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authorozh <ozh@ozh.org>2014-02-13 22:18:39 +0100
committerozh <ozh@ozh.org>2014-02-13 22:18:39 +0100
commitbaa0a68dcc965833b2c9f0eb31dda045fa3d17c7 (patch)
tree5abe09270abfe24679406dab7be9105134dd10eb /DungeonGen.js
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+/*
+Orteil's crappy dungeon generation library, 2013
+Unfinished and buggy, use at your own risk (please credit)
+http://orteil.dashnet.org
+
+Rough process (might or might not be what actually happens) :
+1 make a room in the middle
+2 pick one of its walls (not corners)
+3 select a free tile on the other side of that wall
+4 iteratively expand the selection in one (corridors) or two (rooms) directions, stopping when we meet a wall or when we're above the size threshold
+5 compute that selection into a room
+6 add decorations to the room (pillars, water) but only on the center tiles, as to leave free passages (sprinkle destructible decorations anywhere)
+7 take a random floor tile in the room and repeat step 4, but don't stop at the walls of this room (this creates branching) - repeat about 5 times for interesting shapes
+8 add those branches to the room
+9 carve the room into the map, and set the initially selected wall as a door - set the new room's parent to the previous room, and add it to its parent's children
+10 repeat step 2 with any free wall on the map until the amount of tiles dug is above the desired fill ratio
+
+Note : I should probably switch the rendering to canvas to allow stuff like occlusion shadows and lights
+*/
+
+if (1==1 || undefined==Math.seedrandom)
+{
+ //seeded random function, courtesy of http://davidbau.com/archives/2010/01/30/random_seeds_coded_hints_and_quintillions.html
+ (function(a,b,c,d,e,f){function k(a){var b,c=a.length,e=this,f=0,g=e.i=e.j=0,h=e.S=[];for(c||(a=[c++]);d>f;)h[f]=f++;for(f=0;d>f;f++)h[f]=h[g=j&g+a[f%c]+(b=h[f])],h[g]=b;(e.g=function(a){for(var b,c=0,f=e.i,g=e.j,h=e.S;a--;)b=h[f=j&f+1],c=c*d+h[j&(h[f]=h[g=j&g+b])+(h[g]=b)];return e.i=f,e.j=g,c})(d)}function l(a,b){var e,c=[],d=(typeof a)[0];if(b&&"o"==d)for(e in a)try{c.push(l(a[e],b-1))}catch(f){}return c.length?c:"s"==d?a:a+"\0"}function m(a,b){for(var d,c=a+"",e=0;c.length>e;)b[j&e]=j&(d^=19*b[j&e])+c.charCodeAt(e++);return o(b)}function n(c){try{return a.crypto.getRandomValues(c=new Uint8Array(d)),o(c)}catch(e){return[+new Date,a,a.navigator.plugins,a.screen,o(b)]}}function o(a){return String.fromCharCode.apply(0,a)}var g=c.pow(d,e),h=c.pow(2,f),i=2*h,j=d-1;c.seedrandom=function(a,f){var j=[],p=m(l(f?[a,o(b)]:0 in arguments?a:n(),3),j),q=new k(j);return m(o(q.S),b),c.random=function(){for(var a=q.g(e),b=g,c=0;h>a;)a=(a+c)*d,b*=d,c=q.g(1);for(;a>=i;)a/=2,b/=2,c>>>=1;return(a+c)/b},p},m(c.random(),b)})(this,[],Math,256,6,52);
+}
+
+if (1==1 || undefined==choose) {function choose(arr) {if (arr.length==0) return 0; else return arr[Math.floor(Math.random()*arr.length)];}}
+
+
+var DungeonGen=function()
+{
+ var TILE_EMPTY=0;//solid
+ var TILE_LIMIT=-100;//can't build anything here; edges of map
+ var TILE_FLOOR_EDGE=100;
+ var TILE_FLOOR_CENTER=110;
+ var TILE_DOOR=200;
+ var TILE_PILLAR=300;//not just pillars, could be any type of repetitive decoration
+ var TILE_WATER=400;
+ var TILE_WALL=500;
+ var TILE_WALL_CORNER=510;
+ var TILE_ENTRANCE=250;
+ var TILE_EXIT=260;
+
+ var colors=[];
+ colors[TILE_EMPTY]='000';
+ colors[TILE_LIMIT]='900';
+ colors[TILE_FLOOR_EDGE]='ffc';
+ colors[TILE_FLOOR_CENTER]='ff9';
+ colors[TILE_DOOR]='f9f';
+ colors[TILE_PILLAR]='990';
+ colors[TILE_WATER]='99f';
+ colors[TILE_WALL]='960';
+ colors[TILE_WALL_CORNER]='630';
+ colors[TILE_ENTRANCE]='f9f';
+ colors[TILE_EXIT]='f9f';
+
+ var rand=function(a,b){return Math.floor(Math.random()*(b-a+1)+a);}//return random value between a and b
+
+ var Patterns=[];
+ this.Pattern=function(name,func)
+ {
+ this.name=name;
+ this.func=func;
+ Patterns.push(this);
+ }
+ new this.Pattern('Pillars',function(x,y,room)
+ {
+ if ((x+room.x)%2==0 && (y+room.y)%2==0 && Math.random()<0.8) return TILE_PILLAR;
+ return 0;
+ });
+ new this.Pattern('Large pillars',function(x,y,room)
+ {
+ if ((x+room.x)%3<2 && (y+room.y)%3<2 && Math.random()<0.8) return TILE_PILLAR;
+ return 0;
+ });
+ new this.Pattern('Sparse pillars',function(x,y,room)
+ {
+ if ((x+room.x)%3==0 && (y+room.y)%3==0 && Math.random()<0.8) return TILE_PILLAR;
+ return 0;
+ });
+ new this.Pattern('Lines',function(x,y,room)
+ {
+ if (room.x%2==0) if ((x+room.x)%2==0 && Math.random()<0.98) return TILE_PILLAR;
+ if (room.x%2==1) if ((y+room.y)%2==0 && Math.random()<0.98) return TILE_PILLAR;
+ return 0;
+ });
+
+
+ var getRandomPattern=function()
+ {return choose(Patterns);}
+
+ var defaultGenerator=function(me)
+ {
+ me.roomSize=10;
+ me.corridorSize=5;
+ me.fillRatio=1/3;
+ me.corridorRatio=0.2;
+ me.pillarRatio=0.2;
+ me.waterRatio=0;
+ me.branching=4;
+ me.sizeVariance=0.2;
+
+ me.fillRatio=0.1+Math.random()*0.4;
+ me.roomSize=Math.ceil(rand(5,15)*me.fillRatio*2);
+ me.corridorSize=Math.ceil(rand(1,7)*me.fillRatio*2);
+ me.corridorRatio=Math.random()*0.8+0.1;
+ me.pillarRatio=Math.random()*0.5+0.5;
+ me.waterRatio=Math.pow(Math.random(),2);
+ me.branching=Math.floor(Math.random()*6);
+ me.sizeVariance=Math.random();
+ }
+
+
+ this.Map=function(w,h,seed,params)
+ {
+ //create a new map
+ //leave the seed out for a random seed
+ //params is an object that contains custom parameters as defined in defaultGenerator
+ //example : MyMap=new DungeonGen.Map(30,30,MySeed,{waterRatio:0.8}); (80 percent of the rooms will contain water)
+ if (undefined!=seed) this.seed=seed; else {Math.seedrandom();this.seed=Math.random();}
+ Math.seedrandom(this.seed);
+ this.seedState=Math.random;
+ this.w=w||20;
+ this.h=h||20;
+
+ this.roomsAreHidden=0;
+
+ this.rooms=[];
+ this.freeWalls=[];//all walls that would be a good spot for a door
+ this.freeTiles=[];//all passable floor tiles
+ this.doors=[];
+ this.tiles=this.w*this.h;
+ this.tilesDug=0;
+ this.digs=0;//amount of digging steps
+ this.stuck=0;//how many times we ran into a problem; stop digging if we get too many of these
+
+ this.data=[];//fill the map with 0
+ for (var x=0;x<this.w;x++)
+ {
+ this.data[x]=[];
+ for (var y=0;y<this.h;y++)
+ {
+ this.data[x][y]=[TILE_EMPTY,-1,0];//data is stored as [tile system type,room id,tile displayed type] (-1 is no room)
+ if (x==0 || y==0 || x==this.w-1 || y==this.h-1) this.data[x][y]=[TILE_LIMIT,-1,0];
+ }
+ }
+
+ defaultGenerator(this);
+ if (params)
+ {
+ for (var i in params)
+ {
+ this[i]=params[i];
+ }
+ }
+ Math.seedrandom();
+
+ }
+
+ this.Map.prototype.getType=function(x,y){return this.data[x][y][0];}
+ this.Map.prototype.getRoom=function(x,y){if (this.data[x][y][1]!=-1) return this.rooms[this.data[x][y][1]]; else return -1;}
+ this.Map.prototype.getTile=function(x,y){return this.rooms[this.data[x][y][2]];}
+
+ this.Map.prototype.isWall=function(x,y)
+ {
+ var n=0;
+ for (var i in this.freeWalls){if (this.freeWalls[i][0]==x && this.freeWalls[i][1]==y) return n; else n++;}
+ return -1;
+ }
+ this.Map.prototype.isFloor=function(x,y)
+ {
+ var n=0;
+ for (var i in this.freeTiles){if (this.freeTiles[i][0]==x && this.freeTiles[i][1]==y) return n; else n++;}
+ return -1;
+ }
+ this.Map.prototype.removeFreeTile=function(x,y)
+ {
+ this.freeTiles.splice(this.isFloor(x,y),1);
+ }
+
+ this.Map.prototype.fill=function(what)
+ {
+ //fill with something (either a set value, or a function that takes the map, a position X and a position Y as arguments)
+ //NOTE : this also resets the rooms!
+ //example : MyMap.fill(function(m,x,y){return Math.floor((Math.random());});
+ //...will fill the map with 0s and 1s
+ var func=0;
+ if (typeof(what)=='function') func=1;
+ for (var x=0;x<this.w;x++){for (var y=0;y<this.h;y++){
+ if (func) this.data[x][y]=[what(this,x,y),-1,0]; else this.data[x][y]=[what,-1,0];
+ }}
+ this.rooms=[];
+ }
+
+ this.Map.prototype.fillZone=function(X,Y,W,H,what)
+ {
+ //just plain fill a rectangle
+ for (var x=X;x<X+W;x++){for (var y=Y;y<Y+H;y++){
+ this.data[x][y][0]=what;
+ }}
+ }
+
+ this.Map.prototype.getRoomTile=function(room,x,y)
+ {
+ var n=0;
+ for (var i in room.tiles) {if (room.tiles[i].x==x && room.tiles[i].y==y) return n; else n++;}
+ return -1;
+ }
+
+ this.Map.prototype.getFloorTileInRoom=function(room)
+ {
+ var tiles=[];
+ for (var i in room.tiles) {if (room.tiles[i].type==TILE_FLOOR_EDGE || room.tiles[i].type==TILE_FLOOR_CENTER) tiles.push(room.tiles[i]);}
+ return choose(tiles);
+ }
+
+ this.Map.prototype.canPlaceRoom=function(rx,ry,rw,rh)
+ {
+ if (rx<2 || ry<2 || rx+rw>=this.w-1 || ry+rh>=this.h-1) return false;
+ for (var x=rx;x<rx+rw;x++)
+ {
+ for (var y=ry;y<ry+rh;y++)
+ {
+ var tile=this.getType(x,y);
+ var room=this.getRoom(x,y);
+ if (tile==TILE_LIMIT) return false;
+ if (room!=-1) return false;
+ }
+ }
+ return true;
+ }
+
+ this.Map.prototype.setRoomTile=function(room,x,y,tile)
+ {
+ //var mapTile=this.getType(x,y);
+ var oldTile=this.getRoomTile(room,x,y);
+ var oldTileType=oldTile!=-1?room.tiles[oldTile].type:-1;
+ if (oldTile!=-1 && (
+ //(tile!=TILE_FLOOR_EDGE && tile!=TILE_FLOOR_CENTER) ||// && (oldTileType!=TILE_FLOOR_EDGE && oldTileType!=TILE_FLOOR_CENTER)) ||
+ //(tile!=TILE_FLOOR_EDGE && tile!=TILE_FLOOR_CENTER && (oldTileType!=TILE_FLOOR_EDGE && oldTileType!=TILE_FLOOR_CENTER)) ||
+ (tile==TILE_WALL || tile==TILE_WALL_CORNER) ||//don't place a wall over an existing room
+ (tile==TILE_FLOOR_EDGE && oldTileType==TILE_FLOOR_CENTER)//don't place an edge floor over a center floor
+ )) {return false;}
+ else
+ {
+ if (oldTile!=-1) room.tiles.splice(oldTile,1);
+ room.tiles.push({x:x,y:y,type:tile,score:0});
+ if ((tile==TILE_FLOOR_EDGE || tile==TILE_FLOOR_CENTER) && (oldTileType!=TILE_FLOOR_EDGE && oldTileType!=TILE_FLOOR_CENTER)) room.freeTiles++;
+ else if (tile!=TILE_FLOOR_EDGE && tile!=TILE_FLOOR_CENTER && (oldTileType==TILE_FLOOR_EDGE || oldTileType==TILE_FLOOR_CENTER)) room.freeTiles--;
+ return true;
+ }
+ }
+
+ this.Map.prototype.expandRoom=function(room,rx,ry,rw,rh)
+ {
+ var x=0;var y=0;
+ //floor
+ for (var x=rx;x<rx+rw;x++){for (var y=ry;y<ry+rh;y++){
+ this.setRoomTile(room,x,y,TILE_FLOOR_EDGE);
+ }}
+ for (var x=rx+1;x<rx+rw-1;x++){for (var y=ry+1;y<ry+rh-1;y++){
+ this.setRoomTile(room,x,y,TILE_FLOOR_CENTER);
+ }}
+ //walls
+ y=ry-1;
+ for (var x=rx;x<rx+rw;x++){
+ this.setRoomTile(room,x,y,TILE_WALL);
+ }
+ y=ry+rh;
+ for (var x=rx;x<rx+rw;x++){
+ this.setRoomTile(room,x,y,TILE_WALL);
+ }
+ x=rx-1;
+ for (var y=ry;y<ry+rh;y++){
+ this.setRoomTile(room,x,y,TILE_WALL);
+ }
+ x=rx+rw;
+ for (var y=ry;y<ry+rh;y++){
+ this.setRoomTile(room,x,y,TILE_WALL);
+ }
+ //corners
+ x=rx-1;y=ry-1;
+ this.setRoomTile(room,x,y,TILE_WALL_CORNER);
+ x=rx+rw;y=ry-1;
+ this.setRoomTile(room,x,y,TILE_WALL_CORNER);
+ x=rx-1;y=ry+rh;
+ this.setRoomTile(room,x,y,TILE_WALL_CORNER);
+ x=rx+rw;y=ry+rh;
+ this.setRoomTile(room,x,y,TILE_WALL_CORNER);
+
+ //decoration
+ var water=Math.random()<this.waterRatio?1:0;
+ var pattern=Math.random()<this.pillarRatio?getRandomPattern():0;
+ for (var x=rx;x<rx+rw;x++){for (var y=ry;y<ry+rh;y++){
+ if (room.tiles[this.getRoomTile(room,x,y)].type==TILE_FLOOR_CENTER)
+ {
+ var tile=0;
+ if (water!=0) tile=TILE_WATER;
+ if (pattern!=0)
+ {
+ tile=pattern.func(x,y,room)||tile;
+ }
+ if (tile!=0) this.setRoomTile(room,x,y,tile);
+ }
+ }}
+ }
+
+ this.Map.prototype.newRoom=function(x,y,w,h,parent)
+ {
+ //create a new abstract room, ready to be carved
+ var room={};
+ room.id=this.rooms.length;
+ room.w=w;//||rand(2,this.roomSize);
+ room.h=h;//||rand(2,this.roomSize);
+ room.x=x||rand(1,this.w-room.w-1);
+ room.y=y||rand(1,this.h-room.h-1);
+ room.tiles=[];
+ room.freeTiles=0;
+ room.parent=parent?parent:-1;
+ room.children=[];
+ room.gen=0;
+ room.door=0;
+ room.corridor=Math.random()<this.corridorRatio?1:0;
+ room.hidden=this.roomsAreHidden;//if 1, don't draw
+ //if (room.parent!=-1) room.corridor=!room.parent.corridor;//alternate rooms and corridors
+
+ return room;
+ }
+ this.Map.prototype.planRoom=function(room)
+ {
+ var branches=this.branching+1;
+ var forcedExpansions=[];
+ var w=room.w;
+ var h=room.h;
+ while (w>0 && h>0)
+ {
+ if (w>0) {forcedExpansions.push(1,3);w--;}
+ if (h>0) {forcedExpansions.push(2,4);h--;}
+ }
+
+ for (var i=0;i<branches;i++)
+ {
+ var steps=0;
+ var expansions=[];
+ if (!room.corridor)
+ {
+ expansions=[1,2,3,4];
+ steps=this.roomSize;
+ }
+ else
+ {
+ expansions=choose([[1,3],[2,4]]);
+ steps=this.corridorSize;
+ }
+ steps=Math.max(room.w+room.h,Math.ceil(steps*(1-Math.random()*this.sizeVariance)));
+ if (room.tiles.length==0) {var rx=room.x;var ry=room.y;var rw=1;var rh=1;}
+ else {var randomTile=this.getFloorTileInRoom(room);var rx=randomTile.x;var ry=randomTile.y;var rw=1;var rh=1;}
+ for (var ii=0;ii<steps;ii++)
+ {
+ if (expansions.length==0) break;
+ var xd=0;var yd=0;var wd=0;var hd=0;
+ var side=choose(expansions);
+ if (forcedExpansions.length>0) side=forcedExpansions[0];
+ if (side==1) {xd=-1;wd=1;}
+ else if (side==2) {yd=-1;hd=1;}
+ else if (side==3) {wd=1;}
+ else if (side==4) {hd=1;}
+ if (this.canPlaceRoom(rx+xd,ry+yd,rw+wd,rh+hd)) {rx+=xd;ry+=yd;rw+=wd;rh+=hd;} else expansions.splice(expansions.indexOf(side),1);
+ if (forcedExpansions.length>0) forcedExpansions.splice(0,1);
+ }
+ if (rw>1 || rh>1)
+ {
+ this.expandRoom(room,rx,ry,rw,rh);
+ }
+ }
+ }
+
+
+ this.Map.prototype.carve=function(room)
+ {
+ //carve a room into the map
+ for (var i in room.tiles)
+ {
+ var thisTile=room.tiles[i];
+ var x=thisTile.x;var y=thisTile.y;
+ var myType=this.data[x][y][0];
+ var type=thisTile.type;
+
+ if ((type==TILE_WALL || type==TILE_WALL_CORNER) && this.isWall(x,y)!=-1) {this.freeWalls.splice(this.isWall(x,y),1);}
+
+ if (this.data[x][y][1]!=-1 && (type==TILE_WALL || type==TILE_WALL_CORNER)) {}
+ else
+ {
+ if (this.data[x][y][1]==-1) this.tilesDug++;
+ this.data[x][y]=[thisTile.type,room.id,0];
+ if (x>1 && y>1 && x<this.w-2 && y<this.h-2 && type==TILE_WALL) this.freeWalls.push([x,y]);
+ if (type==TILE_FLOOR_EDGE || type==TILE_FLOOR_CENTER) this.freeTiles.push([x,y]);
+ }
+ var pos=[x,y];
+ }
+ this.rooms[room.id]=room;
+ }
+
+ this.Map.prototype.newRandomRoom=function(params)
+ {
+ var success=1;
+ params=params||{};//params is an object such as {corridor:1}
+ var door=choose(this.freeWalls);//select a free wall to use as a door
+ if (!door) {success=0;}
+ else
+ {
+ //this.data[door[0]][door[1]][0]=TILE_LIMIT;//not door
+ var parentRoom=this.getRoom(door[0],door[1]);
+ var sides=[];//select a free side of that door
+ if (this.getType(door[0]-1,door[1])==TILE_EMPTY) sides.push([-1,0]);
+ if (this.getType(door[0]+1,door[1])==TILE_EMPTY) sides.push([1,0]);
+ if (this.getType(door[0],door[1]-1)==TILE_EMPTY) sides.push([0,-1]);
+ if (this.getType(door[0],door[1]+1)==TILE_EMPTY) sides.push([0,1]);
+ var side=choose(sides);
+ if (!side) {success=0;this.freeWalls.splice(this.isWall(door[0],door[1]),1);}
+ else
+ {
+ var room=this.newRoom(door[0]+side[0],door[1]+side[1],0,0,parentRoom);//try a new room from this spot
+ for (var i in params)
+ {
+ room[i]=params[i];
+ }
+ this.planRoom(room);
+ if (room.tiles.length>0 && room.freeTiles>0)//we got a decent room
+ {
+ this.carve(room);
+ this.data[door[0]][door[1]][0]=TILE_DOOR;//place door
+ room.door=[door[0],door[1]];
+ this.data[door[0]][door[1]][1]=room.id;//set ID
+ this.freeWalls.splice(this.isWall(door[0],door[1]),1);//the door isn't a wall anymore
+ this.doors.push([door[0],door[1],room]);
+ //remove free tiles on either side of the door
+ if (this.isFloor(door[0]+side[0],door[1]+side[1])!=-1) this.removeFreeTile(door[0]+side[0],door[1]+side[1]);
+ if (this.isFloor(door[0]-side[0],door[1]-side[1])!=-1) this.removeFreeTile(door[0]-side[0],door[1]-side[1]);
+ room.parent=parentRoom;
+ parentRoom.children.push(room);
+ room.gen=parentRoom.gen+1;
+ }
+ else//not a good spot; remove this tile from the list of walls
+ {
+ this.freeWalls.splice(this.isWall(door[0],door[1]),1);
+ success=0;
+ }
+ }
+ }
+ if (success) return room;
+ else return 0;
+ }
+
+ this.Map.prototype.getRandomSpotInRoom=function(room)
+ {
+ var listOfTiles=[];
+ for (var i in room.tiles)
+ {
+ if ((room.tiles[i].type==TILE_FLOOR_EDGE || room.tiles[i].type==TILE_FLOOR_CENTER) && this.isFloor(room.tiles[i].x,room.tiles[i].y)!=-1)
+ {
+ listOfTiles.push(room.tiles[i]);
+ }
+ }
+ if (listOfTiles.length==0) return -1;
+ return choose(listOfTiles);
+ }
+ this.Map.prototype.getBestSpotInRoom=function(room)
+ {
+ var highest=-1;
+ var listOfHighest=[];
+ for (var i in room.tiles)
+ {
+ if ((room.tiles[i].type==TILE_FLOOR_EDGE || room.tiles[i].type==TILE_FLOOR_CENTER) && this.isFloor(room.tiles[i].x,room.tiles[i].y)!=-1)
+ {
+ if (room.tiles[i].score>highest)
+ {
+ listOfHighest=[];
+ highest=room.tiles[i].score;
+ listOfHighest.push(room.tiles[i]);
+ }
+ else if (room.tiles[i].score==highest)
+ {
+ listOfHighest.push(room.tiles[i]);
+ }
+ }
+ }
+ if (listOfHighest.length==0) return -1;
+ return choose(listOfHighest);
+ }
+ this.Map.prototype.getEarliestRoom=function()
+ {
+ return this.rooms[0];
+ }
+ this.Map.prototype.getDeepestRoom=function()
+ {
+ var deepest=0;
+ var deepestRoom=this.rooms[0];
+ for (var i in this.rooms)
+ {
+ if ((this.rooms[i].gen+Math.sqrt(this.rooms[i].freeTiles)*0.05)>=deepest && this.rooms[i].corridor==0 && this.rooms[i].freeTiles>4) {deepest=(this.rooms[i].gen+Math.sqrt(this.rooms[i].freeTiles)*0.05);deepestRoom=this.rooms[i];}
+ }
+ return deepestRoom;
+ }
+
+ this.Map.prototype.dig=function()
+ {
+ //one step in which we try to carve new stuff
+ //returns 0 when we couldn't dig this step, 1 when we could, and 2 when the digging is complete
+ Math.random=this.seedState;
+
+ var badDig=0;
+
+ if (this.digs==0)//first dig : build a starting room in the middle of the map
+ {
+ var w=rand(3,7);
+ var h=rand(3,7);
+ var room=this.newRoom(Math.floor(this.w/2-w/2),Math.floor(this.h/2-h/2),w,h);
+ room.corridor=0;
+ this.planRoom(room);
+ this.carve(room);
+ }
+ else
+ {
+ if (this.newRandomRoom()==0) badDig++;
+ }
+ if (badDig>0) this.stuck++;
+
+ this.digs++;
+
+ var finished=0;
+ if (this.tilesDug>=this.tiles*this.fillRatio) finished=1;
+ if (this.stuck>100) finished=1;
+
+ if (finished==1)//last touch : try to add a whole room at the end
+ {
+ for (var i=0;i<10;i++)
+ {
+ var newRoom=this.newRandomRoom({corridor:0,w:rand(3,7),h:rand(3,7)});
+ if (newRoom!=0 && newRoom.freeTiles>15) break;
+ }
+ }
+
+ Math.seedrandom();
+ if (finished==1) return 1; else if (badDig>0) return -1; else return 0;
+ }
+
+ this.Map.prototype.finish=function()
+ {
+ //touch up the map : add pillars in corners etc
+ /*
+ //set paths
+ for (var i in this.rooms)
+ {
+ var me=this.rooms[i];
+ if (me.door!=0)
+ {
+ var doors=[];
+ doors.push(me.door);
+ for (var ii in me.children)
+ {
+ if (me.children[ii].door!=0) doors.push(me.children[ii].door);
+ }
+ for (var ii in doors)
+ {
+ this.data[doors[ii][0]][doors[ii][1]][0]=TILE_LIMIT;
+ //ideally we should run agents that step from each door to the next
+ }
+ }
+ }
+ */
+ for (var i in this.rooms)
+ {
+ var pillars=Math.random()<this.pillarRatio;
+ for (var ii in this.rooms[i].tiles)
+ {
+ var x=this.rooms[i].tiles[ii].x;
+ var y=this.rooms[i].tiles[ii].y;
+ var me=this.data[x][y][0];
+ var x1=this.data[x-1][y][0];
+ var x2=this.data[x+1][y][0];
+ var y1=this.data[x][y-1][0];
+ var y2=this.data[x][y+1][0];
+ var xy1=this.data[x-1][y-1][0];
+ var xy2=this.data[x+1][y-1][0];
+ var xy3=this.data[x-1][y+1][0];
+ var xy4=this.data[x+1][y+1][0];
+
+ var walls=0;
+ if ((x1==TILE_WALL||x1==TILE_WALL_CORNER)) walls++;
+ if ((y1==TILE_WALL||y1==TILE_WALL_CORNER)) walls++;
+ if ((x2==TILE_WALL||x2==TILE_WALL_CORNER)) walls++;
+ if ((y2==TILE_WALL||y2==TILE_WALL_CORNER)) walls++;
+ if ((xy1==TILE_WALL||xy1==TILE_WALL_CORNER)) walls++;
+ if ((xy2==TILE_WALL||xy2==TILE_WALL_CORNER)) walls++;
+ if ((xy3==TILE_WALL||xy3==TILE_WALL_CORNER)) walls++;
+ if ((xy4==TILE_WALL||xy4==TILE_WALL_CORNER)) walls++;
+
+ var floors=0;
+ if ((x1==TILE_FLOOR_CENTER||x1==TILE_FLOOR_EDGE)) floors++;
+ if ((y1==TILE_FLOOR_CENTER||y1==TILE_FLOOR_EDGE)) floors++;
+ if ((x2==TILE_FLOOR_CENTER||x2==TILE_FLOOR_EDGE)) floors++;
+ if ((y2==TILE_FLOOR_CENTER||y2==TILE_FLOOR_EDGE)) floors++;
+ if ((xy1==TILE_FLOOR_CENTER||xy1==TILE_FLOOR_EDGE)) floors++;
+ if ((xy2==TILE_FLOOR_CENTER||xy2==TILE_FLOOR_EDGE)) floors++;
+ if ((xy3==TILE_FLOOR_CENTER||xy3==TILE_FLOOR_EDGE)) floors++;
+ if ((xy4==TILE_FLOOR_CENTER||xy4==TILE_FLOOR_EDGE)) floors++;
+
+ var complete=0;
+ if (walls+floors==8) complete=1;
+
+ var angle=0;
+ if (complete)
+ {
+ var top=0;
+ var left=0;
+ var right=0;
+ var bottom=0;
+ if ((xy1==TILE_WALL||xy1==TILE_WALL_CORNER) && (y1==TILE_WALL||y1==TILE_WALL_CORNER) && (xy2==TILE_WALL||xy2==TILE_WALL_CORNER)) top=1;
+ else if ((xy1==TILE_FLOOR_CENTER||xy1==TILE_FLOOR_EDGE) && (y1==TILE_FLOOR_CENTER||y1==TILE_FLOOR_EDGE) && (xy2==TILE_FLOOR_CENTER||xy2==TILE_FLOOR_EDGE)) top=-1;
+ if ((xy2==TILE_WALL||xy2==TILE_WALL_CORNER) && (x2==TILE_WALL||x2==TILE_WALL_CORNER) && (xy4==TILE_WALL||xy4==TILE_WALL_CORNER)) right=1;
+ else if ((xy2==TILE_FLOOR_CENTER||xy2==TILE_FLOOR_EDGE) && (x2==TILE_FLOOR_CENTER||x2==TILE_FLOOR_EDGE) && (xy4==TILE_FLOOR_CENTER||xy4==TILE_FLOOR_EDGE)) right=-1;
+ if ((xy1==TILE_WALL||xy1==TILE_WALL_CORNER) && (x1==TILE_WALL||x1==TILE_WALL_CORNER) && (xy3==TILE_WALL||xy3==TILE_WALL_CORNER)) left=1;
+ else if ((xy1==TILE_FLOOR_CENTER||xy1==TILE_FLOOR_EDGE) && (x1==TILE_FLOOR_CENTER||x1==TILE_FLOOR_EDGE) && (xy3==TILE_FLOOR_CENTER||xy3==TILE_FLOOR_EDGE)) left=-1;
+ if ((xy3==TILE_WALL||xy3==TILE_WALL_CORNER) && (y2==TILE_WALL||y2==TILE_WALL_CORNER) && (xy4==TILE_WALL||xy4==TILE_WALL_CORNER)) bottom=1;
+ else if ((xy3==TILE_FLOOR_CENTER||xy3==TILE_FLOOR_EDGE) && (y2==TILE_FLOOR_CENTER||y2==TILE_FLOOR_EDGE) && (xy4==TILE_FLOOR_CENTER||xy4==TILE_FLOOR_EDGE)) bottom=-1;
+ if ((top==1 && bottom==-1) || (top==-1 && bottom==1) || (left==1 && right==-1) || (left==-1 && right==1)) angle=1;
+ }
+
+ if (pillars && Math.random()<0.8 && this.rooms[i].freeTiles>4)
+ {
+ if ((angle==1 || (complete && walls==7)) && me==TILE_FLOOR_EDGE && x1!=TILE_DOOR && x2!=TILE_DOOR && y1!=TILE_DOOR && y2!=TILE_DOOR)
+ {
+ this.data[x][y][0]=TILE_PILLAR;
+ me=TILE_PILLAR;
+ this.removeFreeTile(x,y);
+ this.rooms[i].freeTiles--;
+ }
+ }
+
+ //calculate score (for placing items and exits)
+ if (top==1 || bottom==1 || left==1 || right==1)
+ {
+ this.rooms[i].tiles[ii].score+=2;
+ }
+ if (walls>5 || floors>5)
+ {
+ this.rooms[i].tiles[ii].score+=1;
+ }
+ if (walls==7 || floors==8)
+ {
+ this.rooms[i].tiles[ii].score+=5;
+ }
+ if ((me!=TILE_FLOOR_CENTER && me!=TILE_FLOOR_EDGE) || x1==TILE_DOOR || x2==TILE_DOOR || y1==TILE_DOOR || y2==TILE_DOOR) this.rooms[i].tiles[ii].score=-1;
+
+ }
+ }
+
+
+
+ //carve entrance and exit
+ var entrance=this.getBestSpotInRoom(this.getEarliestRoom());
+ this.data[entrance.x][entrance.y][0]=TILE_ENTRANCE;
+ this.entrance=[entrance.x,entrance.y];
+ entrance.score=0;
+ this.removeFreeTile(entrance.x,entrance.y);
+ var exit=this.getBestSpotInRoom(this.getDeepestRoom());
+ this.data[exit.x][exit.y][0]=TILE_EXIT;
+ this.exit=[exit.x,exit.y];
+ this.removeFreeTile(exit.x,exit.y);
+ exit.score=0;
+
+ /*
+ for (var i in this.doors)//remove door tiles (to add later; replace the tiles by entities that delete themselves when opened)
+ {
+ this.data[this.doors[i][0]][this.doors[i][1]][0]=TILE_FLOOR_EDGE;
+ }
+ */
+ }
+
+ this.Map.prototype.isObstacle=function(x,y)
+ {
+ var free=[TILE_FLOOR_EDGE,TILE_FLOOR_CENTER,TILE_DOOR,TILE_ENTRANCE,TILE_EXIT];
+ for (var i in free)
+ {
+ if (this.data[x][y][0]==free[i]) return 0;
+ }
+ return 1;
+ }
+
+ var joinTile=function(map,x,y,joinWith)
+ {
+ //for the tile at x,y, return 2 if it joins with its horizontal neighbors, 3 if it joins with its vertical neighbors, 1 if it joins with either both or neither.
+ //joinWith contains the tile types that count as joinable, in addition to this tile. (don't add the tested tile to joinWith!)
+ var p=1;
+ var me=map.data[x][y][0];
+ var x1=map.data[x-1][y][0];
+ var x2=map.data[x+1][y][0];
+ var y1=map.data[x][y-1][0];
+ var y2=map.data[x][y+1][0];
+ joinWith.push(me);
+ var joinsX=0;
+ for (var i in joinWith)
+ {
+ if (x1==joinWith[i]) joinsX++;
+ if (x2==joinWith[i]) joinsX++;
+ }
+ var joinsY=0;
+ for (var i in joinWith)
+ {
+ if (y1==joinWith[i]) joinsY++;
+ if (y2==joinWith[i]) joinsY++;
+ }
+ if (joinsX==2 && joinsY==2) p=1;
+ else if (joinsX==2) p=2;
+ else if (joinsY==2) p=3;
+ return p;
+ }
+ this.Map.prototype.getPic=function(x,y)
+ {
+ //return a position [x,y] in the tiles (as 0, 1, 2...) for the tile on the map at position x,y
+ if (Tiles[this.data[x][y][2]])
+ {
+ if (Tiles[this.data[x][y][2]].joinType=='join')
+ {
+ var thisPic=Tiles[this.data[x][y][2]].pic;
+ thisPic=[thisPic[0],thisPic[1]];//why is this even necessary?
+ var joinWith=[];
+ if (this.data[x][y][0]==TILE_WALL) joinWith.push(TILE_WALL_CORNER);
+ else if (this.data[x][y][0]==TILE_DOOR) joinWith.push(TILE_WALL,TILE_WALL_CORNER);
+ thisPic[0]+=joinTile(this,x,y,joinWith)-1;
+ return thisPic;
+ }
+ else if (Tiles[this.data[x][y][2]].joinType=='random3')
+ {
+ var thisPic=Tiles[this.data[x][y][2]].pic;
+ thisPic=[thisPic[0],thisPic[1]];
+ thisPic[0]+=Math.floor(Math.random()*3);
+ return thisPic;
+ }
+ return Tiles[this.data[x][y][2]].pic;
+ }
+ return [0,0];
+ }
+
+ var Tiles=[];
+ var TilesByName=[];
+ this.Tile=function(name,pic,joinType)
+ {
+ this.name=name;
+ this.pic=pic;
+ this.joinType=joinType||'none';
+ this.id=Tiles.length;
+ Tiles[this.id]=this;
+ TilesByName[this.name]=this;
+ }
+ new this.Tile('void',[0,0]);
+ this.loadTiles=function(tiles)
+ {
+ for (var i in tiles)
+ {
+ var name=tiles[i][0];
+ var pic=tiles[i][1];
+ var joinType=tiles[i][2];
+ new this.Tile(name,pic,joinType);
+ }
+ }
+
+ var computeTile=function(tile,tiles,value,name)
+ {
+ if (tile==value && tiles[name]) return TilesByName[tiles[name]];
+ return 0;
+ }
+ this.Map.prototype.assignTiles=function(room,tiles)
+ {
+ //set the displayed tiles for this room
+ for (var i in room.tiles)
+ {
+ var type=Tiles[0];
+ var me=room.tiles[i];
+ var tile=this.data[me.x][me.y][0];
+ type=computeTile(tile,tiles,TILE_WALL_CORNER,'wall corner')||type;
+ type=computeTile(tile,tiles,TILE_WALL,'wall')||type;
+ type=computeTile(tile,tiles,TILE_FLOOR_EDGE,'floor edges')||type;
+ type=computeTile(tile,tiles,TILE_FLOOR_CENTER,'floor')||type;
+ type=computeTile(tile,tiles,TILE_PILLAR,'pillar')||type;
+ type=computeTile(tile,tiles,TILE_DOOR,'door')||type;
+ type=computeTile(tile,tiles,TILE_WATER,'water')||type;
+ type=computeTile(tile,tiles,TILE_ENTRANCE,'entrance')||type;
+ type=computeTile(tile,tiles,TILE_EXIT,'exit')||type;
+
+ this.data[me.x][me.y][2]=type.id;
+ }
+ }
+
+
+ this.Map.prototype.draw=function(size)
+ {
+ //return a string containing a rough visual representation of the map
+ var str='';
+ var size=size||10;
+ for (var y=0;y<this.h;y++){for (var x=0;x<this.w;x++){
+ var text='';
+ if (this.isFloor(x,y)!=-1) text='o';
+ if (this.isWall(x,y)!=-1) text+='x';
+ var room=this.getRoom(x,y);
+ var opacity=Math.max(0.1,1-(this.getRoom(x,y).gen/10));
+ var title=room.freeTiles;//this.data[x][y][0].toString();
+ text='';
+ str+='<div style="opacity:'+opacity+';width:'+size+'px;height:'+size+'px;position:absolute;left:'+(x*size)+'px;top:'+(y*size)+'px;display:block;padding:0px;margin:0px;background:#'+colors[this.data[x][y][0]]+';color:#999;" title="'+title+'">'+text+'</div>';
+ }
+ str+='<br>';
+ }
+ str='<div style="position:relative;width:'+(this.w*size)+'px;height:'+(this.h*size)+'px;background:#000;font-family:Courier;font-size:'+size+'px;float:left;margin:10px;">'+str+'</div>';
+ return str;
+ }
+
+ this.Map.prototype.drawDetailed=function()
+ {
+ //return a string containing a rough visual representation of the map (with graphics)
+ var str='';
+ var size=16;
+ for (var y=0;y<this.h;y++){for (var x=0;x<this.w;x++){
+ var room=this.getRoom(x,y);
+ //var opacity=Math.max(0.1,room.tiles[this.getRoomTile(room,x,y)].score);
+ var opacity=1;
+ var title='void';
+ if (room!=-1)
+ {
+ opacity=Math.max(0.1,1-room.gen/5);
+ if (this.data[x][y][0]==TILE_ENTRANCE || this.data[x][y][0]==TILE_EXIT) opacity=1;
+ title=(room.corridor?'corridor':'room')+' '+room.id+' | depth : '+room.gen+' | children : '+room.children.length;
+ }
+ var pic=this.getPic(x,y);
+ str+='<div style="opacity:'+opacity+';width:'+size+'px;height:'+size+'px;position:absolute;left:'+(x*size)+'px;top:'+(y*size)+'px;display:block;padding:0px;margin:0px;background:#'+colors[this.data[x][y][0]]+' url(img/dungeonTiles.png) '+(-pic[0]*16)+'px '+(-pic[1]*16)+'px;color:#999;" title="'+title+'"></div>';
+ }
+ str+='<br>';
+ }
+ str='<div style="box-shadow:0px 0px 12px 6px #00061b;position:relative;width:'+(this.w*size)+'px;height:'+(this.h*size)+'px;background:#00061b;font-family:Courier;font-size:'+size+'px;float:left;margin:10px;">'+str+'</div>';
+ return str;
+ }
+
+ this.Map.prototype.getStr=function()
+ {
+ //return a string containing the map with tile graphics, ready to be pasted in a wrapper
+ var str='';
+ var size=16;
+ for (var y=0;y<this.h;y++){for (var x=0;x<this.w;x++){
+ var room=this.getRoom(x,y);
+ //var opacity=Math.max(0.1,room.tiles[this.getRoomTile(room,x,y)].score);
+ var opacity=1;
+ var title='void';
+ var pic=this.getPic(x,y);
+ if (room!=-1)
+ {
+ /*
+ opacity=Math.max(0.1,1-room.gen/5);
+ if (room.hidden) opacity=0;
+ if (this.data[x][y][0]==TILE_ENTRANCE || this.data[x][y][0]==TILE_EXIT) opacity=1;
+ */
+ if (room.hidden) pic=[0,0];
+ title=(room.corridor?'corridor':'room')+' '+room.id+' | depth : '+room.gen+' | children : '+room.children.length;
+ }
+ str+='<div style="opacity:'+opacity+';width:'+size+'px;height:'+size+'px;position:absolute;left:'+(x*size)+'px;top:'+(y*size)+'px;display:block;padding:0px;margin:0px;background:#'+colors[this.data[x][y][0]]+' url(img/dungeonTiles.png) '+(-pic[0]*16)+'px '+(-pic[1]*16)+'px;color:#999;" title="'+title+'"></div>';
+ }
+ str+='<br>';
+ }
+ return str;
+ }
+
+} \ No newline at end of file