#=============================================================================== # 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. #============================================================================= class AntiRandom def initialize(size) @old = [] @new = Array.new(size) { |i| i } end def get if @new.length == 0 # No new values @new = @old.clone @old.clear end if @old.length > 0 && rand(7) == 0 # Get old value return @old[rand(@old.length)] end if @new.length > 0 # Get new value ret = @new.delete_at(rand(@new.length)) @old.push(ret) return ret end return @old[rand(@old.length)] # Get old value end end #============================================================================= # 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 CELL_WIDTH = 13 # Should be at least 7 CELL_HEIGHT = 13 # Should be at least 7 ROOM_MIN_WIDTH = 5 ROOM_MAX_WIDTH = CELL_WIDTH - 2 # Should be at most CELL_WIDTH - 2 ROOM_MIN_HEIGHT = 4 ROOM_MAX_HEIGHT = CELL_HEIGHT - 3 # Should be at most CELL_HEIGHT - 3 CORRIDOR_WIDTH = 3 None = 0 TurnLeft = 1 TurnRight = 2 Turn180 = 3 @@corridor_layouts = nil module_function # Generates sets of tiles depicting corridors coming out of a room, for all # combinations of the sides that they can come out of. def generate_corridor_patterns if !@@corridor_layouts tiles = [] x_offset = (CELL_WIDTH - CORRIDOR_WIDTH) / 2 y_offset = (CELL_HEIGHT - CORRIDOR_WIDTH) / 2 for combo in 0...16 tiles[combo] = [] for i in 0...CELL_WIDTH * CELL_HEIGHT tiles[combo][i] = DungeonTile::VOID end if (combo & EdgeMasks::North) == 0 paint_corridor(tiles[combo], x_offset, 0, CORRIDOR_WIDTH, y_offset + CORRIDOR_WIDTH) end if (combo & EdgeMasks::South) == 0 paint_corridor(tiles[combo], x_offset, y_offset, CORRIDOR_WIDTH, CELL_HEIGHT - y_offset) end if (combo & EdgeMasks::East) == 0 paint_corridor(tiles[combo], x_offset, y_offset, CELL_WIDTH - x_offset, CORRIDOR_WIDTH) end if (combo & EdgeMasks::West) == 0 paint_corridor(tiles[combo], 0, y_offset, x_offset + CORRIDOR_WIDTH, CORRIDOR_WIDTH) end end @@corridor_layouts = tiles end return @@corridor_layouts end # Makes all tiles in a particular area corridor tiles. def paint_corridor(tile, x, y, width, height) for j in 0...height for i in 0...width tile[(y + j) * CELL_WIDTH + (x + i)] = DungeonTile::CORRIDOR end end end # Used to draw tiles from the given tile_layout and rotation (for corridors). def paint_tile_layout(dungeon, dstX, dstY, tile_layout, rotation) case rotation when None for y in 0...CELL_HEIGHT for x in 0...CELL_WIDTH dungeon[x + dstX, y + dstY] = tile_layout[y * CELL_WIDTH + x] end end when TurnLeft for y in 0...CELL_HEIGHT for x in 0...CELL_WIDTH dungeon[y + dstX , CELL_WIDTH - 1 - x + dstY] = tile_layout[y * CELL_WIDTH + x] end end when TurnRight for y in 0...CELL_HEIGHT for x in 0...CELL_WIDTH dungeon[CELL_HEIGHT - 1 - y + dstX, x + dstY] = tile_layout[y * CELL_WIDTH + x] end end when Turn180 for y in 0...CELL_HEIGHT for x in 0...CELL_WIDTH dungeon[CELL_WIDTH - 1 - x + dstX, CELL_HEIGHT - 1 - y + dstY] = tile_layout[y * CELL_WIDTH + x] end end end end # Draws a cell's contents, which is an underlying pattern based on tile #_layout and a rotation (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(ROOM_MIN_WIDTH..ROOM_MAX_WIDTH) height = rand(ROOM_MIN_HEIGHT..ROOM_MAX_HEIGHT) return false if width <= 0 || height <= 0 centerX = CELL_WIDTH / 2 + rand(5) - 2 centerY = CELL_HEIGHT / 2 + rand(5) - 2 x = centerX - (width / 2) y = centerY - (height / 2) rect = [x, y, width, height] rect[0] = rect[0].clamp(1, CELL_WIDTH - 1 - width) rect[1] = rect[1].clamp(2, CELL_HEIGHT - 1 - height) # 2 because walls are 2 tiles tall dungeon.paint_room(rect, xDst, yDst) return true end end #============================================================================= # Bitwise values used to keep track of the generation of node connections. #============================================================================= module EdgeMasks North = 1 West = 2 East = 4 South = 8 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 end def setEdge(e); @edges |= e; end def clearEdge(e); @edges &= ~e; end def clear; @edges = 0; end def set; @edges = 15; end def getEdge(e); return (@edges & e) != 0; end def isBlocked?; return @edges != 0; end end #============================================================================= # Vector class representing the location of a node. #============================================================================= class NodeListElement attr_accessor :x, :y def initialize(x, y) @x = x @y = y 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 DIRECTIONS = [EdgeMasks::North, EdgeMasks::South, EdgeMasks::East, EdgeMasks::West] def initialize(cw, ch) raise ArgumentError.new if cw == 0 || ch == 0 @cellWidth = cw @cellHeight = ch @nodeWidth = cw + 1 @nodeHeight = ch + 1 @cells = [] clearAllCells @nodes = Array.new(@nodeWidth * @nodeHeight) { MazeNode.new } end 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 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 = x ny = y case edge when EdgeMasks::North e = EdgeMasks::South ny = y - 1 when EdgeMasks::South e = EdgeMasks::North ny = y + 1 when EdgeMasks::East e = EdgeMasks::West nx = x + 1 when EdgeMasks::West e = EdgeMasks::East nx = x - 1 else return end return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight @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 = x ny = y case edge when EdgeMasks::North e = EdgeMasks::South ny -= 1 when EdgeMasks::South e = EdgeMasks::North ny += 1 when EdgeMasks::East e = EdgeMasks::West nx += 1 when EdgeMasks::West e = EdgeMasks::East nx -= 1 else raise ArgumentError.new end return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight @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 getEdgePattern(x, y) pattern = 0 pattern |= EdgeMasks::North if getEdgeNode(x, y, EdgeMasks::North) pattern |= EdgeMasks::South if getEdgeNode(x, y, EdgeMasks::South) pattern |= EdgeMasks::East if getEdgeNode(x, y, EdgeMasks::East) pattern |= EdgeMasks::West if getEdgeNode(x, y, EdgeMasks::West) return pattern end def buildMazeWall(x, y, dir, len) return if isBlockedNode?(x, y) wx = x wy = y len.times do ox = wx oy = wy 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 end setEdgeNode(ox,oy,dir) 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() return if nlist.length == 0 for c in 0...nlist.length d = randomDir() len = rand(maxWall + 1) x = nlist[c].x y = nlist[c].y buildMazeWall(x, y, d, len) end end def recurseDepthFirst(x, y, depth) setVisited(x, y) dirs = DIRECTIONS.shuffle for c in 0...4 d = dirs[c] cx = x cy = y case d when EdgeMasks::North cy -= 1 when EdgeMasks::South cy += 1 when EdgeMasks::East cx += 1 when EdgeMasks::West cx -= 1 end if cx >= 0 && cy >= 0 && cx < cellWidth && cy < cellHeight if !getVisited(cx, cy) clearEdgeNode(x, y, d) recurseDepthFirst(cx, cy, depth + 1) end end end end def generateDepthFirstMaze # Pick a cell to start in sx = rand(cellWidth) sy = rand(cellHeight) # 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 class DungeonTable def initialize(dungeon) @dungeon = dungeon end def xsize; @dungeon.width; end def ysize; @dungeon.height; end # Returns which tile in the tileset corresponds to the type of tile is at # the given coordinates def [](x, y) return DungeonTile.to_tile_id(@dungeon[x, y]) end end attr_accessor :width, :height BUFFER_X = 8 BUFFER_Y = 6 def initialize(width, height) @width = width @height = height @array = [] end def clear for i in 0...width * height @array[i] = DungeonTile::VOID end end def write ret = "" i = 0 for y in 0...@height for x in 0...@width ret += DungeonTile.to_text(value(x, y)) i += 1 end ret += "\r\n" end return ret end def [](x, y) return @array[y * @width + x] end def []=(x, y, value) @array[y * @width + x] = value end def value(x, y) 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 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]) || (r2[1] + r2[3] <= r1[1]) || (r2[1] >= r1[1] + r1[3])) && ((r1[0] <= r2[0] + r2[2])|| (r1[0] >= r2[0] + r2[2]) || (r1[1] + r1[3] <= r2[1]) || (r1[1] >= r2[1] + r2[3])) ) end # Returns whether the given coordinates are a room floor that isn't too close # to a corridor def isRoom?(x, y) if value(x, y) == 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 self.pbRandomRoomTile(dungeon, tiles) ar1 = AntiRandom.new(dungeon.width) ar2 = AntiRandom.new(dungeon.height) ((tiles.length + 1) * 1000).times do x = ar1.get() y = ar2.get() if dungeon.isRoom?(x, y) && !tiles.any? { |item| (item[0] - x).abs < 2 && (item[1] - y).abs < 2 } ret = [x, y] tiles.push(ret) return ret end end return nil end # 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.try_get(mapID)&.random_dungeon # this map is a randomly generated dungeon dungeon = RandomDungeonGenerator::Dungeon.new(map.width, map.height) dungeon.generate dungeon.generateMapInPlace(map) roomtiles = [] # Reposition events for event in map.events.values tile = RandomDungeonGenerator.pbRandomRoomTile(dungeon, roomtiles) if tile event.x = tile[0] event.y = tile[1] end end # Override transfer X and Y tile = RandomDungeonGenerator.pbRandomRoomTile(dungeon, roomtiles) if tile $game_temp.player_new_x = tile[0] $game_temp.player_new_y = tile[1] end }