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------------------------------------------------------------------------------
-- omnigrid.lua: Create flexible layout grids by subdivision
--
------------------------------------------------------------------------------
omnigrid = {}
omnigrid.grid_defaults = {
subdivide_initial_chance = 100, -- % chance of subdividing at first level, if < 100 then we might just get chaotic city
subdivide_level_multiplier = 0.80, -- Multiply subdivide chance by this amount with each level
-- Don't ever create areas smaller than this
minimum_size_x = 15,
minimum_size_y = 15,
guaranteed_divides = 1,
choose_axis = function(width,height,depth)
return crawl.coinflip() and "y" or "x"
end,
}
omnigrid.paint_defaults = {
fill_chance = 64, -- % chance of filling an area vs. leaving it open
corridor_width = 4, -- Padding around a fill area, effectively this is half the corridor width
jitter_min = -3, -- Negative jitter shrinks the room in so the corridors get bigger (this can be arbitrarily high)
jitter_max = 1, -- Positive jitter grows the room / shrinks the corrdidor, should be _less_ than half your corridor width
jitter = false,
outer_corridor = true,
feature_type = "floor"
}
-- Builds the paint array for omnigrid
function omnigrid.paint(grid,options,paint)
-- Inherit default options
if options == nil then options = {} end
setmetatable(options, { __index = omnigrid.paint_defaults })
if paint == nil then paint = {} end
for i, area in ipairs(grid) do
-- Fill the area?
if crawl.random2(100) < options.fill_chance then
local off1 = math.floor(options.corridor_width/2)
local off2 = math.ceil(options.corridor_width/2)
local corner1 = { x = area.x1, y = area.y1 }
if corner1.x==0 then
if options.outer_corridor then corner1.x = corner1.x + options.corridor_width end
else corner1.x = corner1.x + off1 end
if corner1.y==0 then
if options.outer_corridor then corner1.y = corner1.y + options.corridor_width end
else corner1.y = corner1.y + off1 end
local corner2 = { x = area.x2, y = area.y2 }
if corner2.x==options.size.x-1 then
if options.outer_corridor then corner2.x = corner2.x - options.corridor_width end
else corner2.x = corner2.x - off2 end
if corner2.y==options.size.y-1 then
if options.outer_corridor then corner2.y = corner2.y - options.corridor_width end
else corner2.y = corner2.y - off2 end
-- Perform jitter
if options.jitter then
corner1.x = corner1.x - crawl.random_range(options.jitter_min,options.jitter_max)
corner1.y = corner1.y - crawl.random_range(options.jitter_min,options.jitter_max)
corner2.x = corner2.x + crawl.random_range(options.jitter_min,options.jitter_max)
corner2.y = corner2.y + crawl.random_range(options.jitter_min,options.jitter_max)
end
if corner1.x<=corner2.x and corner1.y<=corner2.y then
if options.paint_func ~= nil then
util.append(paint, options.paint_func(corner1,corner2,{ feature = "space" }))
else
table.insert(paint,{ type = "space", corner1 = corner1, corner2 = corner2 } )
end
end
end
end
return paint
end
function omnigrid.padded_bounds(minpad,maxpad,bounds)
local x1,y1,x2,y2
if bounds ~= nil then
x1,y1,x2,y2 = bounds.x1,bounds.y1,bounds.x2,bounds.y2
else
local gxm,gym = dgn.max_bounds()
x1,y1,x2,y2 = 1,1,gxm-2,gym-2
end
return { x1 = x1 + crawl.random_range(minpad,maxpad),
y1 = y1 + crawl.random_range(minpad,maxpad),
x2 = x2 - crawl.random_range(minpad,maxpad),
y2 = y2 - crawl.random_range(minpad,maxpad) }
end
-- TODO: Consolidate the structure this produces with the zonifier zonemap
-- TODO: Refactor grid/cell into proper metaclasses that track their borders, edges
-- etc as they get split up instead of the slightly strange way it happens during
-- the recursion right now.
function omnigrid.subdivide(x1,y1,x2,y2,options)
-- Inherit default options
if options == nil then options = {} end
setmetatable(options, { __index = omnigrid.grid_defaults })
-- Set minimum sizes for both axes if we have a single minimum size
if options.minimum_size ~= nil then
options.minimum_size_x,options.minimum_size_y = options.minimum_size,options.minimum_size
end
if options.maximum_size ~= nil then
options.maximum_size_x,options.maximum_size_y = options.maximum_size,options.maximum_size
end
local grid = omnigrid.subdivide_recursive(x1,y1,x2,y2,options,
options.subdivide_initial_chance,0)
-- Slightly hacky way to determine all the edge cells at the end
for i,cell in ipairs(grid) do
if cell.y1 == y1 then table.insert(cell.edges,{ dir = 1 }) end
if cell.x1 == x1 then table.insert(cell.edges,{ dir = 2 }) end
if cell.y2 == y2 then table.insert(cell.edges,{ dir = 3 }) end
if cell.x2 == x2 then table.insert(cell.edges,{ dir = 4 }) end
end
return grid
end
function omnigrid.subdivide_recursive(x1,y1,x2,y2,options,chance,depth)
local subdiv_x, subdiv_y, subdivide, req_x, req_y = true,true,true,false,false
local width,height = x2-x1+1,y2-y1+1
-- Check which if any axes can be subdivided
if width < 2 * options.minimum_size_x then
subdiv_x = false
end
if height < 2 * options.minimum_size_y then
subdiv_y = false
end
if not subdiv_x and not subdiv_y then
subdivide = false
end
if options.maximum_size_x ~= nil and width > options.maximum_size_x then req_x = true end
if options.maximum_size_y ~= nil and width > options.maximum_size_y then req_y = true end
if (options.guaranteed_divides == nil or depth >= options.guaranteed_divides)
and not (req_x or req_y)
and (crawl.random2(100) >= chance) then
subdivide = false
end
if not subdivide then
-- End of subdivision; add an area
return { { x1=x1,y1=y1,x2=x2,y2=y2,depth=depth,borders={},diagonals={},edges={} } }
else
local results = {}
-- Choose axis? (Force it if one is too small)
local which = "x"
if not subdiv_x then which = "y"
elseif subdiv_y then
which = options.choose_axis(width,height,depth)
end
local new_chance = chance * options.subdivide_level_multiplier
local new_depth = depth + 1
-- Could probably avoid this duplication but it's not that bad
if which == "x" then
-- Don't reduce the chance until we satisfy maximum size
if req_x then new_chance = chance end
local pos = crawl.random_range(options.minimum_size_x,width-options.minimum_size_x)
-- Create the two new areas
local resa = omnigrid.subdivide_recursive(x1,y1,x1 + pos - 1,y2,options,new_chance,new_depth)
local resb = omnigrid.subdivide_recursive(x1 + pos,y1,x2,y2,options,new_chance,new_depth)
-- Compare the two sets of results to create borders
for ia,a in ipairs(resa) do
table.insert(results,a)
if a.x2 == (x1+pos-1) then
for ib,b in ipairs(resb) do
if b.x1 == x1 + pos then
-- These two are bordering. The border is the horizontal intersection of the two lines.
local by1 = math.max(a.y1,b.y1)
local by2 = math.min(a.y2,b.y2)
-- If there's an actual intersection
if (by1<=by2) then
local b1 = { of = a, with = b, dir = 3, x1 = a.x2, x2 = a.x2, y1 = by1, y2 = by2, len = by2-by1+1 }
local b2 = { of = b, with = a, dir = 1, x1 = b.x1, x2 = b.x1, y1 = by1, y2 = by2, len = by2-by1+1 }
b1.inverse,b2.inverse = b2,b1
table.insert(a.borders,b1)
table.insert(b.borders,b2)
-- Or are they diagonals
elseif by1 == by2+1 then
local d1 = { of = a, with = b, x = a.x1 }
local d2 = { of = b, with = a, x = b.x1 }
if a.y1<b.y1 then
d1.dir,d1.y,d2.dir,d2.y = 2.5,a.y2,0.5,b.y1
else
d1.dir,d1.y,d2.dir,d2.y = 3.5,a.y1,1.5,b.y2
end
d1.inverse,d2.inverse = d2,d1
table.insert(a.diagonals,d1)
table.insert(b.diagonals,d2)
end
end
end
end
end
for ib,b in ipairs(resb) do
table.insert(results,b)
end
else
-- Don't reduce the chance until we satisfy maximum size
if req_y then new_chance = chance end
local pos = crawl.random_range(options.minimum_size_y,height-options.minimum_size_y)
-- Create the two new areas
local resa = omnigrid.subdivide_recursive(x1,y1,x2,y1 + pos - 1,options,new_chance,new_depth)
local resb = omnigrid.subdivide_recursive(x1,y1 + pos,x2,y2,options,new_chance,new_depth)
-- Compare the two sets of results to create borders
for ia,a in ipairs(resa) do
table.insert(results,a)
if a.y2 == (y1+pos-1) then
for ib,b in ipairs(resb) do
if b.y1 == y1 + pos then
-- These two are bordering. The border is the horizontal intersection of the two lines.
local bx1 = math.max(a.x1,b.x1)
local bx2 = math.min(a.x2,b.x2)
-- If there's an actual intersection
if (bx1<=bx2) then
local b1 = { of = a, with = b, dir = 2, x1 = bx1, x2 = bx2, y1 = a.y2, y2 = a.y2, len = bx2-bx1+1 }
local b2 = { of = b, with = a, dir = 0, x1 = bx1, x2 = bx2, y1 = b.y1, y2 = b.y1, len = bx2-bx1+1 }
b1.inverse,b2.inverse = b2,b1
table.insert(a.borders,b1)
table.insert(b.borders,b2)
-- Or are they diagonals
elseif bx1 == bx2+1 then
local d1 = { of = a, with = b, y = a.y1 }
local d2 = { of = b, with = a, y = b.y1 }
if a.x1<b.x1 then
d1.dir,d1.x,d2.dir,d2.x = 2.5,a.x2,0.5,b.x1
else
d1.dir,d1.x,d2.dir,d2.x = 1.5,a.x1,3.5,b.x2
end
d1.inverse,d2.inverse = d2,d1
table.insert(a.diagonals,d1)
table.insert(b.diagonals,d2)
end
end
end
end
end
for ib,b in ipairs(resb) do
table.insert(results,b)
end
end
return results
end
end
function omnigrid.groups(grid,groups)
local groups,count
if groups == nil then
groups = { }
for i,cell in ipairs(grid) do
omnigrid.group(groups,cell)
end
count = #grid
else
-- Slow way to count a previously-created groups list; Lua doesn't
-- have a function for counting number of hash keys
for k,v in pairs(groups) do
if v ~= nil then count = count + 1 end
end
end
return groups,count
end
function omnigrid.group(groups,cell)
local group = { cell }
cell.group = group
cell.borders_left = #(cell.borders)
groups[group] = group
return group
end
function omnigrid.group_comparison(a,b)
local aa = {#a}
for i,cell in ipairs(a) do
aa[#aa+1] = cell.x1
aa[#aa+1] = cell.x2
aa[#aa+1] = cell.y1
aa[#aa+1] = cell.y2
end
local bb = {#b}
for i,cell in ipairs(b) do
bb[#bb+1] = cell.x1
bb[#bb+1] = cell.x2
bb[#bb+1] = cell.y1
bb[#bb+1] = cell.y2
end
for i,j in ipairs(aa) do
if j < bb[i] then return true end
if j > bb[i] then return false end
end
return false
end
function omnigrid.merge(groups,a,b)
if a == b then return; end
for i,cell in ipairs(b) do
cell.group = a
table.insert(a,cell)
end
groups[b] = nil
end
function omnigrid.connect(options)
local grid = options.grid
local groups,count = omnigrid.groups(grid,options)
local bail = false
local iters = 0
local minbord = options.min_border_length or 2
local maxiters = options.max_iterations or 500
local mingroups = options.min_groups or 1
-- Setup default callbacks
local fbail = options.bail_func or function(groups,count) return count <= mingroups end
local fstyle = options.style_func or function() return options.default_style or "open" end
local wgroup = options.group_weight or function(k,v) return v ~= nil and math.ceil(1000/#(v)) or 0 end
local wcell = options.cell_weight or function(c) return c.borders_left end
-- Ensure border hasn't already been connected (given a style)
-- and also that it's of enough length to actually create a path
-- between the rooms
local wbord = options.border_weight or function(b) return b.style == nil and b.len >= minbord and b.with.group ~= b.of.group and 10 or 0 end
while not bail do
iters = iters + 1
-- Randomly pick a group
local group = util.random_weighted_keys(wgroup, groups, omnigrid.group_comparison)
-- Pick a cell from the group
local cell = group and util.random_weighted_from(wcell, group)
local border = cell and util.random_weighted_from(wbord, cell.borders)
if border then
local style = fstyle(border,cell,groups,count)
local new = (border.style == nil)
border.style = style
border.inverse.style = style
if new then
cell.borders_left = cell.borders_left - 1
border.with.borders_left = border.with.borders_left - 1
end
if group ~= border.with.group then
omnigrid.merge(groups,group,border.with.group)
count = count - 1
end
end
-- Main exit condition; once we've reduced to a single group
if fbail(groups,count) or iters > maxiters or group == nil then bail = true end
end
return groups
end
-- A slightly simplified strategy for filling cells and linking up groups,
-- this is more like drawing from a bag of tiles
function omnigrid.tilepick(options)
local grid = options.grid
local groups,count = omnigrid.groups(grid,options)
local bail = false
local iters = 1
local maxiters = options.max_iterations or 500
local tile
local ftile = options.tile_func or function()
return util.random_weighted_from("weight",options.tiles)
end
-- Default is random pick, all cells are equal weight
local wcell = options.cell_weight or function(cell) return 10 end
local wgroup = function(group)
-- Only pick groups with only 1 member
if #group > 1 then return 0 end
-- Return cell weight
return wcell(group[1],tile)
end
local mingroups = options.min_groups or 1
local fbail = options.bail_func or function(groups,count) return count <= mingroups end
while not bail do
iters = iters + 1
-- Pick the tile
tile = ftile()
-- Pick the group
local group = util.random_weighted_keys(wgroup,groups,omnigrid.group_comparison)
local cell = group and group[1]
if cell ~= nil then
-- Set the tile
cell.tile,cell.group.tile = tile,tile
-- Connect the borders
-- TODO: Allow a callback to specify which borders are connected
for i,b in ipairs(cell.borders) do
local merged = false
if b.with.group ~= cell.group and b.with.tile == tile then
omnigrid.merge(groups,cell.group,b.with.group)
count = count - 1 --TODO: Merge func should track the count...
end
end
end
if fbail(groups,count) or iters > maxiters or group == nil then bail = true end
end
end
function omnigrid.fill_cell(e,cell,fill)
for x = cell.x1,cell.x2,1 do
for y = cell.y1,cell.y2,1 do
local r = fill(x,y,e.mapgrd[x][y])
if r ~= nil then e.mapgrd[x][y] = r end
end
end
end
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