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Bare dungeon map generation
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| proc generateMap*(map: GameMap, maxRooms, roomMinSize, roomMaxSize: int, | |
| mapWidth, mapHeight: int, player: Entity, | |
| entities: seq[Entity], maxMonsterPerRoom: int): GameMap = | |
| var | |
| rooms: seq[Rect] = @[] | |
| numRooms = 0 | |
| result = map | |
| randomize() | |
| for r in 0 ..< maxRooms: | |
| var | |
| w = rand(roomMinSize ..< roomMaxSize) | |
| h = rand(roomMinSize ..< roomMaxSize) | |
| x = rand(0 ..< (mapWidth-w-1)) | |
| y = rand(0 ..< mapHeight-h-1) | |
| newRoom = initRect(x,y,w,h) | |
| block genMap: | |
| for otherRoom in rooms: | |
| if rooms.len <= 1 and newRoom.intersects(otherRoom): | |
| break genMap | |
| result = result.createRoom(newRoom) | |
| var | |
| (newX, newY) = newRoom.center() | |
| if numRooms == 0: | |
| player.x = newX | |
| player.y = newY | |
| echo($player.x & " " & $player.y) | |
| else: | |
| var (prevX, prevY) = rooms[numRooms-1].center() | |
| if rand(0..1) == 1: | |
| result = result.createHorizTunnel(prevX, newX, prevY) | |
| result = result.createVertTunnel(prevY, newY, newX) | |
| else: | |
| result = result.createVertTunnel(prevY, newY, prevX) | |
| result = result.createHorizTunnel(prevX, newX, newY) | |
| map.placeEntities(newRoom, entities, maxMonsterPerRoom) | |
| rooms.add(newRoom) | |
| numRooms.inc(1) |
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