Minor tweaks

This commit is contained in:
Adrian Hedqvist 2018-01-17 10:17:07 +01:00
parent 68d85c5eae
commit e0d1bcad3a
5 changed files with 65 additions and 15 deletions

View file

@ -21,7 +21,7 @@ local tiles = {
},
dungeon_floor = {
glyph = '.',
fg = {.8,.8,1,1},
fg = {.8,.8,.95,1},
bg = {.1,.1,.2,1},
passable = true,
opaque = false,
@ -29,6 +29,26 @@ local tiles = {
description = "A stone floor",
tags = { "dungeon", "stone", "floor" }
},
-- dungeon_floor2 = {
-- glyph = '.',
-- fg = {.85,.85,.9,1},
-- bg = {.15,.15,.25,1},
-- passable = true,
-- opaque = false,
-- wall = false,
-- description = "A stone floor",
-- tags = { "dungeon", "stone", "floor" }
-- },
-- dungeon_floor3 = {
-- glyph = '.',
-- fg = {.75,.75,.95,1},
-- bg = {.1,.1,.25,1},
-- passable = true,
-- opaque = false,
-- wall = false,
-- description = "A stone floor",
-- tags = { "dungeon", "stone", "floor" }
-- },
dungeon_entrance = {
glyph = '>',
fg = {.8,.8,1,1},
@ -49,6 +69,26 @@ local tiles = {
description = "Stone stairs going downwards",
tags = { "dungeon", "stone", "exit" }
},
-- grass = {
-- glyph = '"',
-- fg = {.4,.95,.4,1},
-- bg = {.1,.15,.2,1},
-- passable = true,
-- opaque = false,
-- wall = false,
-- description = "A patch of grass",
-- tags = { "dungeon", "floor", "grass" }
-- },
-- moss = {
-- glyph = '.',
-- fg = {.4,.95,.4,1},
-- bg = {.1,.15,.2,1},
-- passable = true,
-- opaque = false,
-- wall = false,
-- description = "A patch of moss",
-- tags = { "dungeon", "floor", "moss" }
-- },
}
local dijkstra_debug_amount = 100

View file

@ -20,6 +20,10 @@ bool aabb(Room &a, Room &b) {
a.pos.y <= b.pos.y + b.size.y && a.pos.y + a.size.y >= b.pos.y;
}
template<class T> T rand_entry(std::vector<T> &vec, Rng &rng) {
return vec[rng.get_int(vec.size()-1)];
}
void maze_fill(Tilemap& map, int x, int y, std::string wall, std::string floor, Rng &rng) {
if (!map.get_tile(x, y).wall) return;
@ -55,7 +59,7 @@ void maze_fill(Tilemap& map, int x, int y, std::string wall, std::string floor,
}
}
if (!options.empty()) {
stack.emplace(options.at(rng.get_int(options.size() - 1)));
stack.emplace(rand_entry<vec2i>(options,rng));
}
else {
stack.pop();
@ -87,7 +91,7 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet tiles
// Set the whole map to walls
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
map.set_tile(x, y, wall_tiles[rng.get_int(0, wall_tiles.size()-1)]);
map.set_tile(x, y, rand_entry<std::string>(wall_tiles, rng));
}
}
@ -115,7 +119,7 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet tiles
for (Room r : rooms) {
for (int x = r.pos.x+1; x < r.pos.x + r.size.x-1; x++) {
for (int y = r.pos.y+1; y < r.pos.y + r.size.y-1; y++) {
map.set_tile(x, y, floor_tiles[rng.get_int(0, floor_tiles.size() - 1)]);
map.set_tile(x, y, rand_entry<std::string>(floor_tiles, rng));
}
}
}
@ -133,7 +137,7 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet tiles
}
// If this tile is a wall and is completely surrounded by other walls, start generating a maze here.
if (count >= 8) {
maze_fill(map, x, y, wall_tiles[rng.get_int(0, wall_tiles.size() - 1)], floor_tiles[rng.get_int(0, floor_tiles.size() - 1)], rng);
maze_fill(map, x, y, rand_entry<std::string>(wall_tiles, rng), floor_tiles[rng.get_int(0, floor_tiles.size() - 1)], rng);
maze_start_points.emplace_back(vec2i(x, y));
}
}
@ -186,7 +190,7 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet tiles
int r = rng.get_int(potential_doors.size()-1);
vec2i pos = potential_doors.at(r);
map.set_tile(pos.x, pos.y, door_tiles[rng.get_int(0, door_tiles.size() - 1)]);
map.set_tile(pos.x, pos.y, rand_entry<std::string>(door_tiles, rng));
potential_doors.erase(r + potential_doors.begin());
for (int j = potential_doors.size() - 1; j >= 0; j--) {
if ((pos - potential_doors[j]).dist() <= 4) {
@ -231,11 +235,11 @@ Tilemap generate_dungeon(unsigned int seed, int width, int height, TileSet tiles
}
}
if (count == 1) {
map.set_tile(pos.x, pos.y, wall_tiles[rng.get_int(0, wall_tiles.size() - 1)]);
map.set_tile(pos.x, pos.y, rand_entry<std::string>(wall_tiles, rng));
new_dead_ends.emplace_back(next);
}
else if (count == 0) {
map.set_tile(pos.x, pos.y, wall_tiles[rng.get_int(0, wall_tiles.size() - 1)]);
map.set_tile(pos.x, pos.y, rand_entry<std::string>(wall_tiles, rng));
}
}
dead_ends = new_dead_ends;

View file

@ -126,15 +126,17 @@ Gamestate *PlayState::update(double delta) {
}
if (dir != vec2i(0,0)) {
if (!actor->move(dir.x, dir.y, &tilemap)) {
vec2i heropos = actor->get_position();
Actor* act = tilemap.get_actor(heropos.x + dir.x, heropos.y + dir.y);
if(act == nullptr) {
vec2i pos = actor->get_position();
auto acts = tilemap.get_actors(pos.x + dir.x, pos.y + dir.y, 0);
if(acts.empty()) {
SDL_LogVerbose(SDL_LOG_CATEGORY_SYSTEM, "Turn aborted: invalid player action.\n");
player_action = ACTION_NONE;
return nullptr; // unable to move and nothing to attack == abort turn
}
if (act->is_alive() && act->get_actor_faction() != actor->get_actor_faction()) {
actor->attack(act);
for (Actor* a : acts) {
if (a->is_alive() && a->get_actor_faction() != actor->get_actor_faction()) {
actor->attack(a);
}
}
}
}
@ -240,7 +242,8 @@ void PlayState::draw(double delta) {
int sprite = var->get_sprite_id();
Color fg = var->get_sprite_color()*0.35f;
app->renderer->draw_sprite(ascii->get_sprite(sprite), fg, black, margin.x + (offset.x + pos.x) * asciisize.x, margin.y + (offset.y + pos.y) * asciisize.y);
Color bg = tilemap.get_tile(pos.x, pos.y).bg;
app->renderer->draw_sprite(ascii->get_sprite(sprite), fg, bg, margin.x + (offset.x + pos.x) * asciisize.x, margin.y + (offset.y + pos.y) * asciisize.y);
}
}

View file

@ -66,7 +66,7 @@ void TileSet::load_from_table(kaguya::LuaStackRef table) {
else {
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "Tileset: Missing value wall for tile: %s", key.c_str());
}
SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "Tileset: Added tile: %s", key.c_str());
//SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "Tileset: Added tile: %s", key.c_str());
tiles[key] = t;
if (tiles.count(key) == 0) {
SDL_LogDebug(SDL_LOG_CATEGORY_APPLICATION, "Tileset: Could not find the tile we just added?!: %s", key.c_str());

View file

@ -111,6 +111,7 @@ Actor * Tilemap::get_actor(int x, int y) {
std::vector<Actor*> Tilemap::get_actors(int x, int y, int range) {
std::vector<Actor*> found;
std::vector<vec2i> neigh = get_neighbours(x, y, range);
neigh.emplace_back(vec2i(x,y));
for (Actor* ent : actors) {
for (vec2i pos : neigh) {
vec2i apos = ent->get_position();
@ -157,10 +158,12 @@ void Tilemap::draw(Renderer *renderer, SpriteAtlas* sprites, int x, int y, int t
}
void Tilemap::debug_print() {
/*
for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) {
printf("\t%d", get_tile(x, y));
}
printf("\n");
}
*/
}