ModalView = require 'views/kinds/ModalView' 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 } '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] '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 } } module.exports = class TerrainRandomizeModal extends ModalView id: 'terrain-randomize-modal' template: template events: 'click .choose-option': 'onRandomize' onRevertModel: (e) -> id = $(e.target).val() CocoModel.backedUp[id].revert() $(e.target).closest('tr').remove() @reloadOnClose = true onRandomize: (e) -> target = $(e.target) presetType = target.attr 'data-preset-type' presetSize = target.attr 'data-preset-size' @randomizeThangs presetType, presetSize Backbone.Mediator.publish('randomize:terrain-generated', 'thangs': @thangs ) @hide() randomizeThangs: (presetName, presetSize) -> @falseCount = 0 preset = presets[presetName] presetSize = presetSizes[presetSize] @thangs = [] @rects = [] @randomizeFloor preset, presetSize @randomizeBorder preset, presetSize, preset.borderNoise @randomizeDecorations preset, presetSize 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 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])) 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 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 } 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