Files
infinitefusion-e18/Data/Scripts/012_Overworld/008_Overworld_RandomDungeons.rb
infinitefusion ad2bd31b51 Revert "Removed old map renderer, tidied up"
This reverts commit fd818e1ee2.
2022-05-08 17:39:55 -04:00

613 lines
15 KiB
Ruby

#===============================================================================
# This class is designed to favor different values more than a uniform
# random generator does
#===============================================================================
class AntiRandom
def initialize(size)
@old = []
@new = []
@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
#===============================================================================
#
#===============================================================================
module DungeonMaze
TILE_WIDTH = 13
TILE_HEIGHT = 13
MINWIDTH = 5
MINHEIGHT = 4
MAXWIDTH = 11
MAXHEIGHT = 10
None = 0
TurnLeft = 1
TurnRight = 2
Turn180 = 3
def self.paintRect(tile, x, y, width, height) # paints a room
for j in 0...height
for i in 0...width
tile[(y + j) * TILE_WIDTH + (x + i)] = 3
end
end
end
def self.paintTile(dungeon, dstX, dstY, tile, rotation) # paints a tile
case rotation
when None
for y in 0...TILE_HEIGHT
for x in 0...TILE_WIDTH
dungeon[x + dstX, y + dstY] = tile[y * TILE_WIDTH + x]
end
end
when TurnLeft
for y in 0...TILE_HEIGHT
for x in 0...TILE_WIDTH
dungeon[y + dstX , TILE_WIDTH - 1 - x + dstY] = tile[y * TILE_WIDTH + x]
end
end
when TurnRight
for y in 0...TILE_HEIGHT
for x in 0...TILE_WIDTH
dungeon[TILE_HEIGHT - 1 - y + dstX, x + dstY] = tile[y * TILE_WIDTH + x]
end
end
when Turn180
for y in 0...TILE_HEIGHT
for x in 0...TILE_WIDTH
dungeon[TILE_WIDTH - 1 - x + dstX, TILE_HEIGHT - 1 - y + dstY] = tile[y * TILE_WIDTH + x]
end
end
end
end
def self.paintCell(dungeon, xDst, yDst, tile, rotation)
return false if !tile
paintTile(dungeon, xDst, yDst, tile, rotation)
return false if rand(100) < 30
# Generate a randomly placed room
width = rand(MINWIDTH..MAXWIDTH)
height = rand(MINHEIGHT..MAXHEIGHT)
return false if width <= 0 || height <= 0
centerX = TILE_WIDTH / 2 + rand(5) - 2
centerY = TILE_HEIGHT / 2 + rand(5) - 2
x = centerX - (width / 2)
y = centerY - (height / 2)
rect = [x, y, width, height]
rect[0] = 1 if rect[0] < 1
rect[1] = 2 if rect[1] < 2
rect[0] = TILE_WIDTH - 1 - width if rect[0] + width > TILE_WIDTH - 1
rect[1] = TILE_HEIGHT - 1 - height if rect[0] + height > TILE_HEIGHT - 1
dungeon.paint(rect, xDst, yDst)
return true
end
def self.generateTiles
tiles = []
for i in 0...6
tiles[i] = []
for j in 0...TILE_WIDTH * TILE_HEIGHT
tiles[i][j] = 0
end
end
paintRect(tiles[0], 5, 0, 3, 10) # N
paintRect(tiles[1], 5, 0, 3, 8) # N E
paintRect(tiles[1], 5, 5, 8, 3)
paintRect(tiles[2], 5, 0, 3, 8) # N W E
paintRect(tiles[2], 0, 5, 13, 3)
paintRect(tiles[3], 5, 0, 3, 13) # N S
paintRect(tiles[4], 5, 0, 3, 13)
paintRect(tiles[4], 0, 5, 13, 3)
realtiles = [
[tiles[4], None], # N W E S
[tiles[2], Turn180], # W E S
[tiles[2], TurnRight], # N E S
[tiles[1], TurnRight], # E S
[tiles[2], TurnLeft], # N W S
[tiles[1], Turn180], # W S
[tiles[3], None], # N S
[tiles[0], Turn180], # S
[tiles[2], None], # N W E
[tiles[3], TurnLeft], # W E
[tiles[1], None], # N E
[tiles[0], TurnRight], # E
[tiles[1], TurnLeft], # N W
[tiles[0], TurnLeft], # W
[tiles[0], None], # N
[nil, None]
]
return realtiles
end
end
module EdgeMasks
North = 1
West = 2
East = 4
South = 8
Visited = 16
end
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
class NodeListElement
attr_accessor :x, :y
def initialize(x, y)
@x = x
@y = y
end
end
class Maze
attr_accessor :cellWidth, :cellHeight, :nodeWidth, :nodeHeight
@@dirs = [EdgeMasks::North, EdgeMasks::South, EdgeMasks::East, EdgeMasks::West]
def initialize(cw, ch)
@nodes = []
@cells = []
raise ArgumentError.new if cw == 0 || ch == 0
@cellWidth = cw
@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()
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 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
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
return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight
@nodes[ny * nodeWidth + nx].setEdge(e)
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
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
raise ArgumentError.new
end
return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight
@nodes[ny * nodeWidth + nx].clearEdge(e)
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)
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 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
wy = y
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
if isBlockedNode?(wx, wy)
setEdgeNode(ox, oy, dir)
return
end
setEdgeNode(ox,oy,dir)
end
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 = @@dirs.shuffle!
for c in 0...4
d = dirs[c]
cx = 0
cy = 0
case d
when EdgeMasks::North
cx = x
cy = y - 1
when EdgeMasks::South
cx = x
cy = y + 1
when EdgeMasks::East
cx = x + 1
cy = y
when EdgeMasks::West
cx = x - 1
cy = y
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
sx = rand(cellWidth)
sy = rand(cellHeight)
setAllEdges()
recurseDepthFirst(sx, sy, 0)
end
end
class Dungeon
attr_accessor :width, :height
XBUFFER = 8
YBUFFER = 6
class DungeonTable
def initialize(dungeon)
@dungeon = dungeon
end
def xsize; @dungeon.width; end
def ysize; @dungeon.height; end
def [](x, y)
[1, 2, 3, 2][@dungeon[x, y]] # Void, room floor, wall, corridor floor
end
end
def initialize(width, height)
@width = width
@height = height
@array = []
end
def clear
for i in 0...width * height
@array[i] = 0
end
end
def write
ret = ""
i = 0
for y in 0...@height
for x in 0...@width
ret += [" ", ".", "~", ","][value(x, y)] # Void, room floor, wall, corridor floor
i += 1
end
ret += "\r\n"
end
return ret
end
def [](x, y)
@array[y * @width + x]
end
def []=(x, y, value)
@array[y * @width + x] = value
end
def value(x, y)
return 0 if x < 0 || y < 0 || x >= @width || y >= @height
@array[y * @width + x]
end
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
end
def intersects?(r1, r2)
return !(((r2[0] + r2[2] <= r1[0]) ||
(r2[0] >= r1[0] + r1[2]) ||
(r2[1] + r2[3] <= r1[1]) ||
(r2[1] >= r1[1] + r1[3])) &&
((r1[0] <= r2[0] + r2[2])||
(r1[0] >= r2[0] + r2[2]) ||
(r1[1] + r1[3] <= r2[1]) ||
(r1[1] >= r2[1] + r2[3]))
);
end
end
# Get a random room tile that isn't too close to a corridor (to avoid blocking
# a room's entrance)
def pbRandomRoomTile(dungeon, tiles)
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
Events.onMapCreate += proc { |_sender, e|
mapID = e[0]
map = e[1]
next if !GameData::MapMetadata.exists?(mapID) ||
!GameData::MapMetadata.get(mapID).random_dungeon
# this map is a randomly generated dungeon
dungeon = Dungeon.new(map.width, map.height)
dungeon.generate
dungeon.generateMapInPlace(map)
roomtiles = []
# Reposition events
for event in map.events.values
tile = pbRandomRoomTile(dungeon, roomtiles)
if tile
event.x = tile[0]
event.y = tile[1]
end
end
# Override transfer X and Y
tile = pbRandomRoomTile(dungeon, roomtiles)
if tile
$game_temp.player_new_x = tile[0]
$game_temp.player_new_y = tile[1]
end
}