-
Notifications
You must be signed in to change notification settings - Fork 0
/
DungeonGen.js
871 lines (803 loc) · 29.4 KB
/
DungeonGen.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
/*
Orteil's crappy dungeon generation library, 2013
Unfinished and buggy, use at your own risk (please credit)
http://orteil.dashnet.org
Rough process (might or might not be what actually happens) :
1 make a room in the middle
2 pick one of its walls (not corners)
3 select a free tile on the other side of that wall
4 iteratively expand the selection in one (corridors) or two (rooms) directions, stopping when we meet a wall or when we're above the size threshold
5 compute that selection into a room
6 add decorations to the room (pillars, water) but only on the center tiles, as to leave free passages (sprinkle destructible decorations anywhere)
7 take a random floor tile in the room and repeat step 4, but don't stop at the walls of this room (this creates branching) - repeat about 5 times for interesting shapes
8 add those branches to the room
9 carve the room into the map, and set the initially selected wall as a door - set the new room's parent to the previous room, and add it to its parent's children
10 repeat step 2 with any free wall on the map until the amount of tiles dug is above the desired fill ratio
Note : I should probably switch the rendering to canvas to allow stuff like occlusion shadows and lights
*/
if (1==1 || undefined==Math.seedrandom)
{
//seeded random function, courtesy of http://davidbau.com/archives/2010/01/30/random_seeds_coded_hints_and_quintillions.html
(function(a,b,c,d,e,f){function k(a){var b,c=a.length,e=this,f=0,g=e.i=e.j=0,h=e.S=[];for(c||(a=[c++]);d>f;)h[f]=f++;for(f=0;d>f;f++)h[f]=h[g=j&g+a[f%c]+(b=h[f])],h[g]=b;(e.g=function(a){for(var b,c=0,f=e.i,g=e.j,h=e.S;a--;)b=h[f=j&f+1],c=c*d+h[j&(h[f]=h[g=j&g+b])+(h[g]=b)];return e.i=f,e.j=g,c})(d)}function l(a,b){var e,c=[],d=(typeof a)[0];if(b&&"o"==d)for(e in a)try{c.push(l(a[e],b-1))}catch(f){}return c.length?c:"s"==d?a:a+"\0"}function m(a,b){for(var d,c=a+"",e=0;c.length>e;)b[j&e]=j&(d^=19*b[j&e])+c.charCodeAt(e++);return o(b)}function n(c){try{return a.crypto.getRandomValues(c=new Uint8Array(d)),o(c)}catch(e){return[+new Date,a,a.navigator.plugins,a.screen,o(b)]}}function o(a){return String.fromCharCode.apply(0,a)}var g=c.pow(d,e),h=c.pow(2,f),i=2*h,j=d-1;c.seedrandom=function(a,f){var j=[],p=m(l(f?[a,o(b)]:0 in arguments?a:n(),3),j),q=new k(j);return m(o(q.S),b),c.random=function(){for(var a=q.g(e),b=g,c=0;h>a;)a=(a+c)*d,b*=d,c=q.g(1);for(;a>=i;)a/=2,b/=2,c>>>=1;return(a+c)/b},p},m(c.random(),b)})(this,[],Math,256,6,52);
}
if (1==1 || undefined==choose) {function choose(arr) {if (arr.length==0) return 0; else return arr[Math.floor(Math.random()*arr.length)];}}
var DungeonGen=function()
{
var TILE_EMPTY=0;//solid
var TILE_LIMIT=-100;//can't build anything here; edges of map
var TILE_FLOOR_EDGE=100;
var TILE_FLOOR_CENTER=110;
var TILE_DOOR=200;
var TILE_PILLAR=300;//not just pillars, could be any type of repetitive decoration
var TILE_WATER=400;
var TILE_WALL=500;
var TILE_WALL_CORNER=510;
var TILE_ENTRANCE=250;
var TILE_EXIT=260;
var colors=[];
colors[TILE_EMPTY]='000';
colors[TILE_LIMIT]='900';
colors[TILE_FLOOR_EDGE]='ffc';
colors[TILE_FLOOR_CENTER]='ff9';
colors[TILE_DOOR]='f9f';
colors[TILE_PILLAR]='990';
colors[TILE_WATER]='99f';
colors[TILE_WALL]='960';
colors[TILE_WALL_CORNER]='630';
colors[TILE_ENTRANCE]='f9f';
colors[TILE_EXIT]='f9f';
var rand=function(a,b){return Math.floor(Math.random()*(b-a+1)+a);}//return random value between a and b
var Patterns=[];
this.Pattern=function(name,func)
{
this.name=name;
this.func=func;
Patterns.push(this);
}
new this.Pattern('Pillars',function(x,y,room)
{
if ((x+room.x)%2==0 && (y+room.y)%2==0 && Math.random()<0.8) return TILE_PILLAR;
return 0;
});
new this.Pattern('Large pillars',function(x,y,room)
{
if ((x+room.x)%3<2 && (y+room.y)%3<2 && Math.random()<0.8) return TILE_PILLAR;
return 0;
});
new this.Pattern('Sparse pillars',function(x,y,room)
{
if ((x+room.x)%3==0 && (y+room.y)%3==0 && Math.random()<0.8) return TILE_PILLAR;
return 0;
});
new this.Pattern('Lines',function(x,y,room)
{
if (room.x%2==0) if ((x+room.x)%2==0 && Math.random()<0.98) return TILE_PILLAR;
if (room.x%2==1) if ((y+room.y)%2==0 && Math.random()<0.98) return TILE_PILLAR;
return 0;
});
var getRandomPattern=function()
{return choose(Patterns);}
var defaultGenerator=function(me)
{
me.roomSize=10;
me.corridorSize=5;
me.fillRatio=1/3;
me.corridorRatio=0.2;
me.pillarRatio=0.2;
me.waterRatio=0;
me.branching=4;
me.sizeVariance=0.2;
me.fillRatio=0.1+Math.random()*0.4;
me.roomSize=Math.ceil(rand(5,15)*me.fillRatio*2);
me.corridorSize=Math.ceil(rand(1,7)*me.fillRatio*2);
me.corridorRatio=Math.random()*0.8+0.1;
me.pillarRatio=Math.random()*0.5+0.5;
me.waterRatio=Math.pow(Math.random(),2);
me.branching=Math.floor(Math.random()*6);
me.sizeVariance=Math.random();
}
this.Map=function(w,h,seed,params)
{
//create a new map
//leave the seed out for a random seed
//params is an object that contains custom parameters as defined in defaultGenerator
//example : MyMap=new DungeonGen.Map(30,30,MySeed,{waterRatio:0.8}); (80 percent of the rooms will contain water)
if (undefined!=seed) this.seed=seed; else {Math.seedrandom();this.seed=Math.random();}
Math.seedrandom(this.seed);
this.seedState=Math.random;
this.w=w||20;
this.h=h||20;
this.roomsAreHidden=0;
this.rooms=[];
this.freeWalls=[];//all walls that would be a good spot for a door
this.freeTiles=[];//all passable floor tiles
this.doors=[];
this.tiles=this.w*this.h;
this.tilesDug=0;
this.digs=0;//amount of digging steps
this.stuck=0;//how many times we ran into a problem; stop digging if we get too many of these
this.data=[];//fill the map with 0
for (var x=0;x<this.w;x++)
{
this.data[x]=[];
for (var y=0;y<this.h;y++)
{
this.data[x][y]=[TILE_EMPTY,-1,0];//data is stored as [tile system type,room id,tile displayed type] (-1 is no room)
if (x==0 || y==0 || x==this.w-1 || y==this.h-1) this.data[x][y]=[TILE_LIMIT,-1,0];
}
}
defaultGenerator(this);
if (params)
{
for (var i in params)
{
this[i]=params[i];
}
}
Math.seedrandom();
}
this.Map.prototype.getType=function(x,y){return this.data[x][y][0];}
this.Map.prototype.getRoom=function(x,y){if (this.data[x][y][1]!=-1) return this.rooms[this.data[x][y][1]]; else return -1;}
this.Map.prototype.getTile=function(x,y){return this.rooms[this.data[x][y][2]];}
this.Map.prototype.isWall=function(x,y)
{
var n=0;
for (var i in this.freeWalls){if (this.freeWalls[i][0]==x && this.freeWalls[i][1]==y) return n; else n++;}
return -1;
}
this.Map.prototype.isFloor=function(x,y)
{
var n=0;
for (var i in this.freeTiles){if (this.freeTiles[i][0]==x && this.freeTiles[i][1]==y) return n; else n++;}
return -1;
}
this.Map.prototype.removeFreeTile=function(x,y)
{
this.freeTiles.splice(this.isFloor(x,y),1);
}
this.Map.prototype.fill=function(what)
{
//fill with something (either a set value, or a function that takes the map, a position X and a position Y as arguments)
//NOTE : this also resets the rooms!
//example : MyMap.fill(function(m,x,y){return Math.floor((Math.random());});
//...will fill the map with 0s and 1s
var func=0;
if (typeof(what)=='function') func=1;
for (var x=0;x<this.w;x++){for (var y=0;y<this.h;y++){
if (func) this.data[x][y]=[what(this,x,y),-1,0]; else this.data[x][y]=[what,-1,0];
}}
this.rooms=[];
}
this.Map.prototype.fillZone=function(X,Y,W,H,what)
{
//just plain fill a rectangle
for (var x=X;x<X+W;x++){for (var y=Y;y<Y+H;y++){
this.data[x][y][0]=what;
}}
}
this.Map.prototype.getRoomTile=function(room,x,y)
{
var n=0;
for (var i in room.tiles) {if (room.tiles[i].x==x && room.tiles[i].y==y) return n; else n++;}
return -1;
}
this.Map.prototype.getFloorTileInRoom=function(room)
{
var tiles=[];
for (var i in room.tiles) {if (room.tiles[i].type==TILE_FLOOR_EDGE || room.tiles[i].type==TILE_FLOOR_CENTER) tiles.push(room.tiles[i]);}
return choose(tiles);
}
this.Map.prototype.canPlaceRoom=function(rx,ry,rw,rh)
{
if (rx<2 || ry<2 || rx+rw>=this.w-1 || ry+rh>=this.h-1) return false;
for (var x=rx;x<rx+rw;x++)
{
for (var y=ry;y<ry+rh;y++)
{
var tile=this.getType(x,y);
var room=this.getRoom(x,y);
if (tile==TILE_LIMIT) return false;
if (room!=-1) return false;
}
}
return true;
}
this.Map.prototype.setRoomTile=function(room,x,y,tile)
{
//var mapTile=this.getType(x,y);
var oldTile=this.getRoomTile(room,x,y);
var oldTileType=oldTile!=-1?room.tiles[oldTile].type:-1;
if (oldTile!=-1 && (
//(tile!=TILE_FLOOR_EDGE && tile!=TILE_FLOOR_CENTER) ||// && (oldTileType!=TILE_FLOOR_EDGE && oldTileType!=TILE_FLOOR_CENTER)) ||
//(tile!=TILE_FLOOR_EDGE && tile!=TILE_FLOOR_CENTER && (oldTileType!=TILE_FLOOR_EDGE && oldTileType!=TILE_FLOOR_CENTER)) ||
(tile==TILE_WALL || tile==TILE_WALL_CORNER) ||//don't place a wall over an existing room
(tile==TILE_FLOOR_EDGE && oldTileType==TILE_FLOOR_CENTER)//don't place an edge floor over a center floor
)) {return false;}
else
{
if (oldTile!=-1) room.tiles.splice(oldTile,1);
room.tiles.push({x:x,y:y,type:tile,score:0});
if ((tile==TILE_FLOOR_EDGE || tile==TILE_FLOOR_CENTER) && (oldTileType!=TILE_FLOOR_EDGE && oldTileType!=TILE_FLOOR_CENTER)) room.freeTiles++;
else if (tile!=TILE_FLOOR_EDGE && tile!=TILE_FLOOR_CENTER && (oldTileType==TILE_FLOOR_EDGE || oldTileType==TILE_FLOOR_CENTER)) room.freeTiles--;
return true;
}
}
this.Map.prototype.expandRoom=function(room,rx,ry,rw,rh)
{
var x=0;var y=0;
//floor
for (var x=rx;x<rx+rw;x++){for (var y=ry;y<ry+rh;y++){
this.setRoomTile(room,x,y,TILE_FLOOR_EDGE);
}}
for (var x=rx+1;x<rx+rw-1;x++){for (var y=ry+1;y<ry+rh-1;y++){
this.setRoomTile(room,x,y,TILE_FLOOR_CENTER);
}}
//walls
y=ry-1;
for (var x=rx;x<rx+rw;x++){
this.setRoomTile(room,x,y,TILE_WALL);
}
y=ry+rh;
for (var x=rx;x<rx+rw;x++){
this.setRoomTile(room,x,y,TILE_WALL);
}
x=rx-1;
for (var y=ry;y<ry+rh;y++){
this.setRoomTile(room,x,y,TILE_WALL);
}
x=rx+rw;
for (var y=ry;y<ry+rh;y++){
this.setRoomTile(room,x,y,TILE_WALL);
}
//corners
x=rx-1;y=ry-1;
this.setRoomTile(room,x,y,TILE_WALL_CORNER);
x=rx+rw;y=ry-1;
this.setRoomTile(room,x,y,TILE_WALL_CORNER);
x=rx-1;y=ry+rh;
this.setRoomTile(room,x,y,TILE_WALL_CORNER);
x=rx+rw;y=ry+rh;
this.setRoomTile(room,x,y,TILE_WALL_CORNER);
//decoration
var water=Math.random()<this.waterRatio?1:0;
var pattern=Math.random()<this.pillarRatio?getRandomPattern():0;
for (var x=rx;x<rx+rw;x++){for (var y=ry;y<ry+rh;y++){
if (room.tiles[this.getRoomTile(room,x,y)].type==TILE_FLOOR_CENTER)
{
var tile=0;
if (water!=0) tile=TILE_WATER;
if (pattern!=0)
{
tile=pattern.func(x,y,room)||tile;
}
if (tile!=0) this.setRoomTile(room,x,y,tile);
}
}}
}
this.Map.prototype.newRoom=function(x,y,w,h,parent)
{
//create a new abstract room, ready to be carved
var room={};
room.id=this.rooms.length;
room.w=w;//||rand(2,this.roomSize);
room.h=h;//||rand(2,this.roomSize);
room.x=x||rand(1,this.w-room.w-1);
room.y=y||rand(1,this.h-room.h-1);
room.tiles=[];
room.freeTiles=0;
room.parent=parent?parent:-1;
room.children=[];
room.gen=0;
room.door=0;
room.corridor=Math.random()<this.corridorRatio?1:0;
room.hidden=this.roomsAreHidden;//if 1, don't draw
//if (room.parent!=-1) room.corridor=!room.parent.corridor;//alternate rooms and corridors
return room;
}
this.Map.prototype.planRoom=function(room)
{
var branches=this.branching+1;
var forcedExpansions=[];
var w=room.w;
var h=room.h;
while (w>0 && h>0)
{
if (w>0) {forcedExpansions.push(1,3);w--;}
if (h>0) {forcedExpansions.push(2,4);h--;}
}
for (var i=0;i<branches;i++)
{
var steps=0;
var expansions=[];
if (!room.corridor)
{
expansions=[1,2,3,4];
steps=this.roomSize;
}
else
{
expansions=choose([[1,3],[2,4]]);
steps=this.corridorSize;
}
steps=Math.max(room.w+room.h,Math.ceil(steps*(1-Math.random()*this.sizeVariance)));
if (room.tiles.length==0) {var rx=room.x;var ry=room.y;var rw=1;var rh=1;}
else {var randomTile=this.getFloorTileInRoom(room);var rx=randomTile.x;var ry=randomTile.y;var rw=1;var rh=1;}
for (var ii=0;ii<steps;ii++)
{
if (expansions.length==0) break;
var xd=0;var yd=0;var wd=0;var hd=0;
var side=choose(expansions);
if (forcedExpansions.length>0) side=forcedExpansions[0];
if (side==1) {xd=-1;wd=1;}
else if (side==2) {yd=-1;hd=1;}
else if (side==3) {wd=1;}
else if (side==4) {hd=1;}
if (this.canPlaceRoom(rx+xd,ry+yd,rw+wd,rh+hd)) {rx+=xd;ry+=yd;rw+=wd;rh+=hd;} else expansions.splice(expansions.indexOf(side),1);
if (forcedExpansions.length>0) forcedExpansions.splice(0,1);
}
if (rw>1 || rh>1)
{
this.expandRoom(room,rx,ry,rw,rh);
}
}
}
this.Map.prototype.carve=function(room)
{
//carve a room into the map
for (var i in room.tiles)
{
var thisTile=room.tiles[i];
var x=thisTile.x;var y=thisTile.y;
var myType=this.data[x][y][0];
var type=thisTile.type;
if ((type==TILE_WALL || type==TILE_WALL_CORNER) && this.isWall(x,y)!=-1) {this.freeWalls.splice(this.isWall(x,y),1);}
if (this.data[x][y][1]!=-1 && (type==TILE_WALL || type==TILE_WALL_CORNER)) {}
else
{
if (this.data[x][y][1]==-1) this.tilesDug++;
this.data[x][y]=[thisTile.type,room.id,0];
if (x>1 && y>1 && x<this.w-2 && y<this.h-2 && type==TILE_WALL) this.freeWalls.push([x,y]);
if (type==TILE_FLOOR_EDGE || type==TILE_FLOOR_CENTER) this.freeTiles.push([x,y]);
}
var pos=[x,y];
}
this.rooms[room.id]=room;
}
this.Map.prototype.newRandomRoom=function(params)
{
var success=1;
params=params||{};//params is an object such as {corridor:1}
var door=choose(this.freeWalls);//select a free wall to use as a door
if (!door) {success=0;}
else
{
//this.data[door[0]][door[1]][0]=TILE_LIMIT;//not door
var parentRoom=this.getRoom(door[0],door[1]);
var sides=[];//select a free side of that door
if (this.getType(door[0]-1,door[1])==TILE_EMPTY) sides.push([-1,0]);
if (this.getType(door[0]+1,door[1])==TILE_EMPTY) sides.push([1,0]);
if (this.getType(door[0],door[1]-1)==TILE_EMPTY) sides.push([0,-1]);
if (this.getType(door[0],door[1]+1)==TILE_EMPTY) sides.push([0,1]);
var side=choose(sides);
if (!side) {success=0;this.freeWalls.splice(this.isWall(door[0],door[1]),1);}
else
{
var room=this.newRoom(door[0]+side[0],door[1]+side[1],0,0,parentRoom);//try a new room from this spot
for (var i in params)
{
room[i]=params[i];
}
this.planRoom(room);
if (room.tiles.length>0 && room.freeTiles>0)//we got a decent room
{
this.carve(room);
this.data[door[0]][door[1]][0]=TILE_DOOR;//place door
room.door=[door[0],door[1]];
this.data[door[0]][door[1]][1]=room.id;//set ID
this.freeWalls.splice(this.isWall(door[0],door[1]),1);//the door isn't a wall anymore
this.doors.push([door[0],door[1],room]);
//remove free tiles on either side of the door
if (this.isFloor(door[0]+side[0],door[1]+side[1])!=-1) this.removeFreeTile(door[0]+side[0],door[1]+side[1]);
if (this.isFloor(door[0]-side[0],door[1]-side[1])!=-1) this.removeFreeTile(door[0]-side[0],door[1]-side[1]);
room.parent=parentRoom;
parentRoom.children.push(room);
room.gen=parentRoom.gen+1;
}
else//not a good spot; remove this tile from the list of walls
{
this.freeWalls.splice(this.isWall(door[0],door[1]),1);
success=0;
}
}
}
if (success) return room;
else return 0;
}
this.Map.prototype.getRandomSpotInRoom=function(room)
{
var listOfTiles=[];
for (var i in room.tiles)
{
if ((room.tiles[i].type==TILE_FLOOR_EDGE || room.tiles[i].type==TILE_FLOOR_CENTER) && this.isFloor(room.tiles[i].x,room.tiles[i].y)!=-1)
{
listOfTiles.push(room.tiles[i]);
}
}
if (listOfTiles.length==0) return -1;
return choose(listOfTiles);
}
this.Map.prototype.getBestSpotInRoom=function(room)
{
var highest=-1;
var listOfHighest=[];
for (var i in room.tiles)
{
if ((room.tiles[i].type==TILE_FLOOR_EDGE || room.tiles[i].type==TILE_FLOOR_CENTER) && this.isFloor(room.tiles[i].x,room.tiles[i].y)!=-1)
{
if (room.tiles[i].score>highest)
{
listOfHighest=[];
highest=room.tiles[i].score;
listOfHighest.push(room.tiles[i]);
}
else if (room.tiles[i].score==highest)
{
listOfHighest.push(room.tiles[i]);
}
}
}
if (listOfHighest.length==0) return -1;
return choose(listOfHighest);
}
this.Map.prototype.getEarliestRoom=function()
{
return this.rooms[0];
}
this.Map.prototype.getDeepestRoom=function()
{
var deepest=0;
var deepestRoom=this.rooms[0];
for (var i in this.rooms)
{
if ((this.rooms[i].gen+Math.sqrt(this.rooms[i].freeTiles)*0.05)>=deepest && this.rooms[i].corridor==0 && this.rooms[i].freeTiles>4) {deepest=(this.rooms[i].gen+Math.sqrt(this.rooms[i].freeTiles)*0.05);deepestRoom=this.rooms[i];}
}
return deepestRoom;
}
this.Map.prototype.dig=function()
{
//one step in which we try to carve new stuff
//returns 0 when we couldn't dig this step, 1 when we could, and 2 when the digging is complete
Math.random=this.seedState;
var badDig=0;
if (this.digs==0)//first dig : build a starting room in the middle of the map
{
var w=rand(3,7);
var h=rand(3,7);
var room=this.newRoom(Math.floor(this.w/2-w/2),Math.floor(this.h/2-h/2),w,h);
room.corridor=0;
this.planRoom(room);
this.carve(room);
}
else
{
if (this.newRandomRoom()==0) badDig++;
}
if (badDig>0) this.stuck++;
this.digs++;
var finished=0;
if (this.tilesDug>=this.tiles*this.fillRatio) finished=1;
if (this.stuck>100) finished=1;
if (finished==1)//last touch : try to add a whole room at the end
{
for (var i=0;i<10;i++)
{
var newRoom=this.newRandomRoom({corridor:0,w:rand(3,7),h:rand(3,7)});
if (newRoom!=0 && newRoom.freeTiles>15) break;
}
}
Math.seedrandom();
if (finished==1) return 1; else if (badDig>0) return -1; else return 0;
}
this.Map.prototype.finish=function()
{
//touch up the map : add pillars in corners etc
/*
//set paths
for (var i in this.rooms)
{
var me=this.rooms[i];
if (me.door!=0)
{
var doors=[];
doors.push(me.door);
for (var ii in me.children)
{
if (me.children[ii].door!=0) doors.push(me.children[ii].door);
}
for (var ii in doors)
{
this.data[doors[ii][0]][doors[ii][1]][0]=TILE_LIMIT;
//ideally we should run agents that step from each door to the next
}
}
}
*/
for (var i in this.rooms)
{
var pillars=Math.random()<this.pillarRatio;
for (var ii in this.rooms[i].tiles)
{
var x=this.rooms[i].tiles[ii].x;
var y=this.rooms[i].tiles[ii].y;
var me=this.data[x][y][0];
var x1=this.data[x-1][y][0];
var x2=this.data[x+1][y][0];
var y1=this.data[x][y-1][0];
var y2=this.data[x][y+1][0];
var xy1=this.data[x-1][y-1][0];
var xy2=this.data[x+1][y-1][0];
var xy3=this.data[x-1][y+1][0];
var xy4=this.data[x+1][y+1][0];
var walls=0;
if ((x1==TILE_WALL||x1==TILE_WALL_CORNER)) walls++;
if ((y1==TILE_WALL||y1==TILE_WALL_CORNER)) walls++;
if ((x2==TILE_WALL||x2==TILE_WALL_CORNER)) walls++;
if ((y2==TILE_WALL||y2==TILE_WALL_CORNER)) walls++;
if ((xy1==TILE_WALL||xy1==TILE_WALL_CORNER)) walls++;
if ((xy2==TILE_WALL||xy2==TILE_WALL_CORNER)) walls++;
if ((xy3==TILE_WALL||xy3==TILE_WALL_CORNER)) walls++;
if ((xy4==TILE_WALL||xy4==TILE_WALL_CORNER)) walls++;
var floors=0;
if ((x1==TILE_FLOOR_CENTER||x1==TILE_FLOOR_EDGE)) floors++;
if ((y1==TILE_FLOOR_CENTER||y1==TILE_FLOOR_EDGE)) floors++;
if ((x2==TILE_FLOOR_CENTER||x2==TILE_FLOOR_EDGE)) floors++;
if ((y2==TILE_FLOOR_CENTER||y2==TILE_FLOOR_EDGE)) floors++;
if ((xy1==TILE_FLOOR_CENTER||xy1==TILE_FLOOR_EDGE)) floors++;
if ((xy2==TILE_FLOOR_CENTER||xy2==TILE_FLOOR_EDGE)) floors++;
if ((xy3==TILE_FLOOR_CENTER||xy3==TILE_FLOOR_EDGE)) floors++;
if ((xy4==TILE_FLOOR_CENTER||xy4==TILE_FLOOR_EDGE)) floors++;
var complete=0;
if (walls+floors==8) complete=1;
var angle=0;
if (complete)
{
var top=0;
var left=0;
var right=0;
var bottom=0;
if ((xy1==TILE_WALL||xy1==TILE_WALL_CORNER) && (y1==TILE_WALL||y1==TILE_WALL_CORNER) && (xy2==TILE_WALL||xy2==TILE_WALL_CORNER)) top=1;
else if ((xy1==TILE_FLOOR_CENTER||xy1==TILE_FLOOR_EDGE) && (y1==TILE_FLOOR_CENTER||y1==TILE_FLOOR_EDGE) && (xy2==TILE_FLOOR_CENTER||xy2==TILE_FLOOR_EDGE)) top=-1;
if ((xy2==TILE_WALL||xy2==TILE_WALL_CORNER) && (x2==TILE_WALL||x2==TILE_WALL_CORNER) && (xy4==TILE_WALL||xy4==TILE_WALL_CORNER)) right=1;
else if ((xy2==TILE_FLOOR_CENTER||xy2==TILE_FLOOR_EDGE) && (x2==TILE_FLOOR_CENTER||x2==TILE_FLOOR_EDGE) && (xy4==TILE_FLOOR_CENTER||xy4==TILE_FLOOR_EDGE)) right=-1;
if ((xy1==TILE_WALL||xy1==TILE_WALL_CORNER) && (x1==TILE_WALL||x1==TILE_WALL_CORNER) && (xy3==TILE_WALL||xy3==TILE_WALL_CORNER)) left=1;
else if ((xy1==TILE_FLOOR_CENTER||xy1==TILE_FLOOR_EDGE) && (x1==TILE_FLOOR_CENTER||x1==TILE_FLOOR_EDGE) && (xy3==TILE_FLOOR_CENTER||xy3==TILE_FLOOR_EDGE)) left=-1;
if ((xy3==TILE_WALL||xy3==TILE_WALL_CORNER) && (y2==TILE_WALL||y2==TILE_WALL_CORNER) && (xy4==TILE_WALL||xy4==TILE_WALL_CORNER)) bottom=1;
else if ((xy3==TILE_FLOOR_CENTER||xy3==TILE_FLOOR_EDGE) && (y2==TILE_FLOOR_CENTER||y2==TILE_FLOOR_EDGE) && (xy4==TILE_FLOOR_CENTER||xy4==TILE_FLOOR_EDGE)) bottom=-1;
if ((top==1 && bottom==-1) || (top==-1 && bottom==1) || (left==1 && right==-1) || (left==-1 && right==1)) angle=1;
}
if (pillars && Math.random()<0.8 && this.rooms[i].freeTiles>4)
{
if ((angle==1 || (complete && walls==7)) && me==TILE_FLOOR_EDGE && x1!=TILE_DOOR && x2!=TILE_DOOR && y1!=TILE_DOOR && y2!=TILE_DOOR)
{
this.data[x][y][0]=TILE_PILLAR;
me=TILE_PILLAR;
this.removeFreeTile(x,y);
this.rooms[i].freeTiles--;
}
}
//calculate score (for placing items and exits)
if (top==1 || bottom==1 || left==1 || right==1)
{
this.rooms[i].tiles[ii].score+=2;
}
if (walls>5 || floors>5)
{
this.rooms[i].tiles[ii].score+=1;
}
if (walls==7 || floors==8)
{
this.rooms[i].tiles[ii].score+=5;
}
if ((me!=TILE_FLOOR_CENTER && me!=TILE_FLOOR_EDGE) || x1==TILE_DOOR || x2==TILE_DOOR || y1==TILE_DOOR || y2==TILE_DOOR) this.rooms[i].tiles[ii].score=-1;
}
}
//carve entrance and exit
var entrance=this.getBestSpotInRoom(this.getEarliestRoom());
this.data[entrance.x][entrance.y][0]=TILE_ENTRANCE;
this.entrance=[entrance.x,entrance.y];
entrance.score=0;
this.removeFreeTile(entrance.x,entrance.y);
var exit=this.getBestSpotInRoom(this.getDeepestRoom());
this.data[exit.x][exit.y][0]=TILE_EXIT;
this.exit=[exit.x,exit.y];
this.removeFreeTile(exit.x,exit.y);
exit.score=0;
/*
for (var i in this.doors)//remove door tiles (to add later; replace the tiles by entities that delete themselves when opened)
{
this.data[this.doors[i][0]][this.doors[i][1]][0]=TILE_FLOOR_EDGE;
}
*/
}
this.Map.prototype.isObstacle=function(x,y)
{
var free=[TILE_FLOOR_EDGE,TILE_FLOOR_CENTER,TILE_DOOR,TILE_ENTRANCE,TILE_EXIT];
for (var i in free)
{
if (this.data[x][y][0]==free[i]) return 0;
}
return 1;
}
var joinTile=function(map,x,y,joinWith)
{
//for the tile at x,y, return 2 if it joins with its horizontal neighbors, 3 if it joins with its vertical neighbors, 1 if it joins with either both or neither.
//joinWith contains the tile types that count as joinable, in addition to this tile. (don't add the tested tile to joinWith!)
var p=1;
var me=map.data[x][y][0];
var x1=map.data[x-1][y][0];
var x2=map.data[x+1][y][0];
var y1=map.data[x][y-1][0];
var y2=map.data[x][y+1][0];
joinWith.push(me);
var joinsX=0;
for (var i in joinWith)
{
if (x1==joinWith[i]) joinsX++;
if (x2==joinWith[i]) joinsX++;
}
var joinsY=0;
for (var i in joinWith)
{
if (y1==joinWith[i]) joinsY++;
if (y2==joinWith[i]) joinsY++;
}
if (joinsX==2 && joinsY==2) p=1;
else if (joinsX==2) p=2;
else if (joinsY==2) p=3;
return p;
}
this.Map.prototype.getPic=function(x,y)
{
//return a position [x,y] in the tiles (as 0, 1, 2...) for the tile on the map at position x,y
if (Tiles[this.data[x][y][2]])
{
if (Tiles[this.data[x][y][2]].joinType=='join')
{
var thisPic=Tiles[this.data[x][y][2]].pic;
thisPic=[thisPic[0],thisPic[1]];//why is this even necessary?
var joinWith=[];
if (this.data[x][y][0]==TILE_WALL) joinWith.push(TILE_WALL_CORNER);
else if (this.data[x][y][0]==TILE_DOOR) joinWith.push(TILE_WALL,TILE_WALL_CORNER);
thisPic[0]+=joinTile(this,x,y,joinWith)-1;
return thisPic;
}
else if (Tiles[this.data[x][y][2]].joinType=='random3')
{
var thisPic=Tiles[this.data[x][y][2]].pic;
thisPic=[thisPic[0],thisPic[1]];
thisPic[0]+=Math.floor(Math.random()*3);
return thisPic;
}
return Tiles[this.data[x][y][2]].pic;
}
return [0,0];
}
var Tiles=[];
var TilesByName=[];
this.Tile=function(name,pic,joinType)
{
this.name=name;
this.pic=pic;
this.joinType=joinType||'none';
this.id=Tiles.length;
Tiles[this.id]=this;
TilesByName[this.name]=this;
}
new this.Tile('void',[0,0]);
this.loadTiles=function(tiles)
{
for (var i in tiles)
{
var name=tiles[i][0];
var pic=tiles[i][1];
var joinType=tiles[i][2];
new this.Tile(name,pic,joinType);
}
}
var computeTile=function(tile,tiles,value,name)
{
if (tile==value && tiles[name]) return TilesByName[tiles[name]];
return 0;
}
this.Map.prototype.assignTiles=function(room,tiles)
{
//set the displayed tiles for this room
for (var i in room.tiles)
{
var type=Tiles[0];
var me=room.tiles[i];
var tile=this.data[me.x][me.y][0];
type=computeTile(tile,tiles,TILE_WALL_CORNER,'wall corner')||type;
type=computeTile(tile,tiles,TILE_WALL,'wall')||type;
type=computeTile(tile,tiles,TILE_FLOOR_EDGE,'floor edges')||type;
type=computeTile(tile,tiles,TILE_FLOOR_CENTER,'floor')||type;
type=computeTile(tile,tiles,TILE_PILLAR,'pillar')||type;
type=computeTile(tile,tiles,TILE_DOOR,'door')||type;
type=computeTile(tile,tiles,TILE_WATER,'water')||type;
type=computeTile(tile,tiles,TILE_ENTRANCE,'entrance')||type;
type=computeTile(tile,tiles,TILE_EXIT,'exit')||type;
this.data[me.x][me.y][2]=type.id;
}
}
this.Map.prototype.draw=function(size)
{
//return a string containing a rough visual representation of the map
var str='';
var size=size||10;
for (var y=0;y<this.h;y++){for (var x=0;x<this.w;x++){
var text='';
if (this.isFloor(x,y)!=-1) text='o';
if (this.isWall(x,y)!=-1) text+='x';
var room=this.getRoom(x,y);
var opacity=Math.max(0.1,1-(this.getRoom(x,y).gen/10));
var title=room.freeTiles;//this.data[x][y][0].toString();
text='';
str+='<div style="opacity:'+opacity+';width:'+size+'px;height:'+size+'px;position:absolute;left:'+(x*size)+'px;top:'+(y*size)+'px;display:block;padding:0px;margin:0px;background:#'+colors[this.data[x][y][0]]+';color:#999;" title="'+title+'">'+text+'</div>';
}
str+='<br>';
}
str='<div style="position:relative;width:'+(this.w*size)+'px;height:'+(this.h*size)+'px;background:#000;font-family:Courier;font-size:'+size+'px;float:left;margin:10px;">'+str+'</div>';
return str;
}
this.Map.prototype.drawDetailed=function()
{
//return a string containing a rough visual representation of the map (with graphics)
var str='';
var size=16;
for (var y=0;y<this.h;y++){for (var x=0;x<this.w;x++){
var room=this.getRoom(x,y);
//var opacity=Math.max(0.1,room.tiles[this.getRoomTile(room,x,y)].score);
var opacity=1;
var title='void';
if (room!=-1)
{
opacity=Math.max(0.1,1-room.gen/5);
if (this.data[x][y][0]==TILE_ENTRANCE || this.data[x][y][0]==TILE_EXIT) opacity=1;
title=(room.corridor?'corridor':'room')+' '+room.id+' | depth : '+room.gen+' | children : '+room.children.length;
}
var pic=this.getPic(x,y);
str+='<div style="opacity:'+opacity+';width:'+size+'px;height:'+size+'px;position:absolute;left:'+(x*size)+'px;top:'+(y*size)+'px;display:block;padding:0px;margin:0px;background:#'+colors[this.data[x][y][0]]+' url(img/dungeonTiles.png) '+(-pic[0]*16)+'px '+(-pic[1]*16)+'px;color:#999;" title="'+title+'"></div>';
}
str+='<br>';
}
str='<div style="box-shadow:0px 0px 12px 6px #00061b;position:relative;width:'+(this.w*size)+'px;height:'+(this.h*size)+'px;background:#00061b;font-family:Courier;font-size:'+size+'px;float:left;margin:10px;">'+str+'</div>';
return str;
}
this.Map.prototype.getStr=function()
{
//return a string containing the map with tile graphics, ready to be pasted in a wrapper
var str='';
var size=16;
for (var y=0;y<this.h;y++){for (var x=0;x<this.w;x++){
var room=this.getRoom(x,y);
//var opacity=Math.max(0.1,room.tiles[this.getRoomTile(room,x,y)].score);
var opacity=1;
var title='void';
var pic=this.getPic(x,y);
if (room!=-1)
{
/*
opacity=Math.max(0.1,1-room.gen/5);
if (room.hidden) opacity=0;
if (this.data[x][y][0]==TILE_ENTRANCE || this.data[x][y][0]==TILE_EXIT) opacity=1;
*/
if (room.hidden) pic=[0,0];
title=(room.corridor?'corridor':'room')+' '+room.id+' | depth : '+room.gen+' | children : '+room.children.length;
}
str+='<div style="opacity:'+opacity+';width:'+size+'px;height:'+size+'px;position:absolute;left:'+(x*size)+'px;top:'+(y*size)+'px;display:block;padding:0px;margin:0px;background:#'+colors[this.data[x][y][0]]+' url(img/dungeonTiles.png) '+(-pic[0]*16)+'px '+(-pic[1]*16)+'px;color:#999;" title="'+title+'"></div>';
}
str+='<br>';
}
return str;
}
}