breakhack/data/mapgen.lua

181 lines
4.4 KiB
Lua

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