mirror of
https://github.com/AlexKrunch/AnonIB-3D.git
synced 2024-11-22 03:54:17 -05:00
335 lines
10 KiB
PHP
335 lines
10 KiB
PHP
<?php
|
|
|
|
/*
|
|
__ ___ ______ __ ____
|
|
/ |/ /___ _____ / ____/___ ____ / /__________ / / /__ _____
|
|
/ /|_/ / __ `/ __ \ / / / __ \/ __ \/ __/ ___/ __ \/ / / _ \/ ___/
|
|
/ / / / /_/ / /_/ / / /___/ /_/ / / / / /_/ / / /_/ / / / __/ /
|
|
/_/ /_/\__,_/ .___/ \____/\____/_/ /_/\__/_/ \____/_/_/\___/_/
|
|
/_/
|
|
|
|
-create a new map
|
|
-change an old map
|
|
-get map data
|
|
-----------------
|
|
-get tile values
|
|
|
|
*/
|
|
|
|
ini_set('display_errors', 1);
|
|
|
|
require_once "Utils/Constants.php";
|
|
require_once "Imports/LazerImports.php";
|
|
require_once 'Utils/Helpers.php';
|
|
|
|
require_once 'Models/Game/Coord.php';
|
|
require_once 'Models/Game/Level.php';
|
|
require_once 'Models/Game/Tile.php';
|
|
|
|
use \ForceUTF8\Encoding;
|
|
|
|
//Autoload usage https://stackoverflow.com/questions/16175023/php-include-class-in-other-class
|
|
|
|
use Lazer\Classes\Database as Lazer;
|
|
defined('LAZER_DATA_PATH') or define('LAZER_DATA_PATH', realpath(dirname(__FILE__)).'/'.Constants::CONST_DB_FOLDER.'/');
|
|
|
|
|
|
Class MapController {
|
|
|
|
/***************************
|
|
* SAVING AND GETTIGNS DATA
|
|
***************************/
|
|
|
|
function createLevel($level) {
|
|
|
|
$row = Lazer::table(Constants::CONST_TABLE_MAP);
|
|
$row = $level ->fillRow($row);
|
|
$row->save();
|
|
}
|
|
|
|
function placePlayerFromTo($to_,$from_){
|
|
|
|
$row = Lazer::table(Constants::CONST_TABLE_MAP)->where('key', '=', $to_)->find();
|
|
$level = Level::parseRow($row);
|
|
|
|
//get the future player coordonates
|
|
$coord = $level -> placePlayerForKey($from_);
|
|
|
|
//return Coord
|
|
return $coord;
|
|
}
|
|
|
|
function getAllTiles(){
|
|
return Tile::getAllTiles();
|
|
}
|
|
|
|
/**************************
|
|
* MAP PROCEDURAL GENERATION
|
|
*************************/
|
|
|
|
function generateWorld(){
|
|
|
|
//importnat VARS
|
|
$gridData;
|
|
$gridWidth = 2;
|
|
$gridHeight = 2;
|
|
|
|
$levelToPlace;
|
|
$levelNumMax;
|
|
$levelWidthMax;
|
|
$levelHeightMax;
|
|
|
|
//1. generate the dungeon grid
|
|
$gridData = $this->fillgrid(null, $gridWidth, $gridHeight);
|
|
|
|
$levelToPlace = array();
|
|
|
|
array_push($levelToPlace, new Level(Constants::CONST_MAP_ALPHA_NAME, 15, 13, true, true));
|
|
array_push($levelToPlace, new Level("request", 15, 13, true, false) );
|
|
array_push($levelToPlace, new Level("conspi", 15, 13, true, false) );
|
|
array_push($levelToPlace, new Level("art", 15, 13, true, false) );
|
|
|
|
array_push($levelToPlace, new Level("lulz", 15, 13, true, true) );
|
|
/*
|
|
$size = Level::getDim(26);
|
|
array_push($levelToPlace, new Level("tripletrap", $size->x, $size->y, true));
|
|
$size = Level::getDim(26);
|
|
array_push($levelToPlace, new Level("pol", $size->x, $size->y, true) );
|
|
$size = Level::getDim(26);
|
|
array_push($levelToPlace, new Level("senpai", $size->x, $size->y, true));
|
|
$size = Level::getDim(26);
|
|
array_push($levelToPlace, new Level("varg", $size->x, $size->y, true) );
|
|
$size = Level::getDim(26);
|
|
array_push($levelToPlace, new Level("crypto", $size->x, $size->y, true) );*/
|
|
|
|
//2. place the main level on this grid
|
|
/*
|
|
foreach ($levelToPlace as $lvl){
|
|
$coord = $this->pickPointFromGrid($gridData , $gridWidth, $gridHeight );
|
|
if(isset($coord)){
|
|
$gridData = $this->placeToGrid($gridData, $lvl, $gridWidth, $gridHeight, $coord );
|
|
$lvl -> x = $coord-> x;
|
|
$lvl -> y = $coord-> y;
|
|
}
|
|
}*/
|
|
|
|
//Genrate room for missing points
|
|
/*
|
|
$emptyCoord = $this->getCoordsFor($gridData, NULL, $gridWidth, $gridHeight);
|
|
|
|
for($l = 0; $l < count($levelToPlace); $l++){
|
|
$index = rand(0, count($emptyCoord)-1 );
|
|
$coord = $emptyCoord[$index];
|
|
$level = new Level("???", rand(2,7), rand(2,7), false );
|
|
$gridData = $this->placeToGrid($gridData, $level , $gridWidth, $gridHeight, $coord);
|
|
array_splice($emptyCoord, $index, 1);
|
|
$level-> x = $coord-> x;
|
|
$level-> y = $coord-> y;
|
|
if(count($emptyCoord) < 1) break;
|
|
}*/
|
|
|
|
$this->displayGrid($gridData, $gridWidth, $gridHeight, true);
|
|
|
|
|
|
//3. each level need to have at least 1 door
|
|
/*
|
|
$allLevels = $this->getAllLevels($gridData);
|
|
foreach ($allLevels as $lvl){
|
|
|
|
$dir = 0;
|
|
$numDoors = rand(1,2);
|
|
|
|
for( $dir; $dir < 3; $dir ++ ){
|
|
|
|
//CAUTION level found are the door on the other direction!!!
|
|
|
|
$levelFound = null;
|
|
$oppDir;
|
|
$coord = new Coord($lvl-> x, $lvl-> y);
|
|
|
|
//South
|
|
if($dir == 2 ){
|
|
|
|
$levelFound = $this->getLevelForDir($gridData, $gridWidth, $gridHeight, $coord,$dir);
|
|
if(isset( $levelFound->door_key_N )) $levelFound = null;
|
|
$oppDir = 0;
|
|
|
|
}
|
|
|
|
//West
|
|
if($dir == 3 ){
|
|
|
|
$levelFound = $this->getLevelForDir($gridData, $gridWidth, $gridHeight, $coord,$dir);
|
|
if(isset( $levelFound->door_key_E )) $levelFound = null;
|
|
$oppDir = 1;
|
|
|
|
}
|
|
|
|
//North
|
|
if($dir == 0){
|
|
|
|
$levelFound = $this->getLevelForDir($gridData, $gridWidth, $gridHeight, $coord,$dir);
|
|
if(isset( $levelFound->door_key_S )) $levelFound = null;
|
|
$oppDir = 2;
|
|
|
|
}
|
|
|
|
//East
|
|
if($dir == 1 ){
|
|
|
|
$levelFound = $this->getLevelForDir($gridData, $gridWidth, $gridHeight, $coord,$dir);
|
|
if(isset( $levelFound->door_key_W )) $levelFound = null;
|
|
$oppDir = 3;
|
|
|
|
}
|
|
|
|
if( isset($levelFound) && $numDoors > 0){
|
|
$levelFound -> setKeyForDir($lvl->key, $oppDir);
|
|
$lvl-> setKeyForDir($levelFound->key, $dir);
|
|
$numDoors --;
|
|
}
|
|
}
|
|
|
|
//echo $lvl->name." has ".$lvl->getNumDoors()." doors<br/>";
|
|
|
|
}*/
|
|
|
|
//Get the level
|
|
foreach ($levelToPlace as $lvl){
|
|
$lvl -> initLevelData();
|
|
$this->createLevel($lvl);
|
|
}
|
|
|
|
}
|
|
|
|
/****************************
|
|
* UTILS for PROCEDURAL
|
|
* Generation
|
|
****************************/
|
|
|
|
function fillgrid($defaultTile_, $width_, $height_){
|
|
|
|
$newGrid = array();
|
|
for ($i = 0; $i < ($height_*$width_); $i++) {
|
|
array_push($newGrid,$defaultTile_);
|
|
}
|
|
|
|
return $newGrid;
|
|
}
|
|
|
|
function pickPointFromGrid($gridData, $width_, $height_ ){
|
|
|
|
for ($i = 0; $i < 10; $i++) {
|
|
|
|
$x = rand ( 0 , $width_-1);
|
|
$y = rand ( 0 , $height_-1);
|
|
|
|
//is grid coordonate occupped?
|
|
$val = $gridData[ ($y*$height_) + $x];
|
|
if( !isset($val)) return new Coord($x, $y);
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
function placeToGrid($gridData, $data, $width_, $height_, $coord){
|
|
$gridData[ ( $coord->y *$width_) + $coord->x] = $data;
|
|
return $gridData;
|
|
}
|
|
|
|
function getLevelForCoord($gridData_, $coord_, $width_, $height_){
|
|
return $gridData_[ ( $coord_->y *$width_) + $coord_->x];
|
|
}
|
|
|
|
|
|
|
|
function getCoordsFor($gridData, $data, $width_, $height_){
|
|
$listData = array();
|
|
|
|
for ($y = 0; $y < $height_; $y++) {
|
|
|
|
for ($x = 0; $x < $width_; $x++) {
|
|
if( $gridData[ ($y*$width_) + $x] == $data) array_push($listData, new Coord($x, $y));
|
|
}
|
|
|
|
}
|
|
return $listData;
|
|
}
|
|
|
|
/**
|
|
* Get all the levels from the griddata
|
|
* Return Level[] array;
|
|
*/
|
|
function getAllLevels($gridData){
|
|
$levels = array();
|
|
foreach ($gridData as $lvl){
|
|
if(isset($lvl)) array_push($levels,$lvl);
|
|
}
|
|
return $levels;
|
|
}
|
|
|
|
function displayGrid($gridData_, $width_, $height_, $is_null){
|
|
|
|
for ($y = 0; $y < $height_; $y++) {
|
|
|
|
for ($x = 0; $x < $width_; $x++) {
|
|
if( !isset($gridData_[($y*$width_) + $x]) || !isset($gridData_[ ($y*$width_) + $x] -> name)){
|
|
echo ".";
|
|
} else {
|
|
$name = $gridData_[ ($y*$width_) + $x] -> name;
|
|
echo substr($name,0,1);
|
|
}
|
|
}
|
|
|
|
echo "<br/>";
|
|
|
|
}
|
|
}
|
|
|
|
function getLevelForDir($gridData_, $width_, $height_, $coord_,$dir_){
|
|
|
|
switch($dir_){
|
|
|
|
case 0:
|
|
for ($y = $coord_->y -1; $y >= 0; $y--) {
|
|
$coord = new Coord( $coord_->x,$y);
|
|
$level = $this->getLevelForCoord($gridData_, $coord, $width_, $height_);
|
|
if(isset($level)) return $level;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
|
|
for ($x = $coord_->x +1; $x < $width_; $x++) {
|
|
$coord = new Coord( $x,$coord_->y);
|
|
$level = $this->getLevelForCoord($gridData_, $coord, $width_, $height_);
|
|
if(isset($level)){
|
|
return $level;
|
|
}
|
|
}
|
|
break;
|
|
|
|
|
|
case 2:
|
|
for ($y = $coord_->y +1; $y < $height_; $y++) {
|
|
$coord = new Coord( $coord_->x,$y);
|
|
$level = $this->getLevelForCoord($gridData_, $coord, $width_, $height_);
|
|
if(isset($level)) return $level;
|
|
}
|
|
break;
|
|
|
|
case 3:
|
|
|
|
for ($x = $coord_->x -1; $x >= 0; $x--) {
|
|
$coord = new Coord( $x,$coord_->y);
|
|
$level = $this->getLevelForCoord($gridData_, $coord, $width_, $height_);
|
|
if(isset($level)) return $level;
|
|
}
|
|
break;
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
}
|