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###############################################################################
# layout_grids.des: Layouts based on grid structures generated by omnigrid
###############################################################################
: crawl_require("dlua/util.lua")
: crawl_require("dlua/layout/procedural.lua")
: crawl_require("dlua/layout/zonify.lua")
: crawl_require("dlua/layout/hyper.lua")
: crawl_require("dlua/layout/omnigrid.lua")
: crawl_require("dlua/layout/vector.lua")
: crawl_require("dlua/layout/theme.lua")
{{
function render_grid(e, name, grid, paint)
local gxm,gym = dgn.max_bounds()
local build = {
name = name,
build_fixture = {
{ pass = "Primary", type = "build", strategy = hyper.place.strategy_primary, max_rooms = 1, generators = {
{ generator = "code", paint_callback = omnigrid_floor_plan, grid_options = grid, paint_options = paint,
min_size_x = gxm-22, max_size_x = gxm-2, min_size_y = gym-22, max_size_y = gym-2,
place_padding = 1, analyse = false }
} }
}
}
hyper.build_layout(e,build)
end
-- Generate a floor plan based on omnigrid subdivision
function omnigrid_floor_plan(room,options,gen)
local grid_options = (type(gen.grid_options) == "function") and gen.grid_options() or gen.grid_options
local paint_options = gen.paint_options or {}
paint_options.size = room.size
local grid = omnigrid.subdivide(0,0,room.size.x-1,room.size.y-1,grid_options)
local paint = {
{ type = "floor", corner1 = { x = 0, y = 0 }, corner2 = { x = room.size.x-1, y = room.size.y-1 }, usage = gen.usage_params }
}
return omnigrid.paint(grid, gen.paint_options, paint)
end
-- Draws a floor plan based on omnigrid
function hyper.floors.floor_plan_omnigrid(room,options,gen)
local paint = omnigrid.omnigrid_paint{
guaranteed_divides = 0,
subdivide_initial_chance = 80, -- 20% chance of a donut
fill_chance = 100,
corridor_width = 8,
minimum_size = 12,
jitter = true,
jitter_min = -2,
jitter_max = 2,
outer_corridor = true,
size = room.size,
paint_func = crawl.one_chance_in(3) and hyper.caves.cave_paint or nil,
floor_func = crawl.one_chance_in(2) and hyper.caves.cave_paint or nil
}
return paint
end
function hyper.floors.floor_plan_finegrid(room,options,gen)
local corridor_width = crawl.random_range(1,3)
local jitters = {
{ weight = 20, jitter = false },
{ weight = 10, jitter = true, jitter_min = -3, jitter_max = 0 },
-- With high jitter, it turns into really chaotic random architecture
{ weight = 5, jitter = true, jitter_min = -2, jitter_max = 1 },
{ weight = 5, jitter = true, jitter_min = -2, jitter_max = 2 }
}
local chosen = util.random_weighted_from("weight",jitters)
local paint = omnigrid.omnigrid_paint{
guaranteed_divides = 6,
subdivide_initial_chance = 100, -- 20% chance of a donut
subdivide_level_multiplier = 0.98,
corridor_width = corridor_width,
fill_chance = 80,
minimum_size = 6,
jitter = chosen.jitter,
jitter_min = chosen.jitter_min,
jitter_max = chosen.jitter_max,
size = room.size,
paint_func = crawl.one_chance_in(3) and hyper.caves.cave_paint or nil,
floor_func = crawl.one_chance_in(3) and hyper.caves.cave_paint or nil
}
return paint
end
function hyper.floors.floor_plan_microgrid(room,options,gen)
local paint = omnigrid.omnigrid_paint{
guaranteed_divides = 5,
subdivide_initial_chance = 100, -- 20% chance of a donut
subdivide_level_multiplier = util.random_range_real(0.9,0.999),
corridor_width = 1,
fill_chance = crawl.random_range(50,90),
minimum_size = 2,
jitter = false,
size = room.size,
paint_func = crawl.one_chance_in(5) and hyper.caves.cave_paint or nil,
floor_func = crawl.one_chance_in(4) and hyper.caves.cave_paint or nil
}
return paint
end
}}
##############################################################
# layout_big_grid
#
# This layout should appear at most once, so it does not have an
# "allow_dup" tag,
#
# This layout is included provisionally. It might be better
# to remove it entirely.
#
NAME: layout_big_grid
DEPTH: Lair
WEIGHT: 2
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand no_rotate no_pool_fixup
TAGS: no_hmirror no_vmirror layout_type_open
{{
if is_validating() then return; end
local edge = crawl.x_chance_in_y(2,3)
render_grid(_G, "Big Grid",
{
guaranteed_divides = edge and 0 or 2,
-- 20% chance of a donut *if* we have an outer corridor
subdivide_initial_chance = edge and 80 or 100,
subdivide_level_multiplier = edge and 0.80 or 0.90,
minimum_size = 16,
},
{
fill_chance = 100,
corridor_width = crawl.random_range(6,8),
outer_corridor = edge,
jitter = edge and crawl.coinflip(),
jitter_min = -2,
jitter_max = 2,
} )
zonify.grid_fill_zones(1, "rock_wall")
}}
##############################################################
# layout_small_grid
#
NAME: layout_small_grid
DEPTH: D:9-, Lair, Depths, Pan
WEIGHT: 5 (D), 5 (Lair), 3 (Depths), 10 (Pan)
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand no_rotate no_pool_fixup
TAGS: no_hmirror no_vmirror layout_type_passages
{{
if is_validating() then return; end
local edge = crawl.one_chance_in(4)
render_grid(_G, "Small Grid",
{
guaranteed_divides = 4,
subdivide_initial_chance = 120,
subdivide_level_multiplier = .95,
minimum_size = 6,
},
{
fill_chance = 80,
corridor_width = crawl.random_range(1,2),
outer_corridor = edge,
jitter = crawl.coinflip(),
jitter_min = -1,
jitter_max = crawl.random_range(0,1),
} )
}}
##############################################################
# layout_long_grid
#
NAME: layout_long_grid
DEPTH: D:9-, Lair, Depths, Pan
WEIGHT: 10 (D), 5 (Lair), 7 (Depths), 10 (Pan)
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand no_rotate no_pool_fixup
TAGS: no_hmirror no_vmirror layout_type_passages
{{
if is_validating() then return; end
local min_size = you.in_branch("lair") and 1 or 2
local max_size = you.in_branch("lair") and 4 or 3
local size = crawl.random_range(min_size,max_size)
local grid_opts = {
-- Keep subdividing until the areas are too small
subdivide_initial_chance = 100,
subdivide_level_multiplier = 1,
minimum_size_x = size * 2,
minimum_size_y = size * crawl.random_range(4,6),
}
local min_fill = 40 + size * 10
local max_fill = 80 + size * 5
local paint_opts = {
fill_chance = crawl.random_range(min_fill,max_fill),
corridor_width = size,
outer_corridor = you.in_branch("lair"),
jitter = false,
}
-- In D, for fairness, allow some narrow corridors (sometimes in Lair)
if you.in_branch("D")
or (you.in_branch("lair") and size>1 and crawl.one_chance_in(3)) then
paint_opts.corridor_width = 1
paint_opts.jitter = true
paint_opts.jitter_min = -1
paint_opts.jitter_max = 0
if you.in_branch("D") then paint_opts.outer_corridor = crawl.coinflip() end
end
-- Choose an axis and switch sizes
local which = "x"
if crawl.coinflip() then
which = "y"
grid_opts.minimum_size_x,grid_opts.minimum_size_y = grid_opts.minimum_size_y,grid_opts.minimum_size_x
end
-- The effect this callback has is to keep subdividing a given axis
-- until we reach the minimum size - *then* start dividing the other axis
grid_opts.choose_axis = function(width,height,depth)
return which
end
render_grid(_G, "Long Grid", grid_opts, paint_opts)
}}
##############################################################
# layout_layered_grid
#
# Generates up to 3 grids of different granularities, then layers
# then on top of each other. At its simplest reduction this looks like
# forbidden_donut but with a randomly-placed hole. At its most complex
# it does all kinds of interesting things.
#
# Attempting to use this layout causes LUA runtime errors.
#
NAME: layout_layered_grid
DEPTH: D, Depths, Crypt, Lair
WEIGHT: 0
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand no_pool_fixup layout_type_passages
TAGS: no_rotate no_vmirror no_hmirror
{{
if is_validating() then return; end
local weights = {
{ weight = 20, primary = hyper.floors.floor_plan_omnigrid },
{ weight = 30, primary = hyper.floors.floor_plan_finegrid },
{ weight = 50, primary = hyper.floors.floor_plan_microgrid },
{ weight = 10, primary = hyper.floors.floor_plan_omnigrid, secondary = hyper.floors.floor_plan_finegrid },
{ weight = 10, primary = hyper.floors.floor_plan_omnigrid, secondary = hyper.floors.floor_plan_microgrid },
{ weight = 10, primary = hyper.floors.floor_plan_finegrid, secondary = hyper.floors.floor_plan_microgrid },
-- Very rare because it's somewhat liable to end up as a big mostly empty room
{ weight = 5, primary = hyper.floors.floor_plan_omnigrid, secondary = hyper.floors.floor_plan_finegrid, tertiary = hyper.floors.floor_plan_microgrid }
}
local chosen = util.random_weighted_from("weight",weights)
local gxm,gym = dgn.max_bounds()
local build = {
name = "Hyper Grid",
build_fixture = {
{ pass = "Primary", type = "build", strategy = hyper.place.strategy_primary, max_rooms = 1, generators = {
{ generator = "code", paint_callback = chosen.primary, min_size_x = gxm-22, max_size_x = gxm-2, min_size_y = gym-22, max_size_y = gym-2, place_padding = 1 }
} },
{ pass = "Secondary", type = "build", strategy = hyper.place.strategy_primary, max_rooms = 1, enabled = chosen.secondary ~= nil, generators = {
{ generator = "code", paint_callback = chosen.secondary, min_size_x = gxm-22, max_size_x = gxm-2, min_size_y = gym-22, max_size_y = gym-2, place_padding = 1 }
} },
{ pass = "Tertiary", type = "build", strategy = hyper.place.strategy_primary, max_rooms = 1, enabled = chosen.tertiary ~= nil, generators = {
{ generator = "code", paint_callback = chosen.tertiary, min_size_x = gxm-22, max_size_x = gxm-2, min_size_y = gym-22, max_size_y = gym-2, place_padding = 1 }
} }
}
}
hyper.build_layout(_G,build)
zonify.grid_fill_zones(1, "rock_wall")
}}
##############################################################
# layout_grid_shapes
#
# Draws a random grid but can use a variety of different shapes to
# draw each grid area.
#
NAME: layout_grid_shapes
DEPTH: Snake, Pan
WEIGHT: 5 (Snake), 10 (Pan)
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_open_caves
{{
if is_validating() then return; end
-- TODO: This needs enough variation options to be customised more in each
-- branch as it is. This can be done a few ways: specific shapes for
-- different branches; changing subdivide options; caves on/off; corridor
-- widths; distortion functions on the shapes (in snake); different types of
-- cavey func; etc.
-- Also once grid connectivity stuff is worked out, would be good to not
-- draw some of the outer shapes whilst not breaking connectivity.
local gxm,gym = dgn.max_bounds()
extend_map { width = gxm, height = gym, fill = 'x' }
local grid_opts = {
guaranteed_divides = 2,
subdivide_initial_chance = 100,
subdivide_level_multiplier = .9,
minimum_size = 8,
}
local cavey = you.in_branch("snake")
or (you.in_branch("pan") and crawl.coinflip())
local distort = you.in_branch("zot")
local max_corridor = crawl.random_range((cavey or distort) and 4 or 2,10)
local bounds = omnigrid.padded_bounds(max_corridor,max_corridor + crawl.random_range(1,6))
local grid = omnigrid.subdivide(bounds.x1,bounds.y1,bounds.x2,bounds.y2,grid_opts)
-- TODO: Allow specifying different inner and outer shapes. This will make it easy to do a multishape option
-- but always have a big enough outer shape. Also, more shapes (including rounded corners rect.)
local shapes = {
{ weight = 10, func = function(w,h)
return procedural.scale(procedural.translate(primitive.distance,1),w/2,h/2)
end },
{ weight = 10, func = function(w,h)
return procedural.scale(procedural.translate(primitive.octagon(.25),1),w/2,h/2)
end },
{ weight = 10, func = function(w,h)
return procedural.scale(procedural.translate(primitive.diamond(),1),w/2,h/2)
end },
{ weight = 10, func = function(w,h)
return procedural.scale(procedural.translate(primitive.hexagon(.5),1),w/2,h/2)
end },
{ weight = 10, func = function(w,h)
return procedural.scale(procedural.translate(primitive.triangle(),1),w/2,h/2)
end }
}
local shape = util.random_weighted_from("weight",shapes).func
local fshape = shape
-- Convert shape to a cavey one
if cavey then
local fcave = procedural.worley_diff { scale = .5 }
fshape = function(w,h)
local base = shape(w,h)
return function(x,y,gx,gy)
return base(x,y) + fcave(gx,gy)/4
end
end
end
for i,area in ipairs(grid) do
shape = util.random_weighted_from("weight",shapes).func
if distort then
fshape = procedural.transform.damped_distortion(shape)
end
-- Work out dimensions and half-corridor size for this block
area.w,area.h = area.x2 - area.x1 + 1,area.y2 - area.y1 + 1
area.corridor = math.min(math.floor(math.min(area.w,area.h)/4),math.floor(max_corridor/2))
-- Draw the bigger container shape
procedural.render_map_area(_G,area.x1-area.corridor,area.y1-area.corridor,
area.x2+area.corridor,area.y2+area.corridor,
fshape(area.w+2*area.corridor,area.h+2*area.corridor),'.')
-- Chance of not filling increases the smaller the areas are
if crawl.random_real() < (.5 + math.max(area.w,area.h) / (math.max(gxm,gym) * 2)) then
shape = util.random_weighted_from("weight",shapes).func
if distort then
fshape = procedural.transform.damped_distortion(shape)
end
-- Draw the central column
procedural.render_map_area(_G,area.x1+area.corridor,area.y1+area.corridor,
area.x2-area.corridor,area.y2-area.corridor,
fshape(area.w-2*area.corridor,area.h-2*area.corridor),'x')
end
end
zonify.map_fill_zones(_G, 1, 'x')
if cavey then theme.D.caves(_G)
else theme.level_material(_G) end
}}
##############################################################
# layout_grid_maze
#
# Builds a complex maze by starting off with a subdivided grid then
# iteratively linking up rooms until all original cells are connected.
# TODO: Fortify edges;
# randomise door positions;
# something unique in Pan;
# maybe an Elf version
#
NAME: layout_grid_maze
DEPTH: D:9-, Snake, Tar
WEIGHT: 5 (D), 10 (Snake), 20 (Tar)
ORIENT: encompass
TAGS: overwritable layout allow_dup unrand layout_type_passages
{{
if is_validating() then return; end
local gxm,gym = dgn.builder_bounds()
extend_map { width = gxm, height = gym, fill = 'x' }
local thin = crawl.one_chance_in(3) -- Use thin or thick walls?
local detree = crawl.x_chance_in_y(9,10) -- Cut out more walls to make a less tree-like layout
local doors = crawl.x_chance_in_y(2,3) -- Create doors sometimes instead of just holes in walls
local fortify = you.in_branch("Tar") -- Add wall crennelations?
if you.in_branch("Lair") or you.in_branch("Snake") then
thin = false
elseif you.in_branch("D") then
thin = true
end
local grid_opts = {
guaranteed_divides = 5,
subdivide_initial_chance = 100,
subdivide_level_multiplier = util.random_range_real(.97,.99),
minimum_size = crawl.random_range(thin and 3 or 4,thin and 5 or 6)
}
local maxbounds = {
x1 = 1,
y1 = 1,
x2 = gxm - 2,
y2 = gym - 2,
}
local bounds = omnigrid.padded_bounds(2,10,maxbounds)
local grid = omnigrid.subdivide(bounds.x1,bounds.y1,bounds.x2,bounds.y2,grid_opts)
-- Connect up the cells
local minbord = thin and 2 or 3
local fstyle = function() return doors and crawl.one_chance_in(3) and "door" or "open" end
local groups = omnigrid.connect { grid = grid, min_border_length = minbord, style_func = fstyle }
if detree then
groups = omnigrid.connect { grid = grid, groups = groups,
max_iterations = crawl.random_range(math.ceil(#grid/20),math.floor(#grid/5)),
border_weight = function(b) return b.style == nil and b.len >= minbord and 10 or 0 end,
min_groups = -1, style_func = fstyle }
end
local function maybefortify(b)
-- Fortify the wall
if fortify and b.len>=3 then
-- TODO: This algorithm (decorating procedurally along a wall) has more potential use
local horiz = (b.y1==b.y2)
local norm = vector.normals[b.dir+1]
-- Choose a random end of the wall to start from
local from_end = crawl.coinflip()
-- Offset by the negative normal to move to a grid inside the room.
local end1 = { x = b.x1 - norm.x, y = b.y1 - norm.y }
local end2 = { x = b.x2 - norm.x, y = b.y2 - norm.y }
if from_end then end1,end2 = end2,end1 end
local bail = false
local draw = true
while not bail do
if horiz then end1.x = end1.x + (from_end and -1 or 1)
else end1.y = end1.y + (from_end and -1 or 1) end
if (end1.x==end2.x and end1.y==end2.y) then
bail = true
elseif draw and (b.mid == nil or (end1.x ~= b.mid.x and end1.y ~= b.mid.y)) then
mapgrd[end1.x][end1.y] = "x"
end
draw = not draw
end
end
end
-- Set up the render functions
local function renderborderthin(cell,b)
-- Only fill bottom and right borders. These borders won't
-- exist for cells on the bottom or right of the grid so we
-- don't need to worry about them.
if b.dir>1 then
if b.style ~= "open" then
if b.dir==2 and b.x1 == cell.x1 then
fill_area { x1 = b.x1-1, y1 = b.y1, x2 = b.x2, y2 = b.y2, fill = 'x' }
elseif b.dir==3 and b.y1 == cell.y1 then
fill_area { x1 = b.x1, y1 = b.y1-1, x2 = b.x2, y2 = b.y2, fill = 'x' }
else
fill_area { x1 = b.x1, y1 = b.y1, x2 = b.x2, y2 = b.y2, fill = 'x' }
end
-- Maybe paint a door
b.mid = { x = math.floor((b.x1+b.x2)/2), y = math.floor((b.y1+b.y2)/2) }
if b.style == "door" then
mapgrd[b.mid.x][b.mid.y] = '+'
end
maybefortify(b)
end
elseif b.style ~= "open" then
-- Fortify non-rendered wall side
local norm = vector.normals[b.dir+1]
local b2 = {x1=b.x1+norm.x,x2=b.x2+norm.x,y1=b.y1+norm.y,y2=b.y2+norm.y,dir=b.dir,mid=b.mid,len=b.len}
b2.mid = { x = math.floor((b2.x1+b2.x2)/2), y = math.floor((b2.y1+b2.y2)/2) }
maybefortify(b2)
end
end
local function renderborderthick(cell,b)
if b.style ~= "open" then
fill_area { x1 = b.x1, y1 = b.y1, x2 = b.x2, y2 = b.y2, fill = 'x' }
if b.style == "door" then
-- Choose whether door is placed on this or opposite wall side
-- A gap will be painted on the side that doesn't get the door
if b.inverse.door_side == nil then
b.door_side = crawl.coinflip()
else
b.door_side = not b.inverse.door_side
end
b.mid = { x = math.floor((b.x1+b.x2)/2), y = math.floor((b.y1+b.y2)/2) }
mapgrd[b.mid.x][b.mid.y] = b.door_side and '+' or '.'
end
maybefortify(b)
end
end
local renderborder = thin and renderborderthin or renderborderthick
local function rendercell(cell)
fill_area{x1=cell.x1, y1=cell.y1, x2=cell.x2, y2=cell.y2, fill='.' }
for i,b in ipairs(cell.borders) do
renderborder(cell,b)
end
end
for i,area in ipairs(grid) do
rendercell(area)
end
zonify.map_fill_zones(_G, 1, 'x')
theme.level_material(_G)
}}
MAP
ENDMAP
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