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/*
This is rot.js, the ROguelike Toolkit in JavaScript.
Version 0.5~dev, generated on Wed Dec 18 21:12:34 CET 2013.
*/
/**
* @namespace Top-level ROT namespace
*/
var ROT = {
/**
* @returns {bool} Is rot.js supported by this browser?
*/
isSupported: function() {
return !!(document.createElement("canvas").getContext && Function.prototype.bind);
},
/** Default with for display and map generators */
DEFAULT_WIDTH: 80,
/** Default height for display and map generators */
DEFAULT_HEIGHT: 25,
/** Directional constants. Ordering is important! */
DIRS: {
"4": [
[ 0, -1],
[ 1, 0],
[ 0, 1],
[-1, 0]
],
"8": [
[ 0, -1],
[ 1, -1],
[ 1, 0],
[ 1, 1],
[ 0, 1],
[-1, 1],
[-1, 0],
[-1, -1]
],
"6": [
[-1, -1],
[ 1, -1],
[ 2, 0],
[ 1, 1],
[-1, 1],
[-2, 0]
]
},
/** Cancel key. */
VK_CANCEL: 3,
/** Help key. */
VK_HELP: 6,
/** Backspace key. */
VK_BACK_SPACE: 8,
/** Tab key. */
VK_TAB: 9,
/** 5 key on Numpad when NumLock is unlocked. Or on Mac, clear key which is positioned at NumLock key. */
VK_CLEAR: 12,
/** Return/enter key on the main keyboard. */
VK_RETURN: 13,
/** Reserved, but not used. */
VK_ENTER: 14,
/** Shift key. */
VK_SHIFT: 16,
/** Control key. */
VK_CONTROL: 17,
/** Alt (Option on Mac) key. */
VK_ALT: 18,
/** Pause key. */
VK_PAUSE: 19,
/** Caps lock. */
VK_CAPS_LOCK: 20,
/** Escape key. */
VK_ESCAPE: 27,
/** Space bar. */
VK_SPACE: 32,
/** Page Up key. */
VK_PAGE_UP: 33,
/** Page Down key. */
VK_PAGE_DOWN: 34,
/** End key. */
VK_END: 35,
/** Home key. */
VK_HOME: 36,
/** Left arrow. */
VK_LEFT: 37,
/** Up arrow. */
VK_UP: 38,
/** Right arrow. */
VK_RIGHT: 39,
/** Down arrow. */
VK_DOWN: 40,
/** Print Screen key. */
VK_PRINTSCREEN: 44,
/** Ins(ert) key. */
VK_INSERT: 45,
/** Del(ete) key. */
VK_DELETE: 46,
/***/
VK_0: 48,
/***/
VK_1: 49,
/***/
VK_2: 50,
/***/
VK_3: 51,
/***/
VK_4: 52,
/***/
VK_5: 53,
/***/
VK_6: 54,
/***/
VK_7: 55,
/***/
VK_8: 56,
/***/
VK_9: 57,
/** Colon (:) key. Requires Gecko 15.0 */
VK_COLON: 58,
/** Semicolon (;) key. */
VK_SEMICOLON: 59,
/** Less-than (<) key. Requires Gecko 15.0 */
VK_LESS_THAN: 60,
/** Equals (=) key. */
VK_EQUALS: 61,
/** Greater-than (>) key. Requires Gecko 15.0 */
VK_GREATER_THAN: 62,
/** Question mark (?) key. Requires Gecko 15.0 */
VK_QUESTION_MARK: 63,
/** Atmark (@) key. Requires Gecko 15.0 */
VK_AT: 64,
/***/
VK_A: 65,
/***/
VK_B: 66,
/***/
VK_C: 67,
/***/
VK_D: 68,
/***/
VK_E: 69,
/***/
VK_F: 70,
/***/
VK_G: 71,
/***/
VK_H: 72,
/***/
VK_I: 73,
/***/
VK_J: 74,
/***/
VK_K: 75,
/***/
VK_L: 76,
/***/
VK_M: 77,
/***/
VK_N: 78,
/***/
VK_O: 79,
/***/
VK_P: 80,
/***/
VK_Q: 81,
/***/
VK_R: 82,
/***/
VK_S: 83,
/***/
VK_T: 84,
/***/
VK_U: 85,
/***/
VK_V: 86,
/***/
VK_W: 87,
/***/
VK_X: 88,
/***/
VK_Y: 89,
/***/
VK_Z: 90,
/***/
VK_CONTEXT_MENU: 93,
/** 0 on the numeric keypad. */
VK_NUMPAD0: 96,
/** 1 on the numeric keypad. */
VK_NUMPAD1: 97,
/** 2 on the numeric keypad. */
VK_NUMPAD2: 98,
/** 3 on the numeric keypad. */
VK_NUMPAD3: 99,
/** 4 on the numeric keypad. */
VK_NUMPAD4: 100,
/** 5 on the numeric keypad. */
VK_NUMPAD5: 101,
/** 6 on the numeric keypad. */
VK_NUMPAD6: 102,
/** 7 on the numeric keypad. */
VK_NUMPAD7: 103,
/** 8 on the numeric keypad. */
VK_NUMPAD8: 104,
/** 9 on the numeric keypad. */
VK_NUMPAD9: 105,
/** * on the numeric keypad. */
VK_MULTIPLY: 106,
/** + on the numeric keypad. */
VK_ADD: 107,
/***/
VK_SEPARATOR: 108,
/** - on the numeric keypad. */
VK_SUBTRACT: 109,
/** Decimal point on the numeric keypad. */
VK_DECIMAL: 110,
/** / on the numeric keypad. */
VK_DIVIDE: 111,
/** F1 key. */
VK_F1: 112,
/** F2 key. */
VK_F2: 113,
/** F3 key. */
VK_F3: 114,
/** F4 key. */
VK_F4: 115,
/** F5 key. */
VK_F5: 116,
/** F6 key. */
VK_F6: 117,
/** F7 key. */
VK_F7: 118,
/** F8 key. */
VK_F8: 119,
/** F9 key. */
VK_F9: 120,
/** F10 key. */
VK_F10: 121,
/** F11 key. */
VK_F11: 122,
/** F12 key. */
VK_F12: 123,
/** F13 key. */
VK_F13: 124,
/** F14 key. */
VK_F14: 125,
/** F15 key. */
VK_F15: 126,
/** F16 key. */
VK_F16: 127,
/** F17 key. */
VK_F17: 128,
/** F18 key. */
VK_F18: 129,
/** F19 key. */
VK_F19: 130,
/** F20 key. */
VK_F20: 131,
/** F21 key. */
VK_F21: 132,
/** F22 key. */
VK_F22: 133,
/** F23 key. */
VK_F23: 134,
/** F24 key. */
VK_F24: 135,
/** Num Lock key. */
VK_NUM_LOCK: 144,
/** Scroll Lock key. */
VK_SCROLL_LOCK: 145,
/** Circumflex (^) key. Requires Gecko 15.0 */
VK_CIRCUMFLEX: 160,
/** Exclamation (!) key. Requires Gecko 15.0 */
VK_EXCLAMATION: 161,
/** Double quote () key. Requires Gecko 15.0 */
VK_DOUBLE_QUOTE: 162,
/** Hash (#) key. Requires Gecko 15.0 */
VK_HASH: 163,
/** Dollar sign ($) key. Requires Gecko 15.0 */
VK_DOLLAR: 164,
/** Percent (%) key. Requires Gecko 15.0 */
VK_PERCENT: 165,
/** Ampersand (&) key. Requires Gecko 15.0 */
VK_AMPERSAND: 166,
/** Underscore (_) key. Requires Gecko 15.0 */
VK_UNDERSCORE: 167,
/** Open parenthesis (() key. Requires Gecko 15.0 */
VK_OPEN_PAREN: 168,
/** Close parenthesis ()) key. Requires Gecko 15.0 */
VK_CLOSE_PAREN: 169,
/* Asterisk (*) key. Requires Gecko 15.0 */
VK_ASTERISK: 170,
/** Plus (+) key. Requires Gecko 15.0 */
VK_PLUS: 171,
/** Pipe (|) key. Requires Gecko 15.0 */
VK_PIPE: 172,
/** Hyphen-US/docs/Minus (-) key. Requires Gecko 15.0 */
VK_HYPHEN_MINUS: 173,
/** Open curly bracket ({) key. Requires Gecko 15.0 */
VK_OPEN_CURLY_BRACKET: 174,
/** Close curly bracket (}) key. Requires Gecko 15.0 */
VK_CLOSE_CURLY_BRACKET: 175,
/** Tilde (~) key. Requires Gecko 15.0 */
VK_TILDE: 176,
/** Comma (,) key. */
VK_COMMA: 188,
/** Period (.) key. */
VK_PERIOD: 190,
/** Slash (/) key. */
VK_SLASH: 191,
/** Back tick (`) key. */
VK_BACK_QUOTE: 192,
/** Open square bracket ([) key. */
VK_OPEN_BRACKET: 219,
/** Back slash (\) key. */
VK_BACK_SLASH: 220,
/** Close square bracket (]) key. */
VK_CLOSE_BRACKET: 221,
/** Quote (''') key. */
VK_QUOTE: 222,
/** Meta key on Linux, Command key on Mac. */
VK_META: 224,
/** AltGr key on Linux. Requires Gecko 15.0 */
VK_ALTGR: 225,
/** Windows logo key on Windows. Or Super or Hyper key on Linux. Requires Gecko 15.0 */
VK_WIN: 91,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_KANA: 21,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_HANGUL: 21,
/** 英数 key on Japanese Mac keyboard. Requires Gecko 15.0 */
VK_EISU: 22,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_JUNJA: 23,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_FINAL: 24,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_HANJA: 25,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_KANJI: 25,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_CONVERT: 28,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_NONCONVERT: 29,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_ACCEPT: 30,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_MODECHANGE: 31,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_SELECT: 41,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_PRINT: 42,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_EXECUTE: 43,
/** Linux support for this keycode was added in Gecko 4.0. */
VK_SLEEP: 95
};
/**
* @namespace
* Contains text tokenization and breaking routines
*/
ROT.Text = {
RE_COLORS: /%([bc]){([^}]*)}/g,
/* token types */
TYPE_TEXT: 0,
TYPE_NEWLINE: 1,
TYPE_FG: 2,
TYPE_BG: 3,
/**
* Measure size of a resulting text block
*/
measure: function(str, maxWidth) {
var result = {width:0, height:1};
var tokens = this.tokenize(str, maxWidth);
var lineWidth = 0;
for (var i=0;i<tokens.length;i++) {
var token = tokens[i];
switch (token.type) {
case this.TYPE_TEXT:
lineWidth += token.value.length;
break;
case this.TYPE_NEWLINE:
result.height++;
result.width = Math.max(result.width, lineWidth);
lineWidth = 0;
break;
}
}
result.width = Math.max(result.width, lineWidth);
return result;
},
/**
* Convert string to a series of a formatting commands
*/
tokenize: function(str, maxWidth) {
var result = [];
/* first tokenization pass - split texts and color formatting commands */
var offset = 0;
str.replace(this.RE_COLORS, function(match, type, name, index) {
/* string before */
var part = str.substring(offset, index);
if (part.length) {
result.push({
type: ROT.Text.TYPE_TEXT,
value: part
});
}
/* color command */
result.push({
type: (type == "c" ? ROT.Text.TYPE_FG : ROT.Text.TYPE_BG),
value: name.trim()
});
offset = index + match.length;
return "";
});
/* last remaining part */
var part = str.substring(offset);
if (part.length) {
result.push({
type: ROT.Text.TYPE_TEXT,
value: part
});
}
return this._breakLines(result, maxWidth);
},
/* insert line breaks into first-pass tokenized data */
_breakLines: function(tokens, maxWidth) {
if (!maxWidth) { maxWidth = Infinity; };
var i = 0;
var lineLength = 0;
var lastTokenWithSpace = -1;
while (i < tokens.length) { /* take all text tokens, remove space, apply linebreaks */
var token = tokens[i];
if (token.type == ROT.Text.TYPE_NEWLINE) { /* reset */
lineLength = 0;
lastTokenWithSpace = -1;
}
if (token.type != ROT.Text.TYPE_TEXT) { /* skip non-text tokens */
i++;
continue;
}
/* remove spaces at the beginning of line */
while (lineLength == 0 && token.value.charAt(0) == " ") { token.value = token.value.substring(1); }
/* forced newline? insert two new tokens after this one */
var index = token.value.indexOf("\n");
if (index != -1) {
token.value = this._breakInsideToken(tokens, i, index, true);
/* if there are spaces at the end, we must remove them (we do not want the line too long) */
var arr = token.value.split("");
while (arr[arr.length-1] == " ") { arr.pop(); }
token.value = arr.join("");
}
/* token degenerated? */
if (!token.value.length) {
tokens.splice(i, 1);
continue;
}
if (lineLength + token.value.length > maxWidth) { /* line too long, find a suitable breaking spot */
/* is it possible to break within this token? */
var index = -1;
while (1) {
var nextIndex = token.value.indexOf(" ", index+1);
if (nextIndex == -1) { break; }
if (lineLength + nextIndex > maxWidth) { break; }
index = nextIndex;
}
if (index != -1) { /* break at space within this one */
token.value = this._breakInsideToken(tokens, i, index, true);
} else if (lastTokenWithSpace != -1) { /* is there a previous token where a break can occur? */
var token = tokens[lastTokenWithSpace];
var breakIndex = token.value.lastIndexOf(" ");
token.value = this._breakInsideToken(tokens, lastTokenWithSpace, breakIndex, true);
i = lastTokenWithSpace;
} else { /* force break in this token */
token.value = this._breakInsideToken(tokens, i, maxWidth-lineLength, false);
}
} else { /* line not long, continue */
lineLength += token.value.length;
if (token.value.indexOf(" ") != -1) { lastTokenWithSpace = i; }
}
i++; /* advance to next token */
}
tokens.push({type: ROT.Text.TYPE_NEWLINE}); /* insert fake newline to fix the last text line */
/* remove trailing space from text tokens before newlines */
var lastTextToken = null;
for (var i=0;i<tokens.length;i++) {
var token = tokens[i];
switch (token.type) {
case ROT.Text.TYPE_TEXT: lastTextToken = token; break;
case ROT.Text.TYPE_NEWLINE:
if (lastTextToken) { /* remove trailing space */
var arr = lastTextToken.value.split("");
while (arr[arr.length-1] == " ") { arr.pop(); }
lastTextToken.value = arr.join("");
}
lastTextToken = null;
break;
}
}
tokens.pop(); /* remove fake token */
return tokens;
},
/**
* Create new tokens and insert them into the stream
* @param {object[]} tokens
* @param {int} tokenIndex Token being processed
* @param {int} breakIndex Index within current token's value
* @param {bool} removeBreakChar Do we want to remove the breaking character?
* @returns {string} remaining unbroken token value
*/
_breakInsideToken: function(tokens, tokenIndex, breakIndex, removeBreakChar) {
var newBreakToken = {
type: ROT.Text.TYPE_NEWLINE
}
var newTextToken = {
type: ROT.Text.TYPE_TEXT,
value: tokens[tokenIndex].value.substring(breakIndex + (removeBreakChar ? 1 : 0))
}
tokens.splice(tokenIndex+1, 0, newBreakToken, newTextToken);
return tokens[tokenIndex].value.substring(0, breakIndex);
}
}
/**
* @returns {any} Randomly picked item, null when length=0
*/
Array.prototype.random = function() {
if (!this.length) { return null; }
return this[Math.floor(ROT.RNG.getUniform() * this.length)];
}
/**
* @returns {array} New array with randomized items
* FIXME destroys this!
*/
Array.prototype.randomize = function() {
var result = [];
while (this.length) {
var index = this.indexOf(this.random());
result.push(this.splice(index, 1)[0]);
}
return result;
}
/**
* Always positive modulus
* @param {int} n Modulus
* @returns {int} this modulo n
*/
Number.prototype.mod = function(n) {
return ((this%n)+n)%n;
}
/**
* @returns {string} First letter capitalized
*/
String.prototype.capitalize = function() {
return this.charAt(0).toUpperCase() + this.substring(1);
}
/**
* Left pad
* @param {string} [character="0"]
* @param {int} [count=2]
*/
String.prototype.lpad = function(character, count) {
var ch = character || "0";
var cnt = count || 2;
var s = "";
while (s.length < (cnt - this.length)) { s += ch; }
s = s.substring(0, cnt-this.length);
return s+this;
}
/**
* Right pad
* @param {string} [character="0"]
* @param {int} [count=2]
*/
String.prototype.rpad = function(character, count) {
var ch = character || "0";
var cnt = count || 2;
var s = "";
while (s.length < (cnt - this.length)) { s += ch; }
s = s.substring(0, cnt-this.length);
return this+s;
}
/**
* Format a string in a flexible way. Scans for %s strings and replaces them with arguments. List of patterns is modifiable via String.format.map.
* @param {string} template
* @param {any} [argv]
*/
String.format = function(template) {
var map = String.format.map;
var args = Array.prototype.slice.call(arguments, 1);
var replacer = function(match, group1, group2, index) {
if (template.charAt(index-1) == "%") { return match.substring(1); }
if (!args.length) { return match; }
var obj = args[0];
var group = group1 || group2;
var parts = group.split(",");
var name = parts.shift();
var method = map[name.toLowerCase()];
if (!method) { return match; }
var obj = args.shift();
var replaced = obj[method].apply(obj, parts);
var first = name.charAt(0);
if (first != first.toLowerCase()) { replaced = replaced.capitalize(); }
return replaced;
}
return template.replace(/%(?:([a-z]+)|(?:{([^}]+)}))/gi, replacer);
}
String.format.map = {
"s": "toString"
}
/**
* Convenience shortcut to String.format(this)
*/
String.prototype.format = function() {
var args = Array.prototype.slice.call(arguments);
args.unshift(this);
return String.format.apply(String, args);
}
if (!Object.create) {
/**
* ES5 Object.create
*/
Object.create = function(o) {
var tmp = function() {};
tmp.prototype = o;
return new tmp();
};
}
/**
* Sets prototype of this function to an instance of parent function
* @param {function} parent
*/
Function.prototype.extend = function(parent) {
this.prototype = Object.create(parent.prototype);
this.prototype.constructor = this;
return this;
}
window.requestAnimationFrame =
window.requestAnimationFrame
|| window.mozRequestAnimationFrame
|| window.webkitRequestAnimationFrame
|| window.oRequestAnimationFrame
|| window.msRequestAnimationFrame
|| function(cb) { return setTimeout(cb, 1000/60); };
window.cancelAnimationFrame =
window.cancelAnimationFrame
|| window.mozCancelAnimationFrame
|| window.webkitCancelAnimationFrame
|| window.oCancelAnimationFrame
|| window.msCancelAnimationFrame
|| function(id) { return clearTimeout(id); };
/**
* @class Visual map display
* @param {object} [options]
* @param {int} [options.width=ROT.DEFAULT_WIDTH]
* @param {int} [options.height=ROT.DEFAULT_HEIGHT]
* @param {int} [options.fontSize=15]
* @param {string} [options.fontFamily="monospace"]
* @param {string} [options.fontStyle=""] bold/italic/none/both
* @param {string} [options.fg="#ccc"]
* @param {string} [options.bg="#000"]
* @param {float} [options.spacing=1]
* @param {float} [options.border=0]
* @param {string} [options.layout="rect"]
* @param {int} [options.tileWidth=32]
* @param {int} [options.tileHeight=32]
* @param {object} [options.tileMap={}]
* @param {image} [options.tileSet=null]
*/
ROT.Display = function(options) {
var canvas = document.createElement("canvas");
this._context = canvas.getContext("2d");
this._data = {};
this._dirty = false; /* false = nothing, true = all, object = dirty cells */
this._options = {};
this._backend = null;
var defaultOptions = {
width: ROT.DEFAULT_WIDTH,
height: ROT.DEFAULT_HEIGHT,
layout: "rect",
fontSize: 15,
spacing: 1,
border: 0,
fontFamily: "monospace",
fontStyle: "",
fg: "#ccc",
bg: "#000",
tileWidth: 32,
tileHeight: 32,
tileMap: {},
tileSet: null
};
for (var p in options) { defaultOptions[p] = options[p]; }
this.setOptions(defaultOptions);
this.DEBUG = this.DEBUG.bind(this);
this._tick = this._tick.bind(this);
requestAnimationFrame(this._tick);
}
/**
* Debug helper, ideal as a map generator callback. Always bound to this.
* @param {int} x
* @param {int} y
* @param {int} what
*/
ROT.Display.prototype.DEBUG = function(x, y, what) {
var colors = [this._options.bg, this._options.fg];
this.draw(x, y, null, null, colors[what % colors.length]);
}
/**
* Clear the whole display (cover it with background color)
*/
ROT.Display.prototype.clear = function() {
this._data = {};
this._dirty = true;
}
/**
* @see ROT.Display
*/
ROT.Display.prototype.setOptions = function(options) {
for (var p in options) { this._options[p] = options[p]; }
if (options.width || options.height || options.fontSize || options.fontFamily || options.spacing || options.layout) {
if (options.layout) {
this._backend = new ROT.Display[options.layout.capitalize()](this._context);
}
var font = (this._options.fontStyle ? this._options.fontStyle + " " : "") + this._options.fontSize + "px " + this._options.fontFamily;
this._context.font = font;
this._backend.compute(this._options);
this._context.font = font;
this._context.textAlign = "center";
this._context.textBaseline = "middle";
this._dirty = true;
}
return this;
}
/**
* Returns currently set options
* @returns {object} Current options object
*/
ROT.Display.prototype.getOptions = function() {
return this._options;
}
/**
* Returns the DOM node of this display
* @returns {node} DOM node
*/
ROT.Display.prototype.getContainer = function() {
return this._context.canvas;
}
/**
* Compute the maximum width/height to fit into a set of given constraints
* @param {int} availWidth Maximum allowed pixel width
* @param {int} availHeight Maximum allowed pixel height
* @returns {int[2]} cellWidth,cellHeight
*/
ROT.Display.prototype.computeSize = function(availWidth, availHeight) {
return this._backend.computeSize(availWidth, availHeight, this._options);
}
/**
* Compute the maximum font size to fit into a set of given constraints
* @param {int} availWidth Maximum allowed pixel width
* @param {int} availHeight Maximum allowed pixel height
* @returns {int} fontSize
*/
ROT.Display.prototype.computeFontSize = function(availWidth, availHeight) {
return this._backend.computeFontSize(availWidth, availHeight, this._options);
}
/**
* Convert a DOM event (mouse or touch) to map coordinates. Uses first touch for multi-touch.
* @param {Event} e event
* @returns {int[2]} -1 for values outside of the canvas
*/
ROT.Display.prototype.eventToPosition = function(e) {
if (e.touches) {
var x = e.touches[0].clientX;
var y = e.touches[0].clientY;
} else {
var x = e.clientX;
var y = e.clientY;
}
var rect = this._context.canvas.getBoundingClientRect();
x -= rect.left;
y -= rect.top;
if (x < 0 || y < 0 || x >= this._context.canvas.width || y >= this._context.canvas.height) { return [-1, -1]; }
return this._backend.eventToPosition(x, y);
}
/**
* @param {int} x
* @param {int} y
* @param {string || string[]} ch One or more chars (will be overlapping themselves)
* @param {string} [fg] foreground color
* @param {string} [bg] background color
*/
ROT.Display.prototype.draw = function(x, y, ch, fg, bg) {
if (!fg) { fg = this._options.fg; }
if (!bg) { bg = this._options.bg; }
this._data[x+","+y] = [x, y, ch, fg, bg];
if (this._dirty === true) { return; } /* will already redraw everything */
if (!this._dirty) { this._dirty = {}; } /* first! */
this._dirty[x+","+y] = true;
}
/**
* Draws a text at given position. Optionally wraps at a maximum length. Currently does not work with hex layout.
* @param {int} x
* @param {int} y
* @param {string} text May contain color/background format specifiers, %c{name}/%b{name}, both optional. %c{}/%b{} resets to default.
* @param {int} [maxWidth] wrap at what width?
* @returns {int} lines drawn
*/
ROT.Display.prototype.drawText = function(x, y, text, maxWidth) {
var fg = null;
var bg = null;
var cx = x;
var cy = y;
var lines = 1;
if (!maxWidth) { maxWidth = this._options.width-x; }
var tokens = ROT.Text.tokenize(text, maxWidth);
while (tokens.length) { /* interpret tokenized opcode stream */
var token = tokens.shift();
switch (token.type) {
case ROT.Text.TYPE_TEXT:
for (var i=0;i<token.value.length;i++) {
this.draw(cx++, cy, token.value.charAt(i), fg, bg);
}
break;
case ROT.Text.TYPE_FG:
fg = token.value || null;
break;
case ROT.Text.TYPE_BG:
bg = token.value || null;
break;
case ROT.Text.TYPE_NEWLINE:
cx = x;
cy++;
lines++
break;
}
}
return lines;
}
/**
* Timer tick: update dirty parts
*/
ROT.Display.prototype._tick = function() {
requestAnimationFrame(this._tick);
if (!this._dirty) { return; }
if (this._dirty === true) { /* draw all */
this._context.fillStyle = this._options.bg;
this._context.fillRect(0, 0, this._context.canvas.width, this._context.canvas.height);
for (var id in this._data) { /* redraw cached data */
this._draw(id, false);
}
} else { /* draw only dirty */
for (var key in this._dirty) {
this._draw(key, true);
}
}
this._dirty = false;
}
/**
* @param {string} key What to draw
* @param {bool} clearBefore Is it necessary to clean before?
*/
ROT.Display.prototype._draw = function(key, clearBefore) {
var data = this._data[key];
if (data[4] != this._options.bg) { clearBefore = true; }
this._backend.draw(data, clearBefore);
}
/**
* @class Abstract display backend module
* @private
*/
ROT.Display.Backend = function(context) {
this._context = context;
}
ROT.Display.Backend.prototype.compute = function(options) {
}
ROT.Display.Backend.prototype.draw = function(data, clearBefore) {
}
ROT.Display.Backend.prototype.computeSize = function(availWidth, availHeight) {
}
ROT.Display.Backend.prototype.computeFontSize = function(availWidth, availHeight) {
}
ROT.Display.Backend.prototype.eventToPosition = function(x, y) {
}
/**
* @class Rectangular backend
* @private
*/
ROT.Display.Rect = function(context) {
ROT.Display.Backend.call(this, context);
this._spacingX = 0;
this._spacingY = 0;
this._canvasCache = {};
this._options = {};
}
ROT.Display.Rect.extend(ROT.Display.Backend);
ROT.Display.Rect.cache = false;
ROT.Display.Rect.prototype.compute = function(options) {
this._canvasCache = {};
this._options = options;
var charWidth = Math.ceil(this._context.measureText("W").width);
this._spacingX = Math.ceil(options.spacing * charWidth);
this._spacingY = Math.ceil(options.spacing * options.fontSize);
this._context.canvas.width = options.width * this._spacingX;
this._context.canvas.height = options.height * this._spacingY;
}
ROT.Display.Rect.prototype.draw = function(data, clearBefore) {
if (this.constructor.cache) {
this._drawWithCache(data, clearBefore);
} else {
this._drawNoCache(data, clearBefore);
}
}
ROT.Display.Rect.prototype._drawWithCache = function(data, clearBefore) {
var x = data[0];
var y = data[1];
var ch = data[2];
var fg = data[3];
var bg = data[4];
var hash = ""+ch+fg+bg;
if (hash in this._canvasCache) {
var canvas = this._canvasCache[hash];
} else {
var b = this._options.border;
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
canvas.width = this._spacingX;
canvas.height = this._spacingY;
ctx.fillStyle = bg;
ctx.fillRect(b, b, canvas.width-b, canvas.height-b);
if (ch) {
ctx.fillStyle = fg;
ctx.font = this._context.font;
ctx.textAlign = "center";
ctx.textBaseline = "middle";
var chars = [].concat(ch);
for (var i=0;i<chars.length;i++) {
ctx.fillText(chars[i], this._spacingX/2, this._spacingY/2);
}
}
this._canvasCache[hash] = canvas;
}
this._context.drawImage(canvas, x*this._spacingX, y*this._spacingY);
}
ROT.Display.Rect.prototype._drawNoCache = function(data, clearBefore) {
var x = data[0];
var y = data[1];
var ch = data[2];
var fg = data[3];
var bg = data[4];
if (clearBefore) {
var b = this._options.border;
this._context.fillStyle = bg;
this._context.fillRect(x*this._spacingX + b, y*this._spacingY + b, this._spacingX - b, this._spacingY - b);
}
if (!ch) { return; }
this._context.fillStyle = fg;
var chars = [].concat(ch);
for (var i=0;i<chars.length;i++) {
this._context.fillText(chars[i], (x+0.5) * this._spacingX, (y+0.5) * this._spacingY);
}
}
ROT.Display.Rect.prototype.computeSize = function(availWidth, availHeight) {
var width = Math.floor(availWidth / this._spacingX);
var height = Math.floor(availHeight / this._spacingY);
return [width, height];
}
ROT.Display.Rect.prototype.computeFontSize = function(availWidth, availHeight) {
var boxWidth = Math.floor(availWidth / this._options.width);
var boxHeight = Math.floor(availHeight / this._options.height);
/* compute char ratio */
var oldFont = this._context.font;
this._context.font = "100px " + this._options.fontFamily;
var width = Math.ceil(this._context.measureText("W").width);
this._context.font = oldFont;
var ratio = width / 100;
var widthFraction = ratio * boxHeight / boxWidth;
if (widthFraction > 1) { /* too wide with current aspect ratio */
boxHeight = Math.floor(boxHeight / widthFraction);
}
return Math.floor(boxHeight / this._options.spacing);
}
ROT.Display.Rect.prototype.eventToPosition = function(x, y) {
return [Math.floor(x/this._spacingX), Math.floor(y/this._spacingY)];
}
/**
* @class Hexagonal backend
* @private
*/
ROT.Display.Hex = function(context) {
ROT.Display.Backend.call(this, context);
this._spacingX = 0;
this._spacingY = 0;
this._hexSize = 0;
this._options = {};
}
ROT.Display.Hex.extend(ROT.Display.Backend);
ROT.Display.Hex.prototype.compute = function(options) {
this._options = options;
var charWidth = Math.ceil(this._context.measureText("W").width);
this._hexSize = Math.floor(options.spacing * (options.fontSize + charWidth/Math.sqrt(3)) / 2);
this._spacingX = this._hexSize * Math.sqrt(3) / 2;
this._spacingY = this._hexSize * 1.5;
this._context.canvas.width = Math.ceil( (options.width + 1) * this._spacingX );
this._context.canvas.height = Math.ceil( (options.height - 1) * this._spacingY + 2*this._hexSize );
}
ROT.Display.Hex.prototype.draw = function(data, clearBefore) {
var x = data[0];
var y = data[1];
var ch = data[2];
var fg = data[3];
var bg = data[4];
var cx = (x+1) * this._spacingX;
var cy = y * this._spacingY + this._hexSize;
if (clearBefore) {
this._context.fillStyle = bg;
this._fill(cx, cy);
}
if (!ch) { return; }
this._context.fillStyle = fg;
var chars = [].concat(ch);
for (var i=0;i<chars.length;i++) {
this._context.fillText(chars[i], cx, cy);
}
}
ROT.Display.Hex.prototype.computeSize = function(availWidth, availHeight) {
var width = Math.floor(availWidth / this._spacingX) - 1;
var height = Math.floor((availHeight - 2*this._hexSize) / this._spacingY + 1);
return [width, height];
}
ROT.Display.Hex.prototype.computeFontSize = function(availWidth, availHeight) {
var hexSizeWidth = 2*availWidth / ((this._options.width+1) * Math.sqrt(3)) - 1;
var hexSizeHeight = availHeight / (2 + 1.5*(this._options.height-1));
var hexSize = Math.min(hexSizeWidth, hexSizeHeight);
/* compute char ratio */
var oldFont = this._context.font;
this._context.font = "100px " + this._options.fontFamily;
var width = Math.ceil(this._context.measureText("W").width);
this._context.font = oldFont;
var ratio = width / 100;
hexSize = Math.floor(hexSize)+1; /* closest larger hexSize */
var fontSize = 2*hexSize / (this._options.spacing * (1 + ratio / Math.sqrt(3)));
/* closest smaller fontSize */
return Math.ceil(fontSize)-1;
}
ROT.Display.Hex.prototype.eventToPosition = function(x, y) {
var height = this._context.canvas.height / this._options.height;
y = Math.floor(y/height);
if (y.mod(2)) { /* odd row */
x -= this._spacingX;
x = 1 + 2*Math.floor(x/(2*this._spacingX));
} else {
x = 2*Math.floor(x/(2*this._spacingX));
}
return [x, y];
}
ROT.Display.Hex.prototype._fill = function(cx, cy) {
var a = this._hexSize;
var b = this._options.border;
this._context.beginPath();
this._context.moveTo(cx, cy-a+b);
this._context.lineTo(cx + this._spacingX - b, cy-a/2+b);
this._context.lineTo(cx + this._spacingX - b, cy+a/2-b);
this._context.lineTo(cx, cy+a-b);
this._context.lineTo(cx - this._spacingX + b, cy+a/2-b);
this._context.lineTo(cx - this._spacingX + b, cy-a/2+b);
this._context.lineTo(cx, cy-a+b);
this._context.fill();
}
/**
* @class Tile backend
* @private
*/
ROT.Display.Tile = function(context) {
ROT.Display.Rect.call(this, context);
this._options = {};
}
ROT.Display.Tile.extend(ROT.Display.Rect);
ROT.Display.Tile.prototype.compute = function(options) {
this._options = options;
this._context.canvas.width = options.width * options.tileWidth;
this._context.canvas.height = options.height * options.tileHeight;
}
ROT.Display.Tile.prototype.draw = function(data, clearBefore) {
var x = data[0];
var y = data[1];
var ch = data[2];
var fg = data[3];
var bg = data[4];
var tileWidth = this._options.tileWidth;
var tileHeight = this._options.tileHeight;
if (clearBefore) {
var b = this._options.border;
this._context.fillStyle = bg;
this._context.fillRect(x*tileWidth, y*tileHeight, tileWidth, tileHeight);
}
if (!ch) { return; }
var chars = [].concat(ch);
for (var i=0;i<chars.length;i++) {
var tile = this._options.tileMap[chars[i]];
if (!tile) { throw new Error("Char '" + chars[i] + "' not found in tileMap"); }
this._context.drawImage(
this._options.tileSet,
tile[0], tile[1], tileWidth, tileHeight,
x*tileWidth, y*tileHeight, tileWidth, tileHeight
);
}
}
ROT.Display.Tile.prototype.computeSize = function(availWidth, availHeight) {
var width = Math.floor(availWidth / this._options.tileWidth);
var height = Math.floor(availHeight / this._options.tileHeight);
return [width, height];
}
ROT.Display.Tile.prototype.computeFontSize = function(availWidth, availHeight) {
var width = Math.floor(availWidth / this._options.width);
var height = Math.floor(availHeight / this._options.height);
return [width, height];
}
/**
* @namespace
* This code is an implementation of Alea algorithm; (C) 2010 Johannes Baagøe.
* Alea is licensed according to the http://en.wikipedia.org/wiki/MIT_License.
*/
ROT.RNG = {
/**
* @returns {number}
*/
getSeed: function() {
return this._seed;
},
/**
* @param {number} seed Seed the number generator
*/
setSeed: function(seed) {
seed = (seed < 1 ? 1/seed : seed);
this._seed = seed;
this._s0 = (seed >>> 0) * this._frac;
seed = (seed*69069 + 1) >>> 0;
this._s1 = seed * this._frac;
seed = (seed*69069 + 1) >>> 0;
this._s2 = seed * this._frac;
this._c = 1;
return this;
},
/**
* @returns {float} Pseudorandom value [0,1), uniformly distributed
*/
getUniform: function() {
var t = 2091639 * this._s0 + this._c * this._frac;
this._s0 = this._s1;
this._s1 = this._s2;
this._c = t | 0;
this._s2 = t - this._c;
return this._s2;
},
/**
* @param {float} [mean=0] Mean value
* @param {float} [stddev=1] Standard deviation. ~95% of the absolute values will be lower than 2*stddev.
* @returns {float} A normally distributed pseudorandom value
*/
getNormal: function(mean, stddev) {
do {
var u = 2*this.getUniform()-1;
var v = 2*this.getUniform()-1;
var r = u*u + v*v;
} while (r > 1 || r == 0);
var gauss = u * Math.sqrt(-2*Math.log(r)/r);
return (mean || 0) + gauss*(stddev || 1);
},
/**
* @returns {int} Pseudorandom value [1,100] inclusive, uniformly distributed
*/
getPercentage: function() {
return 1 + Math.floor(this.getUniform()*100);
},
/**
* @param {object} data key=whatever, value=weight (relative probability)
* @returns {string} whatever
*/
getWeightedValue: function(data) {
var avail = [];
var total = 0;
for (var id in data) {
total += data[id];
}
var random = Math.floor(this.getUniform()*total);
var part = 0;
for (var id in data) {
part += data[id];
if (random < part) { return id; }
}
return null;
},
/**
* Get RNG state. Useful for storing the state and re-setting it via setState.
* @returns {?} Internal state
*/
getState: function() {
return [this._s0, this._s1, this._s2, this._c];
},
/**
* Set a previously retrieved state.
* @param {?} state
*/
setState: function(state) {
this._s0 = state[0];
this._s1 = state[1];
this._s2 = state[2];
this._c = state[3];
return this;
},
_s0: 0,
_s1: 0,
_s2: 0,
_c: 0,
_frac: 2.3283064365386963e-10 /* 2^-32 */
}
ROT.RNG.setSeed(Date.now());
/**
* @class (Markov process)-based string generator.
* Copied from a <a href="http://www.roguebasin.roguelikedevelopment.org/index.php?title=Names_from_a_high_order_Markov_Process_and_a_simplified_Katz_back-off_scheme">RogueBasin article</a>.
* Offers configurable order and prior.
* @param {object} [options]
* @param {bool} [options.words=false] Use word mode?
* @param {int} [options.order=3]
* @param {float} [options.prior=0.001]
*/
ROT.StringGenerator = function(options) {
this._options = {
words: false,
order: 3,
prior: 0.001
}
for (var p in options) { this._options[p] = options[p]; }
this._boundary = String.fromCharCode(0);
this._suffix = this._boundary;
this._prefix = [];
for (var i=0;i<this._options.order;i++) { this._prefix.push(this._boundary); }
this._priorValues = {};
this._priorValues[this._boundary] = this._options.prior;
this._data = {};
}
/**
* Remove all learning data
*/
ROT.StringGenerator.prototype.clear = function() {
this._data = {};
this._priorValues = {};
}
/**
* @returns {string} Generated string
*/
ROT.StringGenerator.prototype.generate = function() {
var result = [this._sample(this._prefix)];
while (result[result.length-1] != this._boundary) {
result.push(this._sample(result));
}
return this._join(result.slice(0, -1));
}
/**
* Observe (learn) a string from a training set
*/
ROT.StringGenerator.prototype.observe = function(string) {
var tokens = this._split(string);
for (var i=0; i<tokens.length; i++) {
this._priorValues[tokens[i]] = this._options.prior;
}
tokens = this._prefix.concat(tokens).concat(this._suffix); /* add boundary symbols */
for (var i=this._options.order; i<tokens.length; i++) {
var context = tokens.slice(i-this._options.order, i);
var event = tokens[i];
for (var j=0; j<context.length; j++) {
var subcontext = context.slice(j);
this._observeEvent(subcontext, event);
}
}
}
ROT.StringGenerator.prototype.getStats = function() {
var parts = [];
var priorCount = 0;
for (var p in this._priorValues) { priorCount++; }
priorCount--; /* boundary */
parts.push("distinct samples: " + priorCount);
var dataCount = 0;
var eventCount = 0;
for (var p in this._data) {
dataCount++;
for (var key in this._data[p]) {
eventCount++;
}
}
parts.push("dictionary size (contexts): " + dataCount);
parts.push("dictionary size (events): " + eventCount);
return parts.join(", ");
}
/**
* @param {string}
* @returns {string[]}
*/
ROT.StringGenerator.prototype._split = function(str) {
return str.split(this._options.words ? /\s+/ : "");
}
/**
* @param {string[]}
* @returns {string}
*/
ROT.StringGenerator.prototype._join = function(arr) {
return arr.join(this._options.words ? " " : "");
}
/**
* @param {string[]} context
* @param {string} event
*/
ROT.StringGenerator.prototype._observeEvent = function(context, event) {
var key = this._join(context);
if (!(key in this._data)) { this._data[key] = {}; }
var data = this._data[key];
if (!(event in data)) { data[event] = 0; }
data[event]++;
}
/**
* @param {string[]}
* @returns {string}
*/
ROT.StringGenerator.prototype._sample = function(context) {
context = this._backoff(context);
var key = this._join(context);
var data = this._data[key];
var available = {};
if (this._options.prior) {
for (var event in this._priorValues) { available[event] = this._priorValues[event]; }
for (var event in data) { available[event] += data[event]; }
} else {
available = data;
}
return this._pickRandom(available);
}
/**
* @param {string[]}
* @returns {string[]}
*/
ROT.StringGenerator.prototype._backoff = function(context) {
if (context.length > this._options.order) {
context = context.slice(-this._options.order);
} else if (context.length < this._options.order) {
context = this._prefix.slice(0, this._options.order - context.length).concat(context);
}
while (!(this._join(context) in this._data) && context.length > 0) { context = context.slice(1); }
return context;
}
ROT.StringGenerator.prototype._pickRandom = function(data) {
var total = 0;
for (var id in data) {
total += data[id];
}
var random = ROT.RNG.getUniform()*total;
var part = 0;
for (var id in data) {
part += data[id];
if (random < part) { return id; }
}
}
/**
* @class Generic event queue: stores events and retrieves them based on their time
*/
ROT.EventQueue = function() {
this._time = 0;
this._events = [];
this._eventTimes = [];
}
/**
* @returns {number} Elapsed time
*/
ROT.EventQueue.prototype.getTime = function() {
return this._time;
}
/**
* Clear all scheduled events
*/
ROT.EventQueue.prototype.clear = function() {
this._events = [];
this._eventTimes = [];
return this;
}
/**
* @param {?} event
* @param {number} time
*/
ROT.EventQueue.prototype.add = function(event, time) {
var index = this._events.length;
for (var i=0;i<this._eventTimes.length;i++) {
if (this._eventTimes[i] > time) {
index = i;
break;
}
}
this._events.splice(index, 0, event);
this._eventTimes.splice(index, 0, time);
}
/**
* Locates the nearest event, advances time if necessary. Returns that event and removes it from the queue.
* @returns {? || null} The event previously added by addEvent, null if no event available
*/
ROT.EventQueue.prototype.get = function() {
if (!this._events.length) { return null; }
var time = this._eventTimes.splice(0, 1)[0];
if (time > 0) { /* advance */
this._time += time;
for (var i=0;i<this._eventTimes.length;i++) { this._eventTimes[i] -= time; }
}
return this._events.splice(0, 1)[0];
}
/**
* Remove an event from the queue
* @param {?} event
* @returns {bool} success?
*/
ROT.EventQueue.prototype.remove = function(event) {
var index = this._events.indexOf(event);
if (index == -1) { return false }
this._remove(index);
return true;
}
/**
* Remove an event from the queue
* @param {int} index
*/
ROT.EventQueue.prototype._remove = function(index) {
this._events.splice(index, 1);
this._eventTimes.splice(index, 1);
}
/**
* @class Abstract scheduler
*/
ROT.Scheduler = function() {
this._queue = new ROT.EventQueue();
this._repeat = [];
this._current = null;
}
/**
* @see ROT.EventQueue#getTime
*/
ROT.Scheduler.prototype.getTime = function() {
return this._queue.getTime();
}
/**
* @param {?} item
* @param {bool} repeat
*/
ROT.Scheduler.prototype.add = function(item, repeat) {
if (repeat) { this._repeat.push(item); }
return this;
}
/**
* Clear all items
*/
ROT.Scheduler.prototype.clear = function() {
this._queue.clear();
this._repeat = [];
this._current = null;
return this;
}
/**
* Remove a previously added item
* @param {?} item
* @returns {bool} successful?
*/
ROT.Scheduler.prototype.remove = function(item) {
var result = this._queue.remove(item);
var index = this._repeat.indexOf(item);
if (index != -1) { this._repeat.splice(index, 1); }
if (this._current == item) { this._current = null; }
return result;
}
/**
* Schedule next item
* @returns {?}
*/
ROT.Scheduler.prototype.next = function() {
this._current = this._queue.get();
return this._current;
}
/**
* @class Simple fair scheduler (round-robin style)
* @augments ROT.Scheduler
*/
ROT.Scheduler.Simple = function() {
ROT.Scheduler.call(this);
}
ROT.Scheduler.Simple.extend(ROT.Scheduler);
/**
* @see ROT.Scheduler#add
*/
ROT.Scheduler.Simple.prototype.add = function(item, repeat) {
this._queue.add(item, 0);
return ROT.Scheduler.prototype.add.call(this, item, repeat);
}
/**
* @see ROT.Scheduler#next
*/
ROT.Scheduler.Simple.prototype.next = function() {
if (this._current && this._repeat.indexOf(this._current) != -1) {
this._queue.add(this._current, 0);
}
return ROT.Scheduler.prototype.next.call(this);
}
/**
* @class Speed-based scheduler
* @augments ROT.Scheduler
*/
ROT.Scheduler.Speed = function() {
ROT.Scheduler.call(this);
}
ROT.Scheduler.Speed.extend(ROT.Scheduler);
/**
* @param {object} item anything with "getSpeed" method
* @param {bool} repeat
* @see ROT.Scheduler#add
*/
ROT.Scheduler.Speed.prototype.add = function(item, repeat) {
this._queue.add(item, 1/item.getSpeed());
return ROT.Scheduler.prototype.add.call(this, item, repeat);
}
/**
* @see ROT.Scheduler#next
*/
ROT.Scheduler.Speed.prototype.next = function() {
if (this._current && this._repeat.indexOf(this._current) != -1) {
this._queue.add(this._current, 1/this._current.getSpeed());
}
return ROT.Scheduler.prototype.next.call(this);
}
/**
* @class Action-based scheduler
* @augments ROT.Scheduler
*/
ROT.Scheduler.Action = function() {
ROT.Scheduler.call(this);
this._defaultDuration = 1; /* for newly added */
this._duration = this._defaultDuration; /* for this._current */
}
ROT.Scheduler.Action.extend(ROT.Scheduler);
/**
* @param {object} item
* @param {bool} repeat
* @param {number} [time=1]
* @see ROT.Scheduler#add
*/
ROT.Scheduler.Action.prototype.add = function(item, repeat, time) {
this._queue.add(item, time || this._defaultDuration);
return ROT.Scheduler.prototype.add.call(this, item, repeat);
}
ROT.Scheduler.Action.prototype.clear = function() {
this._duration = this._defaultDuration;
return ROT.Scheduler.prototype.clear.call(this);
}
ROT.Scheduler.Action.prototype.remove = function(item) {
if (item == this._current) { this._duration = this._defaultDuration; }
return ROT.Scheduler.prototype.remove.call(this, item);
}
/**
* @see ROT.Scheduler#next
*/
ROT.Scheduler.Action.prototype.next = function() {
if (this._current && this._repeat.indexOf(this._current) != -1) {
this._queue.add(this._current, this._duration || this._defaultDuration);
this._duration = this._defaultDuration;
}
return ROT.Scheduler.prototype.next.call(this);
}
/**
* Set duration for the active item
*/
ROT.Scheduler.Action.prototype.setDuration = function(time) {
if (this._current) { this._duration = time; }
return this;
}
/**
* @class Asynchronous main loop
* @param {ROT.Scheduler} scheduler
*/
ROT.Engine = function(scheduler) {
this._scheduler = scheduler;
this._lock = 1;
}
/**
* Start the main loop. When this call returns, the loop is locked.
*/
ROT.Engine.prototype.start = function() {
return this.unlock();
}
/**
* Interrupt the engine by an asynchronous action
*/
ROT.Engine.prototype.lock = function() {
this._lock++;
}
/**
* Resume execution (paused by a previous lock)
*/
ROT.Engine.prototype.unlock = function() {
if (!this._lock) { throw new Error("Cannot unlock unlocked engine"); }
this._lock--;
while (!this._lock) {
var actor = this._scheduler.next();
if (!actor) { return this.lock(); } /* no actors */
actor.act();
}
return this;
}
/**
* @class Base map generator
* @param {int} [width=ROT.DEFAULT_WIDTH]
* @param {int} [height=ROT.DEFAULT_HEIGHT]
*/
ROT.Map = function(width, height) {
this._width = width || ROT.DEFAULT_WIDTH;
this._height = height || ROT.DEFAULT_HEIGHT;
};
ROT.Map.prototype.create = function(callback) {}
ROT.Map.prototype._fillMap = function(value) {
var map = [];
for (var i=0;i<this._width;i++) {
map.push([]);
for (var j=0;j<this._height;j++) { map[i].push(value); }
}
return map;
}
/**
* @class Simple empty rectangular room
* @augments ROT.Map
*/
ROT.Map.Arena = function(width, height) {
ROT.Map.call(this, width, height);
}
ROT.Map.Arena.extend(ROT.Map);
ROT.Map.Arena.prototype.create = function(callback) {
var w = this._width-1;
var h = this._height-1;
for (var i=0;i<=w;i++) {
for (var j=0;j<=h;j++) {
var empty = (i && j && i<w && j<h);
callback(i, j, empty ? 0 : 1);
}
}
return this;
}
/**
* @class Recursively divided maze, http://en.wikipedia.org/wiki/Maze_generation_algorithm#Recursive_division_method
* @augments ROT.Map
*/
ROT.Map.DividedMaze = function(width, height) {
ROT.Map.call(this, width, height);
this._stack = [];
}
ROT.Map.DividedMaze.extend(ROT.Map);
ROT.Map.DividedMaze.prototype.create = function(callback) {
var w = this._width;
var h = this._height;
this._map = [];
for (var i=0;i<w;i++) {
this._map.push([]);
for (var j=0;j<h;j++) {
var border = (i == 0 || j == 0 || i+1 == w || j+1 == h);
this._map[i].push(border ? 1 : 0);
}
}
this._stack = [
[1, 1, w-2, h-2]
];
this._process();
for (var i=0;i<w;i++) {
for (var j=0;j<h;j++) {
callback(i, j, this._map[i][j]);
}
}
this._map = null;
return this;
}
ROT.Map.DividedMaze.prototype._process = function() {
while (this._stack.length) {
var room = this._stack.shift(); /* [left, top, right, bottom] */
this._partitionRoom(room);
}
}
ROT.Map.DividedMaze.prototype._partitionRoom = function(room) {
var availX = [];
var availY = [];
for (var i=room[0]+1;i<room[2];i++) {
var top = this._map[i][room[1]-1];
var bottom = this._map[i][room[3]+1];
if (top && bottom && !(i % 2)) { availX.push(i); }
}
for (var j=room[1]+1;j<room[3];j++) {
var left = this._map[room[0]-1][j];
var right = this._map[room[2]+1][j];
if (left && right && !(j % 2)) { availY.push(j); }
}
if (!availX.length || !availY.length) { return; }
var x = availX.random();
var y = availY.random();
this._map[x][y] = 1;
var walls = [];
var w = []; walls.push(w); /* left part */
for (var i=room[0]; i<x; i++) {
this._map[i][y] = 1;
w.push([i, y]);
}
var w = []; walls.push(w); /* right part */
for (var i=x+1; i<=room[2]; i++) {
this._map[i][y] = 1;
w.push([i, y]);
}
var w = []; walls.push(w); /* top part */
for (var j=room[1]; j<y; j++) {
this._map[x][j] = 1;
w.push([x, j]);
}
var w = []; walls.push(w); /* bottom part */
for (var j=y+1; j<=room[3]; j++) {
this._map[x][j] = 1;
w.push([x, j]);
}
var solid = walls.random();
for (var i=0;i<walls.length;i++) {
var w = walls[i];
if (w == solid) { continue; }
var hole = w.random();
this._map[hole[0]][hole[1]] = 0;
}
this._stack.push([room[0], room[1], x-1, y-1]); /* left top */
this._stack.push([x+1, room[1], room[2], y-1]); /* right top */
this._stack.push([room[0], y+1, x-1, room[3]]); /* left bottom */
this._stack.push([x+1, y+1, room[2], room[3]]); /* right bottom */
}
/**
* @class Icey's Maze generator
* See http://www.roguebasin.roguelikedevelopment.org/index.php?title=Simple_maze for explanation
* @augments ROT.Map
*/
ROT.Map.IceyMaze = function(width, height, regularity) {
ROT.Map.call(this, width, height);
this._regularity = regularity || 0;
}
ROT.Map.IceyMaze.extend(ROT.Map);
ROT.Map.IceyMaze.prototype.create = function(callback) {
var width = this._width;
var height = this._height;
var map = this._fillMap(1);
width -= (width % 2 ? 1 : 2);
height -= (height % 2 ? 1 : 2);
var cx = 0;
var cy = 0;
var nx = 0;
var ny = 0;
var done = 0;
var blocked = false;
var dirs = [
[0, 0],
[0, 0],
[0, 0],
[0, 0]
];
do {
cx = 1 + 2*Math.floor(ROT.RNG.getUniform()*(width-1) / 2);
cy = 1 + 2*Math.floor(ROT.RNG.getUniform()*(height-1) / 2);
if (!done) { map[cx][cy] = 0; }
if (!map[cx][cy]) {
this._randomize(dirs);
do {
if (Math.floor(ROT.RNG.getUniform()*(this._regularity+1)) == 0) { this._randomize(dirs); }
blocked = true;
for (var i=0;i<4;i++) {
nx = cx + dirs[i][0]*2;
ny = cy + dirs[i][1]*2;
if (this._isFree(map, nx, ny, width, height)) {
map[nx][ny] = 0;
map[cx + dirs[i][0]][cy + dirs[i][1]] = 0;
cx = nx;
cy = ny;
blocked = false;
done++;
break;
}
}
} while (!blocked);
}
} while (done+1 < width*height/4);
for (var i=0;i<this._width;i++) {
for (var j=0;j<this._height;j++) {
callback(i, j, map[i][j]);
}
}
this._map = null;
return this;
}
ROT.Map.IceyMaze.prototype._randomize = function(dirs) {
for (var i=0;i<4;i++) {
dirs[i][0] = 0;
dirs[i][1] = 0;
}
switch (Math.floor(ROT.RNG.getUniform()*4)) {
case 0:
dirs[0][0] = -1; dirs[1][0] = 1;
dirs[2][1] = -1; dirs[3][1] = 1;
break;
case 1:
dirs[3][0] = -1; dirs[2][0] = 1;
dirs[1][1] = -1; dirs[0][1] = 1;
break;
case 2:
dirs[2][0] = -1; dirs[3][0] = 1;
dirs[0][1] = -1; dirs[1][1] = 1;
break;
case 3:
dirs[1][0] = -1; dirs[0][0] = 1;
dirs[3][1] = -1; dirs[2][1] = 1;
break;
}
}
ROT.Map.IceyMaze.prototype._isFree = function(map, x, y, width, height) {
if (x < 1 || y < 1 || x >= width || y >= height) { return false; }
return map[x][y];
}
/**
* @class Maze generator - Eller's algorithm
* See http://homepages.cwi.nl/~tromp/maze.html for explanation
* @augments ROT.Map
*/
ROT.Map.EllerMaze = function(width, height) {
ROT.Map.call(this, width, height);
}
ROT.Map.EllerMaze.extend(ROT.Map);
ROT.Map.EllerMaze.prototype.create = function(callback) {
var map = this._fillMap(1);
var w = Math.ceil((this._width-2)/2);
var rand = 9/24;
var L = [];
var R = [];
for (var i=0;i<w;i++) {
L.push(i);
R.push(i);
}
L.push(w-1); /* fake stop-block at the right side */
for (var j=1;j+3<this._height;j+=2) {
/* one row */
for (var i=0;i<w;i++) {
/* cell coords (will be always empty) */
var x = 2*i+1;
var y = j;
map[x][y] = 0;
/* right connection */
if (i != L[i+1] && ROT.RNG.getUniform() > rand) {
this._addToList(i, L, R);
map[x+1][y] = 0;
}
/* bottom connection */
if (i != L[i] && ROT.RNG.getUniform() > rand) {
/* remove connection */
this._removeFromList(i, L, R);
} else {
/* create connection */
map[x][y+1] = 0;
}
}
}
/* last row */
for (var i=0;i<w;i++) {
/* cell coords (will be always empty) */
var x = 2*i+1;
var y = j;
map[x][y] = 0;
/* right connection */
if (i != L[i+1] && (i == L[i] || ROT.RNG.getUniform() > rand)) {
/* dig right also if the cell is separated, so it gets connected to the rest of maze */
this._addToList(i, L, R);
map[x+1][y] = 0;
}
this._removeFromList(i, L, R);
}
for (var i=0;i<this._width;i++) {
for (var j=0;j<this._height;j++) {
callback(i, j, map[i][j]);
}
}
return this;
}
/**
* Remove "i" from its list
*/
ROT.Map.EllerMaze.prototype._removeFromList = function(i, L, R) {
R[L[i]] = R[i];
L[R[i]] = L[i];
R[i] = i;
L[i] = i;
}
/**
* Join lists with "i" and "i+1"
*/
ROT.Map.EllerMaze.prototype._addToList = function(i, L, R) {
R[L[i+1]] = R[i];
L[R[i]] = L[i+1];
R[i] = i+1;
L[i+1] = i;
}
/**
* @class Cellular automaton map generator
* @augments ROT.Map
* @param {int} [width=ROT.DEFAULT_WIDTH]
* @param {int} [height=ROT.DEFAULT_HEIGHT]
* @param {object} [options] Options
* @param {int[]} [options.born] List of neighbor counts for a new cell to be born in empty space
* @param {int[]} [options.survive] List of neighbor counts for an existing cell to survive
* @param {int} [options.topology] Topology 4 or 6 or 8
*/
ROT.Map.Cellular = function(width, height, options) {
ROT.Map.call(this, width, height);
this._options = {
born: [5, 6, 7, 8],
survive: [4, 5, 6, 7, 8],
topology: 8
};
for (var p in options) { this._options[p] = options[p]; }
this._dirs = ROT.DIRS[this._options.topology];
this._map = this._fillMap(0);
}
ROT.Map.Cellular.extend(ROT.Map);
/**
* Fill the map with random values
* @param {float} probability Probability for a cell to become alive; 0 = all empty, 1 = all full
*/
ROT.Map.Cellular.prototype.randomize = function(probability) {
for (var i=0;i<this._width;i++) {
for (var j=0;j<this._height;j++) {
this._map[i][j] = (ROT.RNG.getUniform() < probability ? 1 : 0);
}
}
return this;
}
ROT.Map.Cellular.prototype.set = function(x, y, value) {
this._map[x][y] = value;
}
ROT.Map.Cellular.prototype.create = function(callback) {
var newMap = this._fillMap(0);
var born = this._options.born;
var survive = this._options.survive;
for (var j=0;j<this._height;j++) {
var widthStep = 1;
var widthStart = 0;
if (this._options.topology == 6) {
widthStep = 2;
widthStart = j%2;
}
for (var i=widthStart; i<this._width; i+=widthStep) {
var cur = this._map[i][j];
var ncount = this._getNeighbors(i, j);
if (cur && survive.indexOf(ncount) != -1) { /* survive */
newMap[i][j] = 1;
} else if (!cur && born.indexOf(ncount) != -1) { /* born */
newMap[i][j] = 1;
}
if (callback) { callback(i, j, newMap[i][j]); }
}
}
this._map = newMap;
}
/**
* Get neighbor count at [i,j] in this._map
*/
ROT.Map.Cellular.prototype._getNeighbors = function(cx, cy) {
var result = 0;
for (var i=0;i<this._dirs.length;i++) {
var dir = this._dirs[i];
var x = cx + dir[0];
var y = cy + dir[1];
if (x < 0 || x >= this._width || x < 0 || y >= this._width) { continue; }
result += (this._map[x][y] == 1 ? 1 : 0);
}
return result;
}
/**
* @class Dungeon map: has rooms and corridors
* @augments ROT.Map
*/
ROT.Map.Dungeon = function(width, height) {
ROT.Map.call(this, width, height);
this._rooms = []; /* list of all rooms */
this._corridors = [];
}
ROT.Map.Dungeon.extend(ROT.Map);
/**
* Get all generated rooms
* @returns {ROT.Map.Feature.Room[]}
*/
ROT.Map.Dungeon.prototype.getRooms = function() {
return this._rooms;
}
/**
* Get all generated corridors
* @returns {ROT.Map.Feature.Corridor[]}
*/
ROT.Map.Dungeon.prototype.getCorridors = function() {
return this._corridors;
}
/**
* @class Random dungeon generator using human-like digging patterns.
* Heavily based on Mike Anderson's ideas from the "Tyrant" algo, mentioned at
* http://www.roguebasin.roguelikedevelopment.org/index.php?title=Dungeon-Building_Algorithm.
* @augments ROT.Map.Dungeon
*/
ROT.Map.Digger = function(width, height, options) {
ROT.Map.Dungeon.call(this, width, height);
this._options = {
roomWidth: [3, 9], /* room minimum and maximum width */
roomHeight: [3, 5], /* room minimum and maximum height */
corridorLength: [3, 10], /* corridor minimum and maximum length */
dugPercentage: 0.2, /* we stop after this percentage of level area has been dug out */
timeLimit: 1000 /* we stop after this much time has passed (msec) */
}
for (var p in options) { this._options[p] = options[p]; }
this._features = {
"Room": 4,
"Corridor": 4
}
this._featureAttempts = 20; /* how many times do we try to create a feature on a suitable wall */
this._walls = {}; /* these are available for digging */
this._digCallback = this._digCallback.bind(this);
this._canBeDugCallback = this._canBeDugCallback.bind(this);
this._isWallCallback = this._isWallCallback.bind(this);
this._priorityWallCallback = this._priorityWallCallback.bind(this);
}
ROT.Map.Digger.extend(ROT.Map.Dungeon);
/**
* Create a map
* @see ROT.Map#create
*/
ROT.Map.Digger.prototype.create = function(callback) {
this._rooms = [];
this._corridors = [];
this._map = this._fillMap(1);
this._walls = {};
this._dug = 0;
var area = (this._width-2) * (this._height-2);
this._firstRoom();
var t1 = Date.now();
do {
var t2 = Date.now();
if (t2 - t1 > this._options.timeLimit) { break; }
/* find a good wall */
var wall = this._findWall();
if (!wall) { break; } /* no more walls */
var parts = wall.split(",");
var x = parseInt(parts[0]);
var y = parseInt(parts[1]);
var dir = this._getDiggingDirection(x, y);
if (!dir) { continue; } /* this wall is not suitable */
// console.log("wall", x, y);
/* try adding a feature */
var featureAttempts = 0;
do {
featureAttempts++;
if (this._tryFeature(x, y, dir[0], dir[1])) { /* feature added */
//if (this._rooms.length + this._corridors.length == 2) { this._rooms[0].addDoor(x, y); } /* first room oficially has doors */
this._removeSurroundingWalls(x, y);
this._removeSurroundingWalls(x-dir[0], y-dir[1]);
break;
}
} while (featureAttempts < this._featureAttempts);
var priorityWalls = 0;
for (var id in this._walls) {
if (this._walls[id] > 1) { priorityWalls++; }
}
} while (this._dug/area < this._options.dugPercentage || priorityWalls); /* fixme number of priority walls */
this._addDoors();
if (callback) {
for (var i=0;i<this._width;i++) {
for (var j=0;j<this._height;j++) {
callback(i, j, this._map[i][j]);
}
}
}
this._walls = {};
this._map = null;
return this;
}
ROT.Map.Digger.prototype._digCallback = function(x, y, value) {
if (value == 0 || value == 2) { /* empty */
this._map[x][y] = 0;
this._dug++;
} else { /* wall */
this._walls[x+","+y] = 1;
}
}
ROT.Map.Digger.prototype._isWallCallback = function(x, y) {
if (x < 0 || y < 0 || x >= this._width || y >= this._height) { return false; }
return (this._map[x][y] == 1);
}
ROT.Map.Digger.prototype._canBeDugCallback = function(x, y) {
if (x < 1 || y < 1 || x+1 >= this._width || y+1 >= this._height) { return false; }
return (this._map[x][y] == 1);
}
ROT.Map.Digger.prototype._priorityWallCallback = function(x, y) {
this._walls[x+","+y] = 2;
}
ROT.Map.Digger.prototype._firstRoom = function() {
var cx = Math.floor(this._width/2);
var cy = Math.floor(this._height/2);
var room = ROT.Map.Feature.Room.createRandomCenter(cx, cy, this._options);
this._rooms.push(room);
room.create(this._digCallback);
}
/**
* Get a suitable wall
*/
ROT.Map.Digger.prototype._findWall = function() {
var prio1 = [];
var prio2 = [];
for (var id in this._walls) {
var prio = this._walls[id];
if (prio == 2) {
prio2.push(id);
} else {
prio1.push(id);
}
}
var arr = (prio2.length ? prio2 : prio1);
if (!arr.length) { return null; } /* no walls :/ */
var id = arr.random();
delete this._walls[id];
return id;
}
/**
* Tries adding a feature
* @returns {bool} was this a successful try?
*/
ROT.Map.Digger.prototype._tryFeature = function(x, y, dx, dy) {
var feature = ROT.RNG.getWeightedValue(this._features);
feature = ROT.Map.Feature[feature].createRandomAt(x, y, dx, dy, this._options);
if (!feature.isValid(this._isWallCallback, this._canBeDugCallback)) {
// console.log("not valid");
// feature.debug();
return false;
}
feature.create(this._digCallback);
// feature.debug();
if (feature instanceof ROT.Map.Feature.Room) { this._rooms.push(feature); }
if (feature instanceof ROT.Map.Feature.Corridor) {
feature.createPriorityWalls(this._priorityWallCallback);
this._corridors.push(feature);
}
return true;
}
ROT.Map.Digger.prototype._removeSurroundingWalls = function(cx, cy) {
var deltas = ROT.DIRS[4];
for (var i=0;i<deltas.length;i++) {
var delta = deltas[i];
var x = cx + delta[0];
var y = cy + delta[1];
delete this._walls[x+","+y];
var x = cx + 2*delta[0];
var y = cy + 2*delta[1];
delete this._walls[x+","+y];
}
}
/**
* Returns vector in "digging" direction, or false, if this does not exist (or is not unique)
*/
ROT.Map.Digger.prototype._getDiggingDirection = function(cx, cy) {
var result = null;
var deltas = ROT.DIRS[4];
for (var i=0;i<deltas.length;i++) {
var delta = deltas[i];
var x = cx + delta[0];
var y = cy + delta[1];
if (x < 0 || y < 0 || x >= this._width || y >= this._width) { return null; }
if (!this._map[x][y]) { /* there already is another empty neighbor! */
if (result) { return null; }
result = delta;
}
}
/* no empty neighbor */
if (!result) { return null; }
return [-result[0], -result[1]];
}
/**
* Find empty spaces surrounding rooms, and apply doors.
*/
ROT.Map.Digger.prototype._addDoors = function() {
var data = this._map;
var isWallCallback = function(x, y) {
return (data[x][y] == 1);
}
for (var i = 0; i < this._rooms.length; i++ ) {
var room = this._rooms[i];
room.clearDoors();
room.addDoors(isWallCallback);
}
}
/**
* @class Dungeon generator which tries to fill the space evenly. Generates independent rooms and tries to connect them.
* @augments ROT.Map.Dungeon
*/
ROT.Map.Uniform = function(width, height, options) {
ROT.Map.Dungeon.call(this, width, height);
this._options = {
roomWidth: [3, 9], /* room minimum and maximum width */
roomHeight: [3, 5], /* room minimum and maximum height */
roomDugPercentage: 0.1, /* we stop after this percentage of level area has been dug out by rooms */
timeLimit: 1000 /* we stop after this much time has passed (msec) */
}
for (var p in options) { this._options[p] = options[p]; }
this._roomAttempts = 20; /* new room is created N-times until is considered as impossible to generate */
this._corridorAttempts = 20; /* corridors are tried N-times until the level is considered as impossible to connect */
this._connected = []; /* list of already connected rooms */
this._unconnected = []; /* list of remaining unconnected rooms */
this._digCallback = this._digCallback.bind(this);
this._canBeDugCallback = this._canBeDugCallback.bind(this);
this._isWallCallback = this._isWallCallback.bind(this);
}
ROT.Map.Uniform.extend(ROT.Map.Dungeon);
/**
* Create a map. If the time limit has been hit, returns null.
* @see ROT.Map#create
*/
ROT.Map.Uniform.prototype.create = function(callback) {
var t1 = Date.now();
while (1) {
var t2 = Date.now();
if (t2 - t1 > this._options.timeLimit) { return null; } /* time limit! */
this._map = this._fillMap(1);
this._dug = 0;
this._rooms = [];
this._unconnected = [];
this._generateRooms();
if (this._generateCorridors()) { break; }
}
if (callback) {
for (var i=0;i<this._width;i++) {
for (var j=0;j<this._height;j++) {
callback(i, j, this._map[i][j]);
}
}
}
return this;
}
/**
* Generates a suitable amount of rooms
*/
ROT.Map.Uniform.prototype._generateRooms = function() {
var w = this._width-2;
var h = this._height-2;
do {
var room = this._generateRoom();
if (this._dug/(w*h) > this._options.roomDugPercentage) { break; } /* achieved requested amount of free space */
} while (room);
/* either enough rooms, or not able to generate more of them :) */
}
/**
* Try to generate one room
*/
ROT.Map.Uniform.prototype._generateRoom = function() {
var count = 0;
while (count < this._roomAttempts) {
count++;
var room = ROT.Map.Feature.Room.createRandom(this._width, this._height, this._options);
if (!room.isValid(this._isWallCallback, this._canBeDugCallback)) { continue; }
room.create(this._digCallback);
this._rooms.push(room);
return room;
}
/* no room was generated in a given number of attempts */
return null;
}
/**
* Generates connectors beween rooms
* @returns {bool} success Was this attempt successfull?
*/
ROT.Map.Uniform.prototype._generateCorridors = function() {
var cnt = 0;
while (cnt < this._corridorAttempts) {
cnt++;
this._corridors = [];
/* dig rooms into a clear map */
this._map = this._fillMap(1);
for (var i=0;i<this._rooms.length;i++) {
var room = this._rooms[i];
room.clearDoors();
room.create(this._digCallback);
}
this._unconnected = this._rooms.slice().randomize();
this._connected = [];
if (this._unconnected.length) { this._connected.push(this._unconnected.pop()); } /* first one is always connected */
while (1) {
/* 1. pick random connected room */
var connected = this._connected.random();
/* 2. find closest unconnected */
var room1 = this._closestRoom(this._unconnected, connected);
/* 3. connect it to closest connected */
var room2 = this._closestRoom(this._connected, room1);
var ok = this._connectRooms(room1, room2);
if (!ok) { break; } /* stop connecting, re-shuffle */
if (!this._unconnected.length) { return true; } /* done; no rooms remain */
}
}
return false;
}
/**
* For a given room, find the closest one from the list
*/
ROT.Map.Uniform.prototype._closestRoom = function(rooms, room) {
var dist = Infinity;
var center = room.getCenter();
var result = null;
for (var i=0;i<rooms.length;i++) {
var r = rooms[i];
var c = r.getCenter();
var dx = c[0]-center[0];
var dy = c[1]-center[1];
var d = dx*dx+dy*dy;
if (d < dist) {
dist = d;
result = r;
}
}
return result;
}
ROT.Map.Uniform.prototype._connectRooms = function(room1, room2) {
/*
room1.debug();
room2.debug();
*/
var center1 = room1.getCenter();
var center2 = room2.getCenter();
var diffX = center2[0] - center1[0];
var diffY = center2[1] - center1[1];
if (Math.abs(diffX) < Math.abs(diffY)) { /* first try connecting north-south walls */
var dirIndex1 = (diffY > 0 ? 2 : 0);
var dirIndex2 = (dirIndex1 + 2) % 4;
var min = room2.getLeft();
var max = room2.getRight();
var index = 0;
} else { /* first try connecting east-west walls */
var dirIndex1 = (diffX > 0 ? 1 : 3);
var dirIndex2 = (dirIndex1 + 2) % 4;
var min = room2.getTop();
var max = room2.getBottom();
var index = 1;
}
var start = this._placeInWall(room1, dirIndex1); /* corridor will start here */
if (!start) { return false; }
if (start[index] >= min && start[index] <= max) { /* possible to connect with straight line (I-like) */
var end = start.slice();
var value = null;
switch (dirIndex2) {
case 0: value = room2.getTop()-1; break;
case 1: value = room2.getRight()+1; break;
case 2: value = room2.getBottom()+1; break;
case 3: value = room2.getLeft()-1; break;
}
end[(index+1)%2] = value;
this._digLine([start, end]);
} else if (start[index] < min-1 || start[index] > max+1) { /* need to switch target wall (L-like) */
var diff = start[index] - center2[index];
switch (dirIndex2) {
case 0:
case 1: var rotation = (diff < 0 ? 3 : 1); break;
case 2:
case 3: var rotation = (diff < 0 ? 1 : 3); break;
}
dirIndex2 = (dirIndex2 + rotation) % 4;
var end = this._placeInWall(room2, dirIndex2);
if (!end) { return false; }
var mid = [0, 0];
mid[index] = start[index];
var index2 = (index+1)%2;
mid[index2] = end[index2];
this._digLine([start, mid, end]);
} else { /* use current wall pair, but adjust the line in the middle (S-like) */
var index2 = (index+1)%2;
var end = this._placeInWall(room2, dirIndex2);
if (!end) { return; }
var mid = Math.round((end[index2] + start[index2])/2);
var mid1 = [0, 0];
var mid2 = [0, 0];
mid1[index] = start[index];
mid1[index2] = mid;
mid2[index] = end[index];
mid2[index2] = mid;
this._digLine([start, mid1, mid2, end]);
}
room1.addDoor(start[0], start[1]);
room2.addDoor(end[0], end[1]);
var index = this._unconnected.indexOf(room1);
if (index != -1) {
this._unconnected.splice(index, 1);
this._connected.push(room1);
}
var index = this._unconnected.indexOf(room2);
if (index != -1) {
this._unconnected.splice(index, 1);
this._connected.push(room2);
}
return true;
}
ROT.Map.Uniform.prototype._placeInWall = function(room, dirIndex) {
var start = [0, 0];
var dir = [0, 0];
var length = 0;
switch (dirIndex) {
case 0:
dir = [1, 0];
start = [room.getLeft(), room.getTop()-1];
length = room.getRight()-room.getLeft()+1;
break;
case 1:
dir = [0, 1];
start = [room.getRight()+1, room.getTop()];
length = room.getBottom()-room.getTop()+1;
break;
case 2:
dir = [1, 0];
start = [room.getLeft(), room.getBottom()+1];
length = room.getRight()-room.getLeft()+1;
break;
case 3:
dir = [0, 1];
start = [room.getLeft()-1, room.getTop()];
length = room.getBottom()-room.getTop()+1;
break;
}
var avail = [];
var lastBadIndex = -2;
for (var i=0;i<length;i++) {
var x = start[0] + i*dir[0];
var y = start[1] + i*dir[1];
avail.push(null);
var isWall = (this._map[x][y] == 1);
if (isWall) {
if (lastBadIndex != i-1) { avail[i] = [x, y]; }
} else {
lastBadIndex = i;
if (i) { avail[i-1] = null; }
}
}
for (var i=avail.length-1; i>=0; i--) {
if (!avail[i]) { avail.splice(i, 1); }
}
return (avail.length ? avail.random() : null);
}
/**
* Dig a polyline.
*/
ROT.Map.Uniform.prototype._digLine = function(points) {
for (var i=1;i<points.length;i++) {
var start = points[i-1];
var end = points[i];
var corridor = new ROT.Map.Feature.Corridor(start[0], start[1], end[0], end[1]);
corridor.create(this._digCallback);
this._corridors.push(corridor);
}
}
ROT.Map.Uniform.prototype._digCallback = function(x, y, value) {
this._map[x][y] = value;
if (value == 0) { this._dug++; }
}
ROT.Map.Uniform.prototype._isWallCallback = function(x, y) {
if (x < 0 || y < 0 || x >= this._width || y >= this._height) { return false; }
return (this._map[x][y] == 1);
}
ROT.Map.Uniform.prototype._canBeDugCallback = function(x, y) {
if (x < 1 || y < 1 || x+1 >= this._width || y+1 >= this._height) { return false; }
return (this._map[x][y] == 1);
}
/**
* @author hyakugei
* @class Dungeon generator which uses the "orginal" Rogue dungeon generation algorithm. See http://kuoi.com/~kamikaze/GameDesign/art07_rogue_dungeon.php
* @augments ROT.Map
* @param {int} [width=ROT.DEFAULT_WIDTH]
* @param {int} [height=ROT.DEFAULT_HEIGHT]
* @param {object} [options] Options
* @param {int[]} [options.cellWidth=3] Number of cells to create on the horizontal (number of rooms horizontally)
* @param {int[]} [options.cellHeight=3] Number of cells to create on the vertical (number of rooms vertically)
* @param {int} [options.roomWidth] Room min and max width - normally set auto-magically via the constructor.
* @param {int} [options.roomHeight] Room min and max height - normally set auto-magically via the constructor.
*/
ROT.Map.Rogue = function(width, height, options) {
ROT.Map.call(this, width, height);
this._options = {
cellWidth: 3, // NOTE to self, these could probably work the same as the roomWidth/room Height values
cellHeight: 3 // ie. as an array with min-max values for each direction....
}
for (var p in options) { this._options[p] = options[p]; }
/*
Set the room sizes according to the over-all width of the map,
and the cell sizes.
*/
if (!this._options.hasOwnProperty("roomWidth")) {
this._options["roomWidth"] = this._calculateRoomSize(width, this._options["cellWidth"]);
}
if (!this._options.hasOwnProperty["roomHeight"]) {
this._options["roomHeight"] = this._calculateRoomSize(height, this._options["cellHeight"]);
}
}
ROT.Map.Rogue.extend(ROT.Map);
/**
* @see ROT.Map#create
*/
ROT.Map.Rogue.prototype.create = function(callback) {
this.map = this._fillMap(1);
this.rooms = [];
this.connectedCells = [];
this._initRooms();
this._connectRooms();
this._connectUnconnectedRooms();
this._createRandomRoomConnections();
this._createRooms();
this._createCorridors();
if (callback) {
for (var i = 0; i < this._width; i++) {
for (var j = 0; j < this._height; j++) {
callback(i, j, this.map[i][j]);
}
}
}
return this;
}
ROT.Map.Rogue.prototype._getRandomInt = function(min, max) {
return Math.floor(ROT.RNG.getUniform() * (max - min + 1)) + min;
}
ROT.Map.Rogue.prototype._calculateRoomSize = function(size, cell) {
var max = Math.floor((size/cell) * 0.8);
var min = Math.floor((size/cell) * 0.25);
if (min < 2) min = 2;
if (max < 2) max = 2;
return [min, max];
}
ROT.Map.Rogue.prototype._initRooms = function () {
// create rooms array. This is the "grid" list from the algo.
for (var i = 0; i < this._options.cellWidth; i++) {
this.rooms.push([]);
for(var j = 0; j < this._options.cellHeight; j++) {
this.rooms[i].push({"x":0, "y":0, "width":0, "height":0, "connections":[], "cellx":i, "celly":j});
}
}
}
ROT.Map.Rogue.prototype._connectRooms = function() {
//pick random starting grid
var cgx = this._getRandomInt(0, this._options.cellWidth-1);
var cgy = this._getRandomInt(0, this._options.cellHeight-1);
var idx;
var ncgx;
var ncgy;
var found = false;
var room;
var otherRoom;
// find unconnected neighbour cells
do {
//var dirToCheck = [0,1,2,3,4,5,6,7];
var dirToCheck = [0,2,4,6];
dirToCheck = dirToCheck.randomize();
do {
found = false;
idx = dirToCheck.pop();
ncgx = cgx + ROT.DIRS[8][idx][0];
ncgy = cgy + ROT.DIRS[8][idx][1];
if(ncgx < 0 || ncgx >= this._options.cellWidth) continue;
if(ncgy < 0 || ncgy >= this._options.cellHeight) continue;
room = this.rooms[cgx][cgy];
if(room["connections"].length > 0)
{
// as long as this room doesn't already coonect to me, we are ok with it.
if(room["connections"][0][0] == ncgx &&
room["connections"][0][1] == ncgy)
{
break;
}
}
otherRoom = this.rooms[ncgx][ncgy];
if (otherRoom["connections"].length == 0) {
otherRoom["connections"].push([cgx,cgy]);
this.connectedCells.push([ncgx, ncgy]);
cgx = ncgx;
cgy = ncgy;
found = true;
}
} while (dirToCheck.length > 0 && found == false)
} while (dirToCheck.length > 0)
}
ROT.Map.Rogue.prototype._connectUnconnectedRooms = function() {
//While there are unconnected rooms, try to connect them to a random connected neighbor
//(if a room has no connected neighbors yet, just keep cycling, you'll fill out to it eventually).
var cw = this._options.cellWidth;
var ch = this._options.cellHeight;
var randomConnectedCell;
this.connectedCells = this.connectedCells.randomize();
var room;
var otherRoom;
var validRoom;
for (var i = 0; i < this._options.cellWidth; i++) {
for (var j = 0; j < this._options.cellHeight; j++) {
room = this.rooms[i][j];
if (room["connections"].length == 0) {
var directions = [0,2,4,6];
directions = directions.randomize();
var validRoom = false;
do {
var dirIdx = directions.pop();
var newI = i + ROT.DIRS[8][dirIdx][0];
var newJ = j + ROT.DIRS[8][dirIdx][1];
if (newI < 0 || newI >= cw ||
newJ < 0 || newJ >= ch) {
continue;
}
otherRoom = this.rooms[newI][newJ];
validRoom = true;
if (otherRoom["connections"].length == 0) {
break;
}
for (var k = 0; k < otherRoom["connections"].length; k++) {
if(otherRoom["connections"][k][0] == i &&
otherRoom["connections"][k][1] == j) {
validRoom = false;
break;
}
}
if (validRoom) break;
} while (directions.length)
if(validRoom) {
room["connections"].push( [otherRoom["cellx"], otherRoom["celly"]] );
} else {
console.log("-- Unable to connect room.");
}
}
}
}
}
ROT.Map.Rogue.prototype._createRandomRoomConnections = function(connections) {
// Empty for now.
}
ROT.Map.Rogue.prototype._createRooms = function() {
// Create Rooms
var w = this._width;
var h = this._height;
var cw = this._options.cellWidth;
var ch = this._options.cellHeight;
var cwp = Math.floor(this._width / cw);
var chp = Math.floor(this._height / ch);
var roomw;
var roomh;
var roomWidth = this._options["roomWidth"];
var roomHeight = this._options["roomHeight"];
var sx;
var sy;
var tx;
var ty;
var otherRoom;
for (var i = 0; i < cw; i++) {
for (var j = 0; j < ch; j++) {
sx = cwp * i;
sy = chp * j;
if (sx == 0) sx = 1;
if (sy == 0) sy = 1;
roomw = this._getRandomInt(roomWidth[0], roomWidth[1]);
roomh = this._getRandomInt(roomHeight[0], roomHeight[1]);
if (j > 0) {
otherRoom = this.rooms[i][j-1];
while (sy - (otherRoom["y"] + otherRoom["height"] ) < 3) {
sy++;
}
}
if (i > 0) {
otherRoom = this.rooms[i-1][j];
while(sx - (otherRoom["x"] + otherRoom["width"]) < 3) {
sx++;
}
}
var sxOffset = Math.round(this._getRandomInt(0, cwp-roomw)/2);
var syOffset = Math.round(this._getRandomInt(0, chp-roomh)/2);
while (sx + sxOffset + roomw >= w) {
if(sxOffset) {
sxOffset--;
} else {
roomw--;
}
}
while (sy + syOffset + roomh >= h) {
if(syOffset) {
syOffset--;
} else {
roomh--;
}
}
sx = sx + sxOffset;
sy = sy + syOffset;
this.rooms[i][j]["x"] = sx;
this.rooms[i][j]["y"] = sy;
this.rooms[i][j]["width"] = roomw;
this.rooms[i][j]["height"] = roomh;
for (var ii = sx; ii < sx + roomw; ii++) {
for (var jj = sy; jj < sy + roomh; jj++) {
this.map[ii][jj] = 0;
}
}
}
}
}
ROT.Map.Rogue.prototype._getWallPosition = function(aRoom, aDirection) {
var rx;
var ry;
var door;
if (aDirection == 1 || aDirection == 3) {
rx = this._getRandomInt(aRoom["x"] + 1, aRoom["x"] + aRoom["width"] - 2);
if (aDirection == 1) {
ry = aRoom["y"] - 2;
door = ry + 1;
} else {
ry = aRoom["y"] + aRoom["height"] + 1;
door = ry -1;
}
this.map[rx][door] = 0; // i'm not setting a specific 'door' tile value right now, just empty space.
} else if (aDirection == 2 || aDirection == 4) {
ry = this._getRandomInt(aRoom["y"] + 1, aRoom["y"] + aRoom["height"] - 2);
if(aDirection == 2) {
rx = aRoom["x"] + aRoom["width"] + 1;
door = rx - 1;
} else {
rx = aRoom["x"] - 2;
door = rx + 1;
}
this.map[door][ry] = 0; // i'm not setting a specific 'door' tile value right now, just empty space.
}
return [rx, ry];
}
/***
* @param startPosition a 2 element array
* @param endPosition a 2 element array
*/
ROT.Map.Rogue.prototype._drawCorridore = function (startPosition, endPosition) {
var xOffset = endPosition[0] - startPosition[0];
var yOffset = endPosition[1] - startPosition[1];
var xpos = startPosition[0];
var ypos = startPosition[1];
var tempDist;
var xDir;
var yDir;
var move; // 2 element array, element 0 is the direction, element 1 is the total value to move.
var moves = []; // a list of 2 element arrays
var xAbs = Math.abs(xOffset);
var yAbs = Math.abs(yOffset);
var percent = ROT.RNG.getUniform(); // used to split the move at different places along the long axis
var firstHalf = percent;
var secondHalf = 1 - percent;
xDir = xOffset > 0 ? 2 : 6;
yDir = yOffset > 0 ? 4 : 0;
if (xAbs < yAbs) {
// move firstHalf of the y offset
tempDist = Math.ceil(yAbs * firstHalf);
moves.push([yDir, tempDist]);
// move all the x offset
moves.push([xDir, xAbs]);
// move sendHalf of the y offset
tempDist = Math.floor(yAbs * secondHalf);
moves.push([yDir, tempDist]);
} else {
// move firstHalf of the x offset
tempDist = Math.ceil(xAbs * firstHalf);
moves.push([xDir, tempDist]);
// move all the y offset
moves.push([yDir, yAbs]);
// move secondHalf of the x offset.
tempDist = Math.floor(xAbs * secondHalf);
moves.push([xDir, tempDist]);
}
this.map[xpos][ypos] = 0;
while (moves.length > 0) {
move = moves.pop();
while (move[1] > 0) {
xpos += ROT.DIRS[8][move[0]][0];
ypos += ROT.DIRS[8][move[0]][1];
this.map[xpos][ypos] = 0;
move[1] = move[1] - 1;
}
}
}
ROT.Map.Rogue.prototype._createCorridors = function () {
// Draw Corridors between connected rooms
var cw = this._options.cellWidth;
var ch = this._options.cellHeight;
var room;
var connection;
var otherRoom;
var wall;
var otherWall;
for (var i = 0; i < cw; i++) {
for (var j = 0; j < ch; j++) {
room = this.rooms[i][j];
for (var k = 0; k < room["connections"].length; k++) {
connection = room["connections"][k];
otherRoom = this.rooms[connection[0]][connection[1]];
// figure out what wall our corridor will start one.
// figure out what wall our corridor will end on.
if (otherRoom["cellx"] > room["cellx"] ) {
wall = 2;
otherWall = 4;
} else if (otherRoom["cellx"] < room["cellx"] ) {
wall = 4;
otherWall = 2;
} else if(otherRoom["celly"] > room["celly"]) {
wall = 3;
otherWall = 1;
} else if(otherRoom["celly"] < room["celly"]) {
wall = 1;
otherWall = 3;
}
this._drawCorridore(this._getWallPosition(room, wall), this._getWallPosition(otherRoom, otherWall));
}
}
}
}
/**
* @class Dungeon feature; has own .create() method
*/
ROT.Map.Feature = function() {}
ROT.Map.Feature.prototype.isValid = function(canBeDugCallback) {}
ROT.Map.Feature.prototype.create = function(digCallback) {}
ROT.Map.Feature.prototype.debug = function() {}
ROT.Map.Feature.createRandomAt = function(x, y, dx, dy, options) {}
/**
* @class Room
* @augments ROT.Map.Feature
* @param {int} x1
* @param {int} y1
* @param {int} x2
* @param {int} y2
* @param {int} [doorX]
* @param {int} [doorY]
*/
ROT.Map.Feature.Room = function(x1, y1, x2, y2, doorX, doorY) {
this._x1 = x1;
this._y1 = y1;
this._x2 = x2;
this._y2 = y2;
this._doors = {};
if (arguments.length > 4) { this.addDoor(doorX, doorY); }
}
ROT.Map.Feature.Room.extend(ROT.Map.Feature);
/**
* Room of random size, with a given doors and direction
*/
ROT.Map.Feature.Room.createRandomAt = function(x, y, dx, dy, options) {
var min = options.roomWidth[0];
var max = options.roomWidth[1];
var width = min + Math.floor(ROT.RNG.getUniform()*(max-min+1));
var min = options.roomHeight[0];
var max = options.roomHeight[1];
var height = min + Math.floor(ROT.RNG.getUniform()*(max-min+1));
if (dx == 1) { /* to the right */
var y2 = y - Math.floor(ROT.RNG.getUniform() * height);
return new this(x+1, y2, x+width, y2+height-1, x, y);
}
if (dx == -1) { /* to the left */
var y2 = y - Math.floor(ROT.RNG.getUniform() * height);
return new this(x-width, y2, x-1, y2+height-1, x, y);
}
if (dy == 1) { /* to the bottom */
var x2 = x - Math.floor(ROT.RNG.getUniform() * width);
return new this(x2, y+1, x2+width-1, y+height, x, y);
}
if (dy == -1) { /* to the top */
var x2 = x - Math.floor(ROT.RNG.getUniform() * width);
return new this(x2, y-height, x2+width-1, y-1, x, y);
}
}
/**
* Room of random size, positioned around center coords
*/
ROT.Map.Feature.Room.createRandomCenter = function(cx, cy, options) {
var min = options.roomWidth[0];
var max = options.roomWidth[1];
var width = min + Math.floor(ROT.RNG.getUniform()*(max-min+1));
var min = options.roomHeight[0];
var max = options.roomHeight[1];
var height = min + Math.floor(ROT.RNG.getUniform()*(max-min+1));
var x1 = cx - Math.floor(ROT.RNG.getUniform()*width);
var y1 = cy - Math.floor(ROT.RNG.getUniform()*height);
var x2 = x1 + width - 1;
var y2 = y1 + height - 1;
return new this(x1, y1, x2, y2);
}
/**
* Room of random size within a given dimensions
*/
ROT.Map.Feature.Room.createRandom = function(availWidth, availHeight, options) {
var min = options.roomWidth[0];
var max = options.roomWidth[1];
var width = min + Math.floor(ROT.RNG.getUniform()*(max-min+1));
var min = options.roomHeight[0];
var max = options.roomHeight[1];
var height = min + Math.floor(ROT.RNG.getUniform()*(max-min+1));
var left = availWidth - width - 1;
var top = availHeight - height - 1;
var x1 = 1 + Math.floor(ROT.RNG.getUniform()*left);
var y1 = 1 + Math.floor(ROT.RNG.getUniform()*top);
var x2 = x1 + width - 1;
var y2 = y1 + height - 1;
return new this(x1, y1, x2, y2);
}
ROT.Map.Feature.Room.prototype.addDoor = function(x, y) {
this._doors[x+","+y] = 1;
return this;
}
/**
* @param {function}
*/
ROT.Map.Feature.Room.prototype.getDoors = function(callback) {
for (var key in this._doors) {
var parts = key.split(",");
callback(parseInt(parts[0]), parseInt(parts[1]));
}
return this;
}
ROT.Map.Feature.Room.prototype.clearDoors = function() {
this._doors = {};
return this;
}
ROT.Map.Feature.Room.prototype.addDoors = function(isWallCallback) {
var left = this._x1-1;
var right = this._x2+1;
var top = this._y1-1;
var bottom = this._y2+1;
for (var x=left; x<=right; x++) {
for (var y=top; y<=bottom; y++) {
if (x != left && x != right && y != top && y != bottom) { continue; }
if (isWallCallback(x, y)) { continue; }
this.addDoor(x, y);
}
}
return this;
}
ROT.Map.Feature.Room.prototype.debug = function() {
console.log("room", this._x1, this._y1, this._x2, this._y2);
}
ROT.Map.Feature.Room.prototype.isValid = function(isWallCallback, canBeDugCallback) {
var left = this._x1-1;
var right = this._x2+1;
var top = this._y1-1;
var bottom = this._y2+1;
for (var x=left; x<=right; x++) {
for (var y=top; y<=bottom; y++) {
if (x == left || x == right || y == top || y == bottom) {
if (!isWallCallback(x, y)) { return false; }
} else {
if (!canBeDugCallback(x, y)) { return false; }
}
}
}
return true;
}
/**
* @param {function} digCallback Dig callback with a signature (x, y, value). Values: 0 = empty, 1 = wall, 2 = door. Multiple doors are allowed.
*/
ROT.Map.Feature.Room.prototype.create = function(digCallback) {
var left = this._x1-1;
var right = this._x2+1;
var top = this._y1-1;
var bottom = this._y2+1;
var value = 0;
for (var x=left; x<=right; x++) {
for (var y=top; y<=bottom; y++) {
if (x+","+y in this._doors) {
value = 2;
} else if (x == left || x == right || y == top || y == bottom) {
value = 1;
} else {
value = 0;
}
digCallback(x, y, value);
}
}
}
ROT.Map.Feature.Room.prototype.getCenter = function() {
return [Math.round((this._x1 + this._x2)/2), Math.round((this._y1 + this._y2)/2)];
}
ROT.Map.Feature.Room.prototype.getLeft = function() {
return this._x1;
}
ROT.Map.Feature.Room.prototype.getRight = function() {
return this._x2;
}
ROT.Map.Feature.Room.prototype.getTop = function() {
return this._y1;
}
ROT.Map.Feature.Room.prototype.getBottom = function() {
return this._y2;
}
/**
* @class Corridor
* @augments ROT.Map.Feature
* @param {int} startX
* @param {int} startY
* @param {int} endX
* @param {int} endY
*/
ROT.Map.Feature.Corridor = function(startX, startY, endX, endY) {
this._startX = startX;
this._startY = startY;
this._endX = endX;
this._endY = endY;
this._endsWithAWall = true;
}
ROT.Map.Feature.Corridor.extend(ROT.Map.Feature);
ROT.Map.Feature.Corridor.createRandomAt = function(x, y, dx, dy, options) {
var min = options.corridorLength[0];
var max = options.corridorLength[1];
var length = min + Math.floor(ROT.RNG.getUniform()*(max-min+1));
return new this(x, y, x + dx*length, y + dy*length);
}
ROT.Map.Feature.Corridor.prototype.debug = function() {
console.log("corridor", this._startX, this._startY, this._endX, this._endY);
}
ROT.Map.Feature.Corridor.prototype.isValid = function(isWallCallback, canBeDugCallback){
var sx = this._startX;
var sy = this._startY;
var dx = this._endX-sx;
var dy = this._endY-sy;
var length = 1 + Math.max(Math.abs(dx), Math.abs(dy));
if (dx) { dx = dx/Math.abs(dx); }
if (dy) { dy = dy/Math.abs(dy); }
var nx = dy;
var ny = -dx;
var ok = true;
for (var i=0; i<length; i++) {
var x = sx + i*dx;
var y = sy + i*dy;
if (!canBeDugCallback( x, y)) { ok = false; }
if (!isWallCallback (x + nx, y + ny)) { ok = false; }
if (!isWallCallback (x - nx, y - ny)) { ok = false; }
if (!ok) {
length = i;
this._endX = x-dx;
this._endY = y-dy;
break;
}
}
/**
* If the length degenerated, this corridor might be invalid
*/
/* not supported */
if (length == 0) { return false; }
/* length 1 allowed only if the next space is empty */
if (length == 1 && isWallCallback(this._endX + dx, this._endY + dy)) { return false; }
/**
* We do not want the corridor to crash into a corner of a room;
* if any of the ending corners is empty, the N+1th cell of this corridor must be empty too.
*
* Situation:
* #######1
* .......?
* #######2
*
* The corridor was dug from left to right.
* 1, 2 - problematic corners, ? = N+1th cell (not dug)
*/
var firstCornerBad = !isWallCallback(this._endX + dx + nx, this._endY + dy + ny);
var secondCornerBad = !isWallCallback(this._endX + dx - nx, this._endY + dy - ny);
this._endsWithAWall = isWallCallback(this._endX + dx, this._endY + dy);
if ((firstCornerBad || secondCornerBad) && this._endsWithAWall) { return false; }
return true;
}
/**
* @param {function} digCallback Dig callback with a signature (x, y, value). Values: 0 = empty.
*/
ROT.Map.Feature.Corridor.prototype.create = function(digCallback) {
var sx = this._startX;
var sy = this._startY;
var dx = this._endX-sx;
var dy = this._endY-sy;
var length = 1+Math.max(Math.abs(dx), Math.abs(dy));
if (dx) { dx = dx/Math.abs(dx); }
if (dy) { dy = dy/Math.abs(dy); }
var nx = dy;
var ny = -dx;
for (var i=0; i<length; i++) {
var x = sx + i*dx;
var y = sy + i*dy;
digCallback(x, y, 0);
}
return true;
}
ROT.Map.Feature.Corridor.prototype.createPriorityWalls = function(priorityWallCallback) {
if (!this._endsWithAWall) { return; }
var sx = this._startX;
var sy = this._startY;
var dx = this._endX-sx;
var dy = this._endY-sy;
if (dx) { dx = dx/Math.abs(dx); }
if (dy) { dy = dy/Math.abs(dy); }
var nx = dy;
var ny = -dx;
priorityWallCallback(this._endX + dx, this._endY + dy);
priorityWallCallback(this._endX + nx, this._endY + ny);
priorityWallCallback(this._endX - nx, this._endY - ny);
}/**
* @class Base noise generator
*/
ROT.Noise = function() {
};
ROT.Noise.prototype.get = function(x, y) {}
/**
* A simple 2d implementation of simplex noise by Ondrej Zara
*
* Based on a speed-improved simplex noise algorithm for 2D, 3D and 4D in Java.
* Which is based on example code by Stefan Gustavson (stegu@itn.liu.se).
* With Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
* Better rank ordering method by Stefan Gustavson in 2012.
*/
/**
* @class 2D simplex noise generator
* @param {int} [gradients=256] Random gradients
*/
ROT.Noise.Simplex = function(gradients) {
ROT.Noise.call(this);
this._F2 = 0.5 * (Math.sqrt(3) - 1);
this._G2 = (3 - Math.sqrt(3)) / 6;
this._gradients = [
[ 0, -1],
[ 1, -1],
[ 1, 0],
[ 1, 1],
[ 0, 1],
[-1, 1],
[-1, 0],
[-1, -1]
];
var permutations = [];
var count = gradients || 256;
for (var i=0;i<count;i++) { permutations.push(i); }
permutations = permutations.randomize();
this._perms = [];
this._indexes = [];
for (var i=0;i<2*count;i++) {
this._perms.push(permutations[i % count]);
this._indexes.push(this._perms[i] % this._gradients.length);
}
};
ROT.Noise.Simplex.extend(ROT.Noise);
ROT.Noise.Simplex.prototype.get = function(xin, yin) {
var perms = this._perms;
var indexes = this._indexes;
var count = perms.length/2;
var G2 = this._G2;
var n0 =0, n1 = 0, n2 = 0, gi; // Noise contributions from the three corners
// Skew the input space to determine which simplex cell we're in
var s = (xin + yin) * this._F2; // Hairy factor for 2D
var i = Math.floor(xin + s);
var j = Math.floor(yin + s);
var t = (i + j) * G2;
var X0 = i - t; // Unskew the cell origin back to (x,y) space
var Y0 = j - t;
var x0 = xin - X0; // The x,y distances from the cell origin
var y0 = yin - Y0;
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
if (x0 > y0) {
i1 = 1;
j1 = 0;
} else { // lower triangle, XY order: (0,0)->(1,0)->(1,1)
i1 = 0;
j1 = 1;
} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
// c = (3-sqrt(3))/6
var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
var y1 = y0 - j1 + G2;
var x2 = x0 - 1 + 2*G2; // Offsets for last corner in (x,y) unskewed coords
var y2 = y0 - 1 + 2*G2;
// Work out the hashed gradient indices of the three simplex corners
var ii = i.mod(count);
var jj = j.mod(count);
// Calculate the contribution from the three corners
var t0 = 0.5 - x0*x0 - y0*y0;
if (t0 >= 0) {
t0 *= t0;
gi = indexes[ii+perms[jj]];
var grad = this._gradients[gi];
n0 = t0 * t0 * (grad[0] * x0 + grad[1] * y0);
}
var t1 = 0.5 - x1*x1 - y1*y1;
if (t1 >= 0) {
t1 *= t1;
gi = indexes[ii+i1+perms[jj+j1]];
var grad = this._gradients[gi];
n1 = t1 * t1 * (grad[0] * x1 + grad[1] * y1);
}
var t2 = 0.5 - x2*x2 - y2*y2;
if (t2 >= 0) {
t2 *= t2;
gi = indexes[ii+1+perms[jj+1]];
var grad = this._gradients[gi];
n2 = t2 * t2 * (grad[0] * x2 + grad[1] * y2);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 70 * (n0 + n1 + n2);
}
/**
* @class Abstract FOV algorithm
* @param {function} lightPassesCallback Does the light pass through x,y?
* @param {object} [options]
* @param {int} [options.topology=8] 4/6/8
*/
ROT.FOV = function(lightPassesCallback, options) {
this._lightPasses = lightPassesCallback;
this._options = {
topology: 8
}
for (var p in options) { this._options[p] = options[p]; }
};
/**
* Compute visibility
* @param {int} x
* @param {int} y
* @param {int} R Maximum visibility radius
* @param {function} callback
*/
ROT.FOV.prototype.compute = function(x, y, R, callback) {}
/**
* Return all neighbors in a concentric ring
* @param {int} cx center-x
* @param {int} cy center-y
* @param {int} r range
*/
ROT.FOV.prototype._getCircle = function(cx, cy, r) {
var result = [];
var dirs, countFactor, startOffset;
switch (this._options.topology) {
case 4:
countFactor = 1;
startOffset = [0, 1];
dirs = [
ROT.DIRS[8][7],
ROT.DIRS[8][1],
ROT.DIRS[8][3],
ROT.DIRS[8][5]
]
break;
case 6:
dirs = ROT.DIRS[6];
countFactor = 1;
startOffset = [-1, 1];
break;
case 8:
dirs = ROT.DIRS[4];
countFactor = 2;
startOffset = [-1, 1];
break;
}
/* starting neighbor */
var x = cx + startOffset[0]*r;
var y = cy + startOffset[1]*r;
/* circle */
for (var i=0;i<dirs.length;i++) {
for (var j=0;j<r*countFactor;j++) {
result.push([x, y]);
x += dirs[i][0];
y += dirs[i][1];
}
}
return result;
}
/**
* @class Discrete shadowcasting algorithm
* @augments ROT.FOV
*/
ROT.FOV.DiscreteShadowcasting = function(lightPassesCallback, options) {
ROT.FOV.call(this, lightPassesCallback, options);
}
ROT.FOV.DiscreteShadowcasting.extend(ROT.FOV);
/**
* @see ROT.FOV#compute
*/
ROT.FOV.DiscreteShadowcasting.prototype.compute = function(x, y, R, callback) {
var center = this._coords;
var map = this._map;
/* this place is always visible */
callback(x, y, 0);
/* standing in a dark place. FIXME is this a good idea? */
if (!this._lightPasses(x, y)) { return; }
/* start and end angles */
var DATA = [];
var A, B, cx, cy, blocks;
/* analyze surrounding cells in concentric rings, starting from the center */
for (var r=1; r<=R; r++) {
var neighbors = this._getCircle(x, y, r);
var angle = 360 / neighbors.length;
for (var i=0;i<neighbors.length;i++) {
cx = neighbors[i][0];
cy = neighbors[i][1];
A = angle * (i - 0.5);
B = A + angle;
blocks = !this._lightPasses(cx, cy);
if (this._visibleCoords(Math.floor(A), Math.ceil(B), blocks, DATA)) { callback(cx, cy, r, 1); }
if (DATA.length == 2 && DATA[0] == 0 && DATA[1] == 360) { return; } /* cutoff? */
} /* for all cells in this ring */
} /* for all rings */
}
/**
* @param {int} A start angle
* @param {int} B end angle
* @param {bool} blocks Does current cell block visibility?
* @param {int[][]} DATA shadowed angle pairs
*/
ROT.FOV.DiscreteShadowcasting.prototype._visibleCoords = function(A, B, blocks, DATA) {
if (A < 0) {
var v1 = arguments.callee(0, B, blocks, DATA);
var v2 = arguments.callee(360+A, 360, blocks, DATA);
return v1 || v2;
}
var index = 0;
while (index < DATA.length && DATA[index] < A) { index++; }
if (index == DATA.length) { /* completely new shadow */
if (blocks) { DATA.push(A, B); }
return true;
}
var count = 0;
if (index % 2) { /* this shadow starts in an existing shadow, or within its ending boundary */
while (index < DATA.length && DATA[index] < B) {
index++;
count++;
}
if (count == 0) { return false; }
if (blocks) {
if (count % 2) {
DATA.splice(index-count, count, B);
} else {
DATA.splice(index-count, count);
}
}
return true;
} else { /* this shadow starts outside an existing shadow, or within a starting boundary */
while (index < DATA.length && DATA[index] < B) {
index++;
count++;
}
/* visible when outside an existing shadow, or when overlapping */
if (A == DATA[index-count] && count == 1) { return false; }
if (blocks) {
if (count % 2) {
DATA.splice(index-count, count, A);
} else {
DATA.splice(index-count, count, A, B);
}
}
return true;
}
}
/**
* @class Precise shadowcasting algorithm
* @augments ROT.FOV
*/
ROT.FOV.PreciseShadowcasting = function(lightPassesCallback, options) {
ROT.FOV.call(this, lightPassesCallback, options);
}
ROT.FOV.PreciseShadowcasting.extend(ROT.FOV);
/**
* @see ROT.FOV#compute
*/
ROT.FOV.PreciseShadowcasting.prototype.compute = function(x, y, R, callback) {
/* this place is always visible */
callback(x, y, 0, 1);
/* standing in a dark place. FIXME is this a good idea? */
if (!this._lightPasses(x, y)) { return; }
/* list of all shadows */
var SHADOWS = [];
var cx, cy, blocks, A1, A2, visibility;
/* analyze surrounding cells in concentric rings, starting from the center */
for (var r=1; r<=R; r++) {
var neighbors = this._getCircle(x, y, r);
var neighborCount = neighbors.length;
for (var i=0;i<neighborCount;i++) {
cx = neighbors[i][0];
cy = neighbors[i][1];
/* shift half-an-angle backwards to maintain consistency of 0-th cells */
A1 = [i ? 2*i-1 : 2*neighborCount-1, 2*neighborCount];
A2 = [2*i+1, 2*neighborCount];
blocks = !this._lightPasses(cx, cy);
visibility = this._checkVisibility(A1, A2, blocks, SHADOWS);
if (visibility) { callback(cx, cy, r, visibility); }
if (SHADOWS.length == 2 && SHADOWS[0][0] == 0 && SHADOWS[1][0] == SHADOWS[1][1]) { return; } /* cutoff? */
} /* for all cells in this ring */
} /* for all rings */
}
/**
* @param {int[2]} A1 arc start
* @param {int[2]} A2 arc end
* @param {bool} blocks Does current arc block visibility?
* @param {int[][]} SHADOWS list of active shadows
*/
ROT.FOV.PreciseShadowcasting.prototype._checkVisibility = function(A1, A2, blocks, SHADOWS) {
if (A1[0] > A2[0]) { /* split into two sub-arcs */
var v1 = this._checkVisibility(A1, [A1[1], A1[1]], blocks, SHADOWS);
var v2 = this._checkVisibility([0, 1], A2, blocks, SHADOWS);
return (v1+v2)/2;
}
/* index1: first shadow >= A1 */
var index1 = 0, edge1 = false;
while (index1 < SHADOWS.length) {
var old = SHADOWS[index1];
var diff = old[0]*A1[1] - A1[0]*old[1];
if (diff >= 0) { /* old >= A1 */
if (diff == 0 && !(index1 % 2)) { edge1 = true; }
break;
}
index1++;
}
/* index2: last shadow <= A2 */
var index2 = SHADOWS.length, edge2 = false;
while (index2--) {
var old = SHADOWS[index2];
var diff = A2[0]*old[1] - old[0]*A2[1];
if (diff >= 0) { /* old <= A2 */
if (diff == 0 && (index2 % 2)) { edge2 = true; }
break;
}
}
var visible = true;
if (index1 == index2 && (edge1 || edge2)) { /* subset of existing shadow, one of the edges match */
visible = false;
} else if (edge1 && edge2 && index1+1==index2 && (index2 % 2)) { /* completely equivalent with existing shadow */
visible = false;
} else if (index1 > index2 && (index1 % 2)) { /* subset of existing shadow, not touching */
visible = false;
}
if (!visible) { return 0; } /* fast case: not visible */
var visibleLength, P;
/* compute the length of visible arc, adjust list of shadows (if blocking) */
var remove = index2-index1+1;
if (remove % 2) {
if (index1 % 2) { /* first edge within existing shadow, second outside */
var P = SHADOWS[index1];
visibleLength = (A2[0]*P[1] - P[0]*A2[1]) / (P[1] * A2[1]);
if (blocks) { SHADOWS.splice(index1, remove, A2); }
} else { /* second edge within existing shadow, first outside */
var P = SHADOWS[index2];
visibleLength = (P[0]*A1[1] - A1[0]*P[1]) / (A1[1] * P[1]);
if (blocks) { SHADOWS.splice(index1, remove, A1); }
}
} else {
if (index1 % 2) { /* both edges within existing shadows */
var P1 = SHADOWS[index1];
var P2 = SHADOWS[index2];
visibleLength = (P2[0]*P1[1] - P1[0]*P2[1]) / (P1[1] * P2[1]);
if (blocks) { SHADOWS.splice(index1, remove); }
} else { /* both edges outside existing shadows */
if (blocks) { SHADOWS.splice(index1, remove, A1, A2); }
return 1; /* whole arc visible! */
}
}
var arcLength = (A2[0]*A1[1] - A1[0]*A2[1]) / (A1[1] * A2[1]);
return visibleLength/arcLength;
}
/**
* @namespace Color operations
*/
ROT.Color = {
fromString: function(str) {
var cached, r;
if (str in this._cache) {
cached = this._cache[str];
} else {
if (str.charAt(0) == "#") { /* hex rgb */
var values = str.match(/[0-9a-f]/gi).map(function(x) { return parseInt(x, 16); });
if (values.length == 3) {
cached = values.map(function(x) { return x*17; });
} else {
for (var i=0;i<3;i++) {
values[i+1] += 16*values[i];
values.splice(i, 1);
}
cached = values;
}
} else if (r = str.match(/rgb\(([0-9, ]+)\)/i)) { /* decimal rgb */
cached = r[1].split(/\s*,\s*/).map(function(x) { return parseInt(x); });
} else { /* html name */
cached = [0, 0, 0];
}
this._cache[str] = cached;
}
return cached.slice();
},
/**
* Add two or more colors
* @param {number[]} color1
* @param {number[]} color2
* @returns {number[]}
*/
add: function(color1, color2) {
var result = color1.slice();
for (var i=0;i<3;i++) {
for (var j=1;j<arguments.length;j++) {
result[i] += arguments[j][i];
}
}
return result;
},
/**
* Add two or more colors, MODIFIES FIRST ARGUMENT
* @param {number[]} color1
* @param {number[]} color2
* @returns {number[]}
*/
add_: function(color1, color2) {
for (var i=0;i<3;i++) {
for (var j=1;j<arguments.length;j++) {
color1[i] += arguments[j][i];
}
}
return color1;
},
/**
* Multiply (mix) two or more colors
* @param {number[]} color1
* @param {number[]} color2
* @returns {number[]}
*/
multiply: function(color1, color2) {
var result = color1.slice();
for (var i=0;i<3;i++) {
for (var j=1;j<arguments.length;j++) {
result[i] *= arguments[j][i] / 255;
}
result[i] = Math.round(result[i]);
}
return result;
},
/**
* Multiply (mix) two or more colors, MODIFIES FIRST ARGUMENT
* @param {number[]} color1
* @param {number[]} color2
* @returns {number[]}
*/
multiply_: function(color1, color2) {
for (var i=0;i<3;i++) {
for (var j=1;j<arguments.length;j++) {
color1[i] *= arguments[j][i] / 255;
}
color1[i] = Math.round(color1[i]);
}
return color1;
},
/**
* Interpolate (blend) two colors with a given factor
* @param {number[]} color1
* @param {number[]} color2
* @param {float} [factor=0.5] 0..1
* @returns {number[]}
*/
interpolate: function(color1, color2, factor) {
if (arguments.length < 3) { factor = 0.5; }
var result = color1.slice();
for (var i=0;i<3;i++) {
result[i] = Math.round(result[i] + factor*(color2[i]-color1[i]));
}
return result;
},
/**
* Interpolate (blend) two colors with a given factor in HSL mode
* @param {number[]} color1
* @param {number[]} color2
* @param {float} [factor=0.5] 0..1
* @returns {number[]}
*/
interpolateHSL: function(color1, color2, factor) {
if (arguments.length < 3) { factor = 0.5; }
var hsl1 = this.rgb2hsl(color1);
var hsl2 = this.rgb2hsl(color2);
for (var i=0;i<3;i++) {
hsl1[i] += factor*(hsl2[i]-hsl1[i]);
}
return this.hsl2rgb(hsl1);
},
/**
* Create a new random color based on this one
* @param {number[]} color
* @param {number[]} diff Set of standard deviations
* @returns {number[]}
*/
randomize: function(color, diff) {
if (!(diff instanceof Array)) { diff = ROT.RNG.getNormal(0, diff); }
var result = color.slice();
for (var i=0;i<3;i++) {
result[i] += (diff instanceof Array ? Math.round(ROT.RNG.getNormal(0, diff[i])) : diff);
}
return result;
},
/**
* Converts an RGB color value to HSL. Expects 0..255 inputs, produces 0..1 outputs.
* @param {number[]} color
* @returns {number[]}
*/
rgb2hsl: function(color) {
var r = color[0]/255;
var g = color[1]/255;
var b = color[2]/255;
var max = Math.max(r, g, b), min = Math.min(r, g, b);
var h, s, l = (max + min) / 2;
if (max == min) {
h = s = 0; // achromatic
} else {
var d = max - min;
s = (l > 0.5 ? d / (2 - max - min) : d / (max + min));
switch(max) {
case r: h = (g - b) / d + (g < b ? 6 : 0); break;
case g: h = (b - r) / d + 2; break;
case b: h = (r - g) / d + 4; break;
}
h /= 6;
}
return [h, s, l];
},
/**
* Converts an HSL color value to RGB. Expects 0..1 inputs, produces 0..255 outputs.
* @param {number[]} color
* @returns {number[]}
*/
hsl2rgb: function(color) {
var l = color[2];
if (color[1] == 0) {
l *= 255;
return [l, l, l];
} else {
function hue2rgb(p, q, t) {
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1/6) return p + (q - p) * 6 * t;
if (t < 1/2) return q;
if (t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
}
var s = color[1];
var q = (l < 0.5 ? l * (1 + s) : l + s - l * s);
var p = 2 * l - q;
var r = hue2rgb(p, q, color[0] + 1/3);
var g = hue2rgb(p, q, color[0]);
var b = hue2rgb(p, q, color[0] - 1/3);
return [Math.round(r*255), Math.round(g*255), Math.round(b*255)];
}
},
toRGB: function(color) {
return "rgb(" + this._clamp(color[0]) + "," + this._clamp(color[1]) + "," + this._clamp(color[2]) + ")";
},
toHex: function(color) {
var parts = [];
for (var i=0;i<3;i++) {
parts.push(this._clamp(color[i]).toString(16).lpad("0", 2));
}
return "#" + parts.join("");
},
_clamp: function(num) {
if (num < 0) {
return 0;
} else if (num > 255) {
return 255;
} else {
return num;
}
},
_cache: {
"black": [0,0,0],
"navy": [0,0,128],
"darkblue": [0,0,139],
"mediumblue": [0,0,205],
"blue": [0,0,255],
"darkgreen": [0,100,0],
"green": [0,128,0],
"teal": [0,128,128],
"darkcyan": [0,139,139],
"deepskyblue": [0,191,255],
"darkturquoise": [0,206,209],
"mediumspringgreen": [0,250,154],
"lime": [0,255,0],
"springgreen": [0,255,127],
"aqua": [0,255,255],
"cyan": [0,255,255],
"midnightblue": [25,25,112],
"dodgerblue": [30,144,255],
"forestgreen": [34,139,34],
"seagreen": [46,139,87],
"darkslategray": [47,79,79],
"darkslategrey": [47,79,79],
"limegreen": [50,205,50],
"mediumseagreen": [60,179,113],
"turquoise": [64,224,208],
"royalblue": [65,105,225],
"steelblue": [70,130,180],
"darkslateblue": [72,61,139],
"mediumturquoise": [72,209,204],
"indigo": [75,0,130],
"darkolivegreen": [85,107,47],
"cadetblue": [95,158,160],
"cornflowerblue": [100,149,237],
"mediumaquamarine": [102,205,170],
"dimgray": [105,105,105],
"dimgrey": [105,105,105],
"slateblue": [106,90,205],
"olivedrab": [107,142,35],
"slategray": [112,128,144],
"slategrey": [112,128,144],
"lightslategray": [119,136,153],
"lightslategrey": [119,136,153],
"mediumslateblue": [123,104,238],
"lawngreen": [124,252,0],
"chartreuse": [127,255,0],
"aquamarine": [127,255,212],
"maroon": [128,0,0],
"purple": [128,0,128],
"olive": [128,128,0],
"gray": [128,128,128],
"grey": [128,128,128],
"skyblue": [135,206,235],
"lightskyblue": [135,206,250],
"blueviolet": [138,43,226],
"darkred": [139,0,0],
"darkmagenta": [139,0,139],
"saddlebrown": [139,69,19],
"darkseagreen": [143,188,143],
"lightgreen": [144,238,144],
"mediumpurple": [147,112,216],
"darkviolet": [148,0,211],
"palegreen": [152,251,152],
"darkorchid": [153,50,204],
"yellowgreen": [154,205,50],
"sienna": [160,82,45],
"brown": [165,42,42],
"darkgray": [169,169,169],
"darkgrey": [169,169,169],
"lightblue": [173,216,230],
"greenyellow": [173,255,47],
"paleturquoise": [175,238,238],
"lightsteelblue": [176,196,222],
"powderblue": [176,224,230],
"firebrick": [178,34,34],
"darkgoldenrod": [184,134,11],
"mediumorchid": [186,85,211],
"rosybrown": [188,143,143],
"darkkhaki": [189,183,107],
"silver": [192,192,192],
"mediumvioletred": [199,21,133],
"indianred": [205,92,92],
"peru": [205,133,63],
"chocolate": [210,105,30],
"tan": [210,180,140],
"lightgray": [211,211,211],
"lightgrey": [211,211,211],
"palevioletred": [216,112,147],
"thistle": [216,191,216],
"orchid": [218,112,214],
"goldenrod": [218,165,32],
"crimson": [220,20,60],
"gainsboro": [220,220,220],
"plum": [221,160,221],
"burlywood": [222,184,135],
"lightcyan": [224,255,255],
"lavender": [230,230,250],
"darksalmon": [233,150,122],
"violet": [238,130,238],
"palegoldenrod": [238,232,170],
"lightcoral": [240,128,128],
"khaki": [240,230,140],
"aliceblue": [240,248,255],
"honeydew": [240,255,240],
"azure": [240,255,255],
"sandybrown": [244,164,96],
"wheat": [245,222,179],
"beige": [245,245,220],
"whitesmoke": [245,245,245],
"mintcream": [245,255,250],
"ghostwhite": [248,248,255],
"salmon": [250,128,114],
"antiquewhite": [250,235,215],
"linen": [250,240,230],
"lightgoldenrodyellow": [250,250,210],
"oldlace": [253,245,230],
"red": [255,0,0],
"fuchsia": [255,0,255],
"magenta": [255,0,255],
"deeppink": [255,20,147],
"orangered": [255,69,0],
"tomato": [255,99,71],
"hotpink": [255,105,180],
"coral": [255,127,80],
"darkorange": [255,140,0],
"lightsalmon": [255,160,122],
"orange": [255,165,0],
"lightpink": [255,182,193],
"pink": [255,192,203],
"gold": [255,215,0],
"peachpuff": [255,218,185],
"navajowhite": [255,222,173],
"moccasin": [255,228,181],
"bisque": [255,228,196],
"mistyrose": [255,228,225],
"blanchedalmond": [255,235,205],
"papayawhip": [255,239,213],
"lavenderblush": [255,240,245],
"seashell": [255,245,238],
"cornsilk": [255,248,220],
"lemonchiffon": [255,250,205],
"floralwhite": [255,250,240],
"snow": [255,250,250],
"yellow": [255,255,0],
"lightyellow": [255,255,224],
"ivory": [255,255,240],
"white": [255,255,255]
}
}
/**
* @class Lighting computation, based on a traditional FOV for multiple light sources and multiple passes.
* @param {function} reflectivityCallback Callback to retrieve cell reflectivity (0..1)
* @param {object} [options]
* @param {int} [options.passes=1] Number of passes. 1 equals to simple FOV of all light sources, >1 means a *highly simplified* radiosity-like algorithm.
* @param {int} [options.emissionThreshold=100] Cells with emissivity > threshold will be treated as light source in the next pass.
* @param {int} [options.range=10] Max light range
*/
ROT.Lighting = function(reflectivityCallback, options) {
this._reflectivityCallback = reflectivityCallback;
this._options = {
passes: 1,
emissionThreshold: 100,
range: 10
};
this._fov = null;
this._lights = {};
this._reflectivityCache = {};
this._fovCache = {};
this.setOptions(options);
}
/**
* Adjust options at runtime
* @see ROT.Lighting
* @param {object} [options]
*/
ROT.Lighting.prototype.setOptions = function(options) {
for (var p in options) { this._options[p] = options[p]; }
if (options.range) { this.reset(); }
return this;
}
/**
* Set the used Field-Of-View algo
* @param {ROT.FOV} fov
*/
ROT.Lighting.prototype.setFOV = function(fov) {
this._fov = fov;
this._fovCache = {};
return this;
}
/**
* Set (or remove) a light source
* @param {int} x
* @param {int} y
* @param {null || string || number[3]} color
*/
ROT.Lighting.prototype.setLight = function(x, y, color) {
var key = x+","+y;
if (color) {
this._lights[key] = (typeof(color) == "string" ? ROT.Color.fromString(color) : color);
} else {
delete this._lights[key];
}
return this;
}
/**
* Reset the pre-computed topology values. Call whenever the underlying map changes its light-passability.
*/
ROT.Lighting.prototype.reset = function() {
this._reflectivityCache = {};
this._fovCache = {};
return this;
}
/**
* Compute the lighting
* @param {function} lightingCallback Will be called with (x, y, color) for every lit cell
*/
ROT.Lighting.prototype.compute = function(lightingCallback) {
var doneCells = {};
var emittingCells = {};
var litCells = {};
for (var key in this._lights) { /* prepare emitters for first pass */
var light = this._lights[key];
if (!(key in emittingCells)) { emittingCells[key] = [0, 0, 0]; }
ROT.Color.add_(emittingCells[key], light);
}
for (var i=0;i<this._options.passes;i++) { /* main loop */
this._emitLight(emittingCells, litCells, doneCells);
if (i+1 == this._options.passes) { continue; } /* not for the last pass */
emittingCells = this._computeEmitters(litCells, doneCells);
}
for (var litKey in litCells) { /* let the user know what and how is lit */
var parts = litKey.split(",");
var x = parseInt(parts[0]);
var y = parseInt(parts[1]);
lightingCallback(x, y, litCells[litKey]);
}
return this;
}
/**
* Compute one iteration from all emitting cells
* @param {object} emittingCells These emit light
* @param {object} litCells Add projected light to these
* @param {object} doneCells These already emitted, forbid them from further calculations
*/
ROT.Lighting.prototype._emitLight = function(emittingCells, litCells, doneCells) {
for (var key in emittingCells) {
var parts = key.split(",");
var x = parseInt(parts[0]);
var y = parseInt(parts[1]);
this._emitLightFromCell(x, y, emittingCells[key], litCells);
doneCells[key] = 1;
}
return this;
}
/**
* Prepare a list of emitters for next pass
* @param {object} litCells
* @param {object} doneCells
* @returns {object}
*/
ROT.Lighting.prototype._computeEmitters = function(litCells, doneCells) {
var result = {};
for (var key in litCells) {
if (key in doneCells) { continue; } /* already emitted */
var color = litCells[key];
if (key in this._reflectivityCache) {
var reflectivity = this._reflectivityCache[key];
} else {
var parts = key.split(",");
var x = parseInt(parts[0]);
var y = parseInt(parts[1]);
var reflectivity = this._reflectivityCallback(x, y);
this._reflectivityCache[key] = reflectivity;
}
if (reflectivity == 0) { continue; } /* will not reflect at all */
/* compute emission color */
var emission = [];
var intensity = 0;
for (var i=0;i<3;i++) {
var part = Math.round(color[i]*reflectivity);
emission[i] = part;
intensity += part;
}
if (intensity > this._options.emissionThreshold) { result[key] = emission; }
}
return result;
}
/**
* Compute one iteration from one cell
* @param {int} x
* @param {int} y
* @param {number[]} color
* @param {object} litCells Cell data to by updated
*/
ROT.Lighting.prototype._emitLightFromCell = function(x, y, color, litCells) {
var key = x+","+y;
if (key in this._fovCache) {
var fov = this._fovCache[key];
} else {
var fov = this._updateFOV(x, y);
}
for (var fovKey in fov) {
var formFactor = fov[fovKey];
if (fovKey in litCells) { /* already lit */
var result = litCells[fovKey];
} else { /* newly lit */
var result = [0, 0, 0];
litCells[fovKey] = result;
}
for (var i=0;i<3;i++) { result[i] += Math.round(color[i]*formFactor); } /* add light color */
}
return this;
}
/**
* Compute FOV ("form factor") for a potential light source at [x,y]
* @param {int} x
* @param {int} y
* @returns {object}
*/
ROT.Lighting.prototype._updateFOV = function(x, y) {
var key1 = x+","+y;
var cache = {};
this._fovCache[key1] = cache;
var range = this._options.range;
var cb = function(x, y, r, vis) {
var key2 = x+","+y;
var formFactor = vis * (1-r/range);
if (formFactor == 0) { return; }
cache[key2] = formFactor;
}
this._fov.compute(x, y, range, cb.bind(this));
return cache;
}
/**
* @class Abstract pathfinder
* @param {int} toX Target X coord
* @param {int} toY Target Y coord
* @param {function} passableCallback Callback to determine map passability
* @param {object} [options]
* @param {int} [options.topology=8]
*/
ROT.Path = function(toX, toY, passableCallback, options) {
this._toX = toX;
this._toY = toY;
this._fromX = null;
this._fromY = null;
this._passableCallback = passableCallback;
this._options = {
topology: 8
}
for (var p in options) { this._options[p] = options[p]; }
this._dirs = ROT.DIRS[this._options.topology];
if (this._options.topology == 8) { /* reorder dirs for more aesthetic result (vertical/horizontal first) */
this._dirs = [
this._dirs[0],
this._dirs[2],
this._dirs[4],
this._dirs[6],
this._dirs[1],
this._dirs[3],
this._dirs[5],
this._dirs[7]
]
}
}
/**
* Compute a path from a given point
* @param {int} fromX
* @param {int} fromY
* @param {function} callback Will be called for every path item with arguments "x" and "y"
*/
ROT.Path.prototype.compute = function(fromX, fromY, callback) {
}
ROT.Path.prototype._getNeighbors = function(cx, cy) {
var result = [];
for (var i=0;i<this._dirs.length;i++) {
var dir = this._dirs[i];
var x = cx + dir[0];
var y = cy + dir[1];
if (!this._passableCallback(x, y)) { continue; }
result.push([x, y]);
}
return result;
}
/**
* @class Simplified Dijkstra's algorithm: all edges have a value of 1
* @augments ROT.Path
* @see ROT.Path
*/
ROT.Path.Dijkstra = function(toX, toY, passableCallback, options) {
ROT.Path.call(this, toX, toY, passableCallback, options);
this._computed = {};
this._todo = [];
this._add(toX, toY, null);
}
ROT.Path.Dijkstra.extend(ROT.Path);
/**
* Compute a path from a given point
* @see ROT.Path#compute
*/
ROT.Path.Dijkstra.prototype.compute = function(fromX, fromY, callback) {
var key = fromX+","+fromY;
if (!(key in this._computed)) { this._compute(fromX, fromY); }
if (!(key in this._computed)) { return; }
var item = this._computed[key];
while (item) {
callback(item.x, item.y);
item = item.prev;
}
}
/**
* Compute a non-cached value
*/
ROT.Path.Dijkstra.prototype._compute = function(fromX, fromY) {
while (this._todo.length) {
var item = this._todo.shift();
if (item.x == fromX && item.y == fromY) { return; }
var neighbors = this._getNeighbors(item.x, item.y);
for (var i=0;i<neighbors.length;i++) {
var neighbor = neighbors[i];
var x = neighbor[0];
var y = neighbor[1];
var id = x+","+y;
if (id in this._computed) { continue; } /* already done */
this._add(x, y, item);
}
}
}
ROT.Path.Dijkstra.prototype._add = function(x, y, prev) {
var obj = {
x: x,
y: y,
prev: prev
}
this._computed[x+","+y] = obj;
this._todo.push(obj);
}
/**
* @class Simplified A* algorithm: all edges have a value of 1
* @augments ROT.Path
* @see ROT.Path
*/
ROT.Path.AStar = function(toX, toY, passableCallback, options) {
ROT.Path.call(this, toX, toY, passableCallback, options);
this._todo = [];
this._done = {};
this._fromX = null;
this._fromY = null;
}
ROT.Path.AStar.extend(ROT.Path);
/**
* Compute a path from a given point
* @see ROT.Path#compute
*/
ROT.Path.AStar.prototype.compute = function(fromX, fromY, callback) {
this._todo = [];
this._done = {};
this._fromX = fromX;
this._fromY = fromY;
this._add(this._toX, this._toY, null);
while (this._todo.length) {
var item = this._todo.shift();
if (item.x == fromX && item.y == fromY) { break; }
var neighbors = this._getNeighbors(item.x, item.y);
for (var i=0;i<neighbors.length;i++) {
var neighbor = neighbors[i];
var x = neighbor[0];
var y = neighbor[1];
var id = x+","+y;
if (id in this._done) { continue; }
this._add(x, y, item);
}
}
var item = this._done[fromX+","+fromY];
if (!item) { return; }
while (item) {
callback(item.x, item.y);
item = item.prev;
}
}
ROT.Path.AStar.prototype._add = function(x, y, prev) {
var obj = {
x: x,
y: y,
prev: prev,
g: (prev ? prev.g+1 : 0),
h: this._distance(x, y)
}
this._done[x+","+y] = obj;
/* insert into priority queue */
var f = obj.g + obj.h;
for (var i=0;i<this._todo.length;i++) {
var item = this._todo[i];
if (f < item.g + item.h) {
this._todo.splice(i, 0, obj);
return;
}
}
this._todo.push(obj);
}
ROT.Path.AStar.prototype._distance = function(x, y) {
switch (this._options.topology) {
case 4:
return (Math.abs(x-this._fromX) + Math.abs(y-this._fromY));
break;
case 6:
var dx = Math.abs(x - this._fromX);
var dy = Math.abs(y - this._fromY);
return dy + Math.max(0, (dx-dy)/2);
break;
case 8:
return Math.max(Math.abs(x-this._fromX), Math.abs(y-this._fromY));
break;
}
}