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###############################################################################
# layout.des: Most large layout vaults go here. These are defined by having
# both ORIENT: encompass and TAGS: layout. These are not true
# vaults, in that the dungeon builder can add other vaults on
# top of them. For the "loops" level layouts, see layout_loops.des.
#
###############################################################################
: crawl_require("dlua/vault.lua")
: crawl_require("dlua/layout/zonify.lua")
: crawl_require("dlua/layout/theme.lua")
: crawl_require("dlua/layout/minimum_map_area.lua")
{{
-- Call func num times around a circle of radius centered at (x, y)
function apply_circle(x, y, num, radius, scale_x, scale_y, func)
radius = math.floor(radius)
for n = 1, num do
local rad = n * 2 * math.pi / num
local rx = math.floor(math.cos(rad) * radius * scale_x + 0.5)
local ry = math.floor(math.sin(rad) * radius * scale_y + 0.5)
func(x + rx, y + ry)
end
end
function spotty_stairs(mapgrd)
local gxm, gym = dgn.max_bounds()
local in_slime = you.in_branch("slime")
local elevator = not in_slime
-- We now only generate the three downstairs and build spotty
-- caves around them (only three bubbles). This means connectivity
-- is always guaranteed downstream to the branch end, which is always
-- connected, so all bubbles can be traversed.
local stairs = { '}', ')', ']' }
local make_floor = function (x, y)
mapgrd[x][y] = '.'
end
for i, glyph in ipairs(stairs) do
local x, y
repeat
x = crawl.random_range(5, gxm - 5)
y = crawl.random_range(5, gym - 5)
until mapgrd[x][y] == 'x' and mapgrd[x + 1][y] == 'x'
mapgrd[x][y] = glyph
apply_circle(x, y, 4, 1, 1, 1, make_floor)
if elevator and glyph == '}' then
mapgrd[x + 1][y] = '{'
end
end
end
}}
##############################################################
# layout_forbidden_doughnut
#
# This replaces dungeon.cc:_plan_1(). It usually creates a
# room with a large hole in the middle.
#
# This layout should only appear once, and thus does not have the
# "allow_dup" tag.
#
# TODO: Use "layout_type_open_caves" tag for cave version and
# "layout_type_open" tag for non-cave version.
#
NAME: layout_forbidden_donut
DEPTH: Depths
WEIGHT: 5
ORIENT: encompass
TAGS: overwritable layout no_primary_vault unrand layout_type_open
{{
local gxm, gym = dgn.max_bounds()
extend_map{width=gxm, height=gym, fill='x'}
local width = (10 - crawl.random2(7))
local floor = '.'
local wall = 'x'
-- construct donut
fill_area{x1=10, y1=10, x2=gxm-10, y2=10+width, fill=floor}
fill_area{x1=10, y1=60-width, x2=gxm-10, y2=gym-10, fill=floor}
fill_area{x1=10, y1=10, x2=10+width, y2=gym-10, fill=floor}
fill_area{x1=60-width, y1=10, x2=gxm-10, y2=gym-10, fill=floor}
local spotty = crawl.coinflip()
local smears = crawl.random2(300)
-- sometimes add a hallway cross through center
if crawl.coinflip() then
local width2 = 1 + crawl.random2(5)
fill_area{x1=10, y1=gym/2-width2,
x2=gxm-10, y2=gym/2+width2, fill=floor}
fill_area{x1=gxm/2-width2, y1=10,
x2=gxm/2+width2, y2=gym-10, fill=floor}
-- sometimes add a small octagon room
if crawl.coinflip() then
local obl = 0
if crawl.coinflip() then
obl = 5 + crawl.random2(20)
end
local fill = util.random_choose_weighted({
{'.', 10},
{'w', 5},
{'l', 1},
})
octa_room{x1=25, y1=25, x2=gxm-25, y2=gym-25,
oblique=obl, replace='x', inside=fill}
-- decrease spotty chance
spotty = crawl.one_chance_in(5)
end
end
local spotty_boxy = crawl.coinflip()
local smear_boxy = crawl.coinflip()
if spotty then
spotty_map{boxy=spotty_boxy}
end
if not spotty and crawl.one_chance_in(4) or spotty then
smear_map{iterations=smears, smear='x', onto='.', boxy=smear_boxy}
end
if spotty then
theme.D.caves(_G)
else
theme.level_material(_G)
end
}}
MAP
ENDMAP
##############################################################
# layout_cross
#
# This replaces dungeon.cc:_plan_2(). It creates a large cross
# of varying width.
#
# Only one of this layout and layout_big_octagon should appear.
# Therefore both of these layouts have a "uniq_open_layout" tag.
#
# TODO: Use "layout_type_open_caves" tag for cave version and
# "layout_type_open" tag for non-cave version.
#
NAME: layout_cross
DEPTH: D:9-, Depths, Pan
WEIGHT: 2
ORIENT: encompass
TAGS: overwritable layout unrand uniq_open_layout layout_type_open
{{
local gxm, gym = dgn.max_bounds()
extend_map{width = gxm, height = gym, fill = 'L'}
local floor = '.'
local wall = 'x'
local border = 'x'
local width = 5 - crawl.random2(5)
local height = 5 - crawl.random2(5)
-- Include a small possibility of adding windows around the cross.
-- This layout can get used with spotty_level, so don't make this
-- chance too large as lava/water prevents that from happening.
local window = not you.in_branch("Lair") and crawl.one_chance_in(20)
if window then
if crawl.coinflip() then
wall = 'l'
border = 'L'
kfeat("L = endless_lava")
else
wall = 'w'
border = 'L'
kfeat("L = open_sea")
end
end
fill_area{fill = border}
fill_area{x1=1, y1=1, x2=gxm-2, y2=gym-2, fill = wall}
-- don't spam water/lava monsters or clouds outside the cross
kmask("wl = no_monster_gen")
kprop("l = no_cloud_gen")
-- create window
if window then
local clear = 'm'
fill_area{x1=10, y1=gym/2-height-1, x2=gxm-10, y2=gym/2-height-1, fill=clear}
fill_area{x1=10, y1=gym/2+height+1, x2=gxm-10, y2=gym/2+height+1, fill=clear}
fill_area{x1=gxm/2-width-1, y1=10, x2=gxm/2-width-1, y2=gym-10, fill=clear}
fill_area{x1=gxm/2+width+1, y1=10, x2=gxm/2+width+1, y2=gym-10, fill=clear}
end
-- create a cross
fill_area{x1=10, y1=gym/2-height, x2=gxm-10, y2=gym/2+height, fill=floor}
fill_area{x1=gxm/2-width, y1=10, x2=gxm/2+width, y2=gym-10, fill=floor}
if not crawl.one_chance_in(4) then
spotty_map{boxy = crawl.coinflip()}
end
theme.level_material(_G)
}}
MAP
ENDMAP
#############################################################
# layout_big_octagon
#
# This replaces dungeon.cc:_plan_6(). It has an octagonal
# room with some number of pillars in the middle. The stairs
# are generally all grouped together.
#
# Only one of this layout and layout_cross should appear.
# Therefore both of these layouts have a "uniq_open_layout" tag.
#
# TODO: Use "layout_type_open_caves" tag for cave version and
# "layout_type_open" tag for non-cave version.
#
# TODO: A better way of preventing small maps
#
NAME: layout_big_octagon
DEPTH: D:9-, Depths, Pan
WEIGHT: 3
ORIENT: encompass
TAGS: overwritable layout unrand no_primary_vault layout_type_open
TAGS: uniq_open_layout
{{
function smear()
local gxm, gym = dgn.max_bounds()
local iterations = 100 + crawl.random2(800)
smear_map{iterations = iterations, boxy = false}
--Fill in disconnected zones now, prior to adding the stairs.
--Temporarily set a (passable) unique symbol in the middle of the map,
--to guarantee everything is connected to it after smearing.
mapgrd[gxm/2][gym/2] = '@'
fill_disconnected{wanted = '@'}
mapgrd[gxm/2][gym/2] = '.'
end
-- Step 1: Big octagon.
local gxm, gym = dgn.max_bounds()
extend_map{width = gxm, height = gym, fill = 'x'}
local oblique = 10 + crawl.random2(20)
octa_room{
x1 = 10,
y1 = 10,
x2 = gxm-10,
y2 = gym-10,
oblique = oblique,
replace = 'x',
inside = '.'}
-- 50% chance of smearing at all; 50% chance of including pillars in
-- smearing when smearing.
local do_smear = crawl.coinflip()
local smear_before = crawl.coinflip()
if do_smear and smear_before then
smear()
end
-- Step 2: Add pillars
-- pillar types and relative weights
local pillar_fill = {
{'x', 15},
{'b', 5},
{'v', 4},
{'m', 3},
{'w', 2},
{'l', 1}
}
if (you.in_branch("lair")) then
pillar_fill[#pillar_fill + 1] = {'t', 15}
end
-- Potential pillar drawing routines
local pillar_func = {
make_circle,
make_diamond,
make_square,
make_rounded_square
}
-- Sometimes generate more than one pillar ring for variety.
local ring_count = 1 + crawl.random2(4)
local circle_radius = 2 + crawl.random2(ring_count == 1 and 6 or 3)
for i = 1, ring_count do
-- Pillar size params
-- NOTE: Be careful about tweaking the ranges here. Pillars that are
-- too large, close, or large in number can entirely surround the center.
local pfunc = pillar_func[crawl.random2(#pillar_func) + 1]
local num = 3 + 2*i crawl.random2(9 - 2*i)
local pillar_radius =
1 + crawl.random2((pfunc == make_diamond) and 3 or 2)
circle_radius = circle_radius + pillar_radius * 2 + num / 2
if circle_radius >= (gym-oblique)/2 then break end
local fill = util.random_choose_weighted(pillar_fill)
-- Finally, make the pillars
local make_pillar = function(x, y)
return pfunc({
x = x,
y = y,
radius = pillar_radius,
fill = fill})
end
apply_circle(gxm/2, gym/2, num, circle_radius, 1, 1, make_pillar)
end
if do_smear and not smear_before then
smear()
end
-- Step 3: Create stairs
-- Potential stair locations
-- 0) random
-- 1) inside
-- 2) up
-- 3) right
-- 4) down
-- 5) left
local full_stair_set = {[0] = {}, [1] = {}, [2] = {},
[3] = {}, [4] = {}, [5] = {} }
if crawl.coinflip() then
-- Sets of stairs all in the same place, as with the original layout.
local up_loc = crawl.random2(6)
local down_loc = crawl.random2(6)
while up_loc == down_loc do
down_loc = crawl.random2(6)
end
local up_stairs = {"{", "(", "["}
local down_stairs = {"}", ")", "]"}
full_stair_set = {[up_loc] = up_stairs, [down_loc] = down_stairs}
else
-- Each stair goes to a unique location.
local stairs = {"{", "}", "(", ")", "[", "]"}
local locs = {0, 1, 2, 3, 4, 5}
for i = 1, #stairs do
local which = crawl.random2(#locs) + 1
local loc = locs[which]
table.remove(locs, which)
full_stair_set[loc] = { stairs[i] }
end
end
for loc, stair_list in pairs (full_stair_set) do
for i = 1, #stair_list do
local st = stair_list[i]
if loc == 0 then
replace_random({find = ".", replace = st})
elseif loc == 1 then
mapgrd[gxm/2 + i - 2][gym/2 + 1 - math.abs(i - 2)] = st
elseif loc == 2 then
replace_first({
x = gxm/2 + i - 2,
y = 0,
xdir = 0,
ydir = 1,
find = ".",
replace = st})
elseif loc == 3 then
replace_first({
x = gxm - 1,
y = gym/2 + i - 2,
xdir = -1,
ydir = 0,
find = ".",
replace = st})
elseif loc == 4 then
replace_first({
x = gxm/2 + i - 2,
y = gym - 1,
xdir = 0,
ydir = -1,
find = ".",
replace = st})
elseif loc == 5 then
replace_first({
x = 0,
y = gym/2 + i - 2,
xdir = 1,
ydir = 0,
find = ".",
replace = st})
end
end
end
-- Do we still want this special case here?
if you.where() == "Pan" and crawl.coinflip() then
mapgrd[40][36] = 'O'
mapgrd[41][36] = 'O'
nsubst('O = 1:O / *:.')
kfeat('O = exit_through_abyss')
end
theme.level_material(_G)
}}
# Enforce minimum floor size - otherwise we get very tiny floors sometimes
validate {{
return minimum_map_area.is_map_big_enough(_G, minimum_map_area.OPEN)
}}
MAP
ENDMAP
##############################################################
# layout_rooms
#
# This replaces dungeon.cc:_plan_3().
#
# TODO: Differentiate Elf version more
# Improve room generation
# Make random_room_point work correctly for new room types
#
NAME: layout_rooms
DEPTH: D, Elf, Snake, Crypt, Pan
WEIGHT: 15 (D), 10 (Elf), 15 (Snake), 10 (Crypt), 10 (Pan)
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_rooms
{{
local is_elf_branch = you.in_branch("Elf")
function draw_room(room)
local room_type = 0
if is_elf_branch then
room_type = 1
else
if crawl.coinflip() then
room_type = 0
else
room_type = 2
end
end
if room_type == 0 then
-- rectangular
replace_area({
x1 = room.x1,
y1 = room.y1,
x2 = room.x2,
y2 = room.y2,
find = "x",
replace = "."})
elseif room_type == 1 then
-- octagonal-ish
local corner_size =
1 + crawl.random2(math.min(room.x2 - room.x1 - 1,
room.y2 - room.y1 - 1))
for i = 0, corner_size do
local j = corner_size - i
replace_area({
x1 = room.x1 + i,
y1 = room.y1 + j,
x2 = room.x2 - i,
y2 = room.y2 - j,
find = "x",
replace = "."})
end
else
-- circular-ish
local xdelta = room.x2 - room.x1
local ydelta = room.y2 - room.y1
local radius = math.max(xdelta, ydelta) / 2
local steps = math.abs(ydelta - xdelta) - radius
if ydelta > xdelta then
for i = 1, steps do
make_circle ({ x = room.x1 + radius,
y = room.y1 + radius + i,
radius = radius, fill = '.'})
make_circle ({ x = room.x2 - radius,
y = room.y1 + radius + i,
radius = radius, fill = '.'})
end
else
for i = 1, steps do
make_circle ({ x = room.x1 + radius + i,
y = room.y1 + radius,
radius = radius, fill = '.'})
make_circle ({ x = room.x1 + radius + i,
y = room.y2 - radius,
radius = radius, fill = '.'})
end
end
end
end
function random_room_point(room)
-- TODO: make this properly random for the new room types
return dgn.point((room.x1 + room.x2) / 2,
(room.y1 + room.y2) / 2)
end
function join_the_dots_p(start, finish)
return join_the_dots({
x1 = start.x,
y1 = start.y,
x2 = finish.x,
y2 = finish.y,
force_straight = is_elf_branch,
allow_diagonals = is_elf_branch})
end
local gxm, gym = dgn.max_bounds()
extend_map{width = gxm, height = gym, fill = 'x'}
local num_rooms = 30 + crawl.random2(90)
local exclusive = not crawl.one_chance_in(10)
local exclusive2 = crawl.coinflip()
local rooms = {}
for i = 0, num_rooms do
local new_room = {
x1 = 10 + crawl.random2(50),
y1 = 10 + crawl.random2(40)
}
new_room.x2 = new_room.x1 + 2 + crawl.random2(8)
new_room.y2 = new_room.y1 + 2 + crawl.random2(8)
local not_walls = count_antifeature_in_box({
x1 = new_room.x1,
y1 = new_room.y1,
x2 = new_room.x2,
y2 = new_room.y2,
feat = "x"})
if (not exclusive or not_walls == 0) then
draw_room(new_room)
if #rooms > 0 and not exclusive2 then
join_the_dots_p(random_room_point(new_room),
random_room_point(rooms[#rooms]))
end
table.insert(rooms, new_room)
if #rooms >= 30 then
break
end
end
end
if exclusive2 then
for i = 2, #rooms do
join_the_dots_p(random_room_point(rooms[i]),
random_room_point(rooms[i - 1]))
end
end
theme.level_material(_G)
}}
MAP
ENDMAP
##############################################################
# layout_regular_city
#
# This replaces dungeon.cc:_city_level().
# Previously named "layout_city".
#
NAME: layout_regular_city
DEPTH: Lair, Crypt, !Crypt:$, Dis, !Dis:$
WEIGHT: 10, 15 (Lair)
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_city
TAGS: no_rotate no_vmirror no_hmirror
{{
local rooms = {}
local i, j
local wall_type = util.random_choose_weighted(
{ {'x', 3}, {'c', 3}, {'v', 2} } )
local percent_thickness_2 = crawl.random_range(0, 8)
* crawl.random_range(0, 8)
local percent_thickness_3 = crawl.random_range(0, 7)
* crawl.random_range(0, 7)
local percent_thickness_4 = 0
local percent_inner_new_wall = crawl.random_range(0, 100)
local percent_inner_box = crawl.random_range(0, 25)
local percent_inner_split = crawl.random_range(0, 25)
local percent_room_gone = 14 -- was 1/7 chance
local max_wall_in = 5
if you.in_branch("Lair") then
wall_type = 'x'
percent_thickness_2 = 50 + you.depth_fraction() * 150 -- 100% at Lair:2
percent_thickness_3 = 20 + you.depth_fraction() * 80 -- 100% at Lair:$
percent_thickness_4 = 10 + you.depth_fraction() * 40
percent_inner_new_wall = 0
percent_inner_box = 0
percent_inner_split = 0
percent_room_gone = 0
max_wall_in = you.at_branch_bottom() and 3 or 4
elseif you.in_branch("Dis") then
wall_type = 'x'
percent_thickness_2 = 0
percent_thickness_3 = 0
percent_inner_new_wall = 0
percent_inner_box = percent_inner_box * 1.5
percent_inner_split = percent_inner_split * 2
end
local gxm, gym = dgn.builder_bounds()
extend_map{width = gxm, height = gym, fill = 'x'} --wall_type}
fill_area { x1=8, y1=8, x2=gxm-9, y2=gym-9, fill="." }
for i = 0, 4 do
for j = 0, 3 do
local xs = 8 + (i * 13)
local ys = 8 + (j * 14)
local a1 = xs + crawl.random2avg(max_wall_in, 2)
local a2 = ys + crawl.random2avg(max_wall_in, 2)
local b1 = xs + 11 - crawl.random2avg(max_wall_in, 2)
local b2 = ys + 11 - crawl.random2avg(max_wall_in, 2)
-- move walls in if they would hit the edge of the open area
-- -> otherwise edge rooms sometimes don't appear
a1 = (a1 >= 9) and a1 or 9
a2 = (a2 >= 9) and a2 or 9
b1 = (b1 <= gxm-10) and b1 or gxm-10
b2 = (b2 <= gym-10) and b2 or gym-10
if not crawl.x_chance_in_y(percent_room_gone, 100)
and is_valid_coord {x=a1, y=a2}
and is_valid_coord {x=b1, y=b2}
and not find_in_area {x1 = a1 - 1, y1 = a2 - 1,
x2 = b1 + 1, y2 = b2 + 1,
find = "xcvb+", find_vault = true } then
local wall_type_room = theme.room_material(wall_type)
local size_x = b1 - a1
local size_y = b2 - a2
local thickness = 1
if size_x > 8 and size_y > 8
and crawl.x_chance_in_y(percent_thickness_4, 100) then
thickness = 4
elseif size_x > 6 and size_y > 6
and crawl.x_chance_in_y(percent_thickness_3, 100) then
thickness = 3
elseif size_x > 4 and size_y > 4
and crawl.x_chance_in_y(percent_thickness_2, 100) then
thickness = 2
end
table.insert(rooms, {a1, a2, b1, b2, thickness})
make_box { x1=a1, y1=a2, x2=b1, y2=b2,
wall=wall_type_room, thickness=thickness }
local size_x_inner = size_x - thickness * 2
local size_y_inner = size_y - thickness * 2
if size_x_inner > 3 and size_y_inner > 3 then
if crawl.x_chance_in_y(percent_inner_box, 100) then
local A1 = a1 + thickness + 1
local A2 = a2 + thickness + 1
local B1 = b1 - thickness - 1
local B2 = b2 - thickness - 1
local door_number = 1 +
crawl.random2(2) * crawl.random2(2)
local wall_type_inner = wall_type_room
if crawl.x_chance_in_y(percent_inner_new_wall, 100) then
wall_type_inner = theme.room_material(wall_type)
end
make_box { x1=A1, y1=A2, x2=B1, y2=B2,
wall=wall_type_inner }
make_box_doors { x1=A1, y1=A2, x2=B1, y2=B2,
number=door_number }
elseif crawl.x_chance_in_y(percent_inner_split, 100) then
local door_x = a1 + thickness + 1
+ crawl.random2(size_x_inner - 2)
local door_y = a2 + thickness + 1
+ crawl.random2(size_y_inner - 2)
if crawl.coinflip() then
for x = a1 + thickness, b1 - thickness do
mapgrd[x][door_y] = wall_type_room
end
else
for y = a2 + thickness, b2 - thickness do
mapgrd[door_x][y] = wall_type_room
end
end
mapgrd[door_x][door_y] = '+'
end
end
end
end
end
for _, room in ipairs(rooms) do
local doors = 1 + crawl.random2(5) - crawl.random2(3)
if doors < 1 then
doors = 1
end
if doors > 3 and crawl.one_chance_in(3) then
doors = 2
end
local thickness = room[5]
local outer_door = '+'
local inner_door = '+'
if thickness == 2 then
outer_door = util.random_choose_weighted { {'+', 1}, {'.', 2} }
inner_door = util.random_choose_weighted { {'+', 1}, {'.', 3} }
elseif thickness == 3 then
outer_door = util.random_choose_weighted { {'+', 2}, {'.', 1} }
inner_door = util.random_choose_weighted { {'+', 1}, {'.', 2} }
elseif thickness == 4 then
outer_door = util.random_choose_weighted { {'+', 4}, {'.', 1} }
inner_door = util.random_choose_weighted { {'+', 1}, {'.', 1} }
end
if outer_door == '.' and crawl.coinflip() then
doors = doors + 1
end
if inner_door == '.' and crawl.coinflip() then
doors = doors + 1
end
make_box_doors {x1=room[1], y1=room[2], x2=room[3], y2=room[4],
number=doors, thickness=thickness,
door=outer_door, inner_door=inner_door,
veto_gates=true }
end
-- remove doors in Lair, increasingly with depth
if you.in_branch("Lair") then
local keep_weight = dgn.br_depth(you.branch())
local remove_weight = you.depth() * 2
subst("+ = .:" .. remove_weight .. " +:" .. keep_weight)
end
}}
MAP
ENDMAP
##############################################################
# layout_misc_corridors
#
# This replaces dungeon.cc:_plan_5().
# Previously named "layout_misc".
#
NAME: layout_misc_corridors
DEPTH: Lair, Snake, Crypt, Zot
WEIGHT: 20, 5 (Lair)
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_corridors
TAGS: no_rotate no_vmirror no_hmirror
{{
function random_coord(max_x, max_y)
local x = crawl.random2(max_x - 16) + 8
local y = crawl.random2(max_y - 16) + 8
local sanity = 0
while (dgn.in_vault(x, y) and sanity < 10) do
x = crawl.random2(max_x - 16) + 8
y = crawl.random2(max_y - 16) + 8
sanity = sanity + 1
end
return x, y
end
local gxm, gym = dgn.max_bounds()
local corridors = crawl.random_range(15, 25)
local force_straight = false
local allow_diagonals = false
local max_thickness = 1
if you.in_branch("Crypt") then
force_straight = true
elseif you.in_branch("Zot") then
corridors = crawl.random_range(10, 16)
force_straight = true
allow_diagonals = crawl.coinflip()
max_thickness = 3
end
if you.at_branch_bottom() then
corridors = math.floor(corridors * (1.2 + crawl.random_real() * 0.3))
end
local area_fraction = 1;
local x_min, x_max, y_min, y_max = primary_vault_dimensions()
if x_min ~= nil then
local vault_area = (x_max - x_min + 1) * (y_max - y_min + 1)
local total_area = (gxm - 2) * (gym - 2)
area_fraction = 1 - (vault_area / total_area)
corridors = math.ceil(corridors * area_fraction)
end
extend_map { width = gxm, height = gym, fill = 'x' }
local x, y = random_coord(gxm, gym)
local new_x, new_y
while corridors > 0 do
new_x, new_y = random_coord(gxm, gym)
local thickness = crawl.random_range(1, max_thickness)
join_the_dots { x1 = x, y1 = y, x2 = new_x, y2 = new_y,
force_straight = force_straight,
allow_diagonals = allow_diagonals,
thickness = thickness }
x, y = new_x, new_y
corridors = corridors - 1
end
local iterations = math.floor(crawl.random_range(75, 125) * area_fraction)
if you.in_branch("Lair") then
spotty_map { boxy = crawl.coinflip(), iterations = iterations }
else
spotty_map { boxy = true, iterations = iterations }
end
theme.level_material(_G)
}}
MAP
ENDMAP
##############################################################
# layout_caves
#
# One (sometimes more) large open caverns with irregular
# walls.
#
# TODO: Take out special case for non-Orc non-Slime.
#
NAME: layout_caves
DEPTH: Orc, Slime
WEIGHT: 10
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_open_caves
{{
local gxm, gym = dgn.max_bounds()
extend_map { width = gxm, height = gym, fill = 'x' }
spotty_stairs(mapgrd)
local iterations
local boxy = false
local connected = false
if dgn.is_descent() then
connected = true
end
if you.in_branch("orc") or you.in_branch("slime") then
if you.at_branch_bottom() then
iterations = 600 + crawl.random2(600)
connected = true
elseif you.in_branch("slime") then
iterations = 350 + crawl.random2(250)
connected = true
else
iterations = 100 + crawl.random2(500)
end
else
-- Normal branches
boxy = crawl.coinflip()
iterations = 300 + crawl.random2(boxy and 750 or 1500)
end
spotty_map { boxy = boxy, iterations = iterations }
-- For Orc branch end, fill in all but the largest zone
if connected then
zonify.map_fill_zones(_G, 1, 'x')
end
theme.D.caves(_G)
}}
# Enforce minimum floor size - otherwise we get very tiny floors sometimes
validate {{
return minimum_map_area.is_map_big_enough(_G, minimum_map_area.OPEN_CAVES)
}}
MAP
ENDMAP
##############################################################
# This replaces dungeon.cc:_roguey_level.
#
NAME: layout_roguey
DEPTH: D:9-, Lair, Depths
WEIGHT: 25 (D), 10 (Lair), 10 (Depths)
ORIENT: encompass
TAGS: overwritable layout no_primary_vault allow_dup unrand layout_type_rooms
{{
function make_inner_room(room, feat)
local inner_room = {
x1 = room.x1 + 1, y1 = room.y1 + 1,
x2 = room.x2 - 1, y2 = room.y2 - 1,
wall = feat, number = 1
}
make_box(inner_room)
make_box_doors(inner_room)
end
local maze_startx = 0
local maze_starty = 0
local maze_endx = 0
local maze_endy = 0
function dig_maze(x, y)
local delta = { {x = 2, y = 0},
{x = -2, y = 0},
{x = 0, y = 2},
{x = 0, y = -2} }
local count = 0
local i = 0
local newx = 0
local newy = 0
local nextx = 0
local nexty = 0
while true do
count = 0
for i = 1, 4 do
newx = x + delta[i].x
newy = y + delta[i].y
if newx >= maze_startx
and newx <= maze_endx
and newy >= maze_starty
and newy <= maze_endy then
if mapgrd[newx][newy] ~= '.' then
count = count + 1
if crawl.random2(count) == 0 then
nextx = newx
nexty = newy
end
end
end
end
if count == 0 then
return
end
if nexty == y then
newy = y
if nextx - x < 0 then
newx = nextx + 1
else
newx = nextx - 1
end
else
newx = x
if nexty - y < 0 then
newy = nexty + 1
else
newy = nexty - 1
end
end
mapgrd[newx][newy] = '.'
mapgrd[nextx][nexty] = '.'
dig_maze(nextx, nexty)
end
end
function make_roguey_maze(room)
maze_startx = room.x1
maze_starty = room.y1
maze_endx = room.x2
maze_endy = room.y2
local startx = 2*crawl.random2((maze_endx - maze_startx) / 2)
+ maze_startx
local starty = 2*crawl.random2((maze_endy - maze_starty) / 2)
+ maze_starty
dig_maze(startx, starty)
end
function sign(a)
return a > 0 and 1 or a < 0 and -1 or 0
end
function link_rooms(r1, r2, sideways)
if not r1.present or not r2.present then
return
end
local x1, y1, x2, y2
local tries = 100
if sideways then
x1 = r1.x2 + 1
y1 = crawl.random_range(r1.y1 + 1, r1.y2 - 1)
while (r1.maze and mapgrd[r1.x2][y1] ~= '.') do
y1 = crawl.random_range(r1.y1 + 1, r1.y2 - 1)
end
x2 = r2.x1 - 1
y2 = crawl.random_range(r2.y1 + 1, r2.y2 - 1)
while (r2.maze and mapgrd[r2.x1][y2] ~= '.') or
(y1 == y2 and not crawl.one_chance_in(3)) do
y2 = crawl.random_range(r2.y1 + 1, r2.y2 - 1)
end
if x2 - x1 >= 2 then
mapgrd[x1][y1] = r1.door
mapgrd[x2][y2] = r2.door
x1 = x1 + 1
x2 = x2 - 1
end
else
x1 = crawl.random_range(r1.x1 + 1, r1.x2 - 1)
while (r1.maze and mapgrd[x1][r1.y2] ~= '.') do
x1 = crawl.random_range(r1.x1 + 1, r1.x2 - 1)
end
y1 = r1.y2 + 1
x2 = crawl.random_range(r2.x1 + 1, r2.x2 - 1)
while (r2.maze and mapgrd[x2][r2.y1] ~= '.')
or (x1 == x2 and not crawl.one_chance_in(3)) do
x2 = crawl.random_range(r2.x1 + 1, r2.x2 - 1)
end
y2 = r2.y1 - 1
if y2 - y1 >= 2 then
mapgrd[x1][y1] = r1.door
mapgrd[x2][y2] = r2.door
y1 = y1 + 1
y2 = y2 - 1
end
end
mapgrd[x1][y1] = '.'
while x1 ~= x2 or y1 ~= y2 do
if x1 ~= x2
and crawl.x_chance_in_y(math.abs(x2 - x1),
math.abs(x2 - x1) + math.abs(y2 - y1))
then
x1 = x1 + sign(x2 - x1)
else
y1 = y1 + sign(y2 - y1)
end
mapgrd[x1][y1] = '.'
end
end
function room_is_placeable(x1, y1, x2, y2)
if is_validating() then return true end
for point in iter.rect_iterator(dgn.point(x1, y1),
dgn.point(x2, y2)) do
if dgn.in_vault(point.x, point.y) then
return false
end
end
return true
end
local gxm, gym = dgn.max_bounds()
extend_map { width = gxm, height = gym, fill = 'x' }
local rows = util.random_choose_weighted({ {5, 10}, {4, 5}, {3, 1} })
local cols = util.random_choose_weighted({ {5, 10}, {4, 5}, {3, 1} })
local xspace = 13 + 2*(5-cols)
local yspace = 11 + 2*(5-rows)
local xsize = 6 + 2*(5-cols)
local ysize = 6 + 2*(5-rows)
local special = -1
if crawl.one_chance_in(10) and dgn.map_by_tag('special_room', true) then
special = crawl.random_range(1, rows * cols)
end
local rooms = {}
for y = 0, rows - 1 do
for x = 0, cols - 1 do
local base_x, base_y = x * xspace + 8, y * yspace + 8
local x1, x2, y1, y2
local tries = 50
local placeable = true
while tries > 0 do
x1 = base_x + crawl.random2(4)
y1 = base_y + crawl.random2(4)
x2 = base_x + xsize + crawl.random2(5)
y2 = base_y + ysize + crawl.random2(3)
if room_is_placeable(x1, y1, x2, y2) then break end
tries = tries - 1
end
if tries == 0 then placeable = false end
local room = {
x1 = base_x + crawl.random2(4),
y1 = base_y + crawl.random2(4),
x2 = base_x + xsize + crawl.random2(5),
y2 = base_y + ysize + crawl.random2(3),
-- Rogue has 0-3 rooms per 3x3 level missing;
-- this averages to 1.5 in 9, or 1 in 6.
present = placeable and not crawl.one_chance_in(6),
maze = (crawl.random2(10) < you.absdepth() - 1 and
crawl.one_chance_in(15)),
fill = '.',
door = crawl.one_chance_in(3) and '.' or '+',
}
if room.maze then
if ((room.x2 - room.x1) % 2) ~= 0 then
room.x2 = room.x2 + 1
end
if ((room.y2 - room.y1) % 2) ~= 0 then
room.y2 = room.y2 + 1
end
end
table.insert(rooms, room)
end
end
for i, room in ipairs(rooms) do
if i == special then
if room.present then
room.fill = 'O'
room.door = '+'
else
special = -1
end
end
if room.present then
if room.maze then
make_roguey_maze(room)
else
fill_area(room)
end
if not room.maze
and room.fill == '.'
and (room.x2 - room.x1 > 5)
and (room.y2 - room.y1 > 5)
and (you.in_branch("D") or you.in_branch("Lair"))
and crawl.x_chance_in_y(you.absdepth() - 9, 450)
then
local feat = util.random_choose_weighted({ {'v', 2},
{'c', 3},
{'x', 3} })
make_inner_room(room, feat)
end
end
end
for i, room in ipairs(rooms) do
if room.present then
-- If there is a neighbour on the right, connect to it.
if i % cols ~= 0 then
local j = i + 1
local done = false
while j % cols ~= 1 and not done do
if rooms[j].present then
link_rooms(room, rooms[j], true)
done = true
else
j = j + 1
end
end
end
-- If there is a neighbour below, connect to it.
if i + cols <= #rooms then
local j = i + cols
local done = false
while j <= #rooms and not done do
if rooms[j].present then
link_rooms(room, rooms[j], false)
done = true
else
j = j + cols
end
end
end
end
end
-- Prevent staircases from being placed in special or inner rooms.
nsubst('. = { / ( / [ / < / } / ) / ] / > / .')
-- Prevent treasure rooms being overwritten by vaults
kmask('* = vault')
if special ~= -1 then
subvault('O : special_room')
end
}}
MAP
ENDMAP
##############################################################
# layout_subdivisions, by rwbarton
#
# Previously named "layout_dis".
#
# TODO: place around primary vault, then allow on Dis:$.
#
NAME: layout_subdivisions
DEPTH: Dis:1-6
WEIGHT: 15
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_divisions
TAGS: no_rotate no_vmirror no_hmirror
{{
local gxm, gym = dgn.builder_bounds()
extend_map{width = gxm, height = gym, fill = 'x'}
local subdivide_threshold = 9 + gym / 35
-- Create the alternate version?
local alt = crawl.x_chance_in_y(2,3)
function room(x1, y1, x2, y2)
if x1 < x2 and y1 < y2 then
local floor_type = '.'
make_box { x1=x1, y1=y1, x2=x2, y2=y2, wall='x', floor=floor_type }
if x1+2 <= x2-2 and y1+2 <= y2-2 and crawl.one_chance_in(10) then
-- decorative statues
local x3 = crawl.random_range(x1+2, x2-2)
local y3 = crawl.random_range(y1+2, y2-2)
local x4 = x1+x2-x3
local y4 = y1+y2-y3
if math.abs(x3 - x4) ~= 1 and math.abs(y3 - y4) ~= 1 then
mapgrd[x3][y3] = 'G'
mapgrd[x4][y3] = 'G'
mapgrd[x3][y4] = 'G'
mapgrd[x4][y4] = 'G'
end
end
if (x1+x2) % 2 == 0 and (y1+y2) % 2 == 0
and crawl.one_chance_in(10) then
-- dry fountain
mapgrd[(x1+x2)/2][(y1+y2)/2] = 'V'
end
end
end
function fill(x1, y1, x2, y2, orient)
if orient == 0 then
if x2 - x1 < subdivide_threshold then
if y2 - y1 >= subdivide_threshold then
fill(x1, y1, x2, y2, 1)
else
room(x1, y1, x2, y2)
end
else
local x3 = x1 + 4 + crawl.random2(x2 - x1 - 7)
fill(x1, y1, x3, y2, 1)
fill(x3, y1, x2, y2, 1)
if not alt then
replace_random { x1=x3, y1=y1+1, x2=x3, y2=y2-1,
find='x', replace='+' }
end
end
else
if y2 - y1 < subdivide_threshold then
if x2 - x1 >= subdivide_threshold then
fill(x1, y1, x2, y2, 0)
else
room(x1, y1, x2, y2)
end
else
local y3 = y1 + 4 + crawl.random2(y2 - y1 - 7)
fill(x1, y1, x2, y3, 0)
fill(x1, y3, x2, y2, 0)
if not alt then
replace_random { x1=x1+1, y1=y3, x2=x2-1, y2=y3,
find='x', replace='+' }
end
end
end
end
fill_area { fill = 'x' }
fill_area { x1=8, y1=8, x2=gxm-9, y2=gym-9, fill="." }
fill(7, 7, gxm-8, gym-8, 0)
-- Alternate version, connect rooms at the end.
if alt then
local thresh = 150 + (50 * gym) / 35
connect_adjacent_rooms { max = crawl.random_range(2 * thresh, 3 * thresh),
min = thresh, replace = '+' }
zonify.map_fill_zones(_G, 1, 'x')
end
}}
# Enforce minimum floor size - this is important with the alt version
validate {{
return minimum_map_area.is_map_big_enough(_G, minimum_map_area.DIVISIONS)
}}
: vault_metal_statue_setup(_G, "G", "iron statue")
MAP
ENDMAP
##############################################################
# layout_jigsaw
#
# A grid of irregular rooms with walls between them. The
# effect of this is that it is not always obvious whether you
# are inside a room or outside.
#
# This is a Dis-specific variant of layout_honeycomb.
#
NAME: layout_jigsaw
DEPTH: Dis:1-6
WEIGHT: 10
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_divisions
TAGS: no_rotate no_vmirror no_hmirror
{{
local gxm, gym = dgn.builder_bounds()
local ROOMS_ACROSS = 2 * (gym / 35)
local ROOM_SIZE = 1 + 5 * (gym / 35)
local ROOM_SEPARATION = 2
local EDGE_IN = 5
local ROOM_IN = 4
local ROOM_SPACING = ROOM_SIZE + ROOM_SEPARATION
local MAP_SIZE = ROOM_SPACING * ROOMS_ACROSS + ROOM_SEPARATION
+ EDGE_IN * 2
local FIRST_ROOM = EDGE_IN + ROOM_SEPARATION
local DOOR_OFFSET_MIN = FIRST_ROOM + ROOM_IN - 1
local DOOR_OFFSET_MAX = FIRST_ROOM + ROOM_SIZE - ROOM_IN
extend_map{width = gxm, height = gym, fill = 'x'}
assert(MAP_SIZE < gxm, "Map size is too large")
assert(MAP_SIZE < gym, "Map size is too large")
make_irregular_box { x1 = 0, y1 = 0,
x2 = MAP_SIZE - 1, y2 = MAP_SIZE - 1,
div_x = MAP_SIZE / 4, div_y = MAP_SIZE / 4,
in_x = EDGE_IN, in_y = EDGE_IN;
door_count = 0 }
-- add rooms in a grid
for i = 0, ROOMS_ACROSS - 1 do
for j = 0, ROOMS_ACROSS - 1 do
local x = FIRST_ROOM + i * ROOM_SPACING
local y = FIRST_ROOM + j * ROOM_SPACING
make_irregular_box { x1 = x, x2 = x + ROOM_SIZE - 1,
y1 = y, y2 = y + ROOM_SIZE - 1,
div_x = 3, div_y = 3,
in_x = ROOM_IN, in_y = ROOM_IN,
door_count = crawl.random_range(1, 3) }
end
end
-- add horizontal walls
for i = 0, ROOMS_ACROSS do
for j = 0, ROOMS_ACROSS - 1 do
local x = EDGE_IN + i * ROOM_SPACING
+ crawl.random_range(0, ROOM_SEPARATION - 1)
local y = crawl.random_range(DOOR_OFFSET_MIN, DOOR_OFFSET_MAX)
+ j * ROOM_SPACING
-- add door
mapgrd[x][y] = '+'
-- build wall to left
local x1 = x
while x1 > 0 and mapgrd[x1][y + 1] ~= 'x'
and mapgrd[x1][y - 1] ~= 'x' and mapgrd[x1 - 1][y] ~= 'x' do
x1 = x1 - 1
mapgrd[x1][y] = 'x'
end
-- build wall to right
local x1 = x
while x1 < MAP_SIZE - 2 and mapgrd[x1][y + 1] ~= 'x'
and mapgrd[x1][y - 1] ~= 'x' and mapgrd[x1 + 1][y] ~= 'x' do
x1 = x1 + 1
mapgrd[x1][y] = 'x'
end
end
end
-- add vertical walls
for i = 0, ROOMS_ACROSS - 1 do
for j = 0, ROOMS_ACROSS do
local x = crawl.random_range(DOOR_OFFSET_MIN, DOOR_OFFSET_MAX)
+ i * ROOM_SPACING
local y = EDGE_IN + j * ROOM_SPACING
+ crawl.random_range(0, ROOM_SEPARATION - 1)
-- add door
mapgrd[x][y] = '+'
-- build wall to top
local y1 = y
while y1 > 0 and mapgrd[x + 1][y1] ~= 'x'
and mapgrd[x - 1][y1] ~= 'x' and mapgrd[x][y1 - 1] ~= 'x' do
y1 = y1 - 1
mapgrd[x][y1] = 'x'
end
-- build wall to bottom
local y1 = y
while y1 < MAP_SIZE - 2 and mapgrd[x + 1][y1] ~= 'x'
and mapgrd[x - 1][y1] ~= 'x' and mapgrd[x][y1 + 1] ~= 'x' do
y1 = y1 + 1
mapgrd[x][y1] = 'x'
end
end
end
--
-- We do need this: the walls we add can seal off areas
--
-- e.g.
-- ..xxxxx..
-- .xx...x.. x is existing room
-- .x..xxx..
-- xx..x*vvv v is new wall (really made of 'x's)
-- x...xxx..
-- xxx...x.. * is isolated location
-- ..xxxxx..
--
-- Also, we might block all the doors to a room
--
zonify.map_fill_zones(_G, 1, 'x')
}}
MAP
ENDMAP
##############################################################
# layout_diamond_mine
#
# A cave-like mine based off diamond shapes.
#
# Places around primary vaults.
#
# There is a grid of potential rooms across the map. We
# repeatedly select one at random (weighted towards the center)
# and add it. This gives much better control over map size
# than just giving each room a chance of appearing.
#
NAME: layout_diamond_mine
DEPTH: Orc
WEIGHT: 5
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_narrow_caves
TAGS: no_rotate no_hmirror no_vmirror
{{
-- information for rooms of different sizes
local GLYPH_BY_RADIUS =
{ [4] = { [0] = "c", "-", ".", ".", ":" },
[5] = { [0] = "c", "-", ".", ".", ":", ":" },
[6] = { [0] = "c", "c", "-", ".", ".", ":", ":" },
[7] = { [0] = "c", "c", "-", "-", ".", ".", ":", ":" },
[8] = { [0] = "c", "c", "-", "-", ".", ".", ":", ":", ":" },
[9] = { [0] = "c", "c", "-", "-", ".", ".", ".", ":", ":", ":" },
[10] = { [0] = "c", "c", "-", "-", "-", ".", ".", ".", ":", ":", ":" },
[11] = { [0] = "c", "c", "-", "-", "-",
".", ".", ".", ".", ":", ":", ":" },
[12] = { [0] = "c", "c", "c", "-", "-",
".", ".", ".", ".", ":", ":", ":", ":" },
[13] = { [0] = "c", "c", "c", "-", "-", "-",
".", ".", ".", ".", ":", ":", ":", ":" },
[14] = { [0] = "c", "c", "c", "-", "-", "-",
".", ".", ".", ".", ":", ":", ":", ":", ":" },
[15] = { [0] = "c", "c", "c", "c", "-", "-", "-",
".", ".", ".", ".", ":", ":", ":", ":", ":" } }
-- these are based on where the last "." glyph is in the array above
local SPACING_BY_RADIUS =
{ [4] = 6,
[5] = 6,
[6] = 8,
[7] = 8,
[8] = 10,
[9] = 12,
[10] = 12,
[11] = 14,
[12] = 16,
[13] = 16,
[14] = 16,
[15] = 18 }
-- these are based on how many rooms fit
local ROOMS_ACROSS_BY_RADIUS =
{ [4] = 10,
[5] = 10,
[6] = 7,
[7] = 7,
[8] = 5,
[9] = 5,
[10] = 4,
[11] = 4,
[12] = 3,
[13] = 3,
[14] = 3,
[15] = 3 }
-- which glyphs replace which when placing rooms
local GLYPH_PRIORITY =
{ ["c"] = 0, ["-"] = 1, ["."] = 2, [":"] = 3, ["x"] = 4 }
-- this function draws a diamond shape with the appropriate
-- glyphs at different distances from the center
function draw_diamond (center_x, center_y, radius)
for dx = -radius, radius do
for dy = -radius, radius do
local x = center_x + dx
local y = center_y + dy
local abs_sum = math.abs(dx) + math.abs(dy)
if (abs_sum <= radius) then
local new_glyph = GLYPH_BY_RADIUS[radius][abs_sum]
if (GLYPH_PRIORITY[new_glyph] <
GLYPH_PRIORITY[mapgrd[x][y]]) then
mapgrd[x][y] = new_glyph
end
end
end
end
end
-- choose parameters for layout
-- valid room sizes 4 - 15, but middle ones look better
local room_radius = math.floor(8.5 + you.depth_fraction() * 3
+ crawl.random_real() * 4
- crawl.random_real() * 4)
local ROOM_SPACING = SPACING_BY_RADIUS[room_radius]
local ROOMS_ACROSS = ROOMS_ACROSS_BY_RADIUS[room_radius]
local gxm, gym = dgn.max_bounds()
extend_map{width = gxm, height = gym, fill = 'x'}
local CENTER_X = gxm/2
local CENTER_Y = gym/2
local ROOMS_FROM_CENTER = (ROOMS_ACROSS - 1) / 2
local MIN_ZONE_SIZE = 20 -- for connectivity
-- room frequency and distribution
local room_chance_center = 0.8
local room_chance_at_1 = 0.5
local room_chance_decrease = room_chance_center - room_chance_at_1
local rooms_placed_fraction = 0.3 + crawl.random_real() * 0.1
if you.at_branch_bottom() then
rooms_placed_fraction = 0.4 + crawl.random_real() * 0.2
end
-- Variables for keeping track of how many rooms we have
-- already added and which ones.
-- -> We also keep track of the number of attempts so that we
-- don't get an infinite loop if there is no room to place
-- the rooms around the primary vault.
local ROOM_COUNT_MAX = ROOMS_ACROSS * ROOMS_ACROSS
local rooms_to_place = math.floor(ROOM_COUNT_MAX * rooms_placed_fraction)
local rooms_placed_so_far = 0
local sanity = 0
local sanity_max = ROOM_COUNT_MAX * 10
local room_already_placed = {}
for x = 0, ROOMS_ACROSS - 1 do
room_already_placed[x] = {}
for y = 0, ROOMS_ACROSS - 1 do
room_already_placed[x][y] = false
end
end
-- place the rooms
while (rooms_placed_so_far < rooms_to_place and sanity < sanity_max) do
x = crawl.random_range(0, ROOMS_ACROSS - 1)
y = crawl.random_range(0, ROOMS_ACROSS - 1)
sanity = sanity + 1
if (not room_already_placed[x][y]) then
-- We are using a distribution with equal probability
-- lines that form a superellipse (n=4). This should
-- yield a large map than a simple circle, but not look
-- as regular as a square distribution.
local x2 = x / ROOMS_FROM_CENTER - 1
local y2 = y / ROOMS_FROM_CENTER - 1
local distance_fraction = math.sqrt(x2*x2*x2*x2 + y2*y2*y2*y2)
-- Probabilities of room placement fall of quadratically
local falloff_factor = distance_fraction * distance_fraction
local probability = room_chance_center -
room_chance_decrease * falloff_factor
if (crawl.random_real() < probability) then
-- the position will have a .5 if the number of rooms is even
local room_x = CENTER_X +
math.floor((x - ROOMS_FROM_CENTER) * ROOM_SPACING)
local room_y = CENTER_Y +
math.floor((y - ROOMS_FROM_CENTER) * ROOM_SPACING)
if (not find_in_area {x1 = room_x - room_radius,
y1 = room_y - room_radius,
x2 = room_x + room_radius,
y2 = room_y + room_radius,
find = "", find_vault = true } ) then
draw_diamond(room_x, room_y, room_radius)
rooms_placed_so_far = rooms_placed_so_far + 1
room_already_placed[x][y] = true
end
end
end
end
-- crazy substitutions and effects to produce randomness
subst("c=x")
subst("-=:")
smear_map { onto = ":", smear = "x", boxy = true,
iterations = crawl.random_range(300, 500) }
subst(":=.")
if (crawl.coinflip()) then
spotty_map { replace = "x", fill = ".", boxy = false,
iterations = crawl.random_range(50, 100) }
end
-- clean up the map
-- -> the branch bottom must have only one open bubble
-- -> remove disconnected areas
-- -> ensure each bubble has a down stairs
-- -> largest bubble should have the branch exit
if you.at_branch_bottom() then
zonify.map_fill_zones(_G, 1, 'x')
else
zonify.map_fill_zones(_G, 3, 'x', MIN_ZONE_SIZE)
zonify.map_fill_zones(_G, 2, 'v', MIN_ZONE_SIZE)
zonify.map_fill_zones(_G, 1, 'b', MIN_ZONE_SIZE)
nsubst(". = 1:} / *:.")
if you.depth() == 0 then
nsubst(". = 1:{ / *:.")
end
nsubst("b = 1:) / *:.")
nsubst("v = 1:] / *:.")
shuffle("})]")
end
}}
# Enforce minimum floor size - this is important
validate {{
return minimum_map_area.is_map_big_enough(_G, minimum_map_area.NARROW_CAVES)
}}
MAP
ENDMAP
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