mirror of
https://github.com/opentibiabr/remeres-map-editor
synced 2026-08-15 18:26:04 -04:00
New Features: - Docker support: new container build and .dockerignore to reduce build-context size. - Automated vcpkg baseline updater. CI/CD Improvements: - Introduces consolidated reusable CI with platform build and Docker workflows. - Adds cache-cleanup and autofix/format workflows; removes several legacy platform-specific CI files. Chores: - Reorganized CMake presets and build configuration; updated build scripts and project metadata. Style: - Large-scale formatting/whitespace normalization across many scripts and build files.
192 lines
3.7 KiB
Lua
192 lines
3.7 KiB
Lua
-- @Title: Dungeon Generator (BSP)
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-- @Description: Generates a dungeon with rooms and corridors using BSP
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-- @Author: VLL Systems
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-- @Version: 1.0.0
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if not app.hasMap() then
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print("[Dungeon] No map open.")
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return
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end
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local dlg = Dialog({
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title = "Dungeon Generator",
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width = 400,
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})
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dlg:label({
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text = "Generate a dungeon with rooms and corridors.",
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})
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dlg:separator()
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dlg:number({
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id = "cx",
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label = "Start X:",
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value = 1000,
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min = 1,
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max = 65000,
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})
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dlg:number({
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id = "cy",
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label = "Start Y:",
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value = 1000,
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min = 1,
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max = 65000,
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})
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dlg:number({
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id = "cz",
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label = "Floor Z:",
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value = 10,
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min = 0,
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max = 15,
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})
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dlg:newrow()
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dlg:number({
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id = "width",
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label = "Width:",
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value = 60,
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min = 20,
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max = 200,
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})
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dlg:number({
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id = "height",
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label = "Height:",
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value = 60,
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min = 20,
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max = 200,
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})
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dlg:newrow()
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dlg:number({
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id = "minRoom",
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label = "Min Room Size:",
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value = 5,
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min = 3,
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max = 15,
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})
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dlg:number({
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id = "maxRoom",
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label = "Max Room Size:",
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value = 12,
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min = 5,
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max = 25,
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})
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dlg:number({
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id = "depth",
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label = "BSP Depth:",
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value = 4,
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min = 2,
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max = 8,
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})
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dlg:newrow()
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dlg:number({
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id = "seed",
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label = "Seed:",
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value = 42,
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min = 1,
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max = 99999,
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})
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dlg:newrow()
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dlg:input({
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id = "wallBrush",
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label = "Wall Brush:",
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text = "mountain",
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})
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dlg:input({
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id = "floorBrush",
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label = "Floor Brush:",
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text = "dirt",
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})
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dlg:newrow()
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dlg:check({
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id = "spawns",
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text = "Place monster spawns in rooms",
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selected = true,
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})
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dlg:input({
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id = "monster",
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label = "Monster:",
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text = "Skeleton",
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})
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dlg:newrow()
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dlg:separator()
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dlg:button({
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id = "go",
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text = "Generate Dungeon",
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focus = true,
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onclick = function(d)
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d:close()
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end,
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})
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dlg:show()
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local data = dlg.data
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local cx = math.floor(data.cx)
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local cy = math.floor(data.cy)
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local cz = math.floor(data.cz)
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local w = math.floor(data.width)
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local h = math.floor(data.height)
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local seed = math.floor(data.seed)
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local wallBrush = data.wallBrush
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local floorBrush = data.floorBrush
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local placeSpawns = data.spawns
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local monsterName = data.monster
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print(string.format("[Dungeon] Generating %dx%d dungeon...", w, h))
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local result = algo.generateDungeon(w, h, {
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minRoomSize = math.floor(data.minRoom),
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maxRoomSize = math.floor(data.maxRoom),
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maxDepth = math.floor(data.depth),
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seed = seed,
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})
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local grid = result.grid
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local rooms = result.rooms
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local map = app.map
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local wallCount = 0
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local floorCount = 0
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app.transaction("Generate Dungeon", function()
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-- Paint tiles
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for gy = 1, #grid do
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for gx = 1, #grid[gy] do
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local x = cx + gx - 1
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local y = cy + gy - 1
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local tile = map:getOrCreateTile(x, y, cz)
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if tile then
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if grid[gy][gx] == 1 then
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tile:applyBrush(wallBrush, false)
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wallCount = wallCount + 1
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else
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tile:applyBrush(floorBrush, false)
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floorCount = floorCount + 1
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end
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end
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end
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end
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-- Place spawns in room centers
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if placeSpawns and #rooms > 0 then
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for i, room in ipairs(rooms) do
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local roomCX = cx + room.x + math.floor(room.width / 2)
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local roomCY = cy + room.y + math.floor(room.height / 2)
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local tile = map:getOrCreateTile(roomCX, roomCY, cz)
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if tile then
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local radius = math.min(math.floor(room.width / 2), math.floor(room.height / 2), 3)
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tile:setSpawn(radius)
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tile:setCreature(monsterName, 60, Direction.SOUTH)
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print(string.format(" Spawn in room %d at (%d,%d)", i, roomCX, roomCY))
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end
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end
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end
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-- Borderize
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for gy = -1, #grid + 2 do
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for gx = -1, #grid[1] + 2 do
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local tile = map:getOrCreateTile(cx + gx - 1, cy + gy - 1, cz)
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if tile then
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tile:borderize()
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end
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end
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end
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end)
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app.setCameraPosition(cx + math.floor(w / 2), cy + math.floor(h / 2), cz)
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print(string.format("[Dungeon] Done! Walls: %d, Floors: %d, Rooms: %d", wallCount, floorCount, #rooms))
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