/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2016 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 */ package com.shatteredpixel.shatteredpixeldungeon.levels.painters; import com.shatteredpixel.shatteredpixeldungeon.levels.Level; import com.shatteredpixel.shatteredpixeldungeon.levels.Room; import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain; import com.watabou.utils.Random; public class MazePainter extends Painter { public static void paint( Level level, Room room ) { fill(level, room, 1, Terrain.EMPTY); //true = space, false = wall boolean[][] maze = new boolean[room.width() + 1][room.height() + 1]; for (int x = 0; x < maze.length; x++) { for (int y = 0; y < maze[0].length; y++) { if (x == 0 || x == maze.length - 1 || y == 0 || y == maze[0].length - 1) { //set spaces where there are doors for (Room.Door d : room.connected.values()) { if (d.x == x + room.left && d.y == y + room.top) { maze[x][y] = true; break; } } } else { maze[x][y] = true; } } } int fails = 0; while (fails < 10000) { //find a random wall point int x, y; do { x = Random.Int(maze.length); y = Random.Int(maze[0].length); } while (maze[x][y]); //decide on how we're going to move int[] mov = decideDirection(maze, x, y); if (mov == null) { fails++; } else { fails = 0; int moves = 0; do { x += mov[0]; y += mov[1]; maze[x][y] = false; moves++; } while (Random.Int(moves+1) == 0 && checkValidMove(maze, x, y, mov)); } } fill(level, room, 1, Terrain.EMPTY); for (int x = 0; x < maze.length; x++) for (int y = 0; y < maze[0].length; y++) { if (!maze[x][y]) { fill(level, x + room.left, y + room.top, 1, 1, Terrain.WALL); } } } private static int[] decideDirection(boolean[][] maze, int x, int y){ //attempts to move up if (Random.Int(4) == 0 && //1 in 4 chance checkValidMove(maze, x, y, new int[]{0, -1})){ return new int[]{0, -1}; } //attempts to move right if (Random.Int(3) == 0 && //1 in 3 chance checkValidMove(maze, x, y, new int[]{1, 0})){ return new int[]{1, 0}; } //attempts to move down if (Random.Int(2) == 0 && //1 in 2 chance checkValidMove(maze, x, y, new int[]{0, 1})){ return new int[]{0, 1}; } //attempts to move left if ( checkValidMove(maze, x, y, new int[]{-1, 0})){ return new int[]{-1, 0}; } return null; } private static boolean checkValidMove( boolean[][] maze, int x, int y, int[] mov){ int sideX = 1 - Math.abs(mov[0]); int sideY = 1 - Math.abs(mov[1]); //checking two tiles forward in the movement, and the tiles to their left/right for (int i = 0; i < 2; i ++) { x += mov[0]; y += mov[1]; //checks if tiles we're examining are valid and open if ( x > 0 && x < maze.length-1 && y > 0 && y < maze[0].length-1 && maze[x][y] && maze[x + sideX][y+ sideY] && maze[x - sideX][y - sideY]){ continue; } else { return false; } } return true; } }