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- /// <reference path="../Region.ts" />
- /// <reference path="../Shuffler.ts" />
- /// <reference path="ShufflerDirection.ts" />
- /// <reference path="RoomRandomMap.ts" />
- /// <reference path="RoomRandom.ts" />
- /// <reference path="RoomRandomFodder.ts" />
- interface RandomizingRoomOptions {
- region : RegionRandom;
- room : RoomRandom;
- map : RoomRandomMap;
- }
- class RegionRandom extends Region {
- private randomized = false;
- public map : RoomRandomMap;
- public fodderRoomClass : typeof RoomRandom = RoomRandomFodder;
- public placedRooms : Array<RoomRandom> = [];
- public constructor (name : string, map? : RoomRandomMap) {
- super(name);
- this.map = map == undefined ? new RoomRandomMap() : map;
- }
- public async randomize () {
- if (!this.randomized) {
- await RegionRandom.rulebookRandomizeRegion.execute({
- noun : this
- });
- }
- }
- public placeAt (room : RoomRandom, x : number, y : number) {
- this.map.map(room, x, y);
- this.place(room);
- }
- public static rng : () => number = () => { return Math.random(); };
- public static rulebookRandomizeRegion = new Rulebook<Region>("Randomizing Random Region something");
- public static rulebookPlaceRoom = new Rulebook<RandomizingRoomOptions>("Placing Random Room something");
- public static rulebookBeforePlaceRoom = new Rulebook<RandomizingRoomOptions>("Before placing Random Room something");
- public static rulebookAfterPlaceRoom = new Rulebook<RandomizingRoomOptions>("After placing Random Room something");
- public static ruleFirstRandomizeRegion = RegionRandom.rulebookRandomizeRegion.createAndAddRule({
- name : "Empty map cache to start randomizing region",
- firstPriority : Rule.PRIORITY_HIGHEST,
- code : runner => {
- let region = <RegionRandom> runner.noun;
- // We don't want to connect a region to another region unintentionally
- region.map.emptyCache();
- }
- });
- public static ruleBasicRandomizeRegion = RegionRandom.rulebookRandomizeRegion.createAndAddRule({
- name : "Randomize all unplaced, randomizable rooms in region something",
- code : async runner => {
- let region = <RegionRandom> runner.noun;
- let roomShuffler = new Shuffler(
- Region.InRelation.getAllRightTypes(region, RoomRandom).filter((room : RoomRandom) => {
- return room.randomizable && !room.placed &&
- (room == WorldState.player.getRoom() || (RegionRandom.rng() * 100) <= room.appearChance);
- }), RegionRandom.rng
- );
- for (let room = roomShuffler.getOne(); room != undefined; room = roomShuffler.getOne()) {
- // Prevent available connections from getting too low
- // If we're placing rooms with too few availableConnections, we might end up reaching 0 availableConnections
- // Which would mean no more rooms can be placed.
- while (region.map.rooms > 0 && region.map.getAvailableConnections() < 4) {
- let fodder = new region.fodderRoomClass();
- let options = <RandomizingRoomOptions> {
- map : region.map,
- room : fodder,
- region : region
- };
- region.place(fodder);
- await RegionRandom.rulebookBeforePlaceRoom.execute({noun : options});
- await RegionRandom.rulebookPlaceRoom.execute({noun : options});
- await RegionRandom.rulebookAfterPlaceRoom.execute({noun : options});
- }
- let options = <RandomizingRoomOptions> {
- map : region.map,
- room : room,
- region : region
- };
- await RegionRandom.rulebookBeforePlaceRoom.execute({noun : options});
- await RegionRandom.rulebookPlaceRoom.execute({noun : options});
- await RegionRandom.rulebookAfterPlaceRoom.execute({noun : options});
- if (!room.placed) {
- Elements.CurrentTurnHandler.printAsError(new Say("Was unable to place room ", room, ". Game might be unplayable."));
- }
- }
- }
- });
- public static ruleAddExtraConnections = RegionRandom.rulebookRandomizeRegion.createAndAddRule({
- firstPriority : Rule.PRIORITY_LOWEST,
- name : "Add extra connections to rooms in region",
- code : runner => {
- let region = <RegionRandom> runner.noun;
- let placedRooms = Region.InRelation.getAllRightTypes(region, RoomRandom).filter((room : RoomRandom) => {
- return room.randomizable && room.placed;
- });
- placedRooms.forEach((room : RoomRandom) => {
- let myCoordinates = region.map.getCoordinates(room);
- let directionShuffler = new Shuffler<number>(room.connectableOn.slice(0), RegionRandom.rng);
- // use greater connection chance
- for (let direction = directionShuffler.getOne(); direction != undefined; direction = directionShuffler.getOne()) {
- let chance1 = room.extraConnectionChance;
- if (room.connections[direction] == undefined) {
- let otherCoordinates = Room.shift(myCoordinates, direction);
- let otherRoom = region.map.getRoom(otherCoordinates[0], otherCoordinates[1]);
- if (otherRoom != undefined && otherRoom.randomizable
- && otherRoom.isConnectableOn(OppositeDirection[Direction[direction]])
- ) {
- let chance2 = otherRoom.extraConnectionChance;
- let chance = (chance1 == 0 || chance2 == 0) ? 0 : Math.max(chance1, chance2);
- if ((RegionRandom.rng() * 100) <= chance) {
- room.mapRoom(otherRoom, direction);
- }
- }
- }
- }
- // for (let direction = directionShuffler.getOne(); direction != undefined && (RegionRandom.rng() * 100) <= room.extraConnectionChance; direction = directionShuffler.getOne()) {
- // if (room.connections[direction] == undefined) {
- // let otherCoordinates = Room.shift(myCoordinates, direction);
- // let otherRoom = region.map.getRoom(otherCoordinates[0], otherCoordinates[1]);
- // if (otherRoom != undefined && otherRoom.randomizable
- // && otherRoom.isConnectableOn(OppositeDirection[Direction[direction]])
- // && (RegionRandom.rng() * 100) <= otherRoom.extraConnectionChance) {
- // room.mapRoom(otherRoom, direction);
- // }
- // }
- // }
- });
- }
- });
- public static rulePlaceFirstRoom = RegionRandom.rulebookPlaceRoom.createAndAddRule({
- name : "Placing First room something",
- firstPriority : Rule.PRIORITY_HIGHEST,
- code : runner => {
- let placingOptions = <RandomizingRoomOptions> runner.noun;
- if (placingOptions.map.isFree(0, 0)) {
- placingOptions.map.map(placingOptions.room, 0, 0);
- return true;
- }
- },
- conditions : runner => {
- return runner.noun.map.rooms == 0;
- }
- });
- public static rulePlaceNonTrickyRoom = RegionRandom.rulebookPlaceRoom.createAndAddRule({
- name : "Placing non-tricky room something",
- firstPriority : Rule.PRIORITY_HIGH,
- code : runner => {
- let placingOptions = <RandomizingRoomOptions> runner.noun;
- //let directionShuffler = new Shuffler<number>(placingOptions.room.connectableOn);
- let preferredGrowthDirection = placingOptions.map.getPreferredGrowth();
- let directionShuffler = new ShufflerDirection(placingOptions.room.connectableOn, preferredGrowthDirection);
- //for (let direction = directionShuffler.getOne(); direction != undefined; direction = directionShuffler.getOne()) {
- for (let direction = directionShuffler.getDirection(); direction != undefined; direction = directionShuffler.getDirection()) {
- let oppositeDirection = OppositeDirection[Direction[direction]];
- let connectableRoom = placingOptions.map.getAnyFromCache(oppositeDirection);
- if (connectableRoom != undefined) {
- let otherCoordinates = placingOptions.map.getCoordinates(connectableRoom);
- let myCoordinates = Room.shift(otherCoordinates, oppositeDirection);
- placingOptions.room.mapRoom(connectableRoom, direction);
- placingOptions.map.map(placingOptions.room, myCoordinates[0], myCoordinates[1]);
- return true;
- }
- }
- },
- conditions : runner => {
- return runner.noun.room.trickyCode == undefined;
- }
- });
- public static rulePlaceTrickyRoom = RegionRandom.rulebookPlaceRoom.createAndAddRule({
- name : "Placing tricky room something",
- code : runner => {
- let placingOptions = <RandomizingRoomOptions> runner.noun;
- let placedRooms = <Array<RoomRandom>> placingOptions.region.getRooms().filter((room) => {
- return room instanceof RoomRandom && room.placed;
- });
- if (placedRooms.length == 0) {
- Elements.CurrentTurnHandler.printAsError("Unable to place room " + placingOptions.room.getPrintedName() + ": There are no rooms to connect to!");
- return false;
- }
- let roomShuffler = new Shuffler(placedRooms, RegionRandom.rng);
- for (let connectableRoom = roomShuffler.getOne(); connectableRoom != undefined; connectableRoom = roomShuffler.getOne()) {
- let trickier = <TrickierOptions> {
- region : placingOptions.region,
- map : placingOptions.map,
- otherRoom : connectableRoom
- };
- let tricky = placingOptions.room.getAnyDirection(trickier);
- if (tricky != undefined) {
- placingOptions.room.mapRoom(connectableRoom, tricky.trickyRoomDirection);
- placingOptions.map.map(placingOptions.room, tricky.x, tricky.y);
- return true;
- }
- }
- // THIS WORKS
- // I DON'T KNOW WHY
- // I DON'T CARE WHY
- // LEAVE
- let connectableThroughFodder = (fodderStep : number, connectingRoom : RoomRandom) => {
- let trickier = <TrickierOptions> {
- region : placingOptions.region,
- map : placingOptions.map,
- otherRoom : connectingRoom
- };
- if (fodderStep == 0) {
- return placingOptions.room.getAnyDirection(trickier);
- } else {
- let newFodder = new (placingOptions.region.fodderRoomClass)();
- //let directionShuffler = new Shuffler<number>(newFodder.connectableOn, RegionRandom.rng);
- let preferredGrowthDirection = placingOptions.map.getPreferredGrowth();
- let directionShuffler = new ShufflerDirection(placingOptions.room.connectableOn, preferredGrowthDirection);
- for (let direction = directionShuffler.getDirection(); direction != undefined; direction = directionShuffler.getDirection()) {
- let oppositeDirection = OppositeDirection[Direction[direction]];
- let otherCoordinates = placingOptions.map.getCoordinates(connectingRoom);
- let wouldbeCoordinates = Room.shift(otherCoordinates, oppositeDirection);
- let fodderTricky = {
- otherRoom : connectingRoom,
- otherRoomDirection : oppositeDirection,
- trickyRoomDirection : direction,
- map : placingOptions.map,
- region : placingOptions.region,
- x : wouldbeCoordinates[0],
- y : wouldbeCoordinates[1]
- };
- if (newFodder.isPlaceable(fodderTricky)) {
- newFodder.mapRoom(connectingRoom, fodderTricky.trickyRoomDirection);
- placingOptions.map.map(newFodder, fodderTricky.x, fodderTricky.y);
- let nextTricky = connectableThroughFodder(fodderStep - 1, newFodder);
- if (nextTricky != undefined) {
- placingOptions.region.place(newFodder);
- return nextTricky;
- } else {
- newFodder.unmapRoom(fodderTricky.trickyRoomDirection);
- placingOptions.map.unmap(fodderTricky.x, fodderTricky.y);
- }
- }
- }
- }
- };
- for (let fodderLevel = 1; fodderLevel < 15; fodderLevel++) {
- roomShuffler.restart();
- for (let connectableRoom = roomShuffler.getOne(); connectableRoom != undefined; connectableRoom = roomShuffler.getOne()) {
- let tricky = connectableThroughFodder(fodderLevel, connectableRoom);
- if (tricky != undefined) {
- placingOptions.room.mapRoom(tricky.otherRoom, tricky.trickyRoomDirection);
- placingOptions.map.map(placingOptions.room, tricky.x, tricky.y);
- return true;
- }
- }
- }
- Elements.CurrentTurnHandler.printAsError("Unable to place room " + placingOptions.room.getPrintedName() + ": All attempts failed");
- return false;
- }
- });
- }
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