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AssembleMap.lua
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AssembleMap.lua
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-- Map Constructor
-- This file puts the rooms together into a coherent map we can display
--
-- Copyright (c) 2014 Rob Probin
--
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
--
-- The above copyright notice and this permission notice shall be included in
-- all copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
--
-- For more information about this license see:
-- http://opensource.org/licenses/mit-license.html
--------------------------------------------------------------------------------
--
-- Automatically assembling the map looks ... hmmm .. difficult.
-- See jsw2map.bmp for details.
--
-- So we use a fixed table instead...
-- Helper Class - Map
-- Map is a 2D array, with auto-expansion, and a current position location
-- Also contains a reverse room id to (x,y) position facility.
local Map = class("Map")
function Map:initialize()
self.x = 0
self.y = 0
self.data = {}
self.id_lookup_x = {}
self.id_lookup_y = {}
end
-- returns x,y coordinate of
function Map:find_room(id)
return self.id_lookup_x[id], self.id_lookup_y[id]
end
function Map:get()
local row = self.data[self.x]
if row == nil then
return nil
end
return row[self.y]
end
-- doesn't protect against duplicates!
function Map:set(id)
local row = self.data[self.x]
if row == nil then
self.data[self.x] = {}
row = self.data[self.x]
end
row[self.y] = id
self.id_lookup_x[id] = self.x
self.id_lookup_y[id] = self.y
end
function Map:move_right()
self.x = self.x + 1
end
function Map:move_left()
self.x = self.x - 1
end
function Map:move_up()
self.y = self.y - 1
end
function Map:move_down()
self.y = self.y - 1
end
function Map:move_to(x,y)
self.x = x
self.y = y
end
-- AssembleMap
-- This is where the mapping magic happens
--
local AssembleMap = class("AssembleMap")
function AssembleMap:initialize(jsw_data)
self.jsw = jsw_data
-- rooms we haven't even looked at
self.unallocated = {}
-- rooms where we are missing exit checks
self.unchecked_right = {}
self.unchecked_left = {}
self.unchecked_up = {}
self.unchecked_down = {}
-- the map we are generating
self.map = Map:new()
end
function AssembleMap:add_all_rooms_to_unallocated()
for i = 1, self.jsw.num_rooms do
self.unallocated[i] = true
end
end
function AssembleMap:add_room(id)
-- set the map position
self.map:set(id)
-- remove from unallocated list
self.unallocated[id] = nil
-- but we haven't checked the exits yet
self.unchecked_right[id] = true
self.unchecked_left[id] = true
self.unchecked_up[id]= true
self.unchecked_down[id] = true
end
function AssembleMap:step_internal(id, map_move, get_in_step_direction, step_text, get_in_reverse_direction, reverse_text)
local id2 = get_in_step_direction(self, id)
if id2 == id then
-- same room ... must be the end of a run
return true, id
end
-- move the map current position right
map_move(self.map)
-- check we haven't allocated this room somewhere, and all if
if self.unallocated[id2] then
-- check that the map isn't already allocated in this position
local id_map = self.map:get()
if id_map ~= nil then
print("Conflict in map", id, id_map, id2)
error("message")
end
self:add_room(id2)
end
-- check - whether or not we added the room just, that the room is at the new position
if self.map:get() ~= id2 then
error(string.format("Not right room when stepping %s, from %i %s to %i %s", step_text, id, self.jsw.room[id].name, id2, self.jsw.room[id2].name))
else
-- check that the room back is consistent
-- there isn't any reason why this should be so, it's more like making sure
-- a map is consistent.
-- We might need to add exceptions here, depending on what we find.
local id3 = get_in_reverse_direction(self, id2)
if id3 ~= id then
print("Room to the ".. reverse_text.." isn't same as room from the "..step_text)
error("message")
end
end
return false, id2
end
function AssembleMap:get_exit_right(id)
return self.jsw.room[id].exit_right
end
function AssembleMap:get_exit_left(id)
return self.jsw.room[id].exit_left
end
function AssembleMap:get_exit_up(id)
return self.jsw.room[id].exit_up
end
function AssembleMap:get_exit_down(id)
return self.jsw.room[id].exit_down
end
function AssembleMap:step_right(id)
local finished, id2 = self:step_internal(id, Map.move_right, AssembleMap.get_exit_right, "right", AssembleMap.get_exit_left, "left")
self.unchecked_right[id] = nil
if finished == false then
-- remove these, since we've already checked them just
self.unchecked_left[id2] = nil
end
return finished, id2
end
function AssembleMap:step_left(id)
local finished, id2 = self:step_internal(id, Map.move_left, AssembleMap.get_exit_left, "left", AssembleMap. get_exit_right, "right")
self.unchecked_left[id] = nil
if finished == false then
-- remove these, since we've already checked them just
self.unchecked_right[id2] = nil
end
return finished, id2
end
function AssembleMap:step_up(id)
local finished, id2 = self:step_internal(id, Map.move_up, AssembleMap.get_exit_up, "up", AssembleMap. get_exit_down, "down")
self.unchecked_up[id] = nil
if finished == false then
-- remove these, since we've already checked them just
self.unchecked_down[id2] = nil
end
return finished, id2
end
function AssembleMap:step_down(id)
local finished, id2 = self:step_internal(id, Map.move_down, AssembleMap.get_exit_down, "down", AssembleMap. get_exit_up, "up")
self.unchecked_down[id] = nil
if finished == false then
-- remove these, since we've already checked them just
self.unchecked_up[id2] = nil
end
return finished, id2
end
function AssembleMap:parse_roooms(start_room_id)
self:add_all_rooms_to_unallocated()
self:add_room(start_room_id)
local id = start_room_id
local finished
-- step right
repeat
finished, id = self:step_right(id)
until finished
-- id contains the most rightmost
-- ...so...
-- step left as far as we can until finished
repeat
finished, id = self:step_left(id)
until finished
-- now we step along the original now, going up then down
repeat
--
-- first up
--
local step_count_up = 0
repeat
finished, id = self:step_up(id)
if not finished then
step_count_up = step_count_up + 1
end
until finished
--
-- now down
--
local step_count_down = 0
repeat
finished, id = self:step_down(id)
if not finished then
step_count_down = step_count_down + 1
end
until finished
--
-- up to center line
--
local step_count_to_center = step_count_down - step_count_up
while step_count_to_center > 0 do
finished, id = self:step_up(id)
if finished then
error("Finish abnormally")
else
step_count_to_center = step_count_to_center - 1
end
end
finished, id = self:step_right(id)
until finished
--[[
-- now we check the unchecked_* lists
for id, _ in pairs(self.unchecked_right) do
--local x,y = self.map:find_room(x,y)
local id2 = self:get_exit_right(id)
if self.get_exit_left(id2) ~= id then
error("Unexpected")
end
for id, _ in pairs(self.unchecked_left) do
end
for id, _ in pairs(self.unchecked_up) do
end
for id, _ in pairs(self.unchecked_down) do
end
--]]
-- now we check all unallocated rooms
for id, _ in pairs(unallocated) do
print(id)
error("Unallocated existing")
end
-- and we are done!
end
return AssembleMap