package squidpony.squidgrid.mapping; import squidpony.squidmath.*; import java.util.ArrayList; import java.util.List; /** * Generate dungeons with between 1 and 3 primary "lanes" going from the upper left "base" to the bottom right "base" * (and vice versa, since this is symmetrical). Also fills the area not covered by lanes with "jungle" (random, but * symmetrical, room or cave connections). Dungeons are produced by MixedGenerator, like those SerpentMapGenerator * makes, but include the wide lanes going from corner to corner. You can call different methods like putCaveCarvers(), * putBoxRoomCarvers(), putWalledRoundRoomCarvers(), etc. to affect the "jungle", which defaults to caves unless one or * more of the putXXXCarvers methods was called. The lanes are always 5 floor cells wide, measured 8-way. This supports * the getEnvironment() method, which can be used in conjunction with RoomFinder to find where separate room, corridor, * and cave areas have been placed. * <br> * A preview can be seen here https://gist.github.com/tommyettinger/4f57cff23eead11b17bf , with dungeons created with * one, two, and three lanes, and only using box-shaped rooms for "jungle." Currently, the two-lane dungeon seems to be * ideal for maps that aren't incredibly large; the samples are 80x80, but larger maps may have better jungle layout * with three lanes than those three-lane maps can manage on smaller sizes. Another potential advantage of the two-lane * approach is that it can be used to generate a "ring" of wide paths around a central "core" of jungle, which wasn't * originally intended as a use of this generator but could be very useful for games that, for instance, want guards * patrolling an obvious ring, while the player, monsters, and/or other prisoners start in the jungle. * Created by Tommy Ettinger on 10/24/2015. */ public class LanesMapGenerator { protected SymmetryDungeonGenerator mix; protected int[] columns, rows; protected RNG random; protected int lanes; /** * This prepares a map generator that will generate a map with the given width and height, using the given RNG. * The dungeon will have the specified number of wide lanes going from upper left to lower right, possibly taking a * longer path to approach the other corners. You call the different carver-adding methods to affect what the * non-lane portion of the dungeon will look like, putCaveCarvers(), putBoxRoomCarvers(), and putRoundRoomCarvers(), * defaulting to only caves if none are called. You call generate() after adding carvers, which returns a char[][] * for a map. * @param width the width of the final map in cells * @param height the height of the final map in cells * @param rng an RNG object to use for random choices; this make a lot of random choices. * @param lanes between 1 and 3; the number of wide paths to generate going from upper left to lower right. * @see MixedGenerator */ public LanesMapGenerator(int width, int height, RNG rng, int lanes) { if(width <= 8 || height <= 8) throw new IllegalArgumentException("width and height must be greater than 8"); this.lanes = (lanes < 1 || lanes > 3) ? 1 : lanes; random = rng; /* long columnAlterations = random.nextLong(); float columnBase = width / (Long.bitCount(columnAlterations) + 16.0f); long rowAlterations = random.nextLong(); float rowBase = height / (Long.bitCount(rowAlterations) + 16.0f); columns = new int[32]; rows = new int[32]; int csum = 0, rsum = 0; long b = 3; for (int i = 0; i < 32; i++, b <<= 2) { columns[i] = csum + (int)(columnBase * 0.5f * (1 + Long.bitCount(columnAlterations & b))); csum += (int)(columnBase * (1 + Long.bitCount(columnAlterations & b))); rows[i] = rsum + (int)(rowBase * 0.5f * (1 + Long.bitCount(rowAlterations & b))); rsum += (int)(rowBase * (1 + Long.bitCount(rowAlterations & b))); } int cs = (width - csum); int rs = (height - rsum); int cs2 = cs, rs2 = rs, cs3 = cs, rs3 = rs; for (int i = 15; i >= 0; i--) { cs2= cs2 * i / 15; rs2 = rs2 * i / 15; columns[i] -= cs2; rows[i] -= rs2; } for (int i = 15; i >= 16; i--) { cs3 = cs3 * (i - 16) / 16; rs3 = rs3 * (i - 16) / 16; columns[i] += cs3; rows[i] += rs3; } */ long columnAlterations = random.nextLong(0x1000000000000L); float columnBase = width / (Long.bitCount(columnAlterations) + 48.0f); long rowAlterations = random.nextLong(0x1000000000000L); float rowBase = height / (Long.bitCount(rowAlterations) + 48.0f); columns = new int[16]; rows = new int[16]; int csum = 0, rsum = 0; long b = 7; for (int i = 0; i < 16; i++, b <<= 3) { columns[i] = csum + (int)(columnBase * 0.5f * (3 + Long.bitCount(columnAlterations & b))); csum += (int)(columnBase * (3 + Long.bitCount(columnAlterations & b))); rows[i] = rsum + (int)(rowBase * 0.5f * (3 + Long.bitCount(rowAlterations & b))); rsum += (int)(rowBase * (3 + Long.bitCount(rowAlterations & b))); } int cs = width - csum; int rs = height - rsum; int cs2 = cs, rs2 = rs, cs3 = cs, rs3 = rs; for (int i = 0; i <= 7; i++) { cs2= cs2 * i / 7; rs2 = rs2 * i / 7; columns[i] -= cs2; rows[i] -= rs2; } for (int i = 15; i >= 8; i--) { cs3 = cs3 * (i - 8) / 8; rs3 = rs3 * (i - 8) / 8; columns[i] += cs3; rows[i] += rs3; } OrderedMap<Coord, List<Coord>> connections = new OrderedMap<>(80); Coord temp, t; int m = random.nextInt(32), r = random.between(8, 24); temp = CoordPacker.hilbertToCoord(m); Coord starter = CoordPacker.hilbertToCoord(m); m += r; for (int i = r; i < 256 && m < 256 - 9; i += r, m += r) { List<Coord> cl = new ArrayList<>(4); cl.add(Coord.get(columns[temp.x], rows[temp.y])); temp = CoordPacker.hilbertToCoord(m); r = random.between(8, 24); for (int j = 0, p = r - 1; j < 3 && p > 2 && Math.min(random.nextDouble(), random.nextDouble()) < 0.2; j++, p -= random.between(1, p)) { t = CoordPacker.hilbertToCoord(m + p); cl.add(Coord.get(columns[t.x], rows[t.y])); } connections.put(Coord.get(columns[temp.x], rows[temp.y]), cl); } connections.get(Coord.get(columns[temp.x], rows[temp.y])).add( Coord.get(columns[starter.x], rows[starter.y])); mix = new SymmetryDungeonGenerator(width, height, random, connections, 0.6f); boolean[][] fixed = new boolean[width][height]; if(lanes != 2) { List<Coord> path = DDALine.line(3, 3, width - 4, height - 4); for(Coord c : path) { for (int x = c.x - 2; x <= c.x + 2; x++) { for (int y = c.y - 2; y <= c.y + 2; y++) { fixed[x][y] = true; } } } } if(lanes > 1) { List<Coord> path = DDALine.line(3, 3, 3, height - 4); path.addAll(DDALine.line(3, 3, width - 4, 3)); for(Coord c : path) { for (int x = c.x - 2; x <= c.x + 2; x++) { for (int y = c.y - 2; y <= c.y + 2; y++) { fixed[x][y] = true; } } } } mix.setFixedRooms(fixed); } /** * Changes the number of "carvers" that will create caves from one room to the next. If count is 0 or less, no caves * will be made. If count is at least 1, caves are possible, and higher numbers relative to the other carvers make * caves more likely. Carvers are shuffled when used, then repeat if exhausted during generation. Since typically * about 30-40 rooms are carved, large totals for carver count aren't really needed; aiming for a total of 10 * between the count of putCaveCarvers(), putBoxRoomCarvers(), and putRoundRoomCarvers() is reasonable. * @see MixedGenerator * @param count the number of carvers making caves between rooms; only matters in relation to other carvers */ public void putCaveCarvers(int count) { mix.putCaveCarvers(count); } /** * Changes the number of "carvers" that will create right-angle corridors from one room to the next, create rooms * with a random size in a box shape at the start and end, and a small room at the corner if there is one. If count * is 0 or less, no box-shaped rooms will be made. If count is at least 1, box-shaped rooms are possible, and higher * numbers relative to the other carvers make box-shaped rooms more likely. Carvers are shuffled when used, then * repeat if exhausted during generation. Since typically about 30-40 rooms are carved, large totals for carver * count aren't really needed; aiming for a total of 10 between the count of putCaveCarvers(), putBoxRoomCarvers(), * and putRoundRoomCarvers() is reasonable. * @see MixedGenerator * @param count the number of carvers making box-shaped rooms and corridors between them; only matters in relation * to other carvers */ public void putBoxRoomCarvers(int count) { mix.putBoxRoomCarvers(count); } /** * Changes the number of "carvers" that will create right-angle corridors from one room to the next, create rooms * with a random size in a box shape at the start and end, and a small room at the corner if there is one. This also * ensures walls will be placed around the room, only allowing corridors and small cave openings to pass. If count * is 0 or less, no box-shaped rooms will be made. If count is at least 1, box-shaped rooms are possible, and higher * numbers relative to the other carvers make box-shaped rooms more likely. Carvers are shuffled when used, then * repeat if exhausted during generation. Since typically about 30-40 rooms are carved, large totals for carver * count aren't really needed; aiming for a total of 10 between the count of putCaveCarvers(), putBoxRoomCarvers(), * and putRoundRoomCarvers() is reasonable. * @see MixedGenerator * @param count the number of carvers making box-shaped rooms and corridors between them; only matters in relation * to other carvers */ public void putWalledBoxRoomCarvers(int count) { mix.putWalledBoxRoomCarvers(count); } /** * Changes the number of "carvers" that will create right-angle corridors from one room to the next, create rooms * with a random size in a circle shape at the start and end, and a small circular room at the corner if there is * one. If count is 0 or less, no circular rooms will be made. If count is at least 1, circular rooms are possible, * and higher numbers relative to the other carvers make circular rooms more likely. Carvers are shuffled when used, * then repeat if exhausted during generation. Since typically about 30-40 rooms are carved, large totals for carver * count aren't really needed; aiming for a total of 10 between the count of putCaveCarvers(), putBoxRoomCarvers(), * and putRoundRoomCarvers() is reasonable. * @see MixedGenerator * @param count the number of carvers making circular rooms and corridors between them; only matters in relation * to other carvers */ public void putRoundRoomCarvers(int count) { mix.putRoundRoomCarvers(count); } /** * Changes the number of "carvers" that will create right-angle corridors from one room to the next, create rooms * with a random size in a circle shape at the start and end, and a small circular room at the corner if there is * one. This also ensures walls will be placed around the room, only allowing corridors and small cave openings to * pass. If count is 0 or less, no circular rooms will be made. If count is at least 1, circular rooms are possible, * and higher numbers relative to the other carvers make circular rooms more likely. Carvers are shuffled when used, * then repeat if exhausted during generation. Since typically about 30-40 rooms are carved, large totals for carver * count aren't really needed; aiming for a total of 10 between the count of putCaveCarvers(), putBoxRoomCarvers(), * and putRoundRoomCarvers() is reasonable. * @see MixedGenerator * @param count the number of carvers making circular rooms and corridors between them; only matters in relation * to other carvers */ public void putWalledRoundRoomCarvers(int count) { mix.putWalledRoundRoomCarvers(count); } /** * This generates a new map by stretching a 16x16 grid of potential rooms to fit the width and height passed to the * constructor, randomly expanding columns and rows before contracting the whole to fit perfectly. This uses the * Moore Curve, a space-filling curve that loops around on itself, to guarantee that the rooms will always have a * long path through the dungeon that, if followed completely, will take you back to your starting room. Some small * branches are possible, and large rooms may merge with other rooms nearby. This uses MixedGenerator. * @see MixedGenerator * @return a char[][] where '#' is a wall and '.' is a floor or corridor; x first y second */ public char[][] generate() { return mix.generate(); } /** * Gets a 2D array of int constants, each representing a type of environment corresponding to a static field of * MixedGenerator. This array will have the same size as the last char 2D array prduced by generate(), and the value * of this method if called before generate() is undefined, but probably will be a 2D array of all 0 (UNTOUCHED). * <ul> * <li>MixedGenerator.UNTOUCHED, equal to 0, is used for any cells that aren't near a floor.</li> * <li>MixedGenerator.ROOM_FLOOR, equal to 1, is used for floor cells inside wide room areas.</li> * <li>MixedGenerator.ROOM_WALL, equal to 2, is used for wall cells around wide room areas.</li> * <li>MixedGenerator.CAVE_FLOOR, equal to 3, is used for floor cells inside rough cave areas.</li> * <li>MixedGenerator.CAVE_WALL, equal to 4, is used for wall cells around rough cave areas.</li> * <li>MixedGenerator.CORRIDOR_FLOOR, equal to 5, is used for floor cells inside narrow corridor areas.</li> * <li>MixedGenerator.CORRIDOR_WALL, equal to 6, is used for wall cells around narrow corridor areas.</li> * </ul> * @return a 2D int array where each element is an environment type constant in MixedGenerator */ public int[][] getEnvironment() { return mix.getEnvironment(); } }