Files
infinitefusion-e18/Data/Scripts/010_Data/002_PBS data/020_DungeonParameters.rb
2022-10-01 18:06:15 +01:00

139 lines
6.8 KiB
Ruby

# TODO: Add tileset number in here?
module GameData
class DungeonParameters
attr_reader :id, :area, :version
attr_reader :cell_count_x, :cell_count_y
attr_reader :cell_width, :cell_height
attr_reader :room_min_width, :room_min_height
attr_reader :room_max_width, :room_max_height
attr_reader :corridor_width, :random_corridor_shift
# Layouts:
# :full - every node in the map
# :no_corners - every node except for one in each corner
# :ring - every node around the edge of the map
# :antiring - every node except one that touches an edge of the map
# :plus - every node in a plus (+) shape
# :diagonal_up - every node in a line from bottom left to top right (/)
# :diagonal_down - every node in a line from top left to bottom right (\)
# :cross - every node in a cross (x) shape
# :quadrants - every node except the middles of each edge (i.e. each corner bulges out)
attr_reader :node_layout, :room_layout
attr_reader :room_chance # Percentage of active roomable nodes that will become rooms
attr_reader :extra_connections_count
attr_reader :floor_patch_radius, :floor_patch_chance, :floor_patch_smooth_rate
attr_reader :floor_decoration_density, :floor_decoration_large_density
attr_reader :void_decoration_density, :void_decoration_large_density
attr_reader :rng_seed
attr_reader :flags
DATA = {}
DATA_FILENAME = "dungeon_parameters.dat"
SCHEMA = {
"DungeonSize" => [:dungeon_size, "vv"],
"CellSize" => [:cell_size, "vv"],
"MinRoomSize" => [:min_room_size, "vv"],
"MaxRoomSize" => [:max_room_size, "vv"],
"CorridorWidth" => [:corridor_width, "v"],
"ShiftCorridors" => [:shift_corridors, "b"],
"NodeLayout" => [:node_layout, "s"],
"RoomLayout" => [:room_layout, "s"],
"RoomChance" => [:room_chance, "v"],
"ExtraConnections" => [:extra_connections_count, "u"],
"FloorPatches" => [:floor_patches, "vvu"],
"FloorDecorations" => [:floor_decorations, "uu"],
"VoidDecorations" => [:void_decorations, "uu"],
"RNGSeed" => [:rng_seed, "u"],
"Flags" => [:flags, "*s"]
}
extend ClassMethodsSymbols
include InstanceMethods
# @param other [Symbol, String, self]
# @param version [Integer]
# @return [self]
def self.try_get(area, version = 0)
validate area => [Symbol, self, String]
validate version => Integer
area = area.id if area.is_a?(self)
area = area.to_sym if area.is_a?(String)
trial = sprintf("%s_%d", area, version).to_sym
area_version = (DATA[trial].nil?) ? area : trial
return (DATA.has_key?(area_version)) ? DATA[area_version] : self.new({})
end
def initialize(hash)
@id = hash[:id]
@area = hash[:area]
@version = hash[:version] || 0
@cell_count_x = (hash[:dungeon_size]) ? hash[:dungeon_size][0] : 5
@cell_count_y = (hash[:dungeon_size]) ? hash[:dungeon_size][1] : 5
@cell_width = (hash[:cell_size]) ? hash[:cell_size][0] : 10
@cell_height = (hash[:cell_size]) ? hash[:cell_size][1] : 10
@room_min_width = (hash[:min_room_size]) ? hash[:min_room_size][0] : 5
@room_min_height = (hash[:min_room_size]) ? hash[:min_room_size][1] : 5
@room_max_width = (hash[:max_room_size]) ? hash[:max_room_size][0] : @cell_width - 1
@room_max_height = (hash[:max_room_size]) ? hash[:max_room_size][1] : @cell_height - 1
@corridor_width = hash[:corridor_width] || 2
@random_corridor_shift = hash[:shift_corridors]
@node_layout = hash[:node_layout]&.downcase&.to_sym || :full
@room_layout = hash[:room_layout]&.downcase&.to_sym || :full
@room_chance = hash[:room_chance] || 70
@extra_connections_count = hash[:extra_connections_count] || 2
@floor_patch_radius = (hash[:floor_patches]) ? hash[:floor_patches][0] : 3
@floor_patch_chance = (hash[:floor_patches]) ? hash[:floor_patches][1] : 75
@floor_patch_smooth_rate = (hash[:floor_patches]) ? hash[:floor_patches][2] : 25
@floor_decoration_density = (hash[:floor_decorations]) ? hash[:floor_decorations][0] : 50
@floor_decoration_large_density = (hash[:floor_decorations]) ? hash[:floor_decorations][1] : 200
@void_decoration_density = (hash[:void_decorations]) ? hash[:void_decorations][0] : 50
@void_decoration_large_density = (hash[:void_decorations]) ? hash[:void_decorations][1] : 200
@rng_seed = hash[:rng_seed]
@flags = hash[:flags] || []
end
def has_flag?(flag)
return @flags.any? { |f| f.downcase == flag.downcase }
end
def rand_cell_center
x = (@cell_width / 2) + rand(-2..2)
y = (@cell_height / 2) + rand(-2..2)
return x, y
end
def rand_room_size
width = @room_min_width
if @room_max_width > @room_min_width
width = rand(@room_min_width..@room_max_width)
end
height = @room_min_height
if @room_max_height > @room_min_height
height = rand(@room_min_height..@room_max_height)
end
return width, height
end
def property_from_string(str)
case str
when "DungeonSize" then return [@cell_count_x, @cell_count_y]
when "CellSize" then return [@cell_width, @cell_height]
when "MinRoomSize" then return [@room_min_width, @room_min_height]
when "MaxRoomSize" then return [@room_max_width, @room_max_height]
when "CorridorWidth" then return @corridor_width
when "ShiftCorridors" then return @random_corridor_shift
when "NodeLayout" then return @node_layout
when "RoomLayout" then return @room_layout
when "RoomChance" then return @room_chance
when "ExtraConnections" then return @extra_connections_count
when "FloorPatches" then return [@floor_patch_radius, @floor_patch_chance, @floor_patch_smooth_rate]
when "FloorDecorations" then return [@floor_decoration_density, @floor_decoration_large_density]
when "VoidDecorations" then return [@void_decoration_density, @void_decoration_large_density]
when "RNGSeed" then return @rng_seed
when "Flags" then return @flags
end
return nil
end
end
end