v2.3.0: further improvements to rot garden layouts in rare cases

This commit is contained in:
Evan Debenham
2024-01-07 14:49:54 -05:00
parent 71856bee8c
commit cb98b88637
@@ -47,12 +47,6 @@ public class RotGardenRoom extends SpecialRoom {
@Override @Override
public int minHeight() { return 10; } public int minHeight() { return 10; }
@Override
public boolean canConnect(Point p) {
//refuses connections next to corners, this helps ensure better terrain layouts
return super.canConnect(p) && ((p.x > left+1 && p.x < right-1) || (p.y > top+1 && p.y < bottom-1));
}
public void paint( Level level ) { public void paint( Level level ) {
Door entrance = entrance(); Door entrance = entrance();
@@ -62,6 +56,11 @@ public class RotGardenRoom extends SpecialRoom {
//define basic terrain, mostly high grass with some chaotically placed wall tiles //define basic terrain, mostly high grass with some chaotically placed wall tiles
Painter.fill(level, this, Terrain.WALL); Painter.fill(level, this, Terrain.WALL);
Painter.set(level, entrance, Terrain.LOCKED_DOOR); Painter.set(level, entrance, Terrain.LOCKED_DOOR);
ArrayList<Integer> candidates = new ArrayList<>();
boolean[] passable = new boolean[level.length()];
int entryPos = level.pointToCell(entrance());
do {
Painter.fill(level, this, 1, Terrain.HIGH_GRASS); Painter.fill(level, this, 1, Terrain.HIGH_GRASS);
for (int i = 0; i < 12; i++) { for (int i = 0; i < 12; i++) {
Painter.set(level, random(1), Terrain.WALL); Painter.set(level, random(1), Terrain.WALL);
@@ -74,19 +73,17 @@ public class RotGardenRoom extends SpecialRoom {
} }
Painter.drawInside(level, this, entrance, 3, Terrain.HIGH_GRASS); Painter.drawInside(level, this, entrance, 3, Terrain.HIGH_GRASS);
boolean[] passable = new boolean[level.length()];
for (int i = 0; i < passable.length; i++) { for (int i = 0; i < passable.length; i++) {
passable[i] = level.map[i] != Terrain.WALL; passable[i] = level.map[i] != Terrain.WALL;
} }
//place the heart in a slightly random location sufficiently far from the entrance //place the heart in a slightly random location sufficiently far from the entrance
int entryPos = level.pointToCell(entrance());
PathFinder.buildDistanceMap(entryPos, passable); PathFinder.buildDistanceMap(entryPos, passable);
ArrayList<Integer> candidates = new ArrayList<>(); candidates.clear();
for (Point p : getPoints()) { for (Point p : getPoints()) {
int i = level.pointToCell(p); int i = level.pointToCell(p);
if (PathFinder.distance[i] != Integer.MAX_VALUE) { if (PathFinder.distance[i] != Integer.MAX_VALUE) {
if (PathFinder.distance[i] >= 3){ if (PathFinder.distance[i] >= 7) {
candidates.add(i); candidates.add(i);
} }
} else { } else {
@@ -97,7 +94,7 @@ public class RotGardenRoom extends SpecialRoom {
} }
} }
Random.shuffle(candidates); Random.shuffle(candidates);
int closestPos = 3; int closestPos = 7;
while (candidates.size() > 5) { while (candidates.size() > 5) {
for (Integer i : candidates.toArray(new Integer[0])) { for (Integer i : candidates.toArray(new Integer[0])) {
if (candidates.size() > 5 && PathFinder.distance[i] == closestPos) { if (candidates.size() > 5 && PathFinder.distance[i] == closestPos) {
@@ -106,6 +103,8 @@ public class RotGardenRoom extends SpecialRoom {
} }
closestPos++; closestPos++;
} }
} while (candidates.isEmpty());
int heartPos = Random.element(candidates); int heartPos = Random.element(candidates);
placePlant(level, heartPos, new RotHeart()); placePlant(level, heartPos, new RotHeart());