v2.3.0: further improvements to rot garden layouts in rare cases
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@@ -47,13 +47,7 @@ public class RotGardenRoom extends SpecialRoom {
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@Override
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public int minHeight() { return 10; }
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@Override
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public boolean canConnect(Point p) {
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//refuses connections next to corners, this helps ensure better terrain layouts
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return super.canConnect(p) && ((p.x > left+1 && p.x < right-1) || (p.y > top+1 && p.y < bottom-1));
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}
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public void paint(Level level ) {
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public void paint( Level level ) {
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Door entrance = entrance();
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entrance.set(Door.Type.LOCKED);
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@@ -62,50 +56,55 @@ public class RotGardenRoom extends SpecialRoom {
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//define basic terrain, mostly high grass with some chaotically placed wall tiles
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Painter.fill(level, this, Terrain.WALL);
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Painter.set(level, entrance, Terrain.LOCKED_DOOR);
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Painter.fill(level, this, 1, Terrain.HIGH_GRASS);
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for (int i = 0; i < 12; i ++){
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Painter.set(level, random(1), Terrain.WALL);
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}
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for (int i = 0; i < 8; i ++){
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Painter.set(level, random(2), Terrain.WALL);
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}
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for (int i = 0; i < 4; i ++){
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Painter.set(level, random(3), Terrain.WALL);
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}
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Painter.drawInside(level, this, entrance, 3, Terrain.HIGH_GRASS);
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boolean[] passable = new boolean[level.length()];
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for (int i = 0; i < passable.length; i++){
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passable[i] = level.map[i] != Terrain.WALL;
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}
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//place the heart in a slightly random location sufficiently far from the entrance
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int entryPos = level.pointToCell(entrance());
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PathFinder.buildDistanceMap(entryPos, passable);
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ArrayList<Integer> candidates = new ArrayList<>();
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for (Point p : getPoints()){
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int i = level.pointToCell(p);
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if (PathFinder.distance[i] != Integer.MAX_VALUE){
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if (PathFinder.distance[i] >= 3){
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candidates.add(i);
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}
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} else {
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//fill in grass tiles that are enclosed
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if (level.map[i] == Terrain.HIGH_GRASS){
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level.map[i] = Terrain.WALL;
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boolean[] passable = new boolean[level.length()];
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int entryPos = level.pointToCell(entrance());
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do {
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Painter.fill(level, this, 1, Terrain.HIGH_GRASS);
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for (int i = 0; i < 12; i++) {
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Painter.set(level, random(1), Terrain.WALL);
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}
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for (int i = 0; i < 8; i++) {
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Painter.set(level, random(2), Terrain.WALL);
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}
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for (int i = 0; i < 4; i++) {
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Painter.set(level, random(3), Terrain.WALL);
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}
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Painter.drawInside(level, this, entrance, 3, Terrain.HIGH_GRASS);
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for (int i = 0; i < passable.length; i++) {
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passable[i] = level.map[i] != Terrain.WALL;
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}
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//place the heart in a slightly random location sufficiently far from the entrance
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PathFinder.buildDistanceMap(entryPos, passable);
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candidates.clear();
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for (Point p : getPoints()) {
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int i = level.pointToCell(p);
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if (PathFinder.distance[i] != Integer.MAX_VALUE) {
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if (PathFinder.distance[i] >= 7) {
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candidates.add(i);
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}
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} else {
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//fill in grass tiles that are enclosed
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if (level.map[i] == Terrain.HIGH_GRASS) {
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level.map[i] = Terrain.WALL;
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}
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}
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}
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}
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Random.shuffle(candidates);
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int closestPos = 3;
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while (candidates.size() > 5){
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for (Integer i : candidates.toArray(new Integer[0])){
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if (candidates.size() > 5 && PathFinder.distance[i] == closestPos){
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candidates.remove(i);
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Random.shuffle(candidates);
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int closestPos = 7;
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while (candidates.size() > 5) {
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for (Integer i : candidates.toArray(new Integer[0])) {
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if (candidates.size() > 5 && PathFinder.distance[i] == closestPos) {
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candidates.remove(i);
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}
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}
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closestPos++;
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}
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closestPos++;
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}
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} while (candidates.isEmpty());
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int heartPos = Random.element(candidates);
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placePlant(level, heartPos, new RotHeart());
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