y - 1) == DungeonTile::CORRIDOR + return false if value( x, y - 1) == DungeonTile::CORRIDOR + return false if value(x + 1, y - 1) == DungeonTile::CORRIDOR + return false if value(x - 1, y) == DungeonTile::CORRIDOR + return false if value(x + 1, y) == DungeonTile::CORRIDOR + return false if value(x - 1, y + 1) == DungeonTile::CORRIDOR + return false if value( x, y + 1) == DungeonTile::CORRIDOR + return false if value(x + 1, y + 1) == DungeonTile::CORRIDOR return true # No surrounding tiles are corridor floor end return false end + def isWall?(x, y) + if value(x, y) == DungeonTile::VOID + v1 = value(x, y + 1) + return true if v1 == DungeonTile::ROOM || v1 == DungeonTile::CORRIDOR + if v1 == DungeonTile::VOID # The tile below is void + v1 = value(x, y + 2) + return true if v1 == DungeonTile::ROOM || v1 == DungeonTile::CORRIDOR + end + end + return false + end + + def paint_room(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] = DungeonTile::ROOM + end + end + end + def generate self.clear - maxWidth = @width - XBUFFER * 2 - maxHeight = @height - YBUFFER * 2 - cellWidth = DungeonMaze::TILE_WIDTH - cellHeight = DungeonMaze::TILE_HEIGHT + maxWidth = @width - BUFFER_X * 2 + maxHeight = @height - BUFFER_Y * 2 + cellWidth = DungeonMaze::CELL_WIDTH + cellHeight = DungeonMaze::CELL_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 + self[x + BUFFER_X, y + BUFFER_Y] = DungeonTile::ROOM end end return end + # Generate connections between cells maze = Maze.new(maxWidth / cellWidth, maxHeight / cellHeight) maze.generateDepthFirstMaze() - tiles = DungeonMaze.generateTiles() + # Draw each cell's contents in turn (room and corridors) + corridor_patterns = DungeonMaze.generate_corridor_patterns 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]) + pattern = maze.getEdgePattern(x, y) + if DungeonMaze.paint_cell_contents( + self, BUFFER_X + x * cellWidth, BUFFER_Y + y * cellHeight, + corridor_patterns[pattern], DungeonMaze::None) roomcount += 1 end end end + # If no rooms were generated, make the whole map a room 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 + self[x + BUFFER_X, y + BUFFER_Y] = DungeonTile::ROOM 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 + self[x, y] = DungeonTile::WALL if isWall?(x, y) # Make appropriate tiles wall tiles end end end + class DungeonTable + def initialize(dungeon) + @dungeon = dungeon + end + + def xsize; @dungeon.width; end + def ysize; @dungeon.height; end + + # Returns which tile in the tileset corresponds to the type of tile is at + # the given coordinates + def [](x, y) + return DungeonTile.to_tile_id(@dungeon[x, y]) + end + end + + # Convert dungeon layout into proper map tiles def generateMapInPlace(map) tbl = DungeonTable.new(self) for i in 0...map.width @@ -543,30 +603,11 @@ class Dungeon 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) @@ -610,3 +651,10 @@ Events.onMapCreate += proc { |_sender, e| $game_temp.player_new_y = tile[1] end } + +def generate_test_dungeon(x_cells = 4, y_cells = 4) + dungeon = Dungeon.new(Dungeon::BUFFER_X * 2 + DungeonMaze::CELL_WIDTH * x_cells, + Dungeon::BUFFER_Y * 2 + DungeonMaze::CELL_HEIGHT * y_cells) + dungeon.generate + echoln dungeon.write +end diff --git a/Data/Scripts/013_Items/008_PokemonBag.rb b/Data/Scripts/013_Items/008_PokemonBag.rb index e3dfd391f..30152b246 100644 --- a/Data/Scripts/013_Items/008_PokemonBag.rb +++ b/Data/Scripts/013_Items/008_PokemonBag.rb @@ -25,21 +25,26 @@ class PokemonBag end def rearrange - if (@pockets.length - 1) != PokemonBag.numPockets - newpockets = [] - for i in 0..PokemonBag.numPockets - newpockets[i] = [] - @choices[i] = 0 if !@choices[i] - end - num_pockets = PokemonBag.numPockets - for i in 0...[@pockets.length, num_pockets].min - for item in @pockets[i] - p = GameData::Item.get(item[0]).pocket - newpockets[p].push(item) - end - end - @pockets = newpockets + return if @pockets.length == PokemonBag.numPockets + 1 + @lastpocket = 1 + new_pockets = [] + @choices = [] + for i in 0..PokemonBag.numPockets + new_pockets[i] = [] + @choices[i] = 0 end + @pockets.each do |pocket| + next if !pocket + pocket.each do |item| + p = GameData::Item.get(item[0]).pocket + new_pockets[p].push(item) + end + end + new_pockets.each_with_index do |pocket, i| + next if i == 0 || !Settings::BAG_POCKET_AUTO_SORT[i] + pocket.sort! { |a, b| GameData::Item.keys.index(a[0]) <=> GameData::Item.keys.index(b[0]) } + end + @pockets = new_pockets end def clear