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 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 -- BEGIN SCRIPT map = create_map(CURRENT_LEVEL) -- 'map' needs to be global room_builder.load_textures(map) local map_matrix = generate_path() -- 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 room_builder.build_square_room(map, room) monster_gen.add_monster_to_room(map, i-1, j-1); elseif room.type == "coridoor" then room_builder.build_coridoor_room(map, room) end end end end -- END SCRIPT