v2.2.0: substantially improved mining level gold generation
This commit is contained in:
+38
-49
@@ -22,12 +22,12 @@
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package com.shatteredpixel.shatteredpixeldungeon.levels.painters;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Patch;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
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import com.shatteredpixel.shatteredpixeldungeon.tiles.DungeonTileSheet;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.quest.MineSecretRoom;
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import com.watabou.utils.Graph;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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@@ -35,9 +35,10 @@ import java.util.HashMap;
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public class MiningLevelPainter extends CavesPainter {
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//TODO currently this does an acceptable job of generating veins/clusters of gold
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// and an excellent job of ensuring that the total gold amount is consistent
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// but it doesn't ensure anything about gold distribution. Gold can often be overly clumped in certain areas
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@Override
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protected int padding(Level level) {
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return 3;
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}
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private int goldToAdd = 0;
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@@ -56,63 +57,51 @@ public class MiningLevelPainter extends CavesPainter {
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}
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int[] map = level.map;
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do {
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//use the patch system to generate a random smattering of gold with some grouping
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boolean[] gold = Patch.generate( level.width(), level.height(), 0.05f, 2, true );
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ArrayList<Integer> goldPosCandidates = new ArrayList<>();
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Random.shuffle(rooms);
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for (Room r : rooms) {
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//find all potential gold cells that are exposed
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for (int i = 0; i < level.length(); i++){
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if (level.insideMap(i) && goldToAdd > 0 && map[i] == Terrain.WALL && gold[i]){
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if (r instanceof MineSecretRoom) continue;
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for (int j : PathFinder.NEIGHBOURS4){
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if (level.insideMap(i+j) && DungeonTileSheet.floorTile(map[i+j])){
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goldPosCandidates.add(i);
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break;
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ArrayList<Integer> goldPosCandidates = new ArrayList<>();
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for (Point p : r.getPoints()){
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int i = level.pointToCell(p);
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if (level.insideMap(i) && goldToAdd > 0 && map[i] == Terrain.WALL){
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for (int j : PathFinder.NEIGHBOURS4){
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if (level.insideMap(i+j) && map[i+j] != Terrain.WALL){
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goldPosCandidates.add(i);
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break;
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}
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}
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}
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}
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}
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Random.shuffle(goldPosCandidates);
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if (goldToAdd > 0 && !goldPosCandidates.isEmpty()){
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int pos = Random.element(goldPosCandidates);
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//fill in only the exposed potential gold cells...
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for (int i : goldPosCandidates){
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if (map[i] == Terrain.WALL) {
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map[i] = Terrain.WALL_DECO;
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map[pos] = Terrain.WALL_DECO;
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goldToAdd--;
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}
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//...with some preference to fill in neighbours
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for (int k : PathFinder.NEIGHBOURS4){
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if (!level.insideMap(i+k)) continue;
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if (goldToAdd > 0 && goldPosCandidates.contains(i+k) && map[i+k] == Terrain.WALL){
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map[i+k] = Terrain.WALL_DECO;
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goldToAdd--;
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}
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};
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if (goldToAdd <= 0) break;
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}
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//if we have more gold to add, also look into filling in some non-exposed potential gold cells
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// that are adjacent to exposed cells
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if (goldToAdd > 0){
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for (int i : goldPosCandidates){
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for (int k : PathFinder.NEIGHBOURS4){
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if (!level.insideMap(i+k)) continue;
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if (goldToAdd > 0 && gold[i+k] && map[i+k] == Terrain.WALL){
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map[i+k] = Terrain.WALL_DECO;
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if (goldToAdd > 0){
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int i = PathFinder.NEIGHBOURS4[Random.Int(4)];
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if (level.insideMap(pos+i) && map[pos+i] == Terrain.WALL){
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map[pos+i] = Terrain.WALL_DECO;
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goldToAdd--;
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}
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};
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if (goldToAdd <= 0) break;
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}
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}
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if (Random.Int(2) == 0){
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i = PathFinder.NEIGHBOURS4[Random.Int(4)];
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if (level.insideMap(pos+i) && map[pos+i] == Terrain.WALL){
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map[pos+i] = Terrain.WALL_DECO;
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goldToAdd--;
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}
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}
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}
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//if we don't have enough gold yet, loop
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}
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}
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} while (goldToAdd > 0);
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}
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+5
-1
@@ -75,6 +75,10 @@ public abstract class RegularPainter extends Painter {
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trapChances = chances;
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return this;
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}
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protected int padding(Level level){
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return level.feeling == Level.Feeling.CHASM ? 2 : 1;
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}
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@Override
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public boolean paint(Level level, ArrayList<Room> rooms) {
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@@ -82,7 +86,7 @@ public abstract class RegularPainter extends Painter {
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//painter can be used without rooms
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if (rooms != null) {
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int padding = level.feeling == Level.Feeling.CHASM ? 2 : 1;
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int padding = padding(level);
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int leftMost = Integer.MAX_VALUE, topMost = Integer.MAX_VALUE;
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