File size: 8,895 Bytes
87b3b3a
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
/**
 * @class Dungeon generator which tries to fill the space evenly. Generates independent rooms and tries to connect them.
 * @augments ROT.Map.Dungeon
 */
ROT.Map.Uniform = function(width, height, options) {
	ROT.Map.Dungeon.call(this, width, height);

	this._options = {
		roomWidth: [3, 9], /* room minimum and maximum width */
		roomHeight: [3, 5], /* room minimum and maximum height */
		roomDugPercentage: 0.1, /* we stop after this percentage of level area has been dug out by rooms */
		timeLimit: 1000 /* we stop after this much time has passed (msec) */
	}
	for (var p in options) { this._options[p] = options[p]; }

	this._roomAttempts = 20; /* new room is created N-times until is considered as impossible to generate */
	this._corridorAttempts = 20; /* corridors are tried N-times until the level is considered as impossible to connect */

	this._connected = []; /* list of already connected rooms */
	this._unconnected = []; /* list of remaining unconnected rooms */
	
	this._digCallback = this._digCallback.bind(this);
	this._canBeDugCallback = this._canBeDugCallback.bind(this);
	this._isWallCallback = this._isWallCallback.bind(this);
}
ROT.Map.Uniform.extend(ROT.Map.Dungeon);

/**
 * Create a map. If the time limit has been hit, returns null.
 * @see ROT.Map#create
 */
ROT.Map.Uniform.prototype.create = function(callback) {
	var t1 = Date.now();
	while (1) {
		var t2 = Date.now();
		if (t2 - t1 > this._options.timeLimit) { return null; } /* time limit! */
	
		this._map = this._fillMap(1);
		this._dug = 0;
		this._rooms = [];
		this._unconnected = [];
		this._generateRooms();
		if (this._generateCorridors()) { break; }
	}
	
	if (callback) {
		for (var i=0;i<this._width;i++) {
			for (var j=0;j<this._height;j++) {
				callback(i, j, this._map[i][j]);
			}
		}
	}
	
	return this;
}

/**
 * Generates a suitable amount of rooms
 */
ROT.Map.Uniform.prototype._generateRooms = function() {
	var w = this._width-2;
	var h = this._height-2;

	do {
		var room = this._generateRoom();
		if (this._dug/(w*h) > this._options.roomDugPercentage) { break; } /* achieved requested amount of free space */
	} while (room);

	/* either enough rooms, or not able to generate more of them :) */
}

/**
 * Try to generate one room
 */
ROT.Map.Uniform.prototype._generateRoom = function() {
	var count = 0;
	while (count < this._roomAttempts) {
		count++;
		
		var room = ROT.Map.Feature.Room.createRandom(this._width, this._height, this._options);
		if (!room.isValid(this._isWallCallback, this._canBeDugCallback)) { continue; }
		
		room.create(this._digCallback);
		this._rooms.push(room);
		return room;
	} 

	/* no room was generated in a given number of attempts */
	return null;
}

/**
 * Generates connectors beween rooms
 * @returns {bool} success Was this attempt successfull?
 */
ROT.Map.Uniform.prototype._generateCorridors = function() {
	var cnt = 0;
	while (cnt < this._corridorAttempts) {
		cnt++;
		this._corridors = [];

		/* dig rooms into a clear map */
		this._map = this._fillMap(1);
		for (var i=0;i<this._rooms.length;i++) { 
			var room = this._rooms[i];
			room.clearDoors();
			room.create(this._digCallback); 
		}

		this._unconnected = this._rooms.slice().randomize();
		this._connected = [];
		if (this._unconnected.length) { this._connected.push(this._unconnected.pop()); } /* first one is always connected */
		
		while (1) {
			/* 1. pick random connected room */
			var connected = this._connected.random();
			
			/* 2. find closest unconnected */
			var room1 = this._closestRoom(this._unconnected, connected);
			
			/* 3. connect it to closest connected */
			var room2 = this._closestRoom(this._connected, room1);
			
			var ok = this._connectRooms(room1, room2);
			if (!ok) { break; } /* stop connecting, re-shuffle */
			
			if (!this._unconnected.length) { return true; } /* done; no rooms remain */
		}
	}
	return false;
}

/**
 * For a given room, find the closest one from the list
 */
ROT.Map.Uniform.prototype._closestRoom = function(rooms, room) {
	var dist = Infinity;
	var center = room.getCenter();
	var result = null;
	
	for (var i=0;i<rooms.length;i++) {
		var r = rooms[i];
		var c = r.getCenter();
		var dx = c[0]-center[0];
		var dy = c[1]-center[1];
		var d = dx*dx+dy*dy;
		
		if (d < dist) {
			dist = d;
			result = r;
		}
	}
	
	return result;
}

ROT.Map.Uniform.prototype._connectRooms = function(room1, room2) {
	/*
		room1.debug();
		room2.debug();
	*/

	var center1 = room1.getCenter();
	var center2 = room2.getCenter();

	var diffX = center2[0] - center1[0];
	var diffY = center2[1] - center1[1];

	if (Math.abs(diffX) < Math.abs(diffY)) { /* first try connecting north-south walls */
		var dirIndex1 = (diffY > 0 ? 2 : 0);
		var dirIndex2 = (dirIndex1 + 2) % 4;
		var min = room2.getLeft();
		var max = room2.getRight();
		var index = 0;
	} else { /* first try connecting east-west walls */
		var dirIndex1 = (diffX > 0 ? 1 : 3);
		var dirIndex2 = (dirIndex1 + 2) % 4;
		var min = room2.getTop();
		var max = room2.getBottom();
		var index = 1;
	}

	var start = this._placeInWall(room1, dirIndex1); /* corridor will start here */
	if (!start) { return false; }

	if (start[index] >= min && start[index] <= max) { /* possible to connect with straight line (I-like) */
		var end = start.slice();
		var value = null;
		switch (dirIndex2) {
			case 0: value = room2.getTop()-1; break;
			case 1: value = room2.getRight()+1; break;
			case 2: value = room2.getBottom()+1; break;
			case 3: value = room2.getLeft()-1; break;
		}
		end[(index+1)%2] = value;
		this._digLine([start, end]);
		
	} else if (start[index] < min-1 || start[index] > max+1) { /* need to switch target wall (L-like) */

		var diff = start[index] - center2[index];
		switch (dirIndex2) {
			case 0:
			case 1:	var rotation = (diff < 0 ? 3 : 1); break;
			case 2:
			case 3:	var rotation = (diff < 0 ? 1 : 3); break;
		}
		dirIndex2 = (dirIndex2 + rotation) % 4;
		
		var end = this._placeInWall(room2, dirIndex2);
		if (!end) { return false; }

		var mid = [0, 0];
		mid[index] = start[index];
		var index2 = (index+1)%2;
		mid[index2] = end[index2];
		this._digLine([start, mid, end]);
		
	} else { /* use current wall pair, but adjust the line in the middle (S-like) */
	
		var index2 = (index+1)%2;
		var end = this._placeInWall(room2, dirIndex2);
		if (!end) { return; }
		var mid = Math.round((end[index2] + start[index2])/2);

		var mid1 = [0, 0];
		var mid2 = [0, 0];
		mid1[index] = start[index];
		mid1[index2] = mid;
		mid2[index] = end[index];
		mid2[index2] = mid;
		this._digLine([start, mid1, mid2, end]);
	}

	room1.addDoor(start[0], start[1]);
	room2.addDoor(end[0], end[1]);
	
	var index = this._unconnected.indexOf(room1);
	if (index != -1) {
		this._unconnected.splice(index, 1);
		this._connected.push(room1);
	}

	var index = this._unconnected.indexOf(room2);
	if (index != -1) {
		this._unconnected.splice(index, 1);
		this._connected.push(room2);
	}
	
	return true;
}

ROT.Map.Uniform.prototype._placeInWall = function(room, dirIndex) {
	var start = [0, 0];
	var dir = [0, 0];
	var length = 0;
	
	switch (dirIndex) {
		case 0:
			dir = [1, 0];
			start = [room.getLeft(), room.getTop()-1];
			length = room.getRight()-room.getLeft()+1;
		break;
		case 1:
			dir = [0, 1];
			start = [room.getRight()+1, room.getTop()];
			length = room.getBottom()-room.getTop()+1;
		break;
		case 2:
			dir = [1, 0];
			start = [room.getLeft(), room.getBottom()+1];
			length = room.getRight()-room.getLeft()+1;
		break;
		case 3:
			dir = [0, 1];
			start = [room.getLeft()-1, room.getTop()];
			length = room.getBottom()-room.getTop()+1;
		break;
	}
	
	var avail = [];
	var lastBadIndex = -2;

	for (var i=0;i<length;i++) {
		var x = start[0] + i*dir[0];
		var y = start[1] + i*dir[1];
		avail.push(null);
		
		var isWall = (this._map[x][y] == 1);
		if (isWall) {
			if (lastBadIndex != i-1) { avail[i] = [x, y]; }
		} else {
			lastBadIndex = i;
			if (i) { avail[i-1] = null; }
		}
	}
	
	for (var i=avail.length-1; i>=0; i--) {
		if (!avail[i]) { avail.splice(i, 1); }
	}
	return (avail.length ? avail.random() : null);
}

/**
 * Dig a polyline.
 */
ROT.Map.Uniform.prototype._digLine = function(points) {
	for (var i=1;i<points.length;i++) {
		var start = points[i-1];
		var end = points[i];
		var corridor = new ROT.Map.Feature.Corridor(start[0], start[1], end[0], end[1]);
		corridor.create(this._digCallback);
		this._corridors.push(corridor);
	}
}

ROT.Map.Uniform.prototype._digCallback = function(x, y, value) {
	this._map[x][y] = value;
	if (value == 0) { this._dug++; }
}

ROT.Map.Uniform.prototype._isWallCallback = function(x, y) {
	if (x < 0 || y < 0 || x >= this._width || y >= this._height) { return false; }
	return (this._map[x][y] == 1);
}

ROT.Map.Uniform.prototype._canBeDugCallback = function(x, y) {
	if (x < 1 || y < 1 || x+1 >= this._width || y+1 >= this._height) { return false; }
	return (this._map[x][y] == 1);
}