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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-08 21:54:58 +00:00
More tweaks from the Rubocop overlord
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@@ -118,7 +118,7 @@ module RandomDungeonGenerator
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def paint_corridor(tile, x, y, width, height)
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for j in 0...height
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for i in 0...width
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tile[(y + j) * CELL_WIDTH + (x + i)] = DungeonTile::CORRIDOR
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tile[((y + j) * CELL_WIDTH) + (x + i)] = DungeonTile::CORRIDOR
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end
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end
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end
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@@ -129,25 +129,25 @@ module RandomDungeonGenerator
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when TURN_NONE
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for y in 0...CELL_HEIGHT
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for x in 0...CELL_WIDTH
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dungeon[x + dstX, y + dstY] = tile_layout[y * CELL_WIDTH + x]
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dungeon[x + dstX, y + dstY] = tile_layout[(y * CELL_WIDTH) + x]
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end
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end
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when TURN_LEFT
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for y in 0...CELL_HEIGHT
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for x in 0...CELL_WIDTH
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dungeon[y + dstX, CELL_WIDTH - 1 - x + dstY] = tile_layout[y * CELL_WIDTH + x]
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dungeon[y + dstX, CELL_WIDTH - 1 - x + dstY] = tile_layout[(y * CELL_WIDTH) + x]
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end
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end
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when TURN_RIGHT
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for y in 0...CELL_HEIGHT
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for x in 0...CELL_WIDTH
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dungeon[CELL_HEIGHT - 1 - y + dstX, x + dstY] = tile_layout[y * CELL_WIDTH + x]
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dungeon[CELL_HEIGHT - 1 - y + dstX, x + dstY] = tile_layout[(y * CELL_WIDTH) + x]
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end
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end
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when TURN_BACK
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for y in 0...CELL_HEIGHT
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for x in 0...CELL_WIDTH
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dungeon[CELL_WIDTH - 1 - x + dstX, CELL_HEIGHT - 1 - y + dstY] = tile_layout[y * CELL_WIDTH + x]
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dungeon[CELL_WIDTH - 1 - x + dstX, CELL_HEIGHT - 1 - y + dstY] = tile_layout[(y * CELL_WIDTH) + x]
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end
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end
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end
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@@ -164,8 +164,8 @@ module RandomDungeonGenerator
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width = rand(ROOM_MIN_WIDTH..ROOM_MAX_WIDTH)
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height = rand(ROOM_MIN_HEIGHT..ROOM_MAX_HEIGHT)
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return false if width <= 0 || height <= 0
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centerX = CELL_WIDTH / 2 + rand(5) - 2
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centerY = CELL_HEIGHT / 2 + rand(5) - 2
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centerX = (CELL_WIDTH / 2) + rand(5) - 2
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centerY = (CELL_HEIGHT / 2) + rand(5) - 2
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x = centerX - (width / 2)
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y = centerY - (height / 2)
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rect = [x, y, width, height]
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@@ -244,17 +244,17 @@ module RandomDungeonGenerator
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def getVisited(x, y)
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return false if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
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return (@cells[y * cellWidth + x] & EdgeMasks::VISITED) != 0
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return (@cells[(y * cellWidth) + x] & EdgeMasks::VISITED) != 0
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end
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def setVisited(x, y)
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return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
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@cells[y * cellWidth + x] |= EdgeMasks::VISITED
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@cells[(y * cellWidth) + x] |= EdgeMasks::VISITED
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end
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def clearVisited(x, y)
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return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
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@cells[y * cellWidth + x] &= ~EdgeMasks::VISITED
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@cells[(y * cellWidth) + x] &= ~EdgeMasks::VISITED
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end
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def clearAllCells
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@@ -265,12 +265,12 @@ module RandomDungeonGenerator
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def getEdgeNode(x, y, edge)
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return false if x < 0 || y < 0 || x >= nodeWidth || y >= nodeHeight
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return @nodes[y * nodeWidth + x].getEdge(edge)
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return @nodes[(y * nodeWidth) + x].getEdge(edge)
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end
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def setEdgeNode(x, y, edge)
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return if x < 0 || x >= nodeWidth || y < 0 || y >= nodeHeight
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@nodes[y * nodeWidth + x].setEdge(edge)
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@nodes[(y * nodeWidth) + x].setEdge(edge)
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e = 0
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nx = x
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ny = y
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@@ -291,7 +291,7 @@ module RandomDungeonGenerator
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return
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end
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return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight
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@nodes[ny * nodeWidth + nx].setEdge(e)
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@nodes[(ny * nodeWidth) + nx].setEdge(e)
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end
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def setAllEdges
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@@ -302,7 +302,7 @@ module RandomDungeonGenerator
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def clearEdgeNode(x, y, edge)
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return if x < 0 || x >= nodeWidth || y < 0 || y >= nodeHeight
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@nodes[y * nodeWidth + x].clearEdge(edge)
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@nodes[(y * nodeWidth) + x].clearEdge(edge)
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e = 0
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nx = x
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ny = y
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@@ -323,7 +323,7 @@ module RandomDungeonGenerator
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raise ArgumentError.new
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end
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return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight
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@nodes[ny * nodeWidth + nx].clearEdge(e)
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@nodes[(ny * nodeWidth) + nx].clearEdge(e)
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end
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def clearAllEdges
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@@ -334,7 +334,7 @@ module RandomDungeonGenerator
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def isBlockedNode?(x, y)
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return false if x < 0 || y < 0 || x >= nodeWidth || y >= nodeHeight
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return @nodes[y * nodeWidth + x].isBlocked?
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return @nodes[(y * nodeWidth) + x].isBlocked?
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end
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def getEdgePattern(x, y)
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@@ -483,22 +483,22 @@ module RandomDungeonGenerator
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end
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def [](x, y)
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return @array[y * @width + x]
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return @array[(y * @width) + x]
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end
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def []=(x, y, value)
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@array[y * @width + x] = value
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@array[(y * @width) + x] = value
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end
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def value(x, y)
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return DungeonTile::VOID if x < 0 || y < 0 || x >= @width || y >= @height
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return @array[y * @width + x]
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return @array[(y * @width) + x]
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end
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# Unused
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def get(x, y)
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return false if x < 0 || y < 0 || x >= @width || y >= @height
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return @array[y * @width + x] != DungeonTile::VOID
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return @array[(y * @width) + x] != DungeonTile::VOID
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end
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# Unused
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@@ -553,8 +553,8 @@ module RandomDungeonGenerator
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def generate
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self.clear
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maxWidth = @width - BUFFER_X * 2
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maxHeight = @height - BUFFER_Y * 2
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maxWidth = @width - (BUFFER_X * 2)
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maxHeight = @height - (BUFFER_Y * 2)
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cellWidth = DungeonMaze::CELL_WIDTH
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cellHeight = DungeonMaze::CELL_HEIGHT
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return if maxWidth < 0 || maxHeight < 0
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@@ -576,7 +576,7 @@ module RandomDungeonGenerator
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for x in 0...maxWidth / cellWidth
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pattern = maze.getEdgePattern(x, y)
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next if !DungeonMaze.paint_cell_contents(
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self, BUFFER_X + x * cellWidth, BUFFER_Y + y * cellHeight,
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self, BUFFER_X + (x * cellWidth), BUFFER_Y + (y * cellHeight),
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corridor_patterns[pattern], DungeonMaze::TURN_NONE
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)
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roomcount += 1
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@@ -605,7 +605,7 @@ module RandomDungeonGenerator
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for j in 0...map.height
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nb = TileDrawingHelper.tableNeighbors(tbl, i, j)
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tile = TileDrawingHelper::NEIGHBORS_TO_AUTOTILE_INDEX[nb]
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map.data[i, j, 0] = tile + 48 * (tbl[i, j])
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map.data[i, j, 0] = tile + (48 * (tbl[i, j]))
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map.data[i, j, 1] = 0
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map.data[i, j, 2] = 0
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end
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@@ -638,8 +638,8 @@ module RandomDungeonGenerator
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# @param x_cells [Integer] the number of cells wide the dungeon will be
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# @param y_cells [Intenger] the number of cells tall the dungeon will be
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def self.generate_test_dungeon(x_cells = 4, y_cells = 4)
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dungeon = Dungeon.new(Dungeon::BUFFER_X * 2 + DungeonMaze::CELL_WIDTH * x_cells,
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Dungeon::BUFFER_Y * 2 + DungeonMaze::CELL_HEIGHT * y_cells)
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dungeon = Dungeon.new((Dungeon::BUFFER_X * 2) + (DungeonMaze::CELL_WIDTH * x_cells),
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(Dungeon::BUFFER_Y * 2) + (DungeonMaze::CELL_HEIGHT * y_cells))
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dungeon.generate
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echoln dungeon.write
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end
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