File: layout_cellular.des

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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