v2.2.0: added a basic first gold generator for mining levels
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@@ -30,7 +30,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.CavesPainter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.MiningLevelPainter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard.CaveRoom;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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@@ -39,6 +39,7 @@ import com.watabou.noosa.Group;
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import com.watabou.noosa.Image;
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import com.watabou.noosa.Tilemap;
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import com.watabou.noosa.audio.Music;
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import com.watabou.utils.Random;
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import java.util.Arrays;
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@@ -88,7 +89,8 @@ public class MiningLevel extends Level {
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map[entrance] = Terrain.ENTRANCE;
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Painter painter = new CavesPainter()
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Painter painter = new MiningLevelPainter()
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.setGold(Random.NormalIntRange(42, 46))
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.setWater(0.35f, 6)
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.setGrass(0.10f, 3);
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@@ -113,6 +113,15 @@ public class CavesPainter extends RegularPainter {
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}
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}
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generateGold(level, rooms);
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}
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protected void generateGold(Level level, ArrayList<Room> rooms){
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int w = level.width();
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int l = level.length();
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int[] map = level.map;
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for (int i=0; i < l - w; i++) {
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if (map[i] == Terrain.WALL &&
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DungeonTileSheet.floorTile(map[i + w])
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@@ -120,6 +129,5 @@ public class CavesPainter extends RegularPainter {
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map[i] = Terrain.WALL_DECO;
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}
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}
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}
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}
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@@ -0,0 +1,133 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2023 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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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.watabou.utils.PathFinder;
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import com.watabou.utils.Random;
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import java.util.ArrayList;
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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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//TODO gold on left/right/below walls is also super hard to see atm
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private int goldToAdd = 0;
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public RegularPainter setGold(int amount){
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goldToAdd = amount;
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return this;
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}
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@Override
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protected void generateGold(Level level, ArrayList<Room> rooms) {
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//we start by counting all the gold purposefully made by rooms
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for (int i = 0; i < level.length(); i++){
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if (level.map[i] == Terrain.WALL_DECO) {
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goldToAdd--;
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}
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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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//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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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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}
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}
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}
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}
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Random.shuffle(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.BARRICADE;
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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.BARRICADE;
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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.BARRICADE;
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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 we don't have enough gold yet, loop
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} while (goldToAdd > 0);
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}
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/*
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//spreads gold over an entire cluster, currently unused
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private void spreadGold(int i, boolean[] gold){
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for (int k : PathFinder.NEIGHBOURS4){
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if (!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.BARRICADE;
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goldToAdd--;
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spreadGold(i+k, gold);
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}
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}
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}
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*/
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}
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