001package squidpony.squidgrid.mapping;
002
003import squidpony.squidmath.*;
004
005import java.util.ArrayList;
006import java.util.List;
007
008/**
009 * Generate dungeons with between 1 and 3 primary "lanes" going from the upper left "base" to the bottom right "base"
010 * (and vice versa, since this is symmetrical). Also fills the area not covered by lanes with "jungle" (random, but
011 * symmetrical, room or cave connections). Dungeons are produced by MixedGenerator, like those SerpentMapGenerator
012 * makes, but include the wide lanes going from corner to corner. You can call different methods like putCaveCarvers(),
013 * putBoxRoomCarvers(), putWalledRoundRoomCarvers(), etc. to affect the "jungle", which defaults to caves unless one or
014 * more of the putXXXCarvers methods was called. The lanes are always 5 floor cells wide, measured 8-way. This supports
015 * the getEnvironment() method, which can be used in conjunction with RoomFinder to find where separate room, corridor,
016 * and cave areas have been placed.
017 * <br>
018 * A preview can be seen here https://gist.github.com/tommyettinger/4f57cff23eead11b17bf , with dungeons created with
019 * one, two, and three lanes, and only using box-shaped rooms for "jungle." Currently, the two-lane dungeon seems to be
020 * ideal for maps that aren't incredibly large; the samples are 80x80, but larger maps may have better jungle layout
021 * with three lanes than those three-lane maps can manage on smaller sizes. Another potential advantage of the two-lane
022 * approach is that it can be used to generate a "ring" of wide paths around a central "core" of jungle, which wasn't
023 * originally intended as a use of this generator but could be very useful for games that, for instance, want guards
024 * patrolling an obvious ring, while the player, monsters, and/or other prisoners start in the jungle.
025 * Created by Tommy Ettinger on 10/24/2015.
026 */
027public class LanesMapGenerator implements IDungeonGenerator {
028    protected SymmetryDungeonGenerator mix;
029    protected int[] columns, rows;
030    protected IRNG random;
031    protected int lanes;
032    /**
033     * This prepares a map generator that will generate a map with the given width and height, using the given RNG.
034     * The dungeon will have the specified number of wide lanes going from upper left to lower right, possibly taking a
035     * longer path to approach the other corners.  You call the different carver-adding methods to affect what the
036     * non-lane portion of the dungeon will look like, putCaveCarvers(), putBoxRoomCarvers(), and putRoundRoomCarvers(),
037     * defaulting to only caves if none are called. You call generate() after adding carvers, which returns a char[][]
038     * for a map.
039     * @param width the width of the final map in cells
040     * @param height the height of the final map in cells
041     * @param rng an RNG object to use for random choices; this make a lot of random choices.
042     * @param lanes between 1 and 3; the number of wide paths to generate going from upper left to lower right.
043     * @see MixedGenerator
044     */
045    public LanesMapGenerator(int width, int height, IRNG rng, int lanes)
046    {
047        if(width <= 8 || height <= 8)
048            throw new IllegalArgumentException("width and height must be greater than 8");
049        CoordPacker.init();
050        this.lanes = (lanes < 1 || lanes > 3) ? 1 : lanes;
051        random = rng;
052        /*
053        long columnAlterations = random.nextLong();
054        float columnBase = width / (Long.bitCount(columnAlterations) + 16.0f);
055        long rowAlterations = random.nextLong();
056        float rowBase = height / (Long.bitCount(rowAlterations) + 16.0f);
057
058        columns = new int[32];
059        rows = new int[32];
060        int csum = 0, rsum = 0;
061        long b = 3;
062        for (int i = 0; i < 32; i++, b <<= 2) {
063            columns[i] = csum + (int)(columnBase * 0.5f * (1 + Long.bitCount(columnAlterations & b)));
064            csum += (int)(columnBase * (1 + Long.bitCount(columnAlterations & b)));
065            rows[i] = rsum + (int)(rowBase * 0.5f * (1 + Long.bitCount(rowAlterations & b)));
066            rsum += (int)(rowBase * (1 + Long.bitCount(rowAlterations & b)));
067        }
068        int cs = (width - csum);
069        int rs = (height - rsum);
070        int cs2 = cs, rs2 = rs, cs3 = cs, rs3 = rs;
071        for (int i = 15; i >= 0; i--) {
072            cs2= cs2 * i / 15;
073            rs2 = rs2 * i / 15;
074            columns[i] -= cs2;
075            rows[i] -= rs2;
076        }
077        for (int i = 15; i >= 16; i--) {
078            cs3 = cs3 * (i - 16) / 16;
079            rs3 = rs3 * (i - 16) / 16;
080            columns[i] += cs3;
081            rows[i] += rs3;
082        }
083        */
084        long columnAlterations = random.nextLong(0x1000000000000L);
085        float columnBase = width / (Long.bitCount(columnAlterations) + 48.0f);
086        long rowAlterations = random.nextLong(0x1000000000000L);
087        float rowBase = height / (Long.bitCount(rowAlterations) + 48.0f);
088
089        columns = new int[16];
090        rows = new int[16];
091        int csum = 0, rsum = 0;
092        long b = 7;
093        for (int i = 0; i < 16; i++, b <<= 3) {
094            columns[i] = csum + (int)(columnBase * 0.5f * (3 + Long.bitCount(columnAlterations & b)));
095            csum += (int)(columnBase * (3 + Long.bitCount(columnAlterations & b)));
096            rows[i] = rsum + (int)(rowBase * 0.5f * (3 + Long.bitCount(rowAlterations & b)));
097            rsum += (int)(rowBase * (3 + Long.bitCount(rowAlterations & b)));
098        }
099        int cs = width - csum;
100        int rs = height - rsum;
101        int cs2 = cs, rs2 = rs, cs3 = cs, rs3 = rs;
102        for (int i = 0; i <= 7; i++) {
103            cs2= 0;
104            rs2 = 0;
105            columns[i] -= cs2;
106            rows[i] -= rs2;
107        }
108        for (int i = 15; i >= 8; i--) {
109            cs3 = cs3 * (i - 8) / 8;
110            rs3 = rs3 * (i - 8) / 8;
111            columns[i] += cs3;
112            rows[i] += rs3;
113        }
114
115
116        OrderedMap<Coord, List<Coord>> connections = new OrderedMap<>(80);
117        Coord temp, t;
118        int m = random.nextInt(32), r = random.between(8, 24);
119        temp = CoordPacker.hilbertToCoord(m);
120        Coord starter = CoordPacker.hilbertToCoord(m);
121        m += r;
122        ArrayList<Coord> cl = new ArrayList<>(4);
123        for (int i = r; i < 256 && m < 256 - 9; i += r, m += r) {
124            cl.clear();
125            cl.add(Coord.get(columns[temp.x], rows[temp.y]));
126            temp = CoordPacker.hilbertToCoord(m);
127            r = random.between(8, 24);
128            for (int j = 0, p = r - 1;
129                 j < 3 && p > 2 && Math.min(random.nextDouble(), random.nextDouble()) < 0.2;
130                 j++, p -= random.between(1, p)) {
131                t = CoordPacker.hilbertToCoord(m + p);
132                cl.add(Coord.get(columns[t.x], rows[t.y]));
133            }
134            connections.put(Coord.get(columns[temp.x], rows[temp.y]), cl);
135        }
136        connections.get(Coord.get(columns[temp.x], rows[temp.y])).add(
137                Coord.get(columns[starter.x], rows[starter.y]));
138        mix = new SymmetryDungeonGenerator(width, height, random, connections, 0.6f);
139        boolean[][] fixed = new boolean[width][height];
140
141        if(lanes != 2)
142        {
143            List<Coord> path = DDALine.line(3, 3, width - 4, height - 4);
144            for(Coord c : path)
145            {
146                for (int x = c.x - 2; x <= c.x + 2; x++) {
147                    for (int y = c.y - 2; y <= c.y + 2; y++) {
148                        fixed[x][y] = true;
149                    }
150                }
151            }
152        }
153        if(lanes > 1)
154        {
155            List<Coord> path = DDALine.line(3, 3, 3, height - 4);
156            path.addAll(DDALine.line(3, 3, width - 4, 3));
157            for(Coord c : path)
158            {
159                for (int x = c.x - 2; x <= c.x + 2; x++) {
160                    for (int y = c.y - 2; y <= c.y + 2; y++) {
161                        fixed[x][y] = true;
162                    }
163                }
164            }
165        }
166        mix.setFixedRooms(fixed);
167    }
168
169
170    /**
171     * Changes the number of "carvers" that will create caves from one room to the next. If count is 0 or less, no caves
172     * will be made. If count is at least 1, caves are possible, and higher numbers relative to the other carvers make
173     * caves more likely. Carvers are shuffled when used, then repeat if exhausted during generation. Since typically
174     * about 30-40 rooms are carved, large totals for carver count aren't really needed; aiming for a total of 10
175     * between the count of putCaveCarvers(), putBoxRoomCarvers(), and putRoundRoomCarvers() is reasonable.
176     * @see MixedGenerator
177     * @param count the number of carvers making caves between rooms; only matters in relation to other carvers
178     */
179    public void putCaveCarvers(int count)
180    {
181        mix.putCaveCarvers(count);
182    }
183    /**
184     * Changes the number of "carvers" that will create right-angle corridors from one room to the next, create rooms
185     * with a random size in a box shape at the start and end, and a small room at the corner if there is one. If count
186     * is 0 or less, no box-shaped rooms will be made. If count is at least 1, box-shaped rooms are possible, and higher
187     * numbers relative to the other carvers make box-shaped rooms more likely. Carvers are shuffled when used, then
188     * repeat if exhausted during generation. Since typically about 30-40 rooms are carved, large totals for carver
189     * count aren't really needed; aiming for a total of 10 between the count of putCaveCarvers(), putBoxRoomCarvers(),
190     * and putRoundRoomCarvers() is reasonable.
191     * @see MixedGenerator
192     * @param count the number of carvers making box-shaped rooms and corridors between them; only matters in relation
193     *              to other carvers
194     */
195    public void putBoxRoomCarvers(int count)
196    {
197        mix.putBoxRoomCarvers(count);
198    }
199    /**
200     * Changes the number of "carvers" that will create right-angle corridors from one room to the next, create rooms
201     * with a random size in a box shape at the start and end, and a small room at the corner if there is one. This also
202     * ensures walls will be placed around the room, only allowing corridors and small cave openings to pass. If count
203     * is 0 or less, no box-shaped rooms will be made. If count is at least 1, box-shaped rooms are possible, and higher
204     * numbers relative to the other carvers make box-shaped rooms more likely. Carvers are shuffled when used, then
205     * repeat if exhausted during generation. Since typically about 30-40 rooms are carved, large totals for carver
206     * count aren't really needed; aiming for a total of 10 between the count of putCaveCarvers(), putBoxRoomCarvers(),
207     * and putRoundRoomCarvers() is reasonable.
208     * @see MixedGenerator
209     * @param count the number of carvers making box-shaped rooms and corridors between them; only matters in relation
210     *              to other carvers
211     */
212    public void putWalledBoxRoomCarvers(int count)
213    {
214        mix.putWalledBoxRoomCarvers(count);
215    }
216    /**
217     * Changes the number of "carvers" that will create right-angle corridors from one room to the next, create rooms
218     * with a random size in a circle shape at the start and end, and a small circular room at the corner if there is
219     * one. If count is 0 or less, no circular rooms will be made. If count is at least 1, circular rooms are possible,
220     * and higher numbers relative to the other carvers make circular rooms more likely. Carvers are shuffled when used,
221     * then repeat if exhausted during generation. Since typically about 30-40 rooms are carved, large totals for carver
222     * count aren't really needed; aiming for a total of 10 between the count of putCaveCarvers(), putBoxRoomCarvers(),
223     * and putRoundRoomCarvers() is reasonable.
224     * @see MixedGenerator
225     * @param count the number of carvers making circular rooms and corridors between them; only matters in relation
226     *              to other carvers
227     */
228    public void putRoundRoomCarvers(int count)
229    {
230        mix.putRoundRoomCarvers(count);
231    }
232
233    /**
234     * Changes the number of "carvers" that will create right-angle corridors from one room to the next, create rooms
235     * with a random size in a circle shape at the start and end, and a small circular room at the corner if there is
236     * one. This also ensures walls will be placed around the room, only allowing corridors and small cave openings to
237     * pass. If count is 0 or less, no circular rooms will be made. If count is at least 1, circular rooms are possible,
238     * and higher numbers relative to the other carvers make circular rooms more likely. Carvers are shuffled when used,
239     * then repeat if exhausted during generation. Since typically about 30-40 rooms are carved, large totals for carver
240     * count aren't really needed; aiming for a total of 10 between the count of putCaveCarvers(), putBoxRoomCarvers(),
241     * and putRoundRoomCarvers() is reasonable.
242     * @see MixedGenerator
243     * @param count the number of carvers making circular rooms and corridors between them; only matters in relation
244     *              to other carvers
245     */
246    public void putWalledRoundRoomCarvers(int count)
247    {
248        mix.putWalledRoundRoomCarvers(count);
249    }
250
251    /**
252     * This generates a new map by stretching a 16x16 grid of potential rooms to fit the width and height passed to the
253     * constructor, randomly expanding columns and rows before contracting the whole to fit perfectly. This uses the
254     * Moore Curve, a space-filling curve that loops around on itself, to guarantee that the rooms will always have a
255     * long path through the dungeon that, if followed completely, will take you back to your starting room. Some small
256     * branches are possible, and large rooms may merge with other rooms nearby. This uses MixedGenerator.
257     * @see MixedGenerator
258     * @return a char[][] where '#' is a wall and '.' is a floor or corridor; x first y second
259     */
260    public char[][] generate()
261    {
262        return mix.generate();
263    }
264
265    /**
266     * Gets a 2D array of int constants, each representing a type of environment corresponding to a static field of
267     * MixedGenerator. This array will have the same size as the last char 2D array prduced by generate(), and the value
268     * of this method if called before generate() is undefined, but probably will be a 2D array of all 0 (UNTOUCHED).
269     * <ul>
270     *     <li>MixedGenerator.UNTOUCHED, equal to 0, is used for any cells that aren't near a floor.</li>
271     *     <li>MixedGenerator.ROOM_FLOOR, equal to 1, is used for floor cells inside wide room areas.</li>
272     *     <li>MixedGenerator.ROOM_WALL, equal to 2, is used for wall cells around wide room areas.</li>
273     *     <li>MixedGenerator.CAVE_FLOOR, equal to 3, is used for floor cells inside rough cave areas.</li>
274     *     <li>MixedGenerator.CAVE_WALL, equal to 4, is used for wall cells around rough cave areas.</li>
275     *     <li>MixedGenerator.CORRIDOR_FLOOR, equal to 5, is used for floor cells inside narrow corridor areas.</li>
276     *     <li>MixedGenerator.CORRIDOR_WALL, equal to 6, is used for wall cells around narrow corridor areas.</li>
277     * </ul>
278     * @return a 2D int array where each element is an environment type constant in MixedGenerator
279     */
280    public int[][] getEnvironment()
281    {
282        return mix.getEnvironment();
283    }
284
285    public char[][] getDungeon() {
286        return mix.getDungeon();
287    }
288}