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###############################################################################
# layout_cellular.des: Tiling grids with cellular operations
###############################################################################
: crawl_require("dlua/util.lua")
: crawl_require("dlua/layout/zonify.lua")
: crawl_require("dlua/layout/omnigrid.lua")
: crawl_require("dlua/layout/layout.lua")
: crawl_require("dlua/layout/theme.lua")
{{
-- Counts adjacent tiled groups.
-- TODO: Add a way to track the data we need during merging, it gets fairly
-- expensive to compute this data every pass for a fine grid
function count_adjacent(cell,count_bord,count_diag,tile)
-- The rules: we need to know how many wall groups this cell
-- borders, and how many wall cells per group are bordered.
local gcount = 0
local track = {}
local lists = {}
if count_bord then table.insert(lists,cell.borders) end
if count_diag then table.insert(lists,cell.diagonals) end
for n,list in ipairs(lists) do
for i,b in ipairs(list) do
if tile == nil and b.with.tile ~= nil or tile ~= nil and b.with.tile == tile then
if track[b.with.group] == nil then
track[b.with.group] = 0
gcount = gcount + 1
end
track[b.with.group] = track[b.with.group] + 1
end
end
end
return gcount,track
end
-- Renders a room cell in a city
function render_room(e,cell,open_small)
-- Start with a hollow box
e.fill_area{x1=cell.x1, y1=cell.y1, x2=cell.x2, y2=cell.y2, fill = cell.group.room_type or 'x' }
e.fill_area{x1=cell.x1+1, y1=cell.y1+1, x2=cell.x2-1, y2=cell.y2-1, fill='.' }
-- Loop through borders and carve them
for n,b in ipairs(cell.borders) do
local pos = border_midpos(b)
if cell.tile == b.with.tile then
-- Internal door. Decide which side it's going to go
if b.has_door == nil then
if crawl.x_chance_in_y(2,3) then
b.has_door,b.inverse.has_door = false
else
b.has_door = crawl.coinflip()
b.inverse.has_door = not b.has_door
end
end
-- Draw door
if b.len >= 3 and b.has_door then e.mapgrd[pos.x][pos.y] = '+'
-- Or erase the wall
elseif b.len >= 3 or open_small then
if b.dir%2 == 1 then e.fill_area{x1 = b.x1, y1 = b.y1 + 1, x2 = b.x2, y2 = b.y2 - 1, fill='.' }
else e.fill_area{x1 = b.x1 + 1, y1 = b.y1, x2 = b.x2 - 1, y2 = b.y2, fill='.' } end
end
elseif b.with.tile == "wall" then
-- Or erase the wall
if b.dir%2 == 1 then e.fill_area{x1 = b.x1, y1 = b.y1 + 1, x2 = b.x2, y2 = b.y2 - 1, fill='.' }
else e.fill_area{x1 = b.x1 + 1, y1 = b.y1, x2 = b.x2 - 1, y2 = b.y2, fill='.' } end
else
-- Door to outside
if b.len >= 3 then e.mapgrd[pos.x][pos.y] = '+' end
end
end
end
function border_midpos(b,offset1,offset2)
if offset1 == nil then offset1 = 1 end
if offset2 == nil then offset2 = offset1 end
if b.mid == nil then
if b.len == 1 then b.mid = { x = b.x1, y = b.y1 }
else b.mid = { x = (b.x1==b.x2) and b.x1 or crawl.random_range(b.x1+offset1,b.x2-offset2),
y = (b.y1==b.y2) and b.y1 or crawl.random_range(b.y1+offset1,b.y2-offset2) } end
-- Set the inverse border's mid whilst we're at it
if b.inverse ~= nil then
b.inverse.mid = { x = b.mid.x, y = b.mid.y }
if b.dir%2 == 1 then b.inverse.mid.x = b.inverse.x1 else b.inverse.mid.y = b.inverse.y1 end
end
end
return b.mid
end
}}
##############################################################
# layout_cellular_growth
#
# Acts like a cellular automaton, growing wall shapes in an
# irregular cell grid from starting ceeds according to different
# sets of rules.
#
# TODO: With the current rules and parameters it looks most like
# an iron maze for Dis, but with some tweaking could do
# nice stuff in other branches (or maybe just make
# different versions of a similar algorithm). The special
# rendering for Dis vs. Pan is nice but produces some
# strange artefacts because walls next to each other might
# not overlap properly. Some other render modes would be
# good.
#
# TODO: A lower minimum value for the non-Dis minimum size in
# grid_opts would be ideal, but this causes a noticeable
# delay when the level is generated. Can this be optimized
# to remove that delay?
#
NAME: layout_cellular_growth
DEPTH: Lair, Zot, Pan
WEIGHT: 2 (Lair), 5 (Zot), 10 (Pan)
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_passages
{{
if is_validating() then return; end
local gxm,gym = dgn.max_bounds()
extend_map { width = gxm, height = gym, fill = 'x' }
local doors = you.in_branch("Dis")
local grid_opts = {
-- Maximum size means we don't have to worry about chance so rigidly
maximum_size = crawl.random_range(5,8),
-- TODO: Having a minimum size of 1 looks great but is really slow until the
-- border counting is optimised, it also requires a higher number of seeds/iters than normal
minimum_size = doors and crawl.random_range(4,5) or crawl.random_range(3,4),
subdivide_initial_chance = 90,
subdivide_level_multiplier = .9,
}
local bounds = omnigrid.padded_bounds(2,10)
local grid = omnigrid.subdivide(bounds.x1,bounds.y1,bounds.x2,bounds.y2,grid_opts)
-- Begin with a number of "seed" cells that will grow to form structures
local seeds = crawl.random_range(1,20)
groups = omnigrid.tilepick { grid = grid, max_iterations = seeds, tiles = { "wall" },
-- Weight cells so we don't pick any that already border something,
-- not even the edge
cell_weight = function(cell)
if cell.tile ~= nil then return 0 end
if #(cell.edges)>0 then return 20 end
local gcount,track = count_adjacent(cell,true,true)
if gcount>0 then return 0 end
return 10
end }
local method = crawl.random2(3)
-- Now place more tiles adjacent to these ones
omnigrid.tilepick { grid = grid, groups = groups, tiles = { "wall" },
max_iterations = 1000,
cell_weight = function(cell)
-- Ignore used cells
if cell.tile ~= nil then return 0 end
-- Some counting: firstly how many total cells are bordering and diagonal
local gcount,track = count_adjacent(cell, true, true)
local acount,atrack = count_adjacent(cell, true, false)
-- An edge cell that doesn't border any groups has a *small* chance
if #(cell.edges) > 0 then
if gcount == 0 then return 2
elseif gcount == acount then
-- High chance of connecting edge cells when they're
-- not adjacent to other mid-cells
for n,b in ipairs(cell.borders) do
if #(b.with.edges) == 0 then return 0 end
end
return 20
end
end
-- Otherwise only allowed to border one group
if gcount ~= 1 then return 0 end
-- And in this case it can't be an edge
if #(cell.edges) > 0 then return 0 end
-- Check we have exactly one actually adjacent group
if acount ~= 1 then return 0 end
-- Return the first, since there's only 1
for g,c in pairs(atrack) do
if method == 0 then
-- Don't create blocks at all
return c == 1 and 10 or 0
elseif method == 1 then
-- Prefer cells with less wall borders, to encourage spreading
return math.ceil(100/c)
elseif method == 2 then
-- Allow fully blobby areas
return 10
end
end
end }
-- Very simple rendering; just clear the floor cells
for i,cell in ipairs(grid) do
if cell.tile ~= "wall" then
fill_area{x1=cell.x1, y1=cell.y1, x2=cell.x2, y2=cell.y2, fill='.' }
if doors then
render_room(_G,cell,true)
end
end
end
-- This shouldn't be needed if everything is working properly
zonify.map_fill_zones(_G, 1, 'x')
theme.level_material(_G)
}}
MAP
ENDMAP
##############################################################
# layout_gridville
#
# A bit similar to stronghold but better architecture.
#
# This layout also used to generate width-1 corridors/buildings.
# They were removed because they were slow and involved too
# many doors.
#
# TODO:
# -> Better door placement.
# -> Windows on buildings.
# -> No way. I (infiniplex) tried this idea on another
# layout, and they messed up autoexplore for no benefit.
# I am leaving this comment here to stop anyone
# re-suggesting it.
# -> Make the borders less bad.
# -> Sometimes add a central wall regions.
# -> Small chance for individual buildings to have different
# materials.
# -> Customise a little in different branches?
# -> For non-open version start with more areas then link
# them up?
# -> This layout regenerates a lot. Figure out why and fix it.
#
NAME: layout_gridville
DEPTH: D:4-, Depths, Zot, Dis, Pan
WEIGHT: 10 (D), 10 (Depths), 5 (Zot), 15 (Dis), 10 (Pan)
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_passages
{{
if is_validating() then return; end
-- TODO: Less doors, random door positions, add windows, and for
-- non-open version start with more areas then link them up.
-- Make the borders less bad and sometimes some central wall regions.
-- Customise a little in different branches. Small chance for
-- individual buildings to have different materials.
local gxm,gym = dgn.builder_bounds()
extend_map { width = gxm, height = gym, fill = 'x' }
local open = not crawl.one_chance_in(4)
local room_materials = open and crawl.one_chance_in(3)
local min = crawl.random_range(4, 5)
local max = crawl.random_range(min, 10)
local grid_opts = {
minimum_size = min,
maximum_size = max,
subdivide_initial_chance = 90,
subdivide_level_multiplier = .9,
}
local maxbounds = {
x1 = 1,
y1 = 1,
x2 = gxm - 2,
y2 = gym - 2,
}
local bounds = omnigrid.padded_bounds(2,8,maxbounds)
local grid = omnigrid.subdivide(bounds.x1,bounds.y1,bounds.x2,bounds.y2,grid_opts)
-- Seed a number of buildings
local total = #grid
local seeds = open and crawl.random_range(math.ceil(total/50),math.ceil(total/10)) or 1
groups = omnigrid.tilepick { grid = grid, max_iterations = seeds, tiles = { "city" },
-- Weight cells so we don't pick any that already border something
cell_weight = function(cell)
if cell.tile ~= nil then return 0 end
local gcount,track = count_adjacent(cell, true, true)
if gcount > 0 then return 0 end
return 10
end }
-- Now place more tiles adjacent to these ones
omnigrid.tilepick { grid = grid, groups = groups, tiles = { "city", "city", "city", "wall" },
max_iterations = 500,
cell_weight = function(cell,tile)
-- Ignore used cells
if cell.tile ~= nil then return 0 end
-- Count neighbouring tiles of same type
local gcount,track = count_adjacent(cell, true, true, tile)
if tile == "wall" and gcount == 0 then
-- Allow walls to sit on the edge (and are likely to link up)
if #(cell.edges) == 1 then return 5 else return 0 end
end
-- We want exactly one bordering group
if gcount ~= 1 then return 0 end
-- And it has to actually be adjacent
local acount,atrack = count_adjacent(cell, true, false, tile == "wall" and tile or nil)
if acount ~= 1 then return 0 end
return 10
end }
-- Fill in walls
for i,cell in ipairs(grid) do
if cell.tile == nil then cell.tile = open and "floor" or "wall" end
end
-- Render all the cells
for i,cell in ipairs(grid) do
if cell.tile == "floor" then
fill_area{x1=cell.x1, y1=cell.y1, x2=cell.x2, y2=cell.y2, fill='.' }
elseif cell.tile == "city" then
if room_materials and cell.group.room_type == nil then
cell.group.room_type = theme.room_material()
end
render_room(_G,cell,false)
end
end
-- These shouldn't be needed once everything is working properly
for x = 1, gxm - 2 do
for y = 1, gym - 2 do
if mapgrd[x][y] == '+' and crawl.random_real() < 0.6 then
-- replace the door with an adjacent wall type
if mapgrd[x + 1][y] ~= "." then
mapgrd[x][y] = mapgrd[x + 1][y]
else
mapgrd[x][y] = mapgrd[x][y + 1]
end
end
end
end
zonify.map_fill_zones(_G, 1, 'x')
if not room_materials then theme.level_material(_G) end
}}
MAP
ENDMAP
##############################################################
# layout_gridlike
#
# A bit similar to roguey but better architecture.
#
# TODO: Move D-specific variations to Depths. This layout no
# longer appears in D.
# TODO: Remove all "filled" rooms from Lair. Lair ruination
# does strange and terrible things to them.
# TODO: Only place lava rooms in Depths, Zot, and Pan
#
NAME: layout_gridlike
DEPTH: Elf, Lair, Snake, Crypt, Depths, Zot, Pan
WEIGHT: 20 (Elf), 10 (Lair), 10 (Snake), 15 (Crypt)
WEIGHT: 20 (Depths), 20 (Zot), 15 (Pan)
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_rooms
TAGS: no_rotate no_vmirror no_hmirror
{{
if is_validating() then return; end
local gxm,gym = dgn.max_bounds()
extend_map { width = gxm, height = gym, fill = 'x' }
local open = crawl.coinflip()
local min = crawl.random_range(5,8)
local max = crawl.random_range(min,13)
local grid_opts = {
minimum_size = min,
maximum_size = max,
subdivide_initial_chance = 90,
subdivide_level_multiplier = .9,
}
local bounds = omnigrid.padded_bounds(2,8)
local grid = omnigrid.subdivide(bounds.x1,bounds.y1,bounds.x2,bounds.y2,grid_opts)
local doors = crawl.one_chance_in(3)
local corners = false
local regular_grid = false
local maxcorridor = crawl.random2(math.ceil(you.depth()/9))+1
local random_rooms = false
local collapse_rooms = true
local corridor_doors = true
local big_corridors = false
local fills = false
local mid_doors = mid_doors
if you.in_branch("D") then
fills = crawl.coinflip()
elseif you.in_branch("Crypt") then
corners = true
regular_grid = true
collapse_rooms = false
big_corridors = true
maxcorridor = crawl.random_range(2,3)
elseif you.in_branch("Elf") then
corners = true
doors = false
regular_grid = true
maxcorridor = crawl.random_range(1,2)
fills = true
mid_doors = true
elseif you.in_branch("Snake") then
corners = true
corridor_doors = crawl.coinflip()
random_rooms = crawl.coinflip()
maxcorridor = crawl.random_range(1,4)
elseif you.in_branch("Lair") then
doors = false
corridor_doors = false
corners = crawl.coinflip()
maxcorridor = 4
random_rooms = true
elseif you.in_branch("Pan") then
regular_grid = crawl.coinflip()
doors = false
corridor_doors = false
collapse_rooms = crawl.coinflip()
corners = crawl.coinflip()
random_rooms = crawl.coinflip()
maxcorridor = crawl.random_range(1,4)
mid_doors = crawl.coinflip()
end
-- Seed a number of buildings
groups = omnigrid.tilepick { grid = grid, tiles = { "room", "room", "room", "corridor", "corridor", "corridor", "corridor", "wall" },
cell_weight = function(cell,tile)
if cell.tile ~= nil then return 0 end
if tile == "room" then
if random_rooms then return 10 end
local rcount,rtrack = count_adjacent(cell, true, false, "room")
local rdcount,rdtrack = count_adjacent(cell, true, true, "room")
if rcount == 1 and rdcount == 1 then
-- Less likely to attach to bigger groups
for g,c in pairs(rtrack) do
return math.ceil(20/#g)
end
elseif rdcount == 0 then
return 10
else return 0 end
elseif tile == "corridor" then
return 10
elseif tile == "wall" then
local rcount,rtrack = count_adjacent(cell, true, false, "wall")
local rdcount,rdtrack = count_adjacent(cell, true, true, "wall")
if rcount == 1 and rdcount == 1 then return 20
elseif rdcount == 0 then return #(cell.edges)>0 and 10 or 5
else return 0
end
end
end }
local function render_walls(cell)
if cell.has_doors == nil then
cell.has_doors = crawl.coinflip()
-- Don't let any bordering cells have doors. Really should do this
-- with tilepick to not favour certain cells first.
if cell.has_doors then
for n,b in ipairs(cell.borders) do
if b.with.tile == "room" then b.with.has_doors = false end
end
end
end
if cell.has_doors then
for n,b in ipairs(cell.borders) do
if b.with.tile == "room" then
-- TODO: This algorithm isn't perfect; sometimes produces doors in
-- corners of walls. Should use this algorithm for cellular_growth too, it
-- won't produce the strange artefacts we get there.
local pos = border_midpos(b,0)
-- Have to juggle some numbers here to make sure we close all the gaps when walling
-- over strange angles
if ((b.dir) % 2) == 1 then
local off1 = b.y1 == b.with.y1 and b.y1 > cell.y1 and 1 or 0
local off2 = b.y2 == b.with.y2 and b.y2 < cell.y2 and 1 or 0
fill_area{x1 = b.x1, y1 = b.y1 - off1, x2 = b.x2, y2 = b.y2 + off2, fill='x' }
else
local off1 = b.x1 == b.with.x1 and b.x1 > cell.x1 and 1 or 0
local off2 = b.x2 == b.with.x2 and b.x2 < cell.x2 and 1 or 0
fill_area{x1 = b.x1 - off1, y1 = b.y1, x2 = b.x2 + off2, y2 = b.y2, fill='x' }
end
mapgrd[pos.x][pos.y] = '+'
end
end
end
end
local function midpos(b,maxcorridor)
-- Choose the origin for the corridor
if b.width==nil then
local max = math.min(maxcorridor,b.len-2)
b.width = big_corridors and max or (crawl.random2(max)+1)
b.inverse.width = b.width
end
local p = 0
if mid_doors then
p = math.max(0,math.floor((b.len-b.width-3)/2))
end
return border_midpos(b,1+p,b.width+p)
end
local function render_corners(cell)
local sides = {}
local width,height = cell.x2-cell.x1+1,cell.y2-cell.y1+1
for n = 0,3,1 do
sides[n]={ min = nil,max = nil }
end
for i,b in ipairs(cell.borders) do
local vmin,vmax = nil,nil
if b.with.tile == "room" and b.mid == nil and collapse_rooms then
midpos(b,b.len)
end
if b.mid ~= nil or b.with.tile == "corridor" then
local pos = b.mid or midpos(b,maxcorridor)
if b.width == nil then b.width=1 end
if b.dir%2==0 then
vmin,vmax = pos.x-cell.x1+1,pos.x+b.width-cell.x1+1
else
vmin,vmax = pos.y-cell.y1+1,pos.y+b.width-cell.y1+1
end
elseif b.with.tile == "room" then
if b.dir%2==0 then
vmin,vmax = b.x1-cell.x1+1,b.x2-cell.x1+1
else
vmin,vmax = b.y1-cell.y1+1,b.y2-cell.y1+1
end
end
if vmin ~= nil then
if sides[b.dir].min == nil or vmin < sides[b.dir].min then
sides[b.dir].min = vmin
end
if sides[b.dir].max == nil or vmax > sides[b.dir].max then
sides[b.dir].max = vmax
end
end
end
for n = 0,3,1 do
if sides[n].min == nil then
local len
if n%2==0 then len = cell.x2-cell.x1+1 else len = cell.y2-cell.y1+1 end
sides[n].min = crawl.div_rand_round(len,2)
sides[n].max = sides[n].min
end
end
local corners = {
{ len = width, min1 = sides[0].min-1, min2 = sides[1].min-1 },
{ len = height, min1 = height-sides[1].max, min2 = sides[2].min-1 },
{ len = width, min1 = width-sides[2].max, min2 = height-sides[3].max },
{ len = height, min1 = width-sides[0].max, min2 = sides[3].min-1 },
}
for n = 0,3,1 do
-- 0 is the top-left corner
local next = (n+1)%4
local norm = vector.diagonals[n+1]
local topx = (norm.x==-1)
local topy = (norm.y==-1)
local min1,min2
local corner = corners[n+1]
local min = math.min(corner.min1,corner.min2)
if min > 0 then
local function render_triangle(x,y,gx,gy)
return (((topx and (x+1) or (min-x)) + (topy and (y+1) or (min-y))) > min) and 2 or 0
end
local box = {
x1 = topx and cell.x1 or (cell.x2-min),
y1 = topy and cell.y1 or (cell.y2-min),
x2 = topx and (cell.x1 + min) or cell.x2,
y2 = topy and (cell.y1 + min) or cell.y2
}
procedural.render_map_area(_G,box.x1,box.y1,box.x2,box.y2,render_triangle,'x')
end
end
end
local material_pairs = {
{ outer = 'n', inner = 'L', weight = 5 },
{ outer = 'n', inner = 'y', weight = 5 },
{ outer = 'n', inner = 'z', weight = 5 },
{ outer = 'W', inner = 'z', weight = 2 },
{ outer = 'l', inner = 'L', weight = 1 },
{ outer = '1', inner = 'z', weight = 1 },
{ outer = '1', inner = 'y', weight = 1 },
{ outer = 'w', inner = 't', weight = 1 },
{ outer = 'W', inner = 't', weight = 1 },
{ outer = 'b', inner = 'b', weight = 1 },
{ outer = 'l', inner = 'b', weight = 2 },
{ outer = 'w', inner = 'b', weight = 2 },
{ outer = 'W', inner = 'b', weight = 2 },
{ outer = '1', inner = 't', weight = 1 },
{ outer = 'l', inner = 'v', weight = 2 },
{ outer = 'w', inner = 'v', weight = 2 },
{ outer = 'W', inner = 'v', weight = 2 },
{ outer = 'l', inner = 'c', weight = 2 },
{ outer = 'w', inner = 'c', weight = 2 },
{ outer = 'W', inner = 'c', weight = 2 },
}
-- Zot is an ancient, sealed-away branch. No greenery.
if you.in_branch("Zot") then
kfeat("t = petrified_tree")
mons("withered plant")
else
mons("plant")
end
local fills = {
{ weight = 10, name="two_materials", min_size = 3, func = function(space)
-- local inner_space = trace_inner(space)
local width,height = space.x2-space.x1+1,space.y2-space.y1+1
local material = util.random_weighted_from("weight", material_pairs) -- layout.branch_random_weighted(material_pairs)
local minsize = math.max(math.ceil(math.min(width,height)*.6),3)
local area = layout.area_in_bounds(space, { min_pad = 1, min_size = minsize })
if area ~= nil then
area.fill = material.outer
fill_area(area)
end
local inner_area = layout.area_in_bounds(area or space, { min_pad = 1, min_size = minsize-2 })
if inner_area ~= nil then
inner_area.fill = area and material.inner or material.outer
fill_area(inner_area)
end
end }
}
-- Render all the cells
for i,cell in ipairs(grid) do
if cell.tile == "room" then
fill_area{x1=cell.x1, y1=cell.y1, x2=cell.x2, y2=cell.y2, fill='.' }
if doors then
render_walls(cell)
end
if corners then
render_corners(cell)
elseif not cell.has_doors and crawl.one_chance_in(5) then
local fill = util.random_weighted_from("weight", fills)
fill.func(cell)
end
elseif cell.tile == "corridor" then
-- Pick midpos for cell
local cmid
if regular_grid then cmid = {
x = crawl.div_rand_round(cell.x1+cell.x2,2),
y = crawl.div_rand_round(cell.y1+cell.y2,2),
}
else cmid = border_midpos(cell) end
-- Connect up corridors
-- TODO: Produces some odd dead-ends. Should loop back when a corridor connects to nothing
-- or paint a small room. Sometimes there are offshoots as well when not many connections
-- and the midpoint is more off-center.
for n,b in ipairs(cell.borders) do
if b.len>=3 and (b.with.tile=="room" or b.with.tile=="corridor") then
local pos = midpos(b,maxcorridor)
local x = 0
while x < b.width do
-- We'll draw a right-angled line from here to cpos. The first part of the line
-- has to go in the direction indicated by d.dir.
local bendpos = (b.dir % 2 == 0) and { x = pos.x, y = cmid.y } or { x = cmid.x, y = pos.y }
fill_area{x1=pos.x, y1=pos.y, x2=bendpos.x, y2=bendpos.y, fill='.' }
fill_area{x1=bendpos.x, y1=bendpos.y, x2=cmid.x, y2=cmid.y, fill='.' }
-- If connected to a room, create a door there
if corridor_doors and b.with.tile == "room" then
mapgrd[pos.x][pos.y] = "+"
end
if b.dir % 2 == 1 then pos.y=pos.y+1
else pos.x=pos.x+1 end
x = x + 1
end
end
end
end
end
-- mark all inner lava/water features as no_tele_into. This is overkill,
-- in case some rooms are accessible (e.g. with out material plants).
-- As far as I can tell doors never place for these blocks, so that's not
-- an issue. Also mark shallow water as opaque, to avoid vetoes on
-- connectivity.
kprop("Lyz = no_tele_into")
kmask("y = opaque")
kfeat("L = l")
kfeat("y = W")
kfeat("z = w")
-- This shouldn't be needed once everything is working properly
zonify.map_fill_zones(_G, 1, 'x')
theme.level_material(_G)
}}
MAP
ENDMAP
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