codecombat/app/views/editor/level/modals/TerrainRandomizeModal.coffee

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ModalView = require 'views/kinds/ModalView'
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template = require 'templates/editor/level/modal/terrain_randomize'
CocoModel = require 'models/CocoModel'
clusters = {
'rocks': {
'thangs': ['Rock 1', 'Rock 2', 'Rock 3', 'Rock 4', 'Rock 5', 'Rock Cluster 1', 'Rock Cluster 2', 'Rock Cluster 3']
'margin': 1
}
'trees': {
'thangs': ['Tree 1', 'Tree 2', 'Tree 3', 'Tree 4']
'margin': 0
}
'shrubs': {
'thangs': ['Shrub 1', 'Shrub 2', 'Shrub 3']
'margin': 0
}
'houses': {
'thangs': ['House 1', 'House 2', 'House 3', 'House 4']
'margin': 4
}
'animals': {
'thangs': ['Cow', 'Horse']
'margin': 1
}
'wood': {
'thangs': ['Firewood 1', 'Firewood 2', 'Firewood 3', 'Barrel']
'margin': 1
}
'farm': {
'thangs': ['Farm']
'margin': 9
}
'cave': {
'thangs': ['Cave']
'margin': 5
}
'stone': {
'thangs': ['Gargoyle', 'Rock Cluster 1', 'Rock Cluster 2', 'Rock Cluster 3']
'margin': 1
}
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'doors': {
'thangs': ['Dungeon Door']
'margin': -1
}
'grass_floor': {
'thangs': ['Grass01', 'Grass02', 'Grass03', 'Grass04', 'Grass05']
'margin': -1
}
'dungeon_wall': {
'thangs': ['Dungeon Wall']
'margin': 2
}
'dungeon_floor': {
'thangs': ['Dungeon Floor']
'margin': -1
}
'indoor_wall': {
'thangs': ['Indoor Wall']
'margin': 2
}
'indoor_floor': {
'thangs': ['Indoor Floor']
'margin': -1
}
'furniture': {
'thangs': ['Bookshelf', 'Table', 'Candle', 'Treasure Chest']
'margin': -1
}
}
presets = {
'dungeon': {
'type':'dungeon'
'borders':'dungeon_wall'
'borderNoise':0
'borderSize':4
'floors':'dungeon_floor'
'decorations': {
'Room': {
'num': [1,1]
'width': [12, 20]
'height': [8, 16]
'thickness': [2,2]
'cluster': 'dungeon_wall'
}
'cave': {
'num':[1,1]
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'width': 10
'height': 10
'clusters': {
'cave':[1,1]
'stone':[2,4]
}
}
}
}
'indoor': {
'type':'indoor'
'borders':'indoor_wall'
'borderNoise':0
'borderSize':4
'floors':'indoor_floor'
'decorations': {
'Room': {
'num': [1,1]
'width': [12, 20]
'height': [8, 16]
'thickness': [2,2]
'cluster': 'indoor_wall'
}
'furniture': {
'num':[1,2]
'width': 15
'height': 15
'clusters': {
'furniture':[1,3]
}
}
}
}
'grassy': {
'type':'grassy'
'borders':'trees'
'borderNoise':1
'borderSize':0
'floors':'grass_floor'
'decorations': {
'house': {
'num':[1,2] #min-max
'width': 15
'height': 15
'clusters': {
'houses':[1,1]
'trees':[1,2]
'shrubs':[0,3]
'rocks':[1,2]
}
}
'farm': {
'num':[1,1] #min-max
'width': 25
'height': 15
'clusters': {
'farm':[1,1]
'shrubs':[2,3]
'wood':[2,4]
'animals':[2,3]
}
}
}
}
}
presetSizes = {
'small': {
'x':80
'y':68
}
'large': {
'x':160
'y':136
}
}
thangSizes = {
'floorSize': {
'x':20
'y':17
}
'borderSize': {
'x':4
'y':4
'thickness':3
}
}
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module.exports = class TerrainRandomizeModal extends ModalView
id: 'terrain-randomize-modal'
template: template
events:
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'click .choose-option': 'onRandomize'
onRevertModel: (e) ->
id = $(e.target).val()
CocoModel.backedUp[id].revert()
$(e.target).closest('tr').remove()
@reloadOnClose = true
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onRandomize: (e) ->
target = $(e.target)
presetType = target.attr 'data-preset-type'
presetSize = target.attr 'data-preset-size'
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@randomizeThangs presetType, presetSize
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Backbone.Mediator.publish('randomize:terrain-generated',
'thangs': @thangs
)
@hide()
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randomizeThangs: (presetName, presetSize) ->
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@falseCount = 0
preset = presets[presetName]
presetSize = presetSizes[presetSize]
@thangs = []
@rects = []
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@randomizeFloor preset, presetSize
@randomizeBorder preset, presetSize, preset.borderNoise
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@randomizeDecorations preset, presetSize
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randomizeFloor: (preset, presetSize) ->
for i in _.range(0, presetSize.x, thangSizes.floorSize.x)
for j in _.range(0, presetSize.y, thangSizes.floorSize.y)
@thangs.push {
'id': @getRandomThang(clusters[preset.floors].thangs)
'pos': {
'x': i + thangSizes.floorSize.x/2
'y': j + thangSizes.floorSize.y/2
}
'margin': clusters[preset.floors].margin
}
randomizeBorder: (preset, presetSize, noiseFactor=1) ->
for i in _.range(0, presetSize.x, thangSizes.borderSize.x)
for j in _.range(thangSizes.borderSize.thickness)
while not @addThang {
'id': @getRandomThang(clusters[preset.borders].thangs)
'pos': {
'x': i + preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.x/2, thangSizes.borderSize.x/2)
'y': 0 + preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.y/2, thangSizes.borderSize.y)
}
'margin': clusters[preset.borders].margin
}
continue
while not @addThang {
'id': @getRandomThang(clusters[preset.borders].thangs)
'pos': {
'x': i + preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.x/2, thangSizes.borderSize.x/2)
'y': presetSize.y - preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.y, thangSizes.borderSize.y/2)
}
'margin': clusters[preset.borders].margin
}
continue
for i in _.range(0, presetSize.y, thangSizes.borderSize.y)
for j in _.range(3)
while not @addThang {
'id': @getRandomThang(clusters[preset.borders].thangs)
'pos': {
'x': 0 + preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.x/2, thangSizes.borderSize.x)
'y': i + preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.y/2, thangSizes.borderSize.y/2)
}
'margin': clusters[preset.borders].margin
}
continue
while not @addThang {
'id': @getRandomThang(clusters[preset.borders].thangs)
'pos': {
'x': presetSize.x - preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.x, thangSizes.borderSize.x/2)
'y': i + preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.y/2, thangSizes.borderSize.y/2)
}
'margin': clusters[preset.borders].margin
}
continue
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randomizeDecorations: (preset, presetSize)->
if presetSize is presetSizes['small'] then sizeFactor = 1 else sizeFactor = 2
for name, decoration of preset.decorations
for num in _.range(sizeFactor * _.random(decoration.num[0], decoration.num[1]))
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if @['build'+name] isnt undefined
@['build'+name](preset, presetSize, decoration)
continue
while true
rect = {
'x':_.random(decoration.width/2 + preset.borderSize/2 + thangSizes.borderSize.x, presetSize.x - decoration.width/2 - preset.borderSize/2 - thangSizes.borderSize.x),
'y':_.random(decoration.height/2 + preset.borderSize/2 + thangSizes.borderSize.y, presetSize.y - decoration.height/2 - preset.borderSize/2 - thangSizes.borderSize.y)
'width':decoration.width
'height':decoration.height
}
break if @addRect rect
for cluster, range of decoration.clusters
for i in _.range(_.random(range[0], range[1]))
while not @addThang {
'id':@getRandomThang(clusters[cluster].thangs)
'pos':{
'x':_.random(rect.x - rect.width/2, rect.x + rect.width/2)
'y':_.random(rect.y - rect.height/2, rect.y + rect.height/2)
}
'margin':clusters[cluster].margin
}
continue
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buildRoom: (preset, presetSize, room) ->
if presetSize is presetSizes['small'] then sizeFactor = 1 else sizeFactor = 2
while true
rect = {
'width':sizeFactor * (room.width[0] + preset.borderSize * _.random(0, (room.width[1] - room.width[0])/preset.borderSize))
'height':sizeFactor * (room.height[0] + preset.borderSize * _.random(0, (room.height[1] - room.height[0])/preset.borderSize))
}
roomThickness = _.random(room.thickness[0], room.thickness[1])
rect.x = _.random(rect.width/2 + preset.borderSize * (roomThickness+1.5), presetSize.x - rect.width/2 - preset.borderSize * (roomThickness+1.5))
rect.y = _.random(rect.height/2 + preset.borderSize * (roomThickness+2.5), presetSize.y - rect.height/2 - preset.borderSize * (roomThickness+2.5))
# Snap room walls to the wall grid.
rect.x = Math.round((rect.x - preset.borderSize / 2) / preset.borderSize) * preset.borderSize + preset.borderSize / 2
rect.y = Math.round((rect.y - preset.borderSize / 2) / preset.borderSize) * preset.borderSize + preset.borderSize / 2
break if @addRect {
'x': rect.x
'y': rect.y
'width': rect.width + 2.5 * roomThickness * preset.borderSize
'height': rect.height + 2.5 * roomThickness * preset.borderSize
}
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xRange = _.range(rect.x - rect.width/2 + preset.borderSize, rect.x + rect.width/2, preset.borderSize)
topDoor = _.random(1) > 0.5
topDoorX = xRange[_.random(0, xRange.length-1)]
bottomDoor = if not topDoor then true else _.random(1) > 0.5
bottomDoorX = xRange[_.random(0, xRange.length-1)]
for t in _.range(0, roomThickness+1)
for i in _.range(rect.x - rect.width/2 - (t-1) * preset.borderSize, rect.x + rect.width/2 + t * preset.borderSize, preset.borderSize)
thang = {
'id': @getRandomThang(clusters[room.cluster].thangs)
'pos': {
'x': i
'y': rect.y - rect.height/2 - t * preset.borderSize
}
'margin': clusters[room.cluster].margin
}
if i is bottomDoorX and bottomDoor
thang.id = @getRandomThang(clusters['doors'].thangs)
thang.pos.y -= preset.borderSize/3
@addThang thang unless i is bottomDoorX and t isnt roomThickness and bottomDoor
thang = {
'id': @getRandomThang(clusters[room.cluster].thangs)
'pos': {
'x': i
'y': rect.y + rect.height/2 + t * preset.borderSize
}
'margin': clusters[room.cluster].margin
}
if i is topDoorX and topDoor
thang.id = @getRandomThang(clusters['doors'].thangs)
thang.pos.y -= preset.borderSize
@addThang thang unless i is topDoorX and t isnt roomThickness and topDoor
for t in _.range(0, roomThickness)
for i in _.range(rect.y - rect.height/2 - t * preset.borderSize, rect.y + rect.height/2 + (t+1) * preset.borderSize, preset.borderSize)
@addThang {
'id': @getRandomThang(clusters[room.cluster].thangs)
'pos': {
'x': rect.x - rect.width/2 - t * preset.borderSize
'y': i
}
'margin': clusters[room.cluster].margin
}
@addThang {
'id': @getRandomThang(clusters[room.cluster].thangs)
'pos': {
'x': rect.x + rect.width/2 + t * preset.borderSize
'y': i
}
'margin': clusters[room.cluster].margin
}
addThang: (thang) ->
if @falseCount > 100
console.log 'infinite loop', thang
@falseCount = 0
return true
for existingThang in @thangs
if existingThang.margin is -1 or thang.margin is -1
continue
if Math.abs(existingThang.pos.x - thang.pos.x) < thang.margin + existingThang.margin and Math.abs(existingThang.pos.y - thang.pos.y) < thang.margin + existingThang.margin
@falseCount++
return false
@thangs.push thang
true
addRect: (rect) ->
if @falseCount > 100
console.log 'infinite loop', rect
@falseCount = 0
return true
for existingRect in @rects
if Math.abs(existingRect.x - rect.x) <= rect.width/2 + existingRect.width/2 and Math.abs(existingRect.y - rect.y) <= rect.height/2 + existingRect.height/2
@falseCount++
return false
@rects.push rect
true
getRandomThang: (thangList) ->
return thangList[_.random(0, thangList.length-1)]
getRenderData: ->
c = super()
c.presets = presets
c.presetSizes = presetSizes
c
onHidden: ->
location.reload() if @reloadOnClose