mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
Removed old map renderer, tidied up
This commit is contained in:
@@ -33,7 +33,6 @@ end
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class Spriteset_Map
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attr_reader :map
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attr_accessor :tilemap
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@@viewport0 = Viewport.new(0, 0, Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT) # Panorama
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@@viewport0.z = -100
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@@viewport1 = Viewport.new(0, 0, Settings::SCREEN_WIDTH, Settings::SCREEN_HEIGHT) # Map, events, player, fog
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@@ -49,15 +48,6 @@ class Spriteset_Map
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@map = (map) ? map : $game_map
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$scene.map_renderer.add_tileset(@map.tileset_name)
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@map.autotile_names.each { |filename| $scene.map_renderer.add_autotile(filename) }
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# @tilemap = TilemapLoader.new(@@viewport1)
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# @tilemap.tileset = pbGetTileset(@map.tileset_name)
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# for i in 0...7
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# autotile_name = @map.autotile_names[i]
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# @tilemap.autotiles[i] = pbGetAutotile(autotile_name)
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# end
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# @tilemap.map_data = @map.data
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# @tilemap.priorities = @map.priorities
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# @tilemap.terrain_tags = @map.terrain_tags
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@panorama = AnimatedPlane.new(@@viewport0)
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@fog = AnimatedPlane.new(@@viewport1)
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@fog.z = 3000
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@@ -72,11 +62,6 @@ class Spriteset_Map
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end
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def dispose
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# @tilemap.tileset.dispose
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# for i in 0...7
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# @tilemap.autotiles[i].dispose
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# end
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# @tilemap.dispose
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$scene.map_renderer.remove_tileset(@map.tileset_name)
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@map.autotile_names.each { |filename| $scene.map_renderer.remove_autotile(filename) }
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@panorama.dispose
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@@ -85,7 +70,6 @@ class Spriteset_Map
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sprite.dispose
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end
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@weather.dispose
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# @tilemap = nil
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@panorama = nil
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@fog = nil
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@character_sprites.clear
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@@ -117,13 +101,10 @@ class Spriteset_Map
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end
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tmox = (@map.display_x/Game_Map::X_SUBPIXELS).round
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tmoy = (@map.display_y/Game_Map::Y_SUBPIXELS).round
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# @tilemap.ox = tmox
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# @tilemap.oy = tmoy
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@@viewport1.rect.set(0,0,Graphics.width,Graphics.height)
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@@viewport1.ox = 0
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@@viewport1.oy = 0
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@@viewport1.ox += $game_screen.shake
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# @tilemap.update
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@panorama.ox = tmox/2
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@panorama.oy = tmoy/2
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@fog.ox = tmox+@map.fog_ox
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@@ -75,8 +75,6 @@ class Spriteset_Map
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end
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def update
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# return if @tilemap.disposed?
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# pbDayNightTint(@tilemap)
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@@viewport3.tone.set(0,0,0,0)
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_animationSprite_update
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for i in 0...@usersprites.length
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@@ -1,59 +0,0 @@
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class TilemapLoader
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def initialize(viewport)
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@viewport = viewport
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@tilemap = nil
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@color = Color.new(0,0,0,0)
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@tone = Tone.new(0,0,0,0)
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updateClass
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end
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def updateClass
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setClass(CustomTilemap)
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end
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def setClass(cls)
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newtilemap = cls.new(@viewport)
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if @tilemap
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newtilemap.tileset = @tilemap.tileset
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newtilemap.map_data = @tilemap.map_data
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newtilemap.flash_data = @tilemap.flash_data
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newtilemap.priorities = @tilemap.priorities
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newtilemap.terrain_tags = @tilemap.terrain_tags
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newtilemap.visible = @tilemap.visible
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newtilemap.ox = @tilemap.ox
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newtilemap.oy = @tilemap.oy
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for i in 0...7
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newtilemap.autotiles[i] = @tilemap.autotiles[i]
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end
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@tilemap.dispose
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@tilemap = newtilemap
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newtilemap.update
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else
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@tilemap = newtilemap
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end
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end
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def dispose; @tilemap.dispose; end
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def disposed?; @tilemap && @tilemap.disposed?; end
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def update; @tilemap.update; end
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def viewport; @tilemap.viewport; end
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def autotiles; @tilemap.autotiles; end
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def tileset; @tilemap.tileset; end
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def tileset=(v); @tilemap.tileset = v; end
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def map_data; @tilemap.map_data; end
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def map_data=(v); @tilemap.map_data = v; end
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def flash_data; @tilemap.flash_data; end
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def flash_data=(v); @tilemap.flash_data = v; end
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def priorities; @tilemap.priorities; end
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def priorities=(v); @tilemap.priorities = v; end
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def terrain_tags; (@tilemap.terrain_tags rescue nil); end
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def terrain_tags=(v); (@tilemap.terrain_tags = v rescue nil); end
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def visible; @tilemap.visible; end
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def visible=(v); @tilemap.visible = v; end
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def tone; (@tilemap.tone rescue @tone); end
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def tone=(value); (@tilemap.tone = value rescue nil); end
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def ox; @tilemap.ox; end
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def ox=(v); @tilemap.ox = v; end
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def oy; @tilemap.oy; end
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def oy=(v); @tilemap.oy = v; end
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end
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@@ -1,47 +1,27 @@
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# NOTES
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# - @tiles has the extra tile hanging off the left/top of the screen, because
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# the pixel offset values are positive and added to the coordinates.
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# - An alternative to rearranging @tiles in def check_if_screen_moved would
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# be to have extra variables that determine how much the @tiles array has
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# wrapped around (e.g. 1 means the tile sprites should be 1 tile further right
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# or down than their indices in the array would suggest). This would be more
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# convenient if I also have an array of x/y/layer triplets marking tile
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# sprites using autotiles with 2+ frames.
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#===============================================================================
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#
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#===============================================================================
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class TilemapRenderer
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attr_reader :tilesets
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attr_reader :autotiles
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attr_reader :graphics_width
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attr_reader :graphics_height
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attr_accessor :tone
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attr_accessor :color
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attr_reader :viewport
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# TODO: ox, oy and visible don't do anything. Should they?
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attr_accessor :ox
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attr_accessor :oy
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attr_accessor :visible
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attr_accessor :ox # Does nothing
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attr_accessor :oy # Does nothing
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attr_accessor :visible # Does nothing
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DISPLAY_TILE_WIDTH = Game_Map::TILE_WIDTH rescue 32
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DISPLAY_TILE_HEIGHT = Game_Map::TILE_HEIGHT rescue 32
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SOURCE_TILE_WIDTH = 32
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SOURCE_TILE_HEIGHT = 32
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# If an autotile's filename ends with [x], its frame duration will be x/20
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# seconds instead.
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AUTOTILE_FRAME_DURATION = 5 # In 1/20ths of a second
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TILESET_TILES_PER_ROW = 8
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AUTOTILES_COUNT = 8 # Counting the blank tile as an autotile
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TILES_PER_AUTOTILE = 48
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TILESET_START_ID = AUTOTILES_COUNT * TILES_PER_AUTOTILE
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# TODO: Flash duration is hardcoded to 0.05 seconds per "frame". However, this
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# kind of flash is unused, but it should be supported anyway.
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FLASH_OPACITY = [100, 90, 80, 70, 80, 90]
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# If an autotile's filename ends with "[x]", its frame duration will be x/20
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# seconds instead.
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AUTOTILE_FRAME_DURATION = 5 # In 1/20ths of a second
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#=============================================================================
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#
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@@ -77,7 +57,7 @@ class TilemapRenderer
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bitmap = pbGetTileset(filename)
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@bitmap_wraps[filename] = false
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if bitmap.mega?
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self[filename] = TileWrap::wrapTileset(bitmap)
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self[filename] = TilemapRenderer::TilesetWrapper.wrapTileset(bitmap)
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@bitmap_wraps[filename] = true
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bitmap.dispose
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else
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@@ -263,29 +243,19 @@ class TilemapRenderer
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def initialize(viewport)
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@tilesets = TilesetBitmaps.new
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@autotiles = AutotileBitmaps.new
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@can_query_graphics_size = (Graphics.width != nil rescue false)
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if @can_query_graphics_size
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@graphics_width = Graphics.width
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@graphics_height = Graphics.height
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else
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@graphics_width = 640
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@graphics_height = 480
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end
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@tiles_horizontal_count = (@graphics_width.to_f / DISPLAY_TILE_WIDTH).ceil + 1
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@tiles_vertical_count = (@graphics_height.to_f / DISPLAY_TILE_HEIGHT).ceil + 1
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@tiles_horizontal_count = (Graphics.width.to_f / DISPLAY_TILE_WIDTH).ceil + 1
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@tiles_vertical_count = (Graphics.height.to_f / DISPLAY_TILE_HEIGHT).ceil + 1
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@tone = Tone.new(0, 0, 0, 0)
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@old_tone = Tone.new(0, 0, 0, 0)
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@color = Color.new(0, 0, 0, 0)
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@old_color = Color.new(0, 0, 0, 0)
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@self_viewport = Viewport.new(0, 0, graphics_width, graphics_height)
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@self_viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
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@viewport = (viewport) ? viewport : @self_viewport
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@old_viewport_ox = 0
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@old_viewport_oy = 0
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# NOTE: The extra tiles horizontally/vertically hang off the left and top
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# edges of the screen, because the pixel_offset values are positive
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# and are added to the tile sprite coordinates.
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@tiles = []
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@tiles_horizontal_count.times do |i|
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@tiles[i] = []
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@@ -293,24 +263,14 @@ class TilemapRenderer
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@tiles[i][j] = Array.new(3) { TileSprite.new(@viewport) }
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end
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end
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@current_map_id = 0
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@tile_offset_x = 0
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@tile_offset_y = 0
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@pixel_offset_x = 0
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@pixel_offset_y = 0
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@ox = 0 # Bitmap Offsets
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@oy = 0 # Bitmap Offsets
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@ox = 0
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@oy = 0
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@visible = true
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@flash = nil
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@oxFlash = 0
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@oyFlash = 0
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@flashChanged = false
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@firsttimeflash = true
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@disposed = false
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end
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@@ -321,12 +281,6 @@ class TilemapRenderer
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coord.each { |tile| tile.dispose }
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end
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end
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if @flash
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@flash.bitmap.dispose if !@flash.disposed?
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@flash.bitmap = nil if !@flash.disposed?
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@flash.dispose
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@flash = nil
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end
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@tilesets.bitmaps.each_value { |bitmap| bitmap.dispose }
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@autotiles.bitmaps.each_value { |bitmap| bitmap.dispose }
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@self_viewport.dispose
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@@ -358,87 +312,7 @@ class TilemapRenderer
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#=============================================================================
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# TODO: Flash stuff, including usage of flash_data.
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def refresh_flash
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if @flash_data && !@flash
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@flash = TileSprite.new(viewport)
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@flash.visible = true
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@flash.z = 1
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@flash.tone = tone
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@flash.color = color
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@flash.blend_type = 1
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@flash.bitmap = Bitmap.new([graphics_width * 2, 1].max, [graphics_height * 2, 1].max)
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@firsttimeflash = true
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elsif !@flash_data && @flash
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@flash.bitmap.dispose if @flash.bitmap
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@flash.dispose
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@flash = nil
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@firsttimeflash = false
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end
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end
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def refreshFlashSprite
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return if !@flash || @flash_data.nil?
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ptX = @ox-@oxFlash
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ptY = @oy-@oyFlash
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if !@firsttimeflash &&
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ptX>=0 && ptX+@viewport.rect.width<=@flash.bitmap.width &&
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ptY>=0 && ptY+@viewport.rect.height<=@flash.bitmap.height
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@flash.ox = 0
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@flash.oy = 0
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@flash.src_rect.set(ptX.round,ptY.round,
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@viewport.rect.width,@viewport.rect.height)
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return
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end
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width = @flash.bitmap.width
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height = @flash.bitmap.height
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bitmap = @flash.bitmap
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ysize = @map_data.ysize
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xsize = @map_data.xsize
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@firsttimeflash = false
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@oxFlash = @ox-(width>>2)
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@oyFlash = @oy-(height>>2)
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@flash.ox = 0
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@flash.oy = 0
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@flash.src_rect.set(width>>2,height>>2,
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@viewport.rect.width,@viewport.rect.height)
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@flash.bitmap.clear
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@oxFlash = @oxFlash.floor
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@oyFlash = @oyFlash.floor
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xStart = @oxFlash / DISPLAY_TILE_WIDTH
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xStart = 0 if xStart<0
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yStart = @oyFlash / DISPLAY_TILE_HEIGHT
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yStart = 0 if yStart<0
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xEnd = xStart + (width / DISPLAY_TILE_WIDTH) + 1
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yEnd = yStart + (height / DISPLAY_TILE_HEIGHT) + 1
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xEnd = xsize if xEnd>=xsize
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yEnd = ysize if yEnd>=ysize
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if xStart<xEnd && yStart<yEnd
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yrange = yStart...yEnd
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xrange = xStart...xEnd
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tmpcolor = Color.new(0,0,0,0)
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for y in yrange
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ypos = (y * DISPLAY_TILE_HEIGHT) - @oyFlash
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for x in xrange
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xpos = (x * DISPLAY_TILE_WIDTH) - @oxFlash
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id = @flash_data[x, y, 0]
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r = (id>>8)&15
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g = (id>>4)&15
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b = (id)&15
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tmpcolor.set(r<<4,g<<4,b<<4)
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bitmap.fill_rect(xpos, ypos, DISPLAY_TILE_WIDTH, DISPLAY_TILE_HEIGHT, tmpcolor)
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end
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end
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end
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end
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#=============================================================================
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def refresh(autotiles = false)
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refreshFlashSprite
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end
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#=============================================================================
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def refresh; end
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def refresh_tile_bitmap(tile, map, tile_id)
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if tile_id < TILES_PER_AUTOTILE
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@@ -519,7 +393,6 @@ class TilemapRenderer
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@current_map_id = $game_map.map_id
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ret = true
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end
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# Check for tile movement
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current_map_display_x = ($game_map.display_x.to_f / Game_Map::X_SUBPIXELS).round
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current_map_display_y = ($game_map.display_y.to_f / Game_Map::Y_SUBPIXELS).round
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@@ -572,7 +445,6 @@ class TilemapRenderer
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@screen_moved_vertically = true
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@tile_offset_y = new_tile_offset_y
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end
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# Check for pixel movement
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new_pixel_offset_x = current_map_display_x % SOURCE_TILE_WIDTH
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new_pixel_offset_y = current_map_display_y % SOURCE_TILE_HEIGHT
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@@ -591,16 +463,8 @@ class TilemapRenderer
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#=============================================================================
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def update
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# Check if screen was resized
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# TODO: If it was resized, change how many TileSprites there are.
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# CustomTilemap only uses this for the flash graphic.
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if @can_query_graphics_size
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@graphics_width = Graphics.width
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@graphics_height = Graphics.height
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end
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# Update tone
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if @old_tone != @tone
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@flash.tone = @tone if @flash
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@tiles.each do |col|
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col.each do |coord|
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coord.each { |tile| tile.tone = @tone }
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@@ -610,7 +474,6 @@ class TilemapRenderer
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end
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# Update color
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if @old_color != @color
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@flash.color = @color if @flash
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@tiles.each do |col|
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col.each do |coord|
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coord.each { |tile| tile.color = @tone }
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@@ -621,30 +484,22 @@ class TilemapRenderer
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# Recalculate autotile frames
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@tilesets.update
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@autotiles.update
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# Update flash
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refresh_flash if @flashChanged
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@flash.opacity = FLASH_OPACITY[(Graphics.frame_count / 2) % 6] if @flash
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do_full_refresh = false
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if @viewport.ox != @old_viewport_ox || @viewport.oy != @old_viewport_oy
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@old_viewport_ox = @viewport.ox
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@old_viewport_oy = @viewport.oy
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do_full_refresh = true
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end
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# Check whether the screen has moved since the last update
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@screen_moved = false
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@screen_moved_vertically = false
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do_full_refresh = true if check_if_screen_moved
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# Update all tile sprites
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visited = []
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@tiles_horizontal_count.times do |i|
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visited[i] = []
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@tiles_vertical_count.times { |j| visited[i][j] = false }
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end
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$MapFactory.maps.each do |map|
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# Calculate x/y ranges of tile sprites that represent them
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map_display_x = (map.display_x.to_f / Game_Map::X_SUBPIXELS).round
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@@ -658,7 +513,6 @@ class TilemapRenderer
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end_y = @tiles_vertical_count - 1
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end_y = [end_y, map.height - map_display_y_tile - 1].min
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next if start_x > end_x || start_y > end_y || end_x < 0 || end_y < 0
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# Update all tile sprites representing this map
|
||||
for i in start_x..end_x
|
||||
tile_x = i + map_display_x_tile
|
||||
@@ -681,7 +535,6 @@ class TilemapRenderer
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
# Clear all unvisited tile sprites
|
||||
@tiles.each_with_index do |col, i|
|
||||
col.each_with_index do |coord, j|
|
||||
@@ -693,7 +546,6 @@ class TilemapRenderer
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@autotiles.changed = false
|
||||
end
|
||||
end
|
||||
File diff suppressed because it is too large
Load Diff
96
Data/Scripts/006_Map renderer/002_TilesetWrapper.rb
Normal file
96
Data/Scripts/006_Map renderer/002_TilesetWrapper.rb
Normal file
@@ -0,0 +1,96 @@
|
||||
#=======================================================================
|
||||
# This module is a little fix that works around PC hardware limitations.
|
||||
# Since Essentials isn't working with software rendering anymore, it now
|
||||
# has to deal with the limits of the GPU. For the most part this is no
|
||||
# big deal, but people do have some really big tilesets.
|
||||
#
|
||||
# The fix is simple enough: If your tileset is too big, a new
|
||||
# bitmap will be constructed with all the excess pixels sent to the
|
||||
# image's right side. This basically means that you now have a limit
|
||||
# far higher than you should ever actually need.
|
||||
#
|
||||
# Hardware limit -> max tileset length:
|
||||
# 1024px -> 4096px
|
||||
# 2048px -> 16384px (enough to get the normal limit)
|
||||
# 4096px -> 65536px (enough to load pretty much any tileset)
|
||||
# 8192px -> 262144px
|
||||
# 16384px -> 1048576px (what most people have at this point)
|
||||
|
||||
# ~Roza/Zoroark
|
||||
#=======================================================================
|
||||
class TilemapRenderer
|
||||
module TilesetWrapper
|
||||
TILESET_WIDTH = SOURCE_TILE_WIDTH * TILESET_TILES_PER_ROW
|
||||
# Looks useless, but covers weird numbers given to mkxp.json or a funky driver
|
||||
MAX_TEX_SIZE = (Bitmap.max_size / 1024) * 1024
|
||||
MAX_TEX_SIZE_BOOSTED = MAX_TEX_SIZE**2 / TILESET_WIDTH
|
||||
|
||||
module_function
|
||||
|
||||
def wrapTileset(originalbmp)
|
||||
width = originalbmp.width
|
||||
height = originalbmp.height
|
||||
if width == TILESET_WIDTH && originalbmp.mega?
|
||||
columns = (height / MAX_TEX_SIZE.to_f).ceil
|
||||
if columns * TILESET_WIDTH > MAX_TEX_SIZE
|
||||
raise "Tileset is too long!\n\nSIZE: #{originalbmp.height}px\nHARDWARE LIMIT: #{MAX_TEX_SIZE}px\nBOOSTED LIMIT: #{MAX_TEX_SIZE_BOOSTED}px"
|
||||
end
|
||||
bmp = Bitmap.new(TILESET_WIDTH * columns, MAX_TEX_SIZE)
|
||||
remainder = height % MAX_TEX_SIZE
|
||||
columns.times do |col|
|
||||
srcrect = Rect.new(0, col * MAX_TEX_SIZE, width, (col + 1 == columns) ? remainder : MAX_TEX_SIZE)
|
||||
bmp.blt(col * TILESET_WIDTH, 0, originalbmp, srcrect)
|
||||
end
|
||||
return bmp
|
||||
end
|
||||
return originalbmp
|
||||
end
|
||||
|
||||
def getWrappedRect(src_rect)
|
||||
ret = Rect.new(0, 0, 0, 0)
|
||||
col = (src_rect.y / MAX_TEX_SIZE.to_f).floor
|
||||
ret.x = col * TILESET_WIDTH + src_rect.x.clamp(0, TILESET_WIDTH)
|
||||
ret.y = src_rect.y % MAX_TEX_SIZE
|
||||
ret.width = src_rect.width.clamp(0, TILESET_WIDTH - src_rect.x)
|
||||
ret.height = src_rect.height.clamp(0, MAX_TEX_SIZE)
|
||||
return ret
|
||||
end
|
||||
|
||||
private
|
||||
|
||||
def blitWrappedPixels(destX, destY, dest, src, srcrect)
|
||||
if srcrect.y + srcrect.width < MAX_TEX_SIZE
|
||||
# Save the processing power
|
||||
dest.blt(destX, destY, src, srcrect)
|
||||
return
|
||||
end
|
||||
merge = (srcrect.y % MAX_TEX_SIZE) > ((srcrect.y + srcrect.height) % MAX_TEX_SIZE)
|
||||
srcrect_mod = getWrappedRect(srcrect)
|
||||
if merge
|
||||
# FIXME won't work on heights longer than two columns, but nobody should need
|
||||
# more than 32k pixels high at once anyway
|
||||
side = {
|
||||
:a => MAX_TEX_SIZE - srcrect_mod.y,
|
||||
:b => srcrect_mod.height - MAX_TEX_SIZE + srcrect_mod.y
|
||||
}
|
||||
dest.blt(destX, destY, src, Rect.new(srcrect_mod.x, srcrect_mod.y, srcrect_mod.width, side[:a]))
|
||||
dest.blt(destX, destY + side[:a], src, Rect.new(srcrect_mod.x + TILESET_WIDTH, 0, srcrect_mod.width, side[:b]))
|
||||
else
|
||||
dest.blt(destX, destY, src, srcrect_mod)
|
||||
end
|
||||
end
|
||||
|
||||
def stretchBlitWrappedPixels(destrect, dest, src, srcrect)
|
||||
if srcrect.y + srcrect.width < MAX_TEX_SIZE
|
||||
# Save the processing power
|
||||
dest.stretch_blt(destrect, src, srcrect)
|
||||
return
|
||||
end
|
||||
# Does a regular blit to a non-megasurface, then stretch_blts that to
|
||||
# the destination. Yes it is slow
|
||||
tmp = Bitmap.new(srcrect.width, srcrect.height)
|
||||
blitWrappedPixels(0, 0, tmp, src, srcrect)
|
||||
dest.stretch_blt(destrect, tmp, Rect.new(0, 0, srcrect.width, srcrect.height))
|
||||
end
|
||||
end
|
||||
end
|
||||
72
Data/Scripts/006_Map renderer/003_AutotileExpander.rb
Normal file
72
Data/Scripts/006_Map renderer/003_AutotileExpander.rb
Normal file
@@ -0,0 +1,72 @@
|
||||
class TilemapRenderer
|
||||
module AutotileExpander
|
||||
MAX_TEXTURE_SIZE = (Bitmap.max_size / 1024) * 1024
|
||||
|
||||
module_function
|
||||
|
||||
# This doesn't allow for cache sizes smaller than 768, but if that applies
|
||||
# to you, you've got bigger problems.
|
||||
def expand(bitmap)
|
||||
return bitmap if bitmap.height == SOURCE_TILE_HEIGHT
|
||||
expanded_format = (bitmap.height == SOURCE_TILE_HEIGHT * 6)
|
||||
wrap = false
|
||||
if MAX_TEXTURE_SIZE < TILES_PER_AUTOTILE * SOURCE_TILE_HEIGHT
|
||||
wrap = true # Each autotile will occupy two columns instead of one
|
||||
end
|
||||
frames_count = [bitmap.width / (3 * SOURCE_TILE_WIDTH), 1].max
|
||||
new_bitmap = Bitmap.new(frames_count * (wrap ? 2 : 1) * SOURCE_TILE_WIDTH,
|
||||
TILES_PER_AUTOTILE * SOURCE_TILE_HEIGHT / (wrap ? 2 : 1))
|
||||
rect = Rect.new(0, 0, SOURCE_TILE_WIDTH / 2, SOURCE_TILE_HEIGHT / 2)
|
||||
TILES_PER_AUTOTILE.times do |id|
|
||||
pattern = TileDrawingHelper::AUTOTILE_PATTERNS[id >> 3][id % TILESET_TILES_PER_ROW]
|
||||
wrap_offset_x = (wrap && id >= TILES_PER_AUTOTILE / 2) ? SOURCE_TILE_WIDTH : 0
|
||||
wrap_offset_y = (wrap && id >= TILES_PER_AUTOTILE / 2) ? (TILES_PER_AUTOTILE / 2) * SOURCE_TILE_HEIGHT : 0
|
||||
frames_count.times do |frame|
|
||||
if expanded_format && [1, 2, 4, 8].include?(id)
|
||||
dest_x = frame * SOURCE_TILE_WIDTH * (wrap ? 2 : 1)
|
||||
dest_x += wrap_offset_x
|
||||
next if dest_x > MAX_TEXTURE_SIZE
|
||||
dest_y = id * SOURCE_TILE_HEIGHT
|
||||
dest_y -= wrap_offset_y
|
||||
next if dest_y > MAX_TEXTURE_SIZE
|
||||
case id
|
||||
when 1 # Top left corner
|
||||
new_bitmap.blt(dest_x, dest_y, bitmap,
|
||||
Rect.new(frame * SOURCE_TILE_WIDTH * 3, SOURCE_TILE_HEIGHT * 4,
|
||||
SOURCE_TILE_WIDTH, SOURCE_TILE_HEIGHT))
|
||||
when 2 # Top right corner
|
||||
new_bitmap.blt(dest_x, dest_y, bitmap,
|
||||
Rect.new(SOURCE_TILE_WIDTH + frame * SOURCE_TILE_WIDTH * 3, SOURCE_TILE_HEIGHT * 4,
|
||||
SOURCE_TILE_WIDTH, SOURCE_TILE_HEIGHT))
|
||||
when 4 # Bottom right corner
|
||||
new_bitmap.blt(dest_x, dest_y, bitmap,
|
||||
Rect.new(SOURCE_TILE_WIDTH + frame * SOURCE_TILE_WIDTH * 3, SOURCE_TILE_HEIGHT * 5,
|
||||
SOURCE_TILE_WIDTH, SOURCE_TILE_HEIGHT))
|
||||
when 8 # Bottom left corner
|
||||
new_bitmap.blt(dest_x, dest_y, bitmap,
|
||||
Rect.new(frame * SOURCE_TILE_WIDTH * 3, SOURCE_TILE_HEIGHT * 5,
|
||||
SOURCE_TILE_WIDTH, SOURCE_TILE_HEIGHT))
|
||||
end
|
||||
next
|
||||
end
|
||||
pattern.each_with_index do |src_chunk, i|
|
||||
real_src_chunk = src_chunk - 1
|
||||
dest_x = (i % 2) * SOURCE_TILE_WIDTH / 2
|
||||
dest_x += frame * SOURCE_TILE_WIDTH * (wrap ? 2 : 1)
|
||||
dest_x += wrap_offset_x
|
||||
next if dest_x > MAX_TEXTURE_SIZE
|
||||
dest_y = (i / 2) * SOURCE_TILE_HEIGHT / 2
|
||||
dest_y += id * SOURCE_TILE_HEIGHT
|
||||
dest_y -= wrap_offset_y
|
||||
next if dest_y > MAX_TEXTURE_SIZE
|
||||
rect.x = (real_src_chunk % 6) * SOURCE_TILE_WIDTH / 2
|
||||
rect.x += SOURCE_TILE_WIDTH * 3 * frame
|
||||
rect.y = (real_src_chunk / 6) * SOURCE_TILE_HEIGHT / 2
|
||||
new_bitmap.blt(dest_x, dest_y, bitmap, rect)
|
||||
end
|
||||
end
|
||||
end
|
||||
return new_bitmap
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -2,7 +2,7 @@ class TileDrawingHelper
|
||||
attr_accessor :tileset
|
||||
attr_accessor :autotiles
|
||||
|
||||
Autotiles = [
|
||||
AUTOTILE_PATTERNS = [
|
||||
[ [27, 28, 33, 34], [ 5, 28, 33, 34], [27, 6, 33, 34], [ 5, 6, 33, 34],
|
||||
[27, 28, 33, 12], [ 5, 28, 33, 12], [27, 6, 33, 12], [ 5, 6, 33, 12] ],
|
||||
[ [27, 28, 11, 34], [ 5, 28, 11, 34], [27, 6, 11, 34], [ 5, 6, 11, 34],
|
||||
@@ -18,7 +18,7 @@ class TileDrawingHelper
|
||||
]
|
||||
|
||||
# converts neighbors returned from tableNeighbors to tile indexes
|
||||
NeighborsToTiles = [
|
||||
NEIGHBORS_TO_AUTOTILE_INDEX = [
|
||||
46, 44, 46, 44, 43, 41, 43, 40, 46, 44, 46, 44, 43, 41, 43, 40,
|
||||
42, 32, 42, 32, 35, 19, 35, 18, 42, 32, 42, 32, 34, 17, 34, 16,
|
||||
46, 44, 46, 44, 43, 41, 43, 40, 46, 44, 46, 44, 43, 41, 43, 40,
|
||||
@@ -68,7 +68,7 @@ class TileDrawingHelper
|
||||
|
||||
def initialize(tileset, autotiles)
|
||||
if tileset.mega?
|
||||
@tileset = TileWrap::wrapTileset(tileset)
|
||||
@tileset = TilemapRenderer::TilesetWrapper.wrapTileset(tileset)
|
||||
tileset.dispose
|
||||
@shouldWrap = true
|
||||
else
|
||||
@@ -100,7 +100,7 @@ class TileDrawingHelper
|
||||
else
|
||||
anim = frame * 96
|
||||
id %= 48
|
||||
tiles = TileDrawingHelper::Autotiles[id >> 3][id & 7]
|
||||
tiles = AUTOTILE_PATTERNS[id >> 3][id & 7]
|
||||
src = Rect.new(0, 0, 0, 0)
|
||||
for i in 0...4
|
||||
tile_position = tiles[i] - 1
|
||||
@@ -114,7 +114,7 @@ class TileDrawingHelper
|
||||
def bltSmallRegularTile(bitmap,x,y,cxTile,cyTile,id)
|
||||
return if id < 384 || !@tileset || @tileset.disposed?
|
||||
rect = Rect.new((id - 384) % 8 * 32, (id - 384) / 8 * 32, 32, 32)
|
||||
rect = TileWrap::getWrappedRect(rect) if @shouldWrap
|
||||
rect = TilemapRenderer::TilesetWrapper.getWrappedRect(rect) if @shouldWrap
|
||||
bitmap.stretch_blt(Rect.new(x, y, cxTile, cyTile), @tileset, rect)
|
||||
end
|
||||
|
||||
@@ -176,7 +176,7 @@ def bltMinimapAutotile(dstBitmap,x,y,srcBitmap,id)
|
||||
anim=0
|
||||
cxTile=3
|
||||
cyTile=3
|
||||
tiles = TileDrawingHelper::Autotiles[id>>3][id&7]
|
||||
tiles = TileDrawingHelper::AUTOTILE_PATTERNS[id>>3][id&7]
|
||||
src=Rect.new(0,0,0,0)
|
||||
for i in 0...4
|
||||
tile_position = tiles[i] - 1
|
||||
@@ -213,7 +213,7 @@ def getPassabilityMinimap(mapid)
|
||||
passtable[i,j]=pass ? 1 : 0
|
||||
end
|
||||
end
|
||||
neighbors=TileDrawingHelper::NeighborsToTiles
|
||||
neighbors=TileDrawingHelper::NEIGHBORS_TO_AUTOTILE_INDEX
|
||||
for i in 0...map.width
|
||||
for j in 0...map.height
|
||||
if passtable[i,j]==0
|
||||
@@ -1,100 +0,0 @@
|
||||
#=======================================================================
|
||||
# This module is a little fix that works around PC hardware limitations.
|
||||
# Since Essentials isn't working with software rendering anymore, it now
|
||||
# has to deal with the limits of the GPU. For the most part this is no
|
||||
# big deal, but people do have some really big tilesets.
|
||||
#
|
||||
# The fix is simple enough: If your tileset is too big, a new
|
||||
# bitmap will be constructed with all the excess pixels sent to the
|
||||
# image's right side. This basically means that you now have a limit
|
||||
# far higher than you should ever actually need.
|
||||
#
|
||||
# Hardware limit -> max tileset length:
|
||||
# 1024px -> 4096px
|
||||
# 2048px -> 16384px (enough to get the normal limit)
|
||||
# 4096px -> 65536px (enough to load pretty much any tileset)
|
||||
# 8192px -> 262144px
|
||||
# 16384px -> 1048576px (what most people have at this point)
|
||||
|
||||
# ~Roza/Zoroark
|
||||
#=======================================================================
|
||||
|
||||
module TileWrap
|
||||
|
||||
TILESET_WIDTH = 0x100
|
||||
# Looks useless, but covers weird numbers given to mkxp.json or a funky driver
|
||||
MAX_TEX_SIZE = (Bitmap.max_size / 1024) * 1024
|
||||
MAX_TEX_SIZE_BOOSTED = MAX_TEX_SIZE**2/TILESET_WIDTH
|
||||
|
||||
def self.clamp(val, min, max)
|
||||
val = max if val > max
|
||||
val = min if val < min
|
||||
return val
|
||||
end
|
||||
|
||||
def self.wrapTileset(originalbmp)
|
||||
width = originalbmp.width
|
||||
height = originalbmp.height
|
||||
if width == TILESET_WIDTH && originalbmp.mega?
|
||||
columns = (height / MAX_TEX_SIZE.to_f).ceil
|
||||
|
||||
if columns * TILESET_WIDTH > MAX_TEX_SIZE
|
||||
raise "Tilemap is too long!\n\nSIZE: #{originalbmp.height}px\nHARDWARE LIMIT: #{MAX_TEX_SIZE}px\nBOOSTED LIMIT: #{MAX_TEX_SIZE_BOOSTED}px"
|
||||
end
|
||||
bmp = Bitmap.new(TILESET_WIDTH*columns, MAX_TEX_SIZE)
|
||||
remainder = height % MAX_TEX_SIZE
|
||||
|
||||
columns.times{|col|
|
||||
srcrect = Rect.new(0, col * MAX_TEX_SIZE, width, (col + 1 == columns) ? remainder : MAX_TEX_SIZE)
|
||||
bmp.blt(col*TILESET_WIDTH, 0, originalbmp, srcrect)
|
||||
}
|
||||
return bmp
|
||||
end
|
||||
|
||||
return originalbmp
|
||||
end
|
||||
|
||||
def self.getWrappedRect(src_rect)
|
||||
ret = Rect.new(0,0,0,0)
|
||||
col = (src_rect.y / MAX_TEX_SIZE.to_f).floor
|
||||
ret.x = col * TILESET_WIDTH + clamp(src_rect.x,0,TILESET_WIDTH)
|
||||
ret.y = src_rect.y % MAX_TEX_SIZE
|
||||
ret.width = clamp(src_rect.width, 0, TILESET_WIDTH - src_rect.x)
|
||||
ret.height = clamp(src_rect.height, 0, MAX_TEX_SIZE)
|
||||
return ret
|
||||
end
|
||||
|
||||
def self.blitWrappedPixels(destX, destY, dest, src, srcrect)
|
||||
if (srcrect.y + srcrect.width < MAX_TEX_SIZE)
|
||||
# Save the processing power
|
||||
dest.blt(destX, destY, src, srcrect)
|
||||
return
|
||||
end
|
||||
merge = (srcrect.y % MAX_TEX_SIZE) > ((srcrect.y + srcrect.height) % MAX_TEX_SIZE)
|
||||
|
||||
srcrect_mod = getWrappedRect(srcrect)
|
||||
|
||||
if !merge
|
||||
dest.blt(destX, destY, src, srcrect_mod)
|
||||
else
|
||||
#FIXME won't work on heights longer than two columns, but nobody should need
|
||||
# more than 32k pixels high at once anyway
|
||||
side = {:a => MAX_TEX_SIZE - srcrect_mod.y, :b => srcrect_mod.height - (MAX_TEX_SIZE - srcrect_mod.y)}
|
||||
dest.blt(destX, destY, src, Rect.new(srcrect_mod.x, srcrect_mod.y, srcrect_mod.width, side[:a]))
|
||||
dest.blt(destX, destY + side[:a], src, Rect.new(srcrect_mod.x + TILESET_WIDTH, 0, srcrect_mod.width, side[:b]))
|
||||
end
|
||||
end
|
||||
|
||||
def self.stretchBlitWrappedPixels(destrect, dest, src, srcrect)
|
||||
if (srcrect.y + srcrect.width < MAX_TEX_SIZE)
|
||||
# Save the processing power
|
||||
dest.stretch_blt(destrect, src, srcrect)
|
||||
return
|
||||
end
|
||||
# Does a regular blit to a non-megasurface, then stretch_blts that to
|
||||
# the destination. Yes it is slow
|
||||
tmp = Bitmap.new(srcrect.width, srcrect.height)
|
||||
blitWrappedPixels(0,0,tmp,src,srcrect)
|
||||
dest.stretch_blt(destrect, tmp, Rect.new(0,0,srcrect.width,srcrect.height))
|
||||
end
|
||||
end
|
||||
@@ -1,55 +0,0 @@
|
||||
class TilemapRenderer
|
||||
module AutotileExpander
|
||||
MAX_TEXTURE_SIZE = (Bitmap.max_size / 1024) * 1024
|
||||
AUTOTILE_PATTERNS = [
|
||||
[ [27, 28, 33, 34], [ 5, 28, 33, 34], [27, 6, 33, 34], [ 5, 6, 33, 34],
|
||||
[27, 28, 33, 12], [ 5, 28, 33, 12], [27, 6, 33, 12], [ 5, 6, 33, 12] ],
|
||||
[ [27, 28, 11, 34], [ 5, 28, 11, 34], [27, 6, 11, 34], [ 5, 6, 11, 34],
|
||||
[27, 28, 11, 12], [ 5, 28, 11, 12], [27, 6, 11, 12], [ 5, 6, 11, 12] ],
|
||||
[ [25, 26, 31, 32], [25, 6, 31, 32], [25, 26, 31, 12], [25, 6, 31, 12],
|
||||
[15, 16, 21, 22], [15, 16, 21, 12], [15, 16, 11, 22], [15, 16, 11, 12] ],
|
||||
[ [29, 30, 35, 36], [29, 30, 11, 36], [ 5, 30, 35, 36], [ 5, 30, 11, 36],
|
||||
[39, 40, 45, 46], [ 5, 40, 45, 46], [39, 6, 45, 46], [ 5, 6, 45, 46] ],
|
||||
[ [25, 30, 31, 36], [15, 16, 45, 46], [13, 14, 19, 20], [13, 14, 19, 12],
|
||||
[17, 18, 23, 24], [17, 18, 11, 24], [41, 42, 47, 48], [ 5, 42, 47, 48] ],
|
||||
[ [37, 38, 43, 44], [37, 6, 43, 44], [13, 18, 19, 24], [13, 14, 43, 44],
|
||||
[37, 42, 43, 48], [17, 18, 47, 48], [13, 18, 43, 48], [ 1, 2, 7, 8] ]
|
||||
]
|
||||
|
||||
# TODO: Doesn't allow for cache sizes smaller than 768.
|
||||
def self.expand(bitmap)
|
||||
return bitmap if bitmap.height == SOURCE_TILE_HEIGHT
|
||||
wrap = false
|
||||
if MAX_TEXTURE_SIZE < TILES_PER_AUTOTILE * SOURCE_TILE_HEIGHT
|
||||
wrap = true # Each autotile will occupy two columns instead of one
|
||||
end
|
||||
frames_count = [bitmap.width / (3 * SOURCE_TILE_WIDTH), 1].max
|
||||
new_bitmap = Bitmap.new(frames_count * (wrap ? 2 : 1) * SOURCE_TILE_WIDTH,
|
||||
TILES_PER_AUTOTILE * SOURCE_TILE_HEIGHT / (wrap ? 2 : 1))
|
||||
rect = Rect.new(0, 0, SOURCE_TILE_WIDTH / 2, SOURCE_TILE_HEIGHT / 2)
|
||||
TILES_PER_AUTOTILE.times do |id|
|
||||
pattern = AUTOTILE_PATTERNS[id >> 3][id % TILESET_TILES_PER_ROW]
|
||||
wrap_offset_x = (wrap && id >= TILES_PER_AUTOTILE / 2) ? SOURCE_TILE_WIDTH : 0
|
||||
wrap_offset_y = (wrap && id >= TILES_PER_AUTOTILE / 2) ? (TILES_PER_AUTOTILE / 2) * SOURCE_TILE_HEIGHT : 0
|
||||
frames_count.times do |frame|
|
||||
pattern.each_with_index do |src_chunk, i|
|
||||
real_src_chunk = src_chunk - 1
|
||||
dest_x = (i % 2) * SOURCE_TILE_WIDTH / 2
|
||||
dest_x += frame * SOURCE_TILE_WIDTH * (wrap ? 2 : 1)
|
||||
dest_x += wrap_offset_x
|
||||
next if dest_x > MAX_TEXTURE_SIZE
|
||||
dest_y = (i / 2) * SOURCE_TILE_HEIGHT / 2
|
||||
dest_y += id * SOURCE_TILE_HEIGHT
|
||||
dest_y -= wrap_offset_y
|
||||
next if dest_y > MAX_TEXTURE_SIZE
|
||||
rect.x = (real_src_chunk % 6) * SOURCE_TILE_WIDTH / 2
|
||||
rect.x += SOURCE_TILE_WIDTH * 3 * frame
|
||||
rect.y = (real_src_chunk / 6) * SOURCE_TILE_HEIGHT / 2
|
||||
new_bitmap.blt(dest_x, dest_y, bitmap, rect)
|
||||
end
|
||||
end
|
||||
end
|
||||
return new_bitmap
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1,11 +1,14 @@
|
||||
#===============================================================================
|
||||
# Code that generates a random dungeon layout, and implements it in a given map.
|
||||
#===============================================================================
|
||||
module RandomDungeonGenerator
|
||||
#=============================================================================
|
||||
# This class is designed to favor different values more than a uniform
|
||||
# random generator does
|
||||
#===============================================================================
|
||||
# random generator does.
|
||||
#=============================================================================
|
||||
class AntiRandom
|
||||
def initialize(size)
|
||||
@old = []
|
||||
@new = []
|
||||
@new = Array.new(size) { |i| i }
|
||||
end
|
||||
|
||||
@@ -26,121 +29,156 @@ class AntiRandom
|
||||
end
|
||||
end
|
||||
|
||||
#=============================================================================
|
||||
# Contains constants that define what types of tiles a random dungeon map can
|
||||
# consist of, and helper methods that translate those tiles into data usable
|
||||
# by a map/printable to the console (for debug purposes).
|
||||
#=============================================================================
|
||||
module DungeonTile
|
||||
VOID = 0
|
||||
ROOM = 1
|
||||
WALL = 2
|
||||
CORRIDOR = 3
|
||||
# Which autotile each type of tile uses (1-7)
|
||||
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 set tiles in the map to a particular type.
|
||||
#=============================================================================
|
||||
module DungeonMaze
|
||||
TILE_WIDTH = 13
|
||||
TILE_HEIGHT = 13
|
||||
MINWIDTH = 5
|
||||
MINHEIGHT = 4
|
||||
MAXWIDTH = 11
|
||||
MAXHEIGHT = 10
|
||||
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
|
||||
|
||||
def self.paintRect(tile, x, y, width, height) # paints a room
|
||||
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) * TILE_WIDTH + (x + i)] = 3
|
||||
tile[(y + j) * CELL_WIDTH + (x + i)] = DungeonTile::CORRIDOR
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
def self.paintTile(dungeon, dstX, dstY, tile, rotation) # paints a tile
|
||||
# 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...TILE_HEIGHT
|
||||
for x in 0...TILE_WIDTH
|
||||
dungeon[x + dstX, y + dstY] = tile[y * TILE_WIDTH + x]
|
||||
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...TILE_HEIGHT
|
||||
for x in 0...TILE_WIDTH
|
||||
dungeon[y + dstX , TILE_WIDTH - 1 - x + dstY] = tile[y * TILE_WIDTH + x]
|
||||
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...TILE_HEIGHT
|
||||
for x in 0...TILE_WIDTH
|
||||
dungeon[TILE_HEIGHT - 1 - y + dstX, x + dstY] = tile[y * TILE_WIDTH + x]
|
||||
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...TILE_HEIGHT
|
||||
for x in 0...TILE_WIDTH
|
||||
dungeon[TILE_WIDTH - 1 - x + dstX, TILE_HEIGHT - 1 - y + dstY] = tile[y * TILE_WIDTH + x]
|
||||
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
|
||||
|
||||
def self.paintCell(dungeon, xDst, yDst, tile, rotation)
|
||||
return false if !tile
|
||||
paintTile(dungeon, xDst, yDst, tile, rotation)
|
||||
# Draws a cell's contents, which is an underlying pattern based on tile
|
||||
#_layout and a rotation (the corridors), 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(MINWIDTH..MAXWIDTH)
|
||||
height = rand(MINHEIGHT..MAXHEIGHT)
|
||||
width = rand(ROOM_MIN_WIDTH..ROOM_MAX_WIDTH)
|
||||
height = rand(ROOM_MIN_HEIGHT..ROOM_MAX_HEIGHT)
|
||||
return false if width <= 0 || height <= 0
|
||||
centerX = TILE_WIDTH / 2 + rand(5) - 2
|
||||
centerY = TILE_HEIGHT / 2 + rand(5) - 2
|
||||
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] = 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)
|
||||
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
|
||||
|
||||
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
|
||||
|
||||
|
||||
|
||||
#=============================================================================
|
||||
# Bitwise values used to keep track of the generation of node connections.
|
||||
#=============================================================================
|
||||
module EdgeMasks
|
||||
North = 1
|
||||
West = 2
|
||||
@@ -149,8 +187,10 @@ module EdgeMasks
|
||||
Visited = 16
|
||||
end
|
||||
|
||||
|
||||
|
||||
#=============================================================================
|
||||
# A node in a randomly generated dungeon. There is one node per cell, and
|
||||
# nodes are connected to each other.
|
||||
#=============================================================================
|
||||
class MazeNode
|
||||
def initialize
|
||||
@edges = 0
|
||||
@@ -164,8 +204,9 @@ class MazeNode
|
||||
def isBlocked?; return @edges != 0; end
|
||||
end
|
||||
|
||||
|
||||
|
||||
#=============================================================================
|
||||
# Vector class representing the location of a node.
|
||||
#=============================================================================
|
||||
class NodeListElement
|
||||
attr_accessor :x, :y
|
||||
|
||||
@@ -175,65 +216,76 @@ 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]
|
||||
DIRECTIONS = [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()
|
||||
@cells = []
|
||||
clearAllCells
|
||||
@nodes = Array.new(@nodeWidth * @nodeHeight) { MazeNode.new }
|
||||
end
|
||||
|
||||
def buildNodeList
|
||||
list = []
|
||||
for x in 0...nodeWidth
|
||||
for y in 0...nodeHeight
|
||||
list.push(NodeListElement.new(x, y))
|
||||
def randomDir
|
||||
return DIRECTIONS[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
|
||||
end
|
||||
list.shuffle!
|
||||
return list
|
||||
|
||||
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 +293,31 @@ 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 +325,17 @@ 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 +345,6 @@ 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 +352,16 @@ 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 +370,17 @@ 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 +396,20 @@ class Maze
|
||||
|
||||
def recurseDepthFirst(x, y, depth)
|
||||
setVisited(x, y)
|
||||
dirs = @@dirs.shuffle!
|
||||
dirs = DIRECTIONS.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)
|
||||
@@ -390,20 +421,21 @@ 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
|
||||
|
||||
|
||||
|
||||
#=============================================================================
|
||||
# Random dungeon generator class. Calls class Maze to generate the abstract
|
||||
# layout of the dungeon, and turns that into usable map data.
|
||||
#=============================================================================
|
||||
class Dungeon
|
||||
attr_accessor :width, :height
|
||||
XBUFFER = 8
|
||||
YBUFFER = 6
|
||||
|
||||
class DungeonTable
|
||||
def initialize(dungeon)
|
||||
@dungeon = dungeon
|
||||
@@ -412,11 +444,17 @@ class Dungeon
|
||||
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)
|
||||
[1, 2, 3, 2][@dungeon[x, y]] # Void, room floor, wall, corridor floor
|
||||
return DungeonTile.to_tile_id(@dungeon[x, y])
|
||||
end
|
||||
end
|
||||
|
||||
attr_accessor :width, :height
|
||||
BUFFER_X = 8
|
||||
BUFFER_Y = 6
|
||||
|
||||
def initialize(width, height)
|
||||
@width = width
|
||||
@height = height
|
||||
@@ -425,7 +463,7 @@ class Dungeon
|
||||
|
||||
def clear
|
||||
for i in 0...width * height
|
||||
@array[i] = 0
|
||||
@array[i] = DungeonTile::VOID
|
||||
end
|
||||
end
|
||||
|
||||
@@ -434,7 +472,7 @@ 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 +481,7 @@ class Dungeon
|
||||
end
|
||||
|
||||
def [](x, y)
|
||||
@array[y * @width + x]
|
||||
return @array[y * @width + x]
|
||||
end
|
||||
|
||||
def []=(x, y, value)
|
||||
@@ -451,107 +489,17 @@ 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
|
||||
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
|
||||
return @array[y * @width + x] != DungeonTile::VOID
|
||||
end
|
||||
|
||||
# Unused
|
||||
def intersects?(r1, r2)
|
||||
return !(((r2[0] + r2[2] <= r1[0]) ||
|
||||
(r2[0] >= r1[0] + r1[2]) ||
|
||||
@@ -561,15 +509,114 @@ class Dungeon
|
||||
(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) == 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 - 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 + BUFFER_X, y + BUFFER_Y] = DungeonTile::ROOM
|
||||
end
|
||||
end
|
||||
return
|
||||
end
|
||||
# Generate connections between cells
|
||||
maze = Maze.new(maxWidth / cellWidth, maxHeight / cellHeight)
|
||||
maze.generateDepthFirstMaze()
|
||||
# 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
|
||||
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
|
||||
for x in 0...maxWidth
|
||||
for y in 0...maxHeight
|
||||
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] = DungeonTile::WALL if isWall?(x, y) # Make appropriate tiles wall tiles
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
# Convert dungeon layout into proper map tiles
|
||||
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::NEIGHBORS_TO_AUTOTILE_INDEX[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
|
||||
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)
|
||||
# a room's entrance).
|
||||
def self.pbRandomRoomTile(dungeon, tiles)
|
||||
ar1 = AntiRandom.new(dungeon.width)
|
||||
ar2 = AntiRandom.new(dungeon.height)
|
||||
((tiles.length + 1) * 1000).times do
|
||||
@@ -585,26 +632,36 @@ def pbRandomRoomTile(dungeon, tiles)
|
||||
return nil
|
||||
end
|
||||
|
||||
# Test method that generates a dungeon map and prints it to the console.
|
||||
# @param x_cells [Integer] the number of cells wide the dungeon will be
|
||||
# @param y_cells [Intenger] the number of cells tall the dungeon will be
|
||||
def self.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
|
||||
end
|
||||
|
||||
Events.onMapCreate += proc { |_sender, e|
|
||||
mapID = e[0]
|
||||
map = e[1]
|
||||
next if !GameData::MapMetadata.exists?(mapID) ||
|
||||
!GameData::MapMetadata.get(mapID).random_dungeon
|
||||
next if !GameData::MapMetadata.try_get(mapID)&.random_dungeon
|
||||
# this map is a randomly generated dungeon
|
||||
dungeon = Dungeon.new(map.width, map.height)
|
||||
dungeon = RandomDungeonGenerator::Dungeon.new(map.width, map.height)
|
||||
dungeon.generate
|
||||
dungeon.generateMapInPlace(map)
|
||||
roomtiles = []
|
||||
# Reposition events
|
||||
for event in map.events.values
|
||||
tile = pbRandomRoomTile(dungeon, roomtiles)
|
||||
tile = RandomDungeonGenerator.pbRandomRoomTile(dungeon, roomtiles)
|
||||
if tile
|
||||
event.x = tile[0]
|
||||
event.y = tile[1]
|
||||
end
|
||||
end
|
||||
# Override transfer X and Y
|
||||
tile = pbRandomRoomTile(dungeon, roomtiles)
|
||||
tile = RandomDungeonGenerator.pbRandomRoomTile(dungeon, roomtiles)
|
||||
if tile
|
||||
$game_temp.player_new_x = tile[0]
|
||||
$game_temp.player_new_y = tile[1]
|
||||
|
||||
Reference in New Issue
Block a user