mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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670 lines
20 KiB
Ruby
670 lines
20 KiB
Ruby
#===============================================================================
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# Code that generates a random dungeon layout, and implements it in a given map.
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#===============================================================================
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module RandomDungeonGenerator
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#=============================================================================
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# This class is designed to favor different values more than a uniform
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# random generator does.
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#=============================================================================
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class AntiRandom
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def initialize(size)
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@old = []
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@new = Array.new(size) { |i| i }
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end
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def get
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if @new.length == 0 # No new values
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@new = @old.clone
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@old.clear
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end
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if @old.length > 0 && rand(7) == 0 # Get old value
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return @old[rand(@old.length)]
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end
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if @new.length > 0 # Get new value
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ret = @new.delete_at(rand(@new.length))
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@old.push(ret)
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return ret
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end
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return @old[rand(@old.length)] # Get old value
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end
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end
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#=============================================================================
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# Contains constants that define what types of tiles a random dungeon map can
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# consist of, and helper methods that translate those tiles into data usable
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# by a map/printable to the console (for debug purposes).
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#=============================================================================
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module DungeonTile
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VOID = 0
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ROOM = 1
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WALL = 2
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CORRIDOR = 3
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# Which autotile each type of tile uses (1-7)
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TILE_IDS = {
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VOID => 1,
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ROOM => 2,
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WALL => 3,
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CORRIDOR => 2
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}
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# Used for debugging when printing out an ASCII image of the dungeon
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TEXT_SYMBOLS = {
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VOID => "#",
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ROOM => " ",
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WALL => "-",
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CORRIDOR => "."
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}
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module_function
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def to_tile_id(value)
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return TILE_IDS[value] || TILE_IDS[VOID]
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end
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def to_text(value)
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return TEXT_SYMBOLS[value] || TEXT_SYMBOLS[VOID]
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end
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end
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#=============================================================================
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# Helper functions that set tiles in the map to a particular type.
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#=============================================================================
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module DungeonMaze
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CELL_WIDTH = 13 # Should be at least 7
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CELL_HEIGHT = 13 # Should be at least 7
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ROOM_MIN_WIDTH = 5
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ROOM_MAX_WIDTH = CELL_WIDTH - 2 # Should be at most CELL_WIDTH - 2
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ROOM_MIN_HEIGHT = 4
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ROOM_MAX_HEIGHT = CELL_HEIGHT - 3 # Should be at most CELL_HEIGHT - 3
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CORRIDOR_WIDTH = 3
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None = 0
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TurnLeft = 1
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TurnRight = 2
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Turn180 = 3
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@@corridor_layouts = nil
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module_function
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# Generates sets of tiles depicting corridors coming out of a room, for all
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# combinations of the sides that they can come out of.
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def generate_corridor_patterns
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if !@@corridor_layouts
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tiles = []
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x_offset = (CELL_WIDTH - CORRIDOR_WIDTH) / 2
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y_offset = (CELL_HEIGHT - CORRIDOR_WIDTH) / 2
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for combo in 0...16
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tiles[combo] = []
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for i in 0...CELL_WIDTH * CELL_HEIGHT
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tiles[combo][i] = DungeonTile::VOID
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end
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if (combo & EdgeMasks::North) == 0
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paint_corridor(tiles[combo], x_offset, 0, CORRIDOR_WIDTH, y_offset + CORRIDOR_WIDTH)
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end
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if (combo & EdgeMasks::South) == 0
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paint_corridor(tiles[combo], x_offset, y_offset, CORRIDOR_WIDTH, CELL_HEIGHT - y_offset)
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end
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if (combo & EdgeMasks::East) == 0
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paint_corridor(tiles[combo], x_offset, y_offset, CELL_WIDTH - x_offset, CORRIDOR_WIDTH)
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end
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if (combo & EdgeMasks::West) == 0
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paint_corridor(tiles[combo], 0, y_offset, x_offset + CORRIDOR_WIDTH, CORRIDOR_WIDTH)
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end
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end
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@@corridor_layouts = tiles
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end
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return @@corridor_layouts
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end
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# Makes all tiles in a particular area corridor tiles.
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def paint_corridor(tile, x, y, width, height)
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for j in 0...height
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for i in 0...width
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tile[(y + j) * CELL_WIDTH + (x + i)] = DungeonTile::CORRIDOR
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end
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end
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end
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# Used to draw tiles from the given tile_layout and rotation (for corridors).
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def paint_tile_layout(dungeon, dstX, dstY, tile_layout, rotation)
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case rotation
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when None
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for y in 0...CELL_HEIGHT
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for x in 0...CELL_WIDTH
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dungeon[x + dstX, y + dstY] = tile_layout[y * CELL_WIDTH + x]
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end
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end
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when TurnLeft
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for y in 0...CELL_HEIGHT
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for x in 0...CELL_WIDTH
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dungeon[y + dstX , CELL_WIDTH - 1 - x + dstY] = tile_layout[y * CELL_WIDTH + x]
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end
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end
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when TurnRight
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for y in 0...CELL_HEIGHT
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for x in 0...CELL_WIDTH
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dungeon[CELL_HEIGHT - 1 - y + dstX, x + dstY] = tile_layout[y * CELL_WIDTH + x]
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end
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end
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when Turn180
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for y in 0...CELL_HEIGHT
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for x in 0...CELL_WIDTH
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dungeon[CELL_WIDTH - 1 - x + dstX, CELL_HEIGHT - 1 - y + dstY] = tile_layout[y * CELL_WIDTH + x]
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end
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end
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end
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end
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# Draws a cell's contents, which is an underlying pattern based on tile
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#_layout and a rotation (the corridors), and possibly a room on top of that.
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def paint_cell_contents(dungeon, xDst, yDst, tile_layout, rotation)
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return false if !tile_layout
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# Draw the corridors
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paint_tile_layout(dungeon, xDst, yDst, tile_layout, rotation)
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return false if rand(100) < 30
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# Generate a randomly placed room
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width = rand(ROOM_MIN_WIDTH..ROOM_MAX_WIDTH)
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height = rand(ROOM_MIN_HEIGHT..ROOM_MAX_HEIGHT)
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return false if width <= 0 || height <= 0
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centerX = CELL_WIDTH / 2 + rand(5) - 2
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centerY = CELL_HEIGHT / 2 + rand(5) - 2
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x = centerX - (width / 2)
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y = centerY - (height / 2)
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rect = [x, y, width, height]
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rect[0] = rect[0].clamp(1, CELL_WIDTH - 1 - width)
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rect[1] = rect[1].clamp(2, CELL_HEIGHT - 1 - height) # 2 because walls are 2 tiles tall
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dungeon.paint_room(rect, xDst, yDst)
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return true
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end
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end
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#=============================================================================
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# Bitwise values used to keep track of the generation of node connections.
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#=============================================================================
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module EdgeMasks
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North = 1
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West = 2
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East = 4
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South = 8
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Visited = 16
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end
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#=============================================================================
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# A node in a randomly generated dungeon. There is one node per cell, and
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# nodes are connected to each other.
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#=============================================================================
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class MazeNode
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def initialize
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@edges = 0
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end
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def setEdge(e); @edges |= e; end
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def clearEdge(e); @edges &= ~e; end
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def clear; @edges = 0; end
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def set; @edges = 15; end
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def getEdge(e); return (@edges & e) != 0; end
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def isBlocked?; return @edges != 0; end
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end
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#=============================================================================
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# Vector class representing the location of a node.
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#=============================================================================
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class NodeListElement
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attr_accessor :x, :y
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def initialize(x, y)
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@x = x
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@y = y
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end
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end
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#=============================================================================
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# Maze generator. Given the number of cells horizontally and vertically in a
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# map, connects all the cells together.
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# A node is the boundary between two adjacent cells, which may or may not be a
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# connection.
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#=============================================================================
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class Maze
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attr_accessor :cellWidth, :cellHeight, :nodeWidth, :nodeHeight
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DIRECTIONS = [EdgeMasks::North, EdgeMasks::South, EdgeMasks::East, EdgeMasks::West]
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def initialize(cw, ch)
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raise ArgumentError.new if cw == 0 || ch == 0
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@cellWidth = cw
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@cellHeight = ch
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@nodeWidth = cw + 1
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@nodeHeight = ch + 1
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@cells = []
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clearAllCells
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@nodes = Array.new(@nodeWidth * @nodeHeight) { MazeNode.new }
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end
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def randomDir
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return DIRECTIONS[rand(4)]
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end
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def getVisited(x, y)
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return false if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
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return (@cells[y * cellWidth + x] & EdgeMasks::Visited) != 0
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end
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def setVisited(x, y)
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return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
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@cells[y * cellWidth + x] |= EdgeMasks::Visited
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end
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def clearVisited(x, y)
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return if x < 0 || y < 0 || x >= cellWidth || x >= cellHeight
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@cells[y * cellWidth + x] &=~EdgeMasks::Visited
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end
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def clearAllCells
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for c in 0...cellWidth * cellHeight
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@cells[c] = 0
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end
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end
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def getEdgeNode(x, y, edge)
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return false if x < 0 || y < 0 || x >= nodeWidth || y >= nodeHeight
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return @nodes[y * nodeWidth + x].getEdge(edge)
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end
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def setEdgeNode(x, y, edge)
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return if x < 0 || x >= nodeWidth || y < 0 || y >= nodeHeight
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@nodes[y * nodeWidth + x].setEdge(edge)
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e = 0
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nx = x
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ny = y
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case edge
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when EdgeMasks::North
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e = EdgeMasks::South
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ny = y - 1
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when EdgeMasks::South
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e = EdgeMasks::North
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ny = y + 1
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when EdgeMasks::East
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e = EdgeMasks::West
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nx = x + 1
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when EdgeMasks::West
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e = EdgeMasks::East
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nx = x - 1
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else
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return
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end
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return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight
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@nodes[ny * nodeWidth + nx].setEdge(e)
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end
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def setAllEdges
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for c in 0...nodeWidth * nodeHeight
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@nodes[c].set
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end
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end
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def clearEdgeNode(x, y, edge)
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return if x < 0 || x >= nodeWidth || y < 0 || y >= nodeHeight
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@nodes[y * nodeWidth + x].clearEdge(edge)
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e = 0
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nx = x
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ny = y
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case edge
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when EdgeMasks::North
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e = EdgeMasks::South
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ny -= 1
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when EdgeMasks::South
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e = EdgeMasks::North
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ny += 1
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when EdgeMasks::East
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e = EdgeMasks::West
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nx += 1
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when EdgeMasks::West
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e = EdgeMasks::East
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nx -= 1
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else
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raise ArgumentError.new
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end
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return if nx < 0 || ny < 0 || nx >= nodeWidth || ny >= nodeHeight
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@nodes[ny * nodeWidth + nx].clearEdge(e)
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end
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def clearAllEdges
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for c in 0...nodeWidth * nodeHeight
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@nodes[c].clear
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end
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end
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def isBlockedNode?(x, y)
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return false if x < 0 || y < 0 || x >= nodeWidth || y >= nodeHeight
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return @nodes[y * nodeWidth + x].isBlocked?
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end
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def getEdgePattern(x, y)
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pattern = 0
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pattern |= EdgeMasks::North if getEdgeNode(x, y, EdgeMasks::North)
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pattern |= EdgeMasks::South if getEdgeNode(x, y, EdgeMasks::South)
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pattern |= EdgeMasks::East if getEdgeNode(x, y, EdgeMasks::East)
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pattern |= EdgeMasks::West if getEdgeNode(x, y, EdgeMasks::West)
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return pattern
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end
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def buildMazeWall(x, y, dir, len)
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return if isBlockedNode?(x, y)
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wx = x
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wy = y
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len.times do
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ox = wx
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oy = wy
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case dir
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when EdgeMasks::North
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wy -= 1
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when EdgeMasks::West
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wx -= 1
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when EdgeMasks::East
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wx += 1
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when EdgeMasks::South
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wy += 1
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end
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if isBlockedNode?(wx, wy)
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setEdgeNode(ox, oy, dir)
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return
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end
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setEdgeNode(ox,oy,dir)
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end
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end
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def buildNodeList
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list = []
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for x in 0...nodeWidth
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for y in 0...nodeHeight
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list.push(NodeListElement.new(x, y))
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end
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end
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list.shuffle!
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return list
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end
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def generateWallGrowthMaze(minWall = 0, maxWall = nil)
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maxWall = cellWidth if !maxWall
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nlist = buildNodeList()
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return if nlist.length == 0
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for c in 0...nlist.length
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d = randomDir()
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len = rand(maxWall + 1)
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x = nlist[c].x
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y = nlist[c].y
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buildMazeWall(x, y, d, len)
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end
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end
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def recurseDepthFirst(x, y, depth)
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setVisited(x, y)
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dirs = DIRECTIONS.shuffle
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for c in 0...4
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d = dirs[c]
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cx = x
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cy = y
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case d
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when EdgeMasks::North
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cy -= 1
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when EdgeMasks::South
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cy += 1
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when EdgeMasks::East
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cx += 1
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when EdgeMasks::West
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cx -= 1
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end
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if cx >= 0 && cy >= 0 && cx < cellWidth && cy < cellHeight
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if !getVisited(cx, cy)
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clearEdgeNode(x, y, d)
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recurseDepthFirst(cx, cy, depth + 1)
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end
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end
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end
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end
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def generateDepthFirstMaze
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# Pick a cell to start in
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sx = rand(cellWidth)
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sy = rand(cellHeight)
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# Set up all nodes
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setAllEdges
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# Generate a maze
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recurseDepthFirst(sx, sy, 0)
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end
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end
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#=============================================================================
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# Random dungeon generator class. Calls class Maze to generate the abstract
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# layout of the dungeon, and turns that into usable map data.
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#=============================================================================
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class Dungeon
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class DungeonTable
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def initialize(dungeon)
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@dungeon = dungeon
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end
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def xsize; @dungeon.width; end
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def ysize; @dungeon.height; end
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# Returns which tile in the tileset corresponds to the type of tile is at
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# the given coordinates
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def [](x, y)
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return DungeonTile.to_tile_id(@dungeon[x, y])
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end
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end
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attr_accessor :width, :height
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BUFFER_X = 8
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BUFFER_Y = 6
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def initialize(width, height)
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@width = width
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@height = height
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@array = []
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end
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def clear
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for i in 0...width * height
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@array[i] = DungeonTile::VOID
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end
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end
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def write
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ret = ""
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i = 0
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for y in 0...@height
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for x in 0...@width
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ret += DungeonTile.to_text(value(x, y))
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i += 1
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end
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ret += "\r\n"
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end
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return ret
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end
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def [](x, y)
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return @array[y * @width + x]
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end
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def []=(x, y, value)
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@array[y * @width + x] = value
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end
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def value(x, y)
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return DungeonTile::VOID if x < 0 || y < 0 || x >= @width || y >= @height
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return @array[y * @width + x]
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end
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# Unused
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def get(x, y)
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return false if x < 0 || y < 0 || x >= @width || y >= @height
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return @array[y * @width + x] != DungeonTile::VOID
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end
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# Unused
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def intersects?(r1, r2)
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return !(((r2[0] + r2[2] <= r1[0]) ||
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(r2[0] >= r1[0] + r1[2]) ||
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(r2[1] + r2[3] <= r1[1]) ||
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(r2[1] >= r1[1] + r1[3])) &&
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((r1[0] <= r2[0] + r2[2])||
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(r1[0] >= r2[0] + r2[2]) ||
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(r1[1] + r1[3] <= r2[1]) ||
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(r1[1] >= r2[1] + r2[3]))
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)
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end
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# Returns whether the given coordinates are a room floor that isn't too close
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# to a corridor
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def isRoom?(x, y)
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if value(x, y) == DungeonTile::ROOM
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return false if value(x - 1, y - 1) == DungeonTile::CORRIDOR
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return false if value( x, y - 1) == DungeonTile::CORRIDOR
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return false if value(x + 1, y - 1) == DungeonTile::CORRIDOR
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return false if value(x - 1, y) == DungeonTile::CORRIDOR
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return false if value(x + 1, y) == DungeonTile::CORRIDOR
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return false if value(x - 1, y + 1) == DungeonTile::CORRIDOR
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return false if value( x, y + 1) == DungeonTile::CORRIDOR
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return false if value(x + 1, y + 1) == DungeonTile::CORRIDOR
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return true # No surrounding tiles are corridor floor
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end
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return false
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end
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def isWall?(x, y)
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if value(x, y) == DungeonTile::VOID
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|
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
|
|
}
|