Fix visibility some more
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@ -252,84 +252,87 @@ function stepVisibilityMapGeneration(queue)
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local new_queue = {}
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for i, item in ipairs(queue) do
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if cavern[item.x][item.y] == tiletypes.empty then
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-- Did not yet hit a wall
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if item.direction == directions.up then
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visibility_map[item.x][item.y] = true
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if item.direction == directions.up then
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visibility_map[item.x][item.y] = true
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if cavern[item.x][item.y] == tiletypes.empty then
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table.insert(new_queue, {x = item.x, y = item.y - 1, direction = directions.up})
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elseif item.direction == directions.left then
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visibility_map[item.x][item.y] = true
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end
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elseif item.direction == directions.left then
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visibility_map[item.x][item.y] = true
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if cavern[item.x][item.y] == tiletypes.empty then
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table.insert(new_queue, {x = item.x - 1, y = item.y, direction = directions.left})
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elseif item.direction == directions.down then
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visibility_map[item.x][item.y] = true
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end
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elseif item.direction == directions.down then
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visibility_map[item.x][item.y] = true
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if cavern[item.x][item.y] == tiletypes.empty then
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table.insert(new_queue, {x = item.x, y = item.y + 1, direction = directions.down})
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elseif item.direction == directions.right then
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visibility_map[item.x][item.y] = true
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end
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elseif item.direction == directions.right then
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visibility_map[item.x][item.y] = true
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if cavern[item.x][item.y] == tiletypes.empty then
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table.insert(new_queue, {x = item.x + 1, y = item.y, direction = directions.right})
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elseif item.direction == directions.upleft then
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-- Check that we could have gotten here also by moving only 4-ways
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--
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-- The possible cases are:
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-- (o represents old position, x is new, and # is a wall)
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--
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-- x x# x x#
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-- o o #o #o
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--
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-- In the first three, the movement is possible, but in the last one
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-- it is not. We can therefore check whether the movement is valid
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-- by testing if either the cell to our right or below us (the
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-- directions opposite to the ones in an up.left movement) is empty
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if cavern[item.x + 1][item.y] == tiletypes.empty or cavern[item.x][item.y + 1] == tiletypes.empty then
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end
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elseif item.direction == directions.upleft then
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-- Check that we could have gotten here also by moving only 4-ways
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--
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-- The possible cases are:
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-- (o represents old position, x is new, and # is a wall)
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--
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-- x x# x x#
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-- o o #o #o
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--
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-- In the first three, the movement is possible, but in the last one
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-- it is not. We can therefore check whether the movement is valid
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-- by testing if either the cell to our right or below us (the
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-- directions opposite to the ones in an up.left movement) is empty
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if cavern[item.x + 1][item.y] == tiletypes.empty or cavern[item.x][item.y + 1] == tiletypes.empty then
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visibility_map[item.x][item.y] = true
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if cavern[item.x][item.y] == tiletypes.empty then
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-- ⌜^
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-- ⌜ <x
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visibility_map[item.x][item.y] = true
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table.insert(new_queue, {x = item.x - 1, y = item.y - 1, direction = directions.upleft})
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table.insert(new_queue, {x = item.x, y = item.y - 1, direction = directions.up})
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table.insert(new_queue, {x = item.x - 1, y = item.y, direction = directions.left})
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end
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elseif item.direction == directions.downleft then
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-- See under item.direction == directions.upleft
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if cavern[item.x + 1][item.y] == tiletypes.empty or cavern[item.x][item.y - 1] == tiletypes.empty then
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end
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elseif item.direction == directions.downleft then
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-- See under item.direction == directions.upleft
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if cavern[item.x + 1][item.y] == tiletypes.empty or cavern[item.x][item.y - 1] == tiletypes.empty then
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visibility_map[item.x][item.y] = true
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if cavern[item.x][item.y] == tiletypes.empty then
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-- ⌞ <x
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-- ⌞v
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visibility_map[item.x][item.y] = true
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table.insert(new_queue, {x = item.x - 1, y = item.y, direction = directions.left})
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table.insert(new_queue, {x = item.x - 1, y = item.y + 1, direction = directions.downleft})
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table.insert(new_queue, {x = item.x, y = item.y + 1, direction = directions.down})
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end
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elseif item.direction == directions.downright then
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-- See under item.direction == directions.upleft
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if cavern[item.x - 1][item.y] == tiletypes.empty or cavern[item.x][item.y - 1] == tiletypes.empty then
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end
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elseif item.direction == directions.downright then
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-- See under item.direction == directions.upleft
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if cavern[item.x - 1][item.y] == tiletypes.empty or cavern[item.x][item.y - 1] == tiletypes.empty then
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visibility_map[item.x][item.y] = true
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if cavern[item.x][item.y] == tiletypes.empty then
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-- ⌟ x>
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-- v⌟
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visibility_map[item.x][item.y] = true
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table.insert(new_queue, {x = item.x + 1, y = item.y, direction = directions.right})
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table.insert(new_queue, {x = item.x, y = item.y + 1, direction = directions.down})
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table.insert(new_queue, {x = item.x + 1, y = item.y + 1, direction = directions.downright})
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end
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elseif item.direction == directions.upright then
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-- See under item.direction == directions.upleft
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if cavern[item.x - 1][item.y] == tiletypes.empty or cavern[item.x][item.y + 1] == tiletypes.empty then
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end
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elseif item.direction == directions.upright then
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-- See under item.direction == directions.upleft
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if cavern[item.x - 1][item.y] == tiletypes.empty or cavern[item.x][item.y + 1] == tiletypes.empty then
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visibility_map[item.x][item.y] = true
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if cavern[item.x][item.y] == tiletypes.empty then
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-- ^⌝
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-- ⌝ x>
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visibility_map[item.x][item.y] = true
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table.insert(new_queue, {x = item.x, y = item.y - 1, direction = directions.up})
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table.insert(new_queue, {x = item.x + 1, y = item.y - 1, direction = directions.upright})
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table.insert(new_queue, {x = item.x + 1, y = item.y, direction = directions.right})
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end
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else
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error("Visibility floodfill item travelling in an impossible direction")
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end
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else
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-- Hit a wall
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if item.direction == directions.up or
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item.direction == directions.left or
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item.direction == directions.down or
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item.direction == directions.right then
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-- Only draw it as visible if we reached it with a non-diagonal move
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-- because diagonals might have been non-valid moves
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visibility_map[item.x][item.y] = true
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end
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error("Visibility floodfill item travelling in an impossible direction")
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end
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end
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