breakhack/data/mapgen.lua

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local room_builder = require "data/maproombuilder"
local monster_gen = require "data/monstergen"
-- Setting up some functions
local time = os.time
local random = math.random
local randomseed = math.randomseed
-- CONSTANTS
local UP = 1
local LEFT = 2
local RIGHT = 3
local DOWN = 4
-- BEGIN FUNCTIONS
local function matrix_coverage (matrix)
local cov = 0
for i=1,10 do
for j=1,10 do
if matrix[i][j].active then cov = cov + 1 end
end
end
return cov
end
local function reverse_direction(dir)
if dir == UP then return DOWN
elseif dir == DOWN then return UP
elseif dir == LEFT then return RIGHT
elseif dir == RIGHT then return LEFT
end
end
local function generate_path ()
local map_matrix = {}
for i=1,10 do
map_matrix[i] = {}
for j=1,10 do
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map_matrix[i][j] = room_builder.create_room()
end
end
local cx, cy = 1, 1
local seed = time();
print("[**] Map generation seed: " .. seed)
randomseed(seed)
local direction = 0
local lastDirection = 0
local coridoor_count = 0
local coverage = 10
while matrix_coverage(map_matrix) < coverage do
local direction = random(4)
if lastDirection > 0 then
if random(24) <= 6 then direction = lastDirection end
end
while lastDirection == reverse_direction(direction) do
direction = random(4)
end
map_matrix[cx][cy].active = true
if coridoor_count < coverage/3 then
if random(3) == 1 and (cx > 1 or cy > 1) then
map_matrix[cx][cy].type = "coridoor"
coridoor_count = coridoor_count + 1
end
end
if direction == UP and cy > 1 then -- UP
table.insert(map_matrix[cx][cy].exits, direction)
map_matrix[cx][cy].path_dir = direction
cy = cy - 1;
table.insert(map_matrix[cx][cy].exits, reverse_direction(direction))
elseif direction == LEFT and cx > 1 then -- LEFT
table.insert(map_matrix[cx][cy].exits, direction)
map_matrix[cx][cy].path_dir = direction
cx = cx - 1;
table.insert(map_matrix[cx][cy].exits, reverse_direction(direction))
elseif direction == RIGHT and cx < 10 then -- RIGHT
table.insert(map_matrix[cx][cy].exits, direction)
map_matrix[cx][cy].path_dir = direction
cx = cx + 1;
table.insert(map_matrix[cx][cy].exits, reverse_direction(direction))
elseif direction == DOWN and cy < 10 then -- DOWN
table.insert(map_matrix[cx][cy].exits, direction)
map_matrix[cx][cy].path_dir = direction
cy = cy + 1;
table.insert(map_matrix[cx][cy].exits, reverse_direction(direction))
end
lastDirection = direction
end
-- Last room rules
map_matrix[cx][cy].active = true
map_matrix[cx][cy].goal = true
map_matrix[cx][cy].type = "room"
return map_matrix;
end
local function print_matrix(matrix)
for i=1,10 do
for j=1,10 do
if not map_matrix[j][i].goal then
io.write(map_matrix[j][i].path_dir .. " ")
else
io.write("G ")
end
end
io.write("\n")
end
end
-- END FUNCTIONS
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-- BEGIN SCRIPT
map = create_map(CURRENT_LEVEL) -- 'map' needs to be global
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room_builder.load_textures(map)
local map_matrix = generate_path()
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-- Print path [Debug]
-- print_matrix(map_matrix)
for i=1,10 do
for j=1,10 do
local room = map_matrix[i][j]
if room.active then
set_current_room(map, i-1, j-1);
if room.type == "room" then
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room_builder.build_square_room(map, room)
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monster_gen.add_monster_to_room(map, i-1, j-1);
elseif room.type == "coridoor" then
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room_builder.build_coridoor_room(map, room)
end
end
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end
end
-- END SCRIPT