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