177 lines
4.2 KiB
Lua
177 lines
4.2 KiB
Lua
local room_builder = require "maproombuilder"
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local monster_gen = require "monstergen"
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local trap_gen = require "trapgen"
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local chest_gen = require "chestgen"
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-- Setting up some functions
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local time = os.time
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local random = map_random
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local randomseed = map_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] 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] = nil
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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 = get_random_seed(CURRENT_LEVEL)
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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 shopLevel = CURRENT_LEVEL % 4 == 0
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local bossLevel = CURRENT_LEVEL % 5 == 0
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if QUICK_MODE then
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bossLevel = CURRENT_LEVEL % 3 == 0
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shopLevel = CURRENT_LEVEL % 2 == 0
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end
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local coverage = 8 + CURRENT_LEVEL
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if bossLevel or CURRENT_LEVEL == 1 then
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coverage = 5
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end
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if ARCADE_MODE then
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coverage = 40
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shopLevel = true
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end
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if shopLevel then
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coverage = coverage + 1
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end
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-- Create the first room
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map_matrix[cx][cy] = room_builder.create_empty_room()
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while matrix_coverage(map_matrix) < coverage do
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local direction = random(4)
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if coridoor_count < coverage/2 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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valid_direction = false
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if direction == UP and cy > 1 then -- UP
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room_builder.add_exit(map_matrix[cx][cy], direction)
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map_matrix[cx][cy].path_dir = direction
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cy = cy - 1
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valid_direction = true
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elseif direction == LEFT and cx > 1 then -- LEFT
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room_builder.add_exit(map_matrix[cx][cy], direction)
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map_matrix[cx][cy].path_dir = direction
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cx = cx - 1
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valid_direction = true
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elseif direction == RIGHT and cx < 10 then -- RIGHT
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room_builder.add_exit(map_matrix[cx][cy], direction)
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map_matrix[cx][cy].path_dir = direction
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cx = cx + 1
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valid_direction = true
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elseif direction == DOWN and cy < 10 then -- DOWN
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room_builder.add_exit(map_matrix[cx][cy], direction)
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map_matrix[cx][cy].path_dir = direction
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cy = cy + 1
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valid_direction = true
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end
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-- Create the next room and add the reverse exit
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-- if a valid direction was found
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if valid_direction then
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if not map_matrix[cx][cy] then
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map_matrix[cx][cy] = room_builder.create_empty_room()
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end
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room_builder.add_exit(map_matrix[cx][cy], 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].goal = true
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map_matrix[cx][cy].type = "room"
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local roomCount = 0
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local bossAdded = false
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local shopAdded = false
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-- Build all the rooms
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for i=1,10 do
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for j=1,10 do
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room = map_matrix[i][j]
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if room then
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if roomCount > 5 and shopLevel and not shopAdded then
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room.type = "shop"
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shopAdded = true
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end
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roomCount = roomCount + 1
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room_builder.build_room(room, i-1, j-1)
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if room.type ~= "shop" then
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monster_gen.add_monsters_to_room(room, i-1, j-1)
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trap_gen.add_traps_to_room(room, i-1, j-1)
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chest_gen.add_chests_to_room(room, i-1, j-1)
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else
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monster_gen.add_shopkeeper_to_room(room, i-1, j-1)
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end
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if roomCount > 3 and bossLevel and not bossAdded then
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bossAdded = true
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monster_gen.add_boss_to_room(room, i-1, j-1)
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end
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end
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end
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end
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return map_matrix;
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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 then
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set_current_room(map, i-1, j-1);
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room_builder.load_room(map, room)
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monster_gen.load_monsters(map, room.monsters)
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trap_gen.load_traps(map, room.traps)
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chest_gen.load_chests(map, room.chests)
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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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