Moved generation parameters to yaml.

This commit is contained in:
Felix Ableitner 2013-09-03 00:36:38 +02:00
parent 9c4feb7636
commit 831975cf10
4 changed files with 40 additions and 17 deletions

15
res/yaml/generation.yaml Normal file
View file

@ -0,0 +1,15 @@
# Whenever tiles are generated, rectangles of this side length are created.
generate_area_size: 4
# Distance in pixels to which areas should be generated.
generate_area_range: 1200.0
# Deciding factor in how big individual rooms will be. Higher value means bigger rooms.
room_size_value: 10.0
# Deciding factor in how long connections between rooms may be and how many there may be.
# Higher value means more and/or longer paths.
room_connection_value: 5.0
# The chance that an enemy is placed in a certain tile, must be in [0, 1]. Higher value means more enemies.
enemy_generation_chance: 0.075

View file

@ -22,7 +22,7 @@
Game::Game(tgui::Window& window) : Game::Game(tgui::Window& window) :
mWindow(window), mWindow(window),
mWorldView(Vector2f(0, 0), mWindow.getView().getSize()), mWorldView(Vector2f(0, 0), mWindow.getView().getSize()),
mGenerator(mWorld, mPathfinder) { mGenerator(mWorld, mPathfinder, Yaml("generation.yaml")) {
mWindow.setFramerateLimit(FPS_GOAL); mWindow.setFramerateLimit(FPS_GOAL);
mWindow.setKeyRepeatEnabled(false); mWindow.setKeyRepeatEnabled(false);
srand(time(nullptr)); srand(time(nullptr));

View file

@ -19,11 +19,17 @@
#include "../Pathfinder.h" #include "../Pathfinder.h"
#include "../World.h" #include "../World.h"
#include "../sprites/Enemy.h" #include "../sprites/Enemy.h"
#include "../util/Yaml.h"
/** /**
* Generates new random seed. * Generates new random seed.
*/ */
Generator::Generator(World& world, Pathfinder& pathfinder) : Generator::Generator(World& world, Pathfinder& pathfinder, const Yaml& config) :
mAreaSize(config.get("generate_area_size", 1)),
mMaxRange((config.get("generate_area_range", 1.0f) / mAreaSize) / Tile::TILE_SIZE.x),
mRoomSizeValue(config.get("room_size_value", 1.0f)),
mRoomConnectionValue(config.get("room_connection_value", 1.0f)),
mEnemyGenerationChance(config.get("enemy_generation_chance", 0.0f) * 2 - 1),
mWorld(world), mWorld(world),
mPathfinder(pathfinder) { mPathfinder(pathfinder) {
} }
@ -40,7 +46,7 @@ Generator::generateCurrentAreaIfNeeded(const Vector2f& playerPosition,
Vector2i start((int) floor(playerPosition.x / Tile::TILE_SIZE.x), Vector2i start((int) floor(playerPosition.x / Tile::TILE_SIZE.x),
(int) floor(playerPosition.y / Tile::TILE_SIZE.y)); (int) floor(playerPosition.y / Tile::TILE_SIZE.y));
start /= GENERATE_AREA_SIZE; start /= mAreaSize;
auto makePair = [&start](const Vector2i& point) { auto makePair = [&start](const Vector2i& point) {
return std::make_pair(point, thor::length(Vector2f(point - start))); return std::make_pair(point, thor::length(Vector2f(point - start)));
}; };
@ -51,11 +57,11 @@ Generator::generateCurrentAreaIfNeeded(const Vector2f& playerPosition,
float distance = open[current]; float distance = open[current];
open.erase(current); open.erase(current);
closed.insert(current); closed.insert(current);
if (!mGenerated[current.x][current.y] && distance <= GENERATE_AREA_RANGE) { if (!mGenerated[current.x][current.y] && distance <= mMaxRange) {
mGenerated[current.x][current.y] = true; mGenerated[current.x][current.y] = true;
sf::IntRect area(current * GENERATE_AREA_SIZE - sf::IntRect area(current * mAreaSize -
Vector2i(GENERATE_AREA_SIZE, GENERATE_AREA_SIZE) / 2, Vector2i(mAreaSize, mAreaSize) / 2,
Vector2i(GENERATE_AREA_SIZE, GENERATE_AREA_SIZE)); Vector2i(mAreaSize, mAreaSize));
generateTiles(area); generateTiles(area);
for (const auto& spawn : getEnemySpawns(area)) { for (const auto& spawn : getEnemySpawns(area)) {
float distance = thor::length(spawn - playerPosition); float distance = thor::length(spawn - playerPosition);
@ -64,7 +70,7 @@ Generator::generateCurrentAreaIfNeeded(const Vector2f& playerPosition,
mWorld, mPathfinder, spawn, playerItems))); mWorld, mPathfinder, spawn, playerItems)));
} }
} }
if (mGenerated[current.x][current.y] && distance <= GENERATE_AREA_RANGE) { if (mGenerated[current.x][current.y] && distance <= mMaxRange) {
if (closed.find(Vector2i(current.x + 1, current.y)) == closed.end()) if (closed.find(Vector2i(current.x + 1, current.y)) == closed.end())
open.insert(makePair(Vector2i(current.x + 1, current.y))); open.insert(makePair(Vector2i(current.x + 1, current.y)));
if (closed.find(Vector2i(current.x, current.y + 1)) == closed.end()) if (closed.find(Vector2i(current.x, current.y + 1)) == closed.end())
@ -158,7 +164,7 @@ Generator::connectRooms(const Vector2i& start) {
destinations.insert(current); destinations.insert(current);
break; break;
} }
if (distance.at(current) < ROOM_CONNECTION_VALUE) { if (distance.at(current) < mRoomConnectionValue) {
process(Vector2i(current.x + 1, current.y), current); process(Vector2i(current.x + 1, current.y), current);
process(Vector2i(current.x, current.y + 1), current); process(Vector2i(current.x, current.y + 1), current);
process(Vector2i(current.x - 1, current.y), current); process(Vector2i(current.x - 1, current.y), current);
@ -167,7 +173,7 @@ Generator::connectRooms(const Vector2i& start) {
} }
float totalValue = 0.0f; float totalValue = 0.0f;
while (totalValue < ROOM_CONNECTION_VALUE && !destinations.empty()) { while (totalValue < mRoomConnectionValue && !destinations.empty()) {
std::vector<Vector2i> path; std::vector<Vector2i> path;
float pathValue = 0; float pathValue = 0;
Vector2i current = *destinations.begin(); Vector2i current = *destinations.begin();
@ -214,7 +220,7 @@ Generator::generateTiles(const sf::IntRect& area) {
} }
} }
std::vector<Vector2i> selected = createMinimalSpanningTree(start, ROOM_SIZE_VALUE); std::vector<Vector2i> selected = createMinimalSpanningTree(start, mRoomSizeValue);
// For rooms, take minimum bounding box of spanning tree. // For rooms, take minimum bounding box of spanning tree.
@ -261,7 +267,7 @@ Generator::getEnemySpawns(const sf::IntRect& area) {
for (int x = area.left; x < area.left + area.width; x++) { for (int x = area.left; x < area.left + area.width; x++) {
for (int y = area.top; y < area.top + area.height; y++) { for (int y = area.top; y < area.top + area.height; y++) {
float noise = mCharacterNoise.getNoise(x, y); float noise = mCharacterNoise.getNoise(x, y);
if (noise <= -0.85f) { if (noise <= mEnemyGenerationChance) {
Vector2i tilePosition = findClosestFloor(Vector2i(x, y)); Vector2i tilePosition = findClosestFloor(Vector2i(x, y));
spawns.push_back(Vector2f(tilePosition.x * Tile::TILE_SIZE.x, spawns.push_back(Vector2f(tilePosition.x * Tile::TILE_SIZE.x,
tilePosition.y * Tile::TILE_SIZE.y)); tilePosition.y * Tile::TILE_SIZE.y));

View file

@ -17,13 +17,14 @@
class World; class World;
class Pathfinder; class Pathfinder;
class Yaml;
/** /**
* Procedurally generates tiles, chooses player and enemy spawn positions. * Procedurally generates tiles, chooses player and enemy spawn positions.
*/ */
class Generator : public sf::Drawable { class Generator : public sf::Drawable {
public: public:
explicit Generator(World& world, Pathfinder& pathfinder); explicit Generator(World& world, Pathfinder& pathfinder, const Yaml& config);
void generateCurrentAreaIfNeeded(const Vector2f& position, void generateCurrentAreaIfNeeded(const Vector2f& position,
const Character::EquippedItems& playerItems); const Character::EquippedItems& playerItems);
Vector2f getPlayerSpawn() const; Vector2f getPlayerSpawn() const;
@ -42,10 +43,11 @@ private:
void draw(sf::RenderTarget& target, sf::RenderStates states) const; void draw(sf::RenderTarget& target, sf::RenderStates states) const;
private: private:
static constexpr int GENERATE_AREA_SIZE = 4; const int mAreaSize;
static constexpr float GENERATE_AREA_RANGE = 4.0f; const float mMaxRange;
static constexpr float ROOM_SIZE_VALUE = 10.0f; const float mRoomSizeValue;
static constexpr float ROOM_CONNECTION_VALUE = 5.0f; const float mRoomConnectionValue;
const float mEnemyGenerationChance;
World& mWorld; World& mWorld;
Pathfinder& mPathfinder; Pathfinder& mPathfinder;