com.watabou.utils.Graph Java Examples
The following examples show how to use
com.watabou.utils.Graph.
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Example #1
Source File: RegularLevel.java From remixed-dungeon with GNU General Public License v3.0 | 5 votes |
protected boolean placeEntranceAndExit() { int distance; int retry = 0; int minDistance = (int) Math.sqrt(rooms.size()); Room roomExit; do { do { roomEntrance = Random.element(rooms); } while (roomEntrance.width() < 4 || roomEntrance.height() < 4); do { roomExit = Random.element(rooms); } while (roomExit == roomEntrance || roomExit.width() < 4 || roomExit.height() < 4); Graph.buildDistanceMap(rooms, roomExit); distance = roomEntrance.distance(); if (retry++ > 10) { return false; } } while (distance < minDistance); roomEntrance.type = Type.ENTRANCE; roomExit.type = Type.EXIT; setRoomExit(roomExit); return true; }
Example #2
Source File: RegularLevel.java From remixed-dungeon with GNU General Public License v3.0 | 5 votes |
protected void buildPath(Room from, Room to) { Graph.buildDistanceMap(rooms, to); List<Room> path = Graph.buildPath(from, to); if(path!=null) { Room room = from; for (Room next : path) { if (!room.isRoomIsolatedFrom(to)) { break; } room.price(room.price()*2); room.connect(next); room = next; } } }
Example #3
Source File: LastShopLevel.java From unleashed-pixel-dungeon with GNU General Public License v3.0 | 4 votes |
@Override protected boolean build() { feeling = Feeling.CHASM; viewDistance = 4; initRooms(); int distance; int retry = 0; int minDistance = (int)Math.sqrt( rooms.size() ); do { int innerRetry = 0; do { if (innerRetry++ > 10) { return false; } roomEntrance = Random.element( rooms ); } while (roomEntrance.width() < 4 || roomEntrance.height() < 4); innerRetry = 0; do { if (innerRetry++ > 10) { return false; } roomExit = Random.element( rooms ); } while (roomExit == roomEntrance || roomExit.width() < 6 || roomExit.height() < 6 || roomExit.top == 0); Graph.buildDistanceMap( rooms, roomExit ); distance = Graph.buildPath( rooms, roomEntrance, roomExit ).size(); if (retry++ > 10) { return false; } } while (distance < minDistance); roomEntrance.type = Type.ENTRANCE; roomExit.type = Type.EXIT; Graph.buildDistanceMap( rooms, roomExit ); List<Room> path = Graph.buildPath( rooms, roomEntrance, roomExit ); Graph.setPrice( path, roomEntrance.distance ); Graph.buildDistanceMap( rooms, roomExit ); path = Graph.buildPath( rooms, roomEntrance, roomExit ); Room room = roomEntrance; for (Room next : path) { room.connect( next ); room = next; } Room roomShop = null; int shopSquare = 0; for (Room r : rooms) { if (r.type == Type.NULL && r.connected.size() > 0) { r.type = Type.PASSAGE; if (r.square() > shopSquare) { roomShop = r; shopSquare = r.square(); } } } if (roomShop == null || shopSquare < 54) { return false; } else { roomShop.type = Imp.Quest.isCompleted() ? Room.Type.SHOP : Room.Type.STANDARD; } paint(); paintWater(); paintGrass(); return true; }
Example #4
Source File: LastShopLevel.java From pixel-dungeon with GNU General Public License v3.0 | 4 votes |
@Override protected boolean build() { initRooms(); int distance; int retry = 0; int minDistance = (int)Math.sqrt( rooms.size() ); do { int innerRetry = 0; do { if (innerRetry++ > 10) { return false; } roomEntrance = Random.element( rooms ); } while (roomEntrance.width() < 4 || roomEntrance.height() < 4); innerRetry = 0; do { if (innerRetry++ > 10) { return false; } roomExit = Random.element( rooms ); } while (roomExit == roomEntrance || roomExit.width() < 6 || roomExit.height() < 6 || roomExit.top == 0); Graph.buildDistanceMap( rooms, roomExit ); distance = Graph.buildPath( rooms, roomEntrance, roomExit ).size(); if (retry++ > 10) { return false; } } while (distance < minDistance); roomEntrance.type = Type.ENTRANCE; roomExit.type = Type.EXIT; Graph.buildDistanceMap( rooms, roomExit ); List<Room> path = Graph.buildPath( rooms, roomEntrance, roomExit ); Graph.setPrice( path, roomEntrance.distance ); Graph.buildDistanceMap( rooms, roomExit ); path = Graph.buildPath( rooms, roomEntrance, roomExit ); Room room = roomEntrance; for (Room next : path) { room.connect( next ); room = next; } Room roomShop = null; int shopSquare = 0; for (Room r : rooms) { if (r.type == Type.NULL && r.connected.size() > 0) { r.type = Type.PASSAGE; if (r.square() > shopSquare) { roomShop = r; shopSquare = r.square(); } } } if (roomShop == null || shopSquare < 30) { return false; } else { roomShop.type = Imp.Quest.isCompleted() ? Room.Type.SHOP : Room.Type.STANDARD; } paint(); paintWater(); paintGrass(); return true; }
Example #5
Source File: RegularPainter.java From shattered-pixel-dungeon with GNU General Public License v3.0 | 4 votes |
protected void paintDoors( Level l, ArrayList<Room> rooms ) { for (Room r : rooms) { for (Room n : r.connected.keySet()) { if (joinRooms(l, r, n)) { continue; } Room.Door d = r.connected.get(n); int door = d.x + d.y * l.width(); if (d.type == Room.Door.Type.REGULAR){ //chance for a hidden door scales from 3/21 on floor 2 to 3/3 on floor 20 if (Dungeon.depth > 1 && (Dungeon.depth >= 20 || Random.Int(23 - Dungeon.depth) < Dungeon.depth)) { d.type = Room.Door.Type.HIDDEN; Graph.buildDistanceMap(rooms, r); //don't hide if it would make this room only accessible by hidden doors if (n.distance == Integer.MAX_VALUE){ d.type = Room.Door.Type.UNLOCKED; } } else { d.type = Room.Door.Type.UNLOCKED; } //entrance doors on floor 2 are hidden if the player hasn't beaten the first boss if (Dungeon.depth == 2 && !Badges.isUnlocked(Badges.Badge.BOSS_SLAIN_1) && r instanceof EntranceRoom){ d.type = Room.Door.Type.HIDDEN; } } switch (d.type) { case EMPTY: l.map[door] = Terrain.EMPTY; break; case TUNNEL: l.map[door] = l.tunnelTile(); break; case UNLOCKED: l.map[door] = Terrain.DOOR; break; case HIDDEN: l.map[door] = Terrain.SECRET_DOOR; break; case BARRICADE: l.map[door] = Terrain.BARRICADE; break; case LOCKED: l.map[door] = Terrain.LOCKED_DOOR; break; } } } }
Example #6
Source File: LastShopLevel.java From remixed-dungeon with GNU General Public License v3.0 | 4 votes |
@Override protected boolean build() { initRooms(); int distance; int retry = 0; int minDistance = (int)Math.sqrt( rooms.size() ); do { int innerRetry = 0; do { if (innerRetry++ > 10) { return false; } roomEntrance = Random.element( rooms ); } while (roomEntrance.width() < 4 || roomEntrance.height() < 4); innerRetry = 0; do { if (innerRetry++ > 10) { return false; } setRoomExit(Random.element( rooms )); } while (getRoomExit() == roomEntrance || getRoomExit().width() < 6 || getRoomExit().height() < 6 || getRoomExit().top == 0); Graph.buildDistanceMap( rooms, getRoomExit()); distance = Graph.buildPath(roomEntrance, getRoomExit()).size(); if (retry++ > 10) { return false; } } while (distance < minDistance); roomEntrance.type = Type.ENTRANCE; getRoomExit().type = Type.EXIT; Graph.buildDistanceMap( rooms, getRoomExit()); List<Room> path = Graph.buildPath(roomEntrance, getRoomExit()); Graph.setPrice( path, roomEntrance.distance ); Graph.buildDistanceMap( rooms, getRoomExit()); path = Graph.buildPath(roomEntrance, getRoomExit()); Room room = roomEntrance; for (Room next : path) { room.connect( next ); room = next; } Room roomShop = null; int shopSquare = 0; for (Room r : rooms) { if (r.type == Type.NULL && r.connected.size() > 0) { r.type = Type.PASSAGE; if (r.square() > shopSquare) { roomShop = r; shopSquare = r.square(); } } } if (roomShop == null || shopSquare < 30) { return false; } else { roomShop.type = Imp.Quest.isCompleted() ? Room.Type.SHOP : Room.Type.STANDARD; } paint(); paintWater(); paintGrass(); return true; }
Example #7
Source File: SewerBossLevel.java From remixed-dungeon with GNU General Public License v3.0 | 4 votes |
@Override protected boolean build() { if(!initRooms()){ return false; } int distance; int retry = 0; int minDistance = (int)Math.sqrt( rooms.size() ); do { int innerRetry = 0; do { if (innerRetry++ > 10) { return false; } roomEntrance = Random.element( rooms ); } while (roomEntrance.width() < 4 || roomEntrance.height() < 4); innerRetry = 0; do { if (innerRetry++ > 10) { return false; } setRoomExit(Random.element( rooms )); } while (getRoomExit() == roomEntrance || getRoomExit().width() < 6 || getRoomExit().height() < 6 || getRoomExit().top == 0); Graph.buildDistanceMap( rooms, getRoomExit()); distance = roomEntrance.distance(); if (retry++ > 10) { return false; } } while (distance < minDistance); roomEntrance.type = Type.ENTRANCE; getRoomExit().type = Type.SEWER_BOSS_EXIT; placeSecondaryExits(); buildPath(roomEntrance, getRoomExit()); var ignoredRooms = new HashSet<Room.Type>(); ignoredRooms.add(Type.NULL); connectRooms(ignoredRooms); for (Room r : rooms) { if (r.type == Type.NULL && r.connected.size() > 0) { r.type = Type.TUNNEL; } } placeKingRoom(); paint(); paintWater(); paintGrass(); placeTraps(); return true; }
Example #8
Source File: RegularPainter.java From shattered-pixel-dungeon-gdx with GNU General Public License v3.0 | 4 votes |
protected void paintDoors( Level l, ArrayList<Room> rooms ) { for (Room r : rooms) { for (Room n : r.connected.keySet()) { if (joinRooms(l, r, n)) { continue; } Room.Door d = r.connected.get(n); int door = d.x + d.y * l.width(); if (d.type == Room.Door.Type.REGULAR){ //chance for a hidden door scales from 3/21 on floor 2 to 3/3 on floor 20 if (Dungeon.depth > 1 && (Dungeon.depth >= 20 || Random.Int(23 - Dungeon.depth) < Dungeon.depth)) { d.type = Room.Door.Type.HIDDEN; Graph.buildDistanceMap(rooms, r); //don't hide if it would make this room only accessible by hidden doors if (n.distance == Integer.MAX_VALUE){ d.type = Room.Door.Type.UNLOCKED; } } else { d.type = Room.Door.Type.UNLOCKED; } } switch (d.type) { case EMPTY: l.map[door] = Terrain.EMPTY; break; case TUNNEL: l.map[door] = l.tunnelTile(); break; case UNLOCKED: l.map[door] = Terrain.DOOR; break; case HIDDEN: l.map[door] = Terrain.SECRET_DOOR; break; case BARRICADE: l.map[door] = Terrain.BARRICADE; break; case LOCKED: l.map[door] = Terrain.LOCKED_DOOR; break; } } } }