Merge branch 'dev' into shops

This commit is contained in:
Linus Probert 2019-03-01 08:58:33 +01:00
commit 33efba87b5
2 changed files with 101 additions and 93 deletions

98
data/layoutparser.lua Normal file
View File

@ -0,0 +1,98 @@
local random = map_random
local pits = {}
local function readLayoutFile(file)
local layoutfile = read_file(file)
local cleanData = ""
for i=1, #layoutfile do
local c = layoutfile:sub(i+1, i+1)
if c == "#" or c == "-" then
cleanData = cleanData .. c
end
end
local matrix = {}
for i=0, #cleanData-1 do
local c = cleanData:sub(i, i)
local col = i % 16
local row = (i - col)/16
local layout = 1 + (row - (row % 12))/12
local row = row % 12
if not matrix[layout] then matrix[layout] = {} end
if not matrix[layout][col] then matrix[layout][col] = {} end
if c == "#" then
matrix[layout][col][row] = true
else
matrix[layout][col][row] = false
end
end
return matrix;
end
local module = {}
function module.load_textures(map)
local t_pit0 = add_texture(map, "Objects/Pit0.png")
local t_pit1 = add_texture(map, "Objects/Pit1.png")
local pit_yo = (random(5) + random(3)) * (16 * 2)
pits = {
center = { t_pit0, t_pit1, 16, pit_yo + 16, false, false, false, true },
top = { t_pit0, t_pit1, 16, pit_yo, false, false, false, true },
left = { t_pit0, t_pit1, 0, pit_yo + 16, false, false, false, true },
right = { t_pit0, t_pit1, 32, pit_yo + 16, false, false, false, true },
topleft = { t_pit0, t_pit1, 0, pit_yo, false, false, false, true },
topright = { t_pit0, t_pit1, 32, pit_yo, false, false, false, true },
innerleft = { t_pit0, t_pit1, 80, pit_yo, false, false, false, true },
innermid = { t_pit0, t_pit1, 96, pit_yo, false, false, false, true },
innerright = { t_pit0, t_pit1, 112, pit_yo, false, false, false, true },
topcrevice = { t_pit0, t_pit1, 64, pit_yo, false, false, false, true },
bottomcrevice = { t_pit0, t_pit1, 64, pit_yo + 16, false, false, false, true },
}
end
function module.add_pits_to_room(room)
if CURRENT_LEVEL < 2 or random(5) ~= 1 then
return false
end
local matrix = readLayoutFile("pitlayouts.dat")
-- Chose a random layout
matrix = matrix[random(#matrix)]
for i=2,13 do
for j=2,10 do
if matrix[i][j] then
room.decor[i][j] = nil
if not matrix[i-1][j-1] and not matrix[i+1][j-1] and matrix[i-1][j] and matrix[i+1][j] and matrix[i][j-1] then
room.tiles[i][j] = pits.innermid
elseif not matrix[i-1][j-1] and matrix[i-1][j] and matrix[i][j-1] then
room.tiles[i][j] = pits.innerleft
elseif not matrix[i+1][j-1] and matrix[i+1][j] and matrix[i][j-1] then
room.tiles[i][j] = pits.innerright
elseif not matrix[i-1][j] and not matrix[i][j-1] and not matrix[i+1][j] then
room.tiles[i][j] = pits.topcrevice
elseif not matrix[i-1][j] and not matrix[i+1][j] then
room.tiles[i][j] = pits.bottomcrevice
elseif not matrix[i-1][j] and not matrix[i][j-1] then
room.tiles[i][j] = pits.topleft
elseif not matrix[i+1][j] and not matrix[i][j-1] then
room.tiles[i][j] = pits.topright
elseif not matrix[i-1][j] then
room.tiles[i][j] = pits.left
elseif not matrix[i+1][j] then
room.tiles[i][j] = pits.right
elseif not matrix[i][j-1] then
room.tiles[i][j] = pits.top
else
room.tiles[i][j] = pits.center
end
end
end
end
return true
end
return module

View File

@ -1,5 +1,6 @@
-- FUNCTIONS
local random = map_random
local layoutparser = require "layoutparser"
-- CONSTANTS
local UP = 1
@ -28,15 +29,6 @@ local wall = {
horizontal = nil
}
local pits = {
center = nil,
top = nil,
left = nil,
right = nil,
topleft = nil,
topright = nil,
}
local special = { level_exit = nil }
local floorDecor = { }
@ -154,74 +146,6 @@ local function add_random_decor_to_room(room)
end
end
local function add_pits_to_room(room)
if CURRENT_LEVEL < 2 or random(5) ~= 1 then
return false
end
local pitdata = read_file("pitlayouts.dat")
local cleanData = ""
for i=1, #pitdata do
local c = pitdata:sub(i+1, i+1)
if c == "#" or c == "-" then
cleanData = cleanData .. c
end
end
local matrix = {}
for i=0, #cleanData-1 do
local c = cleanData:sub(i, i)
local col = i % 16
local row = (i - col)/16
local layout = 1 + (row - (row % 12))/12
local row = row % 12
if not matrix[layout] then matrix[layout] = {} end
if not matrix[layout][col] then matrix[layout][col] = {} end
if c == "#" then
matrix[layout][col][row] = true
else
matrix[layout][col][row] = false
end
end
-- Chose a random layout
matrix = matrix[random(#matrix)]
for i=2,13 do
for j=2,10 do
if matrix[i][j] then
room.decor[i][j] = nil
if not matrix[i-1][j-1] and not matrix[i+1][j-1] and matrix[i-1][j] and matrix[i+1][j] and matrix[i][j-1] then
room.tiles[i][j] = pits.innermid
elseif not matrix[i-1][j-1] and matrix[i-1][j] and matrix[i][j-1] then
room.tiles[i][j] = pits.innerleft
elseif not matrix[i+1][j-1] and matrix[i+1][j] and matrix[i][j-1] then
room.tiles[i][j] = pits.innerright
elseif not matrix[i-1][j] and not matrix[i][j-1] and not matrix[i+1][j] then
room.tiles[i][j] = pits.topcrevice
elseif not matrix[i-1][j] and not matrix[i+1][j] then
room.tiles[i][j] = pits.bottomcrevice
elseif not matrix[i-1][j] and not matrix[i][j-1] then
room.tiles[i][j] = pits.topleft
elseif not matrix[i+1][j] and not matrix[i][j-1] then
room.tiles[i][j] = pits.topright
elseif not matrix[i-1][j] then
room.tiles[i][j] = pits.left
elseif not matrix[i+1][j] then
room.tiles[i][j] = pits.right
elseif not matrix[i][j-1] then
room.tiles[i][j] = pits.top
else
room.tiles[i][j] = pits.center
end
end
end
end
return true
end
local function add_tiles_to_room (room, singletile)
for i=0,15 do
for j=0,11 do
@ -428,7 +352,7 @@ local function build_normal_room(room)
add_random_decor_to_room(room)
add_walls_to_room(room)
add_exits_to_room(room)
local pitsAdded = crumbling or add_pits_to_room(room)
local pitsAdded = crumbling or layoutparser.add_pits_to_room(room)
if room.goal then
add_level_exit(room)
@ -531,8 +455,7 @@ end
function module.load_textures(map)
t_floor = add_texture(map, "Objects/Floor.png")
t_wall = add_texture(map, "Objects/Wall.png")
t_pit0 = add_texture(map, "Objects/Pit0.png")
t_pit1 = add_texture(map, "Objects/Pit1.png")
layoutparser.load_textures(map)
local seed = get_random_seed(CURRENT_LEVEL);
info("Map room random seed: " .. seed)
@ -555,19 +478,6 @@ function module.load_textures(map)
floor.singleright = { t_floor, -1, xo + 96, yo + 16, false }
floor.single = { t_floor, -1, xo + 80, yo + 0, false }
local pit_yo = (random(5) + random(3)) * (16 * 2)
pits.topleft = { t_pit0, t_pit1, 0, pit_yo, false, false, false, true }
pits.top = { t_pit0, t_pit1, 16, pit_yo, false, false, false, true }
pits.topright = { t_pit0, t_pit1, 32, pit_yo, false, false, false, true }
pits.left = { t_pit0, t_pit1, 0, pit_yo + 16, false, false, false, true }
pits.center = { t_pit0, t_pit1, 16, pit_yo + 16, false, false, false, true }
pits.right = { t_pit0, t_pit1, 32, pit_yo + 16, false, false, false, true }
pits.innerleft = { t_pit0, t_pit1, 80, pit_yo, false, false, false, true }
pits.innermid = { t_pit0, t_pit1, 96, pit_yo, false, false, false, true }
pits.innerright = { t_pit0, t_pit1, 112, pit_yo, false, false, false, true }
pits.topcrevice = { t_pit0, t_pit1, 64, pit_yo, false, false, false, true }
pits.bottomcrevice = { t_pit0, t_pit1, 64, pit_yo + 16, false, false, false, true }
wall.topleft = { t_wall, -1, xo + 0, yo + 0, true }
wall.topright = { t_wall, -1, xo + 32, yo + 0, true }
wall.bottomleft = { t_wall, -1, xo + 0, yo + 32, true }