mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-06 06:01:46 +00:00
586 lines
13 KiB
Ruby
586 lines
13 KiB
Ruby
# This class is designed to favor different values more than a uniform
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# random generator does
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class AntiRandom
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def initialize(size)
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@old=[]
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@new=[]
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for i in 0...size
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@new[i]=i
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end
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end
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def get
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if @new.length==0
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# 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
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# Get old value
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value=rand(@old.length)
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return @old[value]
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end
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if @new.length>0
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# Get new value
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value=rand(@new.length)
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ret=@new.delete_at(value)
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@old.push(ret)
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return ret
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end
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# Get old value
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value=rand(@old.length)
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return @old[value]
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end
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end
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class DungeonMaze
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TILE_WIDTH = 13
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TILE_HEIGHT = 13
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def self.paintRect(tile,x,y,w,h) # paints a room
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for j in 0...h
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for i in 0...w
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tile[(j+y)*TILE_WIDTH+(i+x)]=3
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end
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end
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end
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def self.paintTile(dungeon,dstX,dstY,tile,rotation) # paints a tile
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if rotation==None
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for y in 0...TILE_HEIGHT;for x in 0...TILE_WIDTH
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dungeon[x+dstX,y+dstY]=tile[y*TILE_WIDTH+x]
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end;end
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elsif rotation==TurnLeft
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for y in 0...TILE_HEIGHT;for x in 0...TILE_WIDTH
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dungeon[y+dstX,TILE_WIDTH-1-x+dstY]=tile[y*TILE_WIDTH+x]
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end;end
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elsif rotation==TurnRight
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for y in 0...TILE_HEIGHT;for x in 0...TILE_WIDTH
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dungeon[TILE_HEIGHT-1-y+dstX,x+dstY]=tile[y*TILE_WIDTH+x]
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end;end
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elsif rotation==Turn180
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for y in 0...TILE_HEIGHT;for x in 0...TILE_WIDTH
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dungeon[TILE_WIDTH-1-x+dstX,TILE_HEIGHT-1-y+dstY]=tile[y*TILE_WIDTH+x]
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end;end
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end
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end
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MINWIDTH = 5
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MINHEIGHT = 4
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MAXWIDTH = 11
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MAXHEIGHT = 10
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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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def self.paintCell(dungeon,xDst,yDst,tile,rotation)
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return false if !tile
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paintTile(dungeon,xDst,yDst,tile,rotation)
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if rand(10)<7
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# Generate a randomly placed room
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width=MINWIDTH+rand(MAXWIDTH-MINWIDTH+1)
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height=MINHEIGHT+rand(MAXHEIGHT-MINHEIGHT+1)
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return false if width<=0 || height<=0
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centerX=TILE_WIDTH/2
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centerY=TILE_HEIGHT/2
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centerX=(rand(2)==0) ? centerX-rand(3) : centerX+rand(3)
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centerY=(rand(2)==0) ? centerY-rand(3) : centerY+rand(3)
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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]=1 if rect[0]<1
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rect[1]=2 if rect[1]<2
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rect[0]=TILE_WIDTH-1-width if rect[0]+width>TILE_WIDTH-1
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rect[1]=TILE_HEIGHT-1-height if rect[0]+height>TILE_HEIGHT-1
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dungeon.paint(rect,xDst,yDst)
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return true
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end
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return false
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end
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def self.generateTiles
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tiles=[]
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for i in 0...6
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tiles[i]=[]
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for j in 0...TILE_WIDTH*TILE_HEIGHT
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tiles[i][j]=0
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end
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end
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paintRect(tiles[0],5,0,3,10) # N
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paintRect(tiles[1],5,0,3,8) # N E
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paintRect(tiles[1],5,5,8,3)
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paintRect(tiles[2],5,0,3,8) # N W E
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paintRect(tiles[2],0,5,13,3)
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paintRect(tiles[3],5,0,3,13) # N S
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paintRect(tiles[4],5,0,3,13)
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paintRect(tiles[4],0,5,13,3)
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realtiles=[
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[tiles[4],None], # N W E S
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[tiles[2],Turn180], # W E S
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[tiles[2],TurnRight], # N E S
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[tiles[1],TurnRight], # E S
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[tiles[2],TurnLeft], # N W S
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[tiles[1],Turn180], # W S
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[tiles[3],None], # N S
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[tiles[0],Turn180], # S
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[tiles[2],None], # N W E
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[tiles[3],TurnLeft], # W E
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[tiles[1],None], # N E
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[tiles[0],TurnRight], # E
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[tiles[1],TurnLeft], # N W
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[tiles[0],TurnLeft], # W
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[tiles[0],None], # N
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[nil,None]
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]
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return realtiles
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end
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end
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module EdgeMasks
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North=1;West=2;East=4;South=8;Visited=16
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end
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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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class NodeListElement
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attr_accessor :x,:y
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def initialize(x,y)
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@x=x;@y=y
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end
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end
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class Maze
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attr_accessor :cellWidth,:cellHeight,:nodeWidth,:nodeHeight
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def initialize(cw,ch)
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@nodes=[]
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@cells=[]
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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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for i in 0...@nodeWidth*@nodeHeight
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@nodes[i]=MazeNode.new
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end
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for i in 0...cw*ch
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@cells[i]=0
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end
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clearAllEdges()
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clearAllCells()
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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 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;nx=0;ny=0
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if edge==EdgeMasks::North
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e=EdgeMasks::South;nx=x;ny=y-1
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elsif edge==EdgeMasks::South
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e=EdgeMasks::North;nx=x;ny=y+1
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elsif edge==EdgeMasks::East
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e=EdgeMasks::West;nx=x+1;ny=y
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elsif edge==EdgeMasks::West
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e=EdgeMasks::East;nx=x-1;ny=y
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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 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;nx=0;ny=0
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if edge==EdgeMasks::North
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e=EdgeMasks::South;nx=x;ny=y-1
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elsif edge==EdgeMasks::South
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e=EdgeMasks::North;nx=x;ny=y+1
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elsif edge==EdgeMasks::East
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e=EdgeMasks::West;nx=x+1;ny=y
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elsif edge==EdgeMasks::West
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e=EdgeMasks::East;nx=x-1;ny=y
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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 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 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 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 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 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 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 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 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 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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@@dirs=[EdgeMasks::North,EdgeMasks::South,
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EdgeMasks::East,EdgeMasks::West]
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def randomDir
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return @@dirs[rand(4)]
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end
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def buildMazeWall(x,y,dir,len)
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wx=x;wy=y
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return if isBlockedNode?(x,y)
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len.times do
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ox=wx;oy=wy
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wy-=1 if dir==EdgeMasks::North
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wx-=1 if dir==EdgeMasks::West
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wx+=1 if dir==EdgeMasks::East
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wy+=1 if dir==EdgeMasks::South
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if isBlockedNode?(wx,wy)
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setEdgeNode(ox,oy,dir); return
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else
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setEdgeNode(ox,oy,dir)
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end
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end
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end
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def generateWallGrowthMaze(minWall=nil,maxWall=nil)
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minWall=0 if !minWall
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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(minWall+(maxWall-minWall)+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 = @@dirs.shuffle!
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for c in 0...4
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d = dirs[c]
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cx = 0
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cy = 0
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case d
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when EdgeMasks::North
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cx = x
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cy = y - 1
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when EdgeMasks::South
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cx = x
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cy = y + 1
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when EdgeMasks::East
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cx = x + 1
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cy = y
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when EdgeMasks::West
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cx = x - 1
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cy = y
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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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sx=rand(cellWidth)
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sy=rand(cellHeight)
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setAllEdges()
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recurseDepthFirst(sx,sy,0)
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end
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end
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class Dungeon
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attr_accessor :width,:height
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XBUFFER = 7
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YBUFFER = 5
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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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def [](x,y)
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[1,2,3,2][@dungeon[x,y]]
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end
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end
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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]=0
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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+=[" ",".","~"][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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@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 0 if x<0||y<0||x>=@width||y>=@height
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@array[y*@width+x]
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end
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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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@array[y*@width+x]!=0
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end
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def isWall?(x,y)
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if value(x,y)==0
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v1=value(x,y+1)
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return true if (v1==1||v1==3)
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if v1==0
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v1=value(x,y+2)
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return true if (v1==1||v1==3)
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end
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end
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return false
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end
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def isRoom?(x,y)
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if value(x,y)==1
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return false if value(x-1,y-1)==3
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return false if value(x,y-1)==3
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return false if value(x+1,y-1)==3
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return false if value(x-1,y)==3
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return false if value(x+1,y)==3
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return false if value(x-1,y+1)==3
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return false if value(x,y+1)==3
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return false if value(x+1,y+1)==3
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return true
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end
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return false
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end
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def generate
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self.clear
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maxWidth=@width-(XBUFFER*2)
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maxHeight=@height-(YBUFFER*2)
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cellWidth=DungeonMaze::TILE_WIDTH
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cellHeight=DungeonMaze::TILE_HEIGHT
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return if maxWidth<0 || maxHeight<0
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if maxWidth<cellWidth || maxHeight<cellHeight
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for x in 0...maxWidth
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for y in 0...maxHeight
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self[x+XBUFFER,y+YBUFFER]=1
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end
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end
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return
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end
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maze=Maze.new(maxWidth/cellWidth,maxHeight/cellHeight)
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maze.generateDepthFirstMaze()
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tiles=DungeonMaze.generateTiles()
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roomcount=0
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for y in 0...maxHeight/cellHeight
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for x in 0...maxWidth/cellWidth
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tile=maze.getEdgePattern(x,y)
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if DungeonMaze.paintCell(self,XBUFFER+x*cellWidth,
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YBUFFER+y*cellHeight,tiles[tile][0],tiles[tile][1])
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roomcount+=1
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end
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end
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end
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if roomcount==0
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# Handle situation where no rooms were generated
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for x in 0...maxWidth
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for y in 0...maxHeight
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self[x+XBUFFER,y+YBUFFER]=1
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end
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end
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end
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# Generate walls
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for y in 0...@height
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for x in 0...@width
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if isWall?(x,y)
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self[x,y]=2
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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 generateMapInPlace(map)
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tbl=DungeonTable.new(self)
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for i in 0...map.width
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for j in 0...map.height
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nb=TileDrawingHelper.tableNeighbors(tbl,i,j)
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tile=TileDrawingHelper::NeighborsToTiles[nb]
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map.data[i,j,0]=tile+48*(tbl[i,j])
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map.data[i,j,1]=0
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map.data[i,j,2]=0
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end
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end
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end
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def paint(rect,offsetX,offsetY)
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for y in (rect[1]+offsetY...rect[1]+offsetY+rect[3])
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for x in (rect[0]+offsetX...rect[0]+offsetX+rect[2])
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self[x,y]=1 # room tile
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end
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end
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end
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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] ) ||
|
|
( r1[1] + r1[3] <= r2[1] ) ||
|
|
( r1[1] >= r2[1] + r2[3] ))
|
|
);
|
|
end
|
|
end
|
|
|
|
|
|
|
|
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
|
|
}
|