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dungeon.go
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package dungeon
import (
"math"
"math/rand"
"jordiburgos.com/officestruggle/grid"
)
type DungeonOptions struct {
MinRoomSize int
MaxRoomSize int
MaxRoomCount int
}
func randBetween(min int, max int) int {
return rand.Intn(max-min) + min
}
func CreateDungeon(m grid.Rect, opts DungeonOptions, levels int) ([]grid.Tile, grid.Tile, map[int]grid.Tile, map[int]grid.Tile) {
goingUp := map[int]grid.Tile{}
goingDown := map[int]grid.Tile{}
tileList := []grid.Tile{}
center := grid.Tile{}
for i := 0; i < levels; i++ {
levelTiles, levelCenter := createLevel(m, opts, i, levels, goingUp, goingDown)
tileList = append(tileList, levelTiles...)
if i == 0 {
center = levelCenter
}
}
return tileList, center, goingUp, goingDown
}
func createLevel(m grid.Rect, opts DungeonOptions, level int, maxLevel int, goingUp map[int]grid.Tile, goingDown map[int]grid.Tile) ([]grid.Tile, grid.Tile) {
_, dungeonTiles := grid.GetRectangle(m.X, m.Y, m.Width, m.Height, false, grid.RectangleOptions{
Sprite: grid.Wall,
Z: level,
})
var tiles map[string]grid.Tile = make(map[string]grid.Tile)
var rooms []grid.Rectangle
for _, tile := range dungeonTiles {
tiles[tile.GetKey()] = tile
}
for i := 0; i < opts.MaxRoomCount; i++ {
rw := randBetween(opts.MinRoomSize, opts.MaxRoomSize)
rh := randBetween(opts.MinRoomSize, opts.MaxRoomSize)
rx := randBetween(m.X, m.Width+m.X-rw)
ry := randBetween(m.Y, m.Height+m.Y-rh)
// Create a candidate room
candidate, candidateTiles := grid.GetRectangle(rx, ry, rw, rh, true, grid.RectangleOptions{
Sprite: grid.Floor,
Z: level,
})
// test if candidate is overlapping with any existing rooms
existIntersection := false
for r := 0; r < len(rooms); r++ {
thisIntersects := grid.RectsIntersect(rooms[r], candidate)
if thisIntersects {
existIntersection = true
break
}
}
if !existIntersection {
rooms = append(rooms, candidate)
for _, tile := range candidateTiles {
tiles[tile.GetKey()] = tile
}
}
}
for r := 1; r < len(rooms); r++ {
prev := rooms[r-1].Center
curr := rooms[r].Center
for _, tile := range digHorizontalPassage(prev.X, curr.X, curr.Y, level) {
tiles[tile.GetKey()] = tile
}
for _, tile := range digVerticalPassage(prev.Y, curr.Y, prev.X, level) {
tiles[tile.GetKey()] = tile
}
}
// Upstairs
if level < maxLevel-1 {
lastRoom := rooms[len(rooms)-1]
tile := tiles[lastRoom.Center.GetKey()]
tile.Sprite = grid.Upstairs
tiles[lastRoom.Center.GetKey()] = tile
goingUp[level] = tile
}
// Downstairs
if level > 0 {
nextRoom := rooms[1]
tile := tiles[nextRoom.Center.GetKey()]
tile.Sprite = grid.Downstairs
tiles[nextRoom.Center.GetKey()] = tile
goingDown[level] = tile
}
tileList := []grid.Tile{}
for _, tile := range tiles {
tileList = append(tileList, tile)
}
return tileList, rooms[0].Center
}
func digHorizontalPassage(x1 int, x2 int, y int, z int) []grid.Tile {
var tiles []grid.Tile
start := math.Min(float64(x1), float64(x2))
end := int(math.Max(float64(x1), float64(x2)) + 1)
x := int(start)
for x < end {
tile := grid.Tile{
X: x,
Y: y,
Z: z,
Sprite: grid.Floor,
}
tiles = append(tiles, tile)
x++
}
return tiles
}
func digVerticalPassage(y1 int, y2 int, x int, z int) []grid.Tile {
var tiles []grid.Tile
start := math.Min(float64(y1), float64(y2))
end := int(math.Max(float64(y1), float64(y2)) + 1)
y := int(start)
for y < end {
tile := grid.Tile{
X: x,
Y: y,
Z: z,
Sprite: grid.Floor,
}
tiles = append(tiles, tile)
y++
}
return tiles
}