v3.3.2: implemented a simple grid builder and tied it into vault level

This commit is contained in:
Evan Debenham
2025-12-19 16:56:20 -05:00
parent 521527bf87
commit 0f55d3874f
3 changed files with 229 additions and 152 deletions

View File

@@ -21,10 +21,7 @@
package com.shatteredpixel.shatteredpixeldungeon.levels;
import com.shatteredpixel.shatteredpixeldungeon.Assets;
import com.shatteredpixel.shatteredpixeldungeon.Bones;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
@@ -33,186 +30,115 @@ import com.shatteredpixel.shatteredpixeldungeon.items.Generator;
import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
import com.shatteredpixel.shatteredpixeldungeon.items.Item;
import com.shatteredpixel.shatteredpixeldungeon.items.armor.Armor;
import com.shatteredpixel.shatteredpixeldungeon.items.wands.WandOfRegrowth;
import com.shatteredpixel.shatteredpixeldungeon.items.keys.GoldenKey;
import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.TrinketCatalyst;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon;
import com.shatteredpixel.shatteredpixeldungeon.levels.builders.Builder;
import com.shatteredpixel.shatteredpixeldungeon.levels.builders.GridBuilder;
import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.EmptyRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.RegionDecoLineRoom;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.SegmentedRoom;
import com.watabou.noosa.audio.Music;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.entrance.EntranceRoom;
import com.watabou.utils.Point;
import com.watabou.utils.Random;
import com.watabou.utils.Rect;
import java.util.ArrayList;
public class VaultLevel extends Level { //for now
public class VaultLevel extends CityLevel {
{
color1 = 0x4b6636;
color2 = 0xf2f2f2;
@Override
protected ArrayList<Room> initRooms() {
ArrayList<Room> initRooms = new ArrayList<>();
initRooms.add(roomEntrance = new EntranceRoom(){
@Override
public int maxConnections(int direction) {
return 1;
}
@Override
public boolean canMerge(Level l, Room other, Point p, int mergeTerrain) {
return false;
}
});
for (int i = 0; i < 23; i++){
initRooms.add(new SegmentedRoom(){
@Override
public float[] sizeCatProbs() {
return new float[]{1, 0, 0};
}
});
}
initRooms.add(new RegionDecoLineRoom(){
@Override
public int maxConnections(int direction) {
return 1;
}
@Override
public boolean canMerge(Level l, Room other, Point p, int mergeTerrain) {
return false;
}
});
return initRooms;
}
@Override
public void playLevelMusic() {
Music.INSTANCE.playTracks(CityLevel.CITY_TRACK_LIST, CityLevel.CITY_TRACK_CHANCES, false);
protected Builder builder() {
return new GridBuilder();
}
@Override
public String tilesTex() {
return Assets.Environment.TILES_CITY;
}
@Override
public String waterTex() {
return Assets.Environment.WATER_CITY;
protected int nTraps() {
return 0;
}
@Override
protected boolean build() {
setSize(34, 34);
ArrayList<Room> rooms = new ArrayList<>();
Room finalRoom = null;
Room entryRoom = null;
for (int x = 0; x < 4; x++){
for (int y = 0; y < 4; y++){
if (x == 3 && y <= 1){
if (y == 1) {
continue;
} else {
Room r = new RegionDecoLineRoom();
r.set(1+8*x, 1+8*y, 9+8*x, 17);
rooms.add(r);
finalRoom = r;
continue;
}
for (int i = 0; i < 20; i++){
Item item = Generator.randomUsingDefaults(Random.oneOf(
Generator.Category.WEAPON, Generator.Category.WEAPON, Generator.Category.WEAPON,
Generator.Category.ARMOR,
Generator.Category.WAND,
Generator.Category.RING));
if (item.cursed){
item.cursed = false;
if (item instanceof MeleeWeapon && ((MeleeWeapon) item).hasCurseEnchant()){
((MeleeWeapon) item).enchant(null);
} else if (item instanceof Armor && ((Armor) item).hasCurseGlyph()){
((Armor) item).inscribe(null);
}
}
item.identify();
addItemToSpawn(item);
}
if (x == 0 && y == 3){
Room r = new EmptyRoom();
r.set(1+8*x, 1+8*y, 9+8*x, 9+8*y);
rooms.add(r);
entryRoom = r;
} else {
Room r = new SegmentedRoom();
r.set(1+8*x, 1+8*y, 9+8*x, 9+8*y);
rooms.add(r);
}
if (!super.build()){
return false;
}
Room finalRoom = room(RegionDecoLineRoom.class);
for (Point p : finalRoom.getPoints()){
int cell = pointToCell(p);
if (map[cell] == Terrain.REGION_DECO){
set(cell, Terrain.REGION_DECO_ALT, this);
} else if (map[cell] == Terrain.EMPTY || map[cell] == Terrain.EMPTY_DECO || map[cell] == Terrain.WATER || map[cell] == Terrain.HIGH_GRASS || map[cell] == Terrain.GRASS){
set(cell, Terrain.EMPTY_SP, this);
}
}
//builder.findneighbnours
Room[] ra = rooms.toArray( new Room[0] );
for (int i=0; i < ra.length-1; i++) {
for (int j=i+1; j < ra.length; j++) {
ra[i].addNeigbour( ra[j] );
}
}
for (Room n : rooms){
for (Room p : n.neigbours){
if (p.height() > 10){
continue;
}
if (n.height() > 10){
if (n.canConnect(p)){
if (n.bottom == p.top){
n.connect(p);
}
}
} else if (n.canConnect(p)) {
n.connect(p);
}
}
}
//Painter.placedoors
for (Room r : rooms){
for (Room n : r.connected.keySet()) {
Room.Door door = r.connected.get( n );
if (door == null) {
Rect i = r.intersect( n );
ArrayList<Point> doorSpots = new ArrayList<>();
for (Point p : i.getPoints()){
if (r.canConnect(p) && n.canConnect(p))
doorSpots.add(p);
}
if (doorSpots.isEmpty()){
ShatteredPixelDungeon.reportException(
new RuntimeException("Could not place a door! " +
"r=" + r.getClass().getSimpleName() +
" n=" + n.getClass().getSimpleName()));
continue;
}
door = new Room.Door(Random.element(doorSpots));
r.connected.put( n, door );
n.connected.put( r, door );
}
}
}
for (Room n : rooms){
n.paint(this);
if (n instanceof RegionDecoLineRoom){
Painter.fill(this, n, 1, Terrain.EMPTY_SP);
Painter.fill(this, n.left+1, n.top+1, 7, 1, Terrain.REGION_DECO_ALT);
Painter.fill(this, n.left+1, n.top+1, 1, 14, Terrain.REGION_DECO_ALT);
Painter.fill(this, n.right-1, n.top+1, 1, 14, Terrain.REGION_DECO_ALT);
}
for (Point door : n.connected.values()){
Painter.set(this, door, Terrain.DOOR);
}
}
entrance = pointToCell(entryRoom.random());
set(entrance(), Terrain.EMPTY, this);
transitions.add(new LevelTransition(this,
entrance,
entrance(),
LevelTransition.Type.BRANCH_ENTRANCE,
Dungeon.depth,
0,
LevelTransition.Type.BRANCH_EXIT));
rooms.remove(entryRoom);
rooms.remove(finalRoom);
for (Room n : rooms){
if (Random.Int(5) != 0){
Item item = Generator.randomUsingDefaults(Random.oneOf(
Generator.Category.WEAPON, Generator.Category.WEAPON,
Generator.Category.ARMOR,
Generator.Category.WAND,
Generator.Category.RING));
//regrowth is disallowed as it can be used to farm HP regen
if (item instanceof WandOfRegrowth){
continue;
}
int pos;
do {
pos = pointToCell(n.random());
} while (map[pos] != Terrain.EMPTY);
if (item.cursed){
item.cursed = false;
if (item instanceof MeleeWeapon && ((MeleeWeapon) item).hasCurseEnchant()){
((MeleeWeapon) item).enchant(null);
} else if (item instanceof Armor && ((Armor) item).hasCurseGlyph()){
((Armor) item).inscribe(null);
}
}
item.identify();
drop(item, pos);
}
}
return true;
}
@@ -237,9 +163,29 @@ public class VaultLevel extends Level { //for now
@Override
protected void createItems() {
//do nothing for now
//copypasta from super.createItems
for (Item item : itemsToSpawn) {
int cell = randomDropCell();
if (item instanceof TrinketCatalyst){
drop( item, cell ).type = Heap.Type.LOCKED_CHEST;
int keyCell = randomDropCell();
drop( new GoldenKey(Dungeon.depth), keyCell ).type = Heap.Type.HEAP;
if (map[keyCell] == Terrain.HIGH_GRASS || map[keyCell] == Terrain.FURROWED_GRASS) {
map[keyCell] = Terrain.GRASS;
losBlocking[keyCell] = false;
}
} else {
drop( item, cell ).type = Heap.Type.HEAP;
}
if (map[cell] == Terrain.HIGH_GRASS || map[cell] == Terrain.FURROWED_GRASS) {
map[cell] = Terrain.GRASS;
losBlocking[cell] = false;
}
}
}
//TODO createItems will generate normal ones too =S
@Override
public int randomRespawnCell( Char ch ) {
return entrance()-width();

View File

@@ -0,0 +1,125 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2025 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
package com.shatteredpixel.shatteredpixeldungeon.levels.builders;
import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
import com.watabou.utils.Random;
import com.watabou.utils.SparseArray;
import java.util.ArrayList;
//a builder with static room sizes aligned to a grid
//TODO extend regular builder?
public class GridBuilder extends Builder {
public static int ROOM_SIZE = 9;
//each adjacency is processed twice, so this gives a ~50% chance to connect two adjacent rooms
protected float extraConnectionChance = 0.30f;
@Override
public ArrayList<Room> build(ArrayList<Room> rooms) {
for(Room r : rooms){
r.setEmpty();
}
Room entrance = null;
Room exit = null;
for (Room r : rooms){
if (r.isEntrance()){
entrance = r;
} else if (r.isExit()){
exit = r;
}
}
if (!entrance.forceSize(ROOM_SIZE, ROOM_SIZE)){
throw new RuntimeException("rigid room sizes for now!");
}
entrance.setPos(0, 0);
ArrayList<Room> toPlace = new ArrayList<>(rooms);
toPlace.remove(entrance);
ArrayList<Room> placed = new ArrayList<>();
placed.add(entrance);
//use a sparse array to track room positions, with a mapping of x + 1000*y = cell
//this assumes that levels won't more than 1000 rooms wide
SparseArray<Room> gridCells = new SparseArray<>();
gridCells.put(0, entrance);
for (Room r : toPlace){
if (!r.forceSize(ROOM_SIZE, ROOM_SIZE)){
throw new RuntimeException("rigid room sizes for now!");
}
do {
Room n = Random.element(placed);
int nIdx = gridCells.findKey(n, true, Integer.MIN_VALUE);
int rIdx = nIdx;
switch (Random.Int(4)){
case 0:
rIdx += 1;
break;
case 1:
rIdx += 1000;
break;
case 2:
rIdx -= 1;
break;
case 3:
rIdx -= 1000;
break;
}
//TODO negatives
int x = rIdx%1000;
int y = rIdx/1000;
r.setPos(x*(ROOM_SIZE-1), y*(ROOM_SIZE-1));
//TODO want to manually limit size probably
if (x >= 0 && y >= 0 && !gridCells.containsKey(rIdx)){
if (r.connect(n)) {
placed.add(r);
gridCells.put(rIdx, r);
}
}
} while (!placed.contains(r));
}
//need a buffer room?
//contains an internal room, fills with
findNeighbours(rooms);
for (Room r : rooms){
for (Room n : r.neigbours){
if (!n.connected.containsKey(r)
&& Random.Float() < extraConnectionChance){
r.connect(n);
}
}
}
return rooms;
}
}

View File

@@ -41,6 +41,7 @@ import com.shatteredpixel.shatteredpixeldungeon.items.trinkets.PetrifiedSeed;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.MiningLevel;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.VaultLevel;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import com.watabou.utils.Random;
@@ -118,6 +119,11 @@ public class HighGrass {
&& Random.Int(3) != 0){
naturalismLevel = -1;
}
//grass gives no loot in vault tester area
if (Dungeon.level instanceof VaultLevel){
naturalismLevel = -1;
}
if (naturalismLevel >= 0) {
// Seed, scales from 1/25 to 1/9