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|
------------------------------------------------------------------------------
-- ziggurat.lua:
--
-- Code for ziggurats.
--
-- Important notes:
-- ----------------
-- Functions that are attached to Lua markers' onclimb properties
-- cannot be closures, because Lua markers must be saved and closure
-- upvalues cannot (yet) be saved.
------------------------------------------------------------------------------
require("clua/lm_toll.lua")
-- Deepest you can go in a ziggurat - at this point it's beyond
-- obvious that we're not challenging the player, and one could hope
-- she has enough loot by now.
ZIGGURAT_MAX = 27
function zig()
if not dgn.persist.ziggurat or not dgn.persist.ziggurat.depth then
dgn.persist.ziggurat = { }
-- Initialise here to handle ziggurats accessed directly by &P.
initialise_ziggurat(dgn.persist.ziggurat)
end
return dgn.persist.ziggurat
end
function cleanup_ziggurat()
return one_way_stair {
onclimb = function()
dgn.persist.ziggurat = { }
end,
dstplace = zig().origin_level
}
end
local wall_colours = {
"blue", "red", "lightblue", "magenta", "green", "white"
}
function ziggurat_wall_colour()
return util.random_from(wall_colours)
end
function initialise_ziggurat(z, portal)
if portal then
z.portal = portal.props
end
z.depth = 1
-- Any given ziggurat will use the same builder for all its levels,
-- and the same colours for outer walls. Before choosing the builder,
-- we specify a global excentricity. If zig_exc=0, then the ellipses
-- will be circles etc. It is not the actual excentricity but some
-- value between 0 and 100. For deformed ellipses and rectangles, make
-- sure that the map is wider than it is high for the sake of ASCII.
z.zig_exc = crawl.random2(101)
z.builder = ziggurat_choose_builder()
z.colour = ziggurat_wall_colour()
z.level = { }
z.origin_level = dgn.level_name(dgn.level_id())
end
function ziggurat_initialiser(portal)
-- First ziggurat will be initialised twice.
initialise_ziggurat(zig(), portal)
end
local function random_floor_colour()
return ziggurat_wall_colour()
end
-- Increments the depth in the ziggurat when the player takes a
-- downstair in the ziggurat.
function zig_depth_increment()
zig().depth = zig().depth + 1
zig().level = { }
end
-- Returns the current depth in the ziggurat.
local function zig_depth()
return zig().depth or 0
end
-- Common setup for ziggurat entry vaults.
function ziggurat_portal(e)
local d = crawl.roll_dice
local entry_fee =
10 * math.floor(200 + d(3,200) / 3 + d(10) * d(10) * d(10))
local function stair()
return toll_stair {
amount = entry_fee,
toll_desc = "to enter a ziggurat",
desc = "gateway to a ziggurat",
overmap = "Ziggurat",
overmap_note = "" .. entry_fee .. " gp",
dst = "ziggurat",
dstname = "Ziggurat:1",
dstname_abbrev = "Zig:1",
dstorigin = "on level 1 of a ziggurat",
floor = "stone_arch",
onclimb = ziggurat_initialiser
}
end
e.lua_marker("O", stair)
e.kfeat("O = enter_portal_vault")
end
-- Common setup for ziggurat levels.
function ziggurat_level(e)
e.tags("ziggurat")
e.tags("allow_dup")
e.orient("encompass")
if crawl.game_started() then
ziggurat_build_level(e)
end
end
-----------------------------------------------------------------------------
-- Ziggurat level builders.
beh_wander = mons.behaviour("wander")
function ziggurat_awaken_all(mons)
mons.beh = beh_wander
end
function ziggurat_build_level(e)
if zig().depth == 1 then
e.welcome("You land on top of a ziggurat so tall you cannot make out the ground.")
end
local builder = zig().builder
local depth = zig().depth
-- Deeper levels can have all monsters awake.
-- Does never happen at depths 1-4; does always happen at depths 25-27.
local generate_awake = depth > 4 + crawl.random2(21)
zig().monster_hook = generate_awake and ziggurat_awaken_all
-- Deeper levels may block controlled teleports.
-- Does never happen at depths 1-6; does always happen at depths 25-27.
if depth > 6 + crawl.random2(19) then
dgn.change_level_flags("no_tele_control")
end
if builder then
return ziggurat_builder_map[builder](e)
end
end
local zigstair = dgn.gridmark
-- Creates a Lua marker table that increments ziggurat depth.
local function zig_go_deeper()
local newdepth = zig().depth + 1
return one_way_stair {
onclimb = zig_depth_increment,
dstname = "Ziggurat:" .. newdepth,
dstname_abbrev = "Zig:" .. newdepth,
dstorigin = "on level " .. newdepth .. " of a ziggurat"
}
end
-- the estimated total map area for ziggurat maps of given depth
-- this is (almost) independent of the layout type
local function map_area()
return 30 + 18*zig_depth() + zig_depth()*zig_depth()
end
local function clamp_in(val, low, high)
if val < low then
return low
elseif val > high then
return high
else
return val
end
end
local function clamp_in_bounds(x, y)
return clamp_in(x, 2, dgn.GXM - 3), clamp_in(y, 2, dgn.GYM - 3)
end
local function set_tiles_for_place(place)
-- local rock = dgn.lev_rocktile(place)
-- local floor = dgn.lev_floortile(place)
local tileset = {
blue = "wall_zot_blue",
red = "wall_zot_red",
lightblue = "wall_zot_cyan",
magenta = "wall_zot_magenta",
green = "wall_zot_green",
white = "wall_vault"
}
local wall = tileset[ziggurat_wall_colour()]
if (wall == nil) then
wall = "wall_vault"
end
dgn.change_rock_tile(wall)
dgn.change_floor_tile("floor_vault")
end
local function set_floor_colour(colour)
if not zig().level.floor_colour then
zig().level.floor_colour = colour
dgn.change_floor_colour(colour)
end
end
local function set_random_floor_colour()
set_floor_colour( random_floor_colour() )
end
local function with_props(spec, props)
local spec_table = type(spec) == "table" and spec or { spec = spec }
return util.cathash(spec_table, props)
end
local function spec_fn(specfn)
return { specfn = specfn }
end
local function spec_if(fn, spec)
local spec_table = type(spec) == "table" and spec or { spec = spec }
return util.cathash(spec_table, { cond = fn })
end
local function depth_ge(lev)
return function ()
return zig().depth >= lev
end
end
local function depth_range(low, high)
return function ()
local depth = zig().depth
return depth >= low and depth <= high
end
end
local function depth_lt(lev)
return function ()
return zig().depth < lev
end
end
local function zig_monster_fn(spec)
local mfn = dgn.monster_fn(spec)
return function (x, y)
local mons = mfn(x, y)
if mons then
local monster_hook = zig().monster_hook
if monster_hook then
monster_hook(mons)
end
end
return mons
end
end
local function monster_creator_fn(arg)
local atyp = type(arg)
if atyp == "string" then
local _, _, branch = string.find(arg, "^place:(%w+):")
local _, _, place = string.find(arg, "^place:(%w+):?")
local mcreator = zig_monster_fn(arg)
local function mspec(x, y, nth)
if branch then
set_floor_colour(dgn.br_floorcol(branch))
end
if place then
set_tiles_for_place(place)
end
return mcreator(x, y)
end
return { fn = mspec, spec = arg }
elseif atyp == "table" then
if not arg.cond or arg.cond() then
local spec = arg.spec or arg.specfn()
return util.cathash(monster_creator_fn(spec), arg)
end
elseif atyp == "function" then
return { fn = arg }
end
end
local mons_populations = { }
local function mset(...)
util.foreach({ ... }, function (spec)
table.insert(mons_populations, spec)
end)
end
local function mset_if(condition, ...)
mset(unpack(util.map(util.curry(spec_if, condition), { ... })))
end
mset(with_props("place:Slime:$", { jelly_protect = true }),
"place:Snake:$",
with_props("place:Lair:$", { weight = 5 }),
"place:Crypt:$",
"place:Abyss",
-- with_props("place:Shoal:$", { weight = 5 }),
with_props("place:Coc:$", { weight = 5 }),
with_props("place:Geh:$", { weight = 5 }),
with_props("place:Dis:$", { weight = 5 }),
with_props("place:Tar:$", { weight = 5 }),
with_props("daeva / angel", { weight = 2 }))
-- spec_fn can be used to wrap a function that returns a monster spec.
-- This is useful if you want to adjust monster weights in the spec
-- wrt to depth in the ziggurat. At level-generation time, the spec
-- returned by this function will also be used to init the monster
-- population (with dgn.set_random_mon_list). As an example:
mset(spec_fn(function ()
local d = math.max(0, zig().depth - 12)
return "place:Vault:$ w:60 / ancient lich w:" .. d
end))
mset(spec_fn(function ()
local d = math.max(0, zig().depth - 5)
return "place:Pan w:40 / pandemonium lord w:" .. d
end))
mset(spec_fn(function ()
local d = zig().depth + 5
return "place:Tomb:$ w:200 / greater mummy w:" .. d
end))
mset(spec_fn(function ()
local d = 300 - 10 * zig().depth
return "place:Elf:$ w:" .. d .. " / deep elf sorcerer / " ..
"deep elf blademaster / deep elf master archer / " ..
"deep elf annihilator / deep elf demonologist"
end))
mset(spec_fn(function ()
local d = 310 - 10 * zig().depth
local e = math.max(0, zig().depth - 20)
return "place:Orc:$ w:" .. d .. " / orc warlord / orc knight / " ..
"orc high priest w:5 / orc sorcerer w:5 / stone giant / " ..
"moth of wrath w:" .. e
end))
local drac_creator = zig_monster_fn("random draconian")
local function mons_drac_gen(x, y, nth)
if nth == 1 then
dgn.set_random_mon_list("random draconian")
end
set_random_floor_colour()
return drac_creator(x, y)
end
local pan_lord_fn = zig_monster_fn("pandemonium lord")
local pan_critter_fn = zig_monster_fn("place:Pan")
local function mons_panlord_gen(x, y, nth)
set_random_floor_colour()
if nth == 1 then
dgn.set_random_mon_list("place:Pan")
return pan_lord_fn(x, y)
else
return pan_critter_fn(x, y)
end
end
mset_if(depth_ge(6), mons_drac_gen)
mset_if(depth_ge(8), mons_panlord_gen)
function ziggurat_monster_creators()
return util.map(monster_creator_fn, mons_populations)
end
local function ziggurat_vet_monster(fmap)
local fn = fmap.fn
fmap.fn = function (x, y, nth, hdmax)
if nth >= dgn.MAX_MONSTERS then
return nil
end
for i = 1, 10 do
local mons = fn(x, y, nth)
if mons then
-- Discard zero-exp monsters, and monsters that explode
-- the HD limit.
if mons.experience == 0 or mons.hd > hdmax * 1.3 then
mons.dismiss()
else
if mons.muse == "eats_items" then
zig().level.jelly_protect = true
end
-- Monster is ok!
return mons
end
end
end
-- Give up.
return nil
end
return fmap
end
local function choose_monster_set()
return ziggurat_vet_monster(
util.random_weighted_from(
'weight',
ziggurat_monster_creators()))
end
-- Function to find travel-safe squares, excluding closed doors.
local dgn_passable = dgn.passable_excluding("closed_door")
local function ziggurat_create_monsters(p, mfn)
local depth = zig_depth()
local hd_pool = depth * (depth + 8)
-- (was depth * (depth + 8) before and too easy)
local nth = 1
local function mons_do_place(p)
if hd_pool > 0 then
local mons = mfn(p.x, p.y, nth, hd_pool)
if mons then
nth = nth + 1
hd_pool = hd_pool - mons.hd
if nth >= dgn.MAX_MONSTERS then
hd_pool = 0
end
else
-- Can't find any suitable monster for the HD we have left.
hd_pool = 0
end
end
end
local function mons_place(point)
if hd_pool <= 0 then
return true
elseif not dgn.mons_at(point.x, point.y) then
mons_do_place(point)
end
end
dgn.find_adjacent_point(p, mons_place, dgn_passable)
end
local function ziggurat_create_loot_at(c)
-- Basically, loot grows linearly with depth. However, the entry fee
-- affects the loot randomly (separatedly on each stage).
local depth = zig_depth()
local nloot = depth
nloot = nloot + crawl.random2(math.floor(nloot * zig().portal.amount / 10000))
local function find_free_space(nspaces)
local spaces = { }
local function add_spaces(p)
if nspaces <= 0 then
return true
else
table.insert(spaces, p)
nspaces = nspaces - 1
end
end
dgn.find_adjacent_point(c, add_spaces, dgn_passable)
return spaces
end
local loot_depth = 20
if you.absdepth() > loot_depth then
loot_depth = you.absdepth() - 1
end
local good_loot = dgn.item_spec("*")
local super_loot = dgn.item_spec("|")
local loot_spots = find_free_space(nloot * 4)
if #loot_spots == 0 then
return
end
local curspot = 0
local function next_loot_spot()
curspot = curspot + 1
if curspot > #loot_spots then
curspot = 1
end
return loot_spots[curspot]
end
local function place_loot(what)
local p = next_loot_spot()
dgn.create_item(p.x, p.y, what, loot_depth)
end
for i = 1, nloot do
if crawl.one_chance_in(depth) then
for j = 1, 4 do
place_loot(good_loot)
end
else
place_loot(super_loot)
end
end
end
-- Suitable for use in loot vaults.
function ziggurat_loot_spot(e, key)
e.lua_marker(key, portal_desc { ziggurat_loot = "X" })
e.kfeat(key .. " = .")
e.marker("@ = feat: permarock_wall")
e.kfeat("@ = +")
end
local function ziggurat_create_loot_vault(entry, exit)
local inc = (exit - entry):sgn()
local function find_door_spot(p)
while not dgn.is_wall(dgn.grid(p.x, p.y)) do
p = p + inc
end
return p
end
local connect_point = exit - inc * 3
local map = dgn.map_by_tag("ziggurat_loot_chamber")
if not map then
return exit
end
local function place_loot_chamber()
local res = dgn.place_map(map, false, true)
if res then
zig().level.loot_chamber = true
end
return res
end
local function good_loot_bounds(map, px, py, xs, ys)
local vc = dgn.point(px + math.floor(xs / 2),
py + math.floor(ys / 2))
local function safe_area()
local p = dgn.point(px, py)
local sz = dgn.point(xs, ys)
local floor = dgn.fnum("floor")
return dgn.rectangle_forall(p, p + sz - 1,
function (c)
return dgn.grid(c.x, c.y) == floor
end)
end
local linc = (exit - vc):sgn()
-- The map's positions should be at the same increment to the exit
-- as the exit is to the entrance, else reject the place.
return (inc == linc) and safe_area()
end
local function connect_loot_chamber()
return dgn.with_map_bounds_fn(good_loot_bounds, place_loot_chamber)
end
local res = dgn.with_map_anchors(connect_point.x, connect_point.y,
connect_loot_chamber)
if not res then
return exit
else
-- Find the square to drop the loot.
local lootx, looty = dgn.find_marker_prop("ziggurat_loot")
if lootx and looty then
return dgn.point(lootx, looty)
else
return exit
end
end
end
local function ziggurat_locate_loot(entrance, exit)
if zig().level.jelly_protect then
return ziggurat_create_loot_vault(entrance, exit)
else
return exit
end
end
local function ziggurat_place_pillars(c)
local range = crawl.random_range
local floor = dgn.fnum("floor")
local map, vplace = dgn.resolve_map(dgn.map_by_tag("ziggurat_pillar"))
if not map then
return
end
local name = dgn.name(map)
local size = dgn.point(dgn.mapsize(map))
-- Does the pillar want to be centered?
local centered = string.find(dgn.tags(map), " centered ")
local function good_place(p)
local function good_square(where)
return dgn.grid(where.x, where.y) == floor
end
return dgn.rectangle_forall(p, p + size - 1, good_square)
end
local function place_pillar()
if centered then
if good_place(c) then
return dgn.place_map(map, false, true, c.x, c.y)
end
else
for i = 1, 100 do
local offset = range(-15, -size.x)
local offsets = {
dgn.point(offset, offset) - size + 1,
dgn.point(offset - size.x + 1, -offset),
dgn.point(-offset, -offset),
dgn.point(-offset, offset - size.y + 1)
}
offsets = util.map(function (o)
return o + c
end, offsets)
if util.forall(offsets, good_place) then
local function replace(at, hflip, vflip)
dgn.reuse_map(vplace, at.x, at.y, hflip, vflip)
end
replace(offsets[1], false, false)
replace(offsets[2], false, true)
replace(offsets[3], true, false)
replace(offsets[4], false, true)
return true
end
end
end
end
for i = 1, 5 do
if place_pillar() then
break
end
end
end
local function ziggurat_stairs(entry, exit)
zigstair(entry.x, entry.y, "stone_arch", "stone_stairs_up_i")
if zig().depth < ZIGGURAT_MAX then
zigstair(exit.x, exit.y, "stone_stairs_down_i", zig_go_deeper)
end
zigstair(exit.x, exit.y + 1, "exit_portal_vault", cleanup_ziggurat())
zigstair(exit.x, exit.y - 1, "exit_portal_vault", cleanup_ziggurat())
end
local function ziggurat_furnish(centre, entry, exit)
local monster_generation = choose_monster_set()
if type(monster_generation.spec) == "string" then
dgn.set_random_mon_list(monster_generation.spec)
end
-- If we're going to spawn jellies, do our loot protection thing.
if monster_generation.jelly_protect then
zig().level.jelly_protect = true
end
-- Identify where we're going to place loot, but don't actually put
-- anything down until we've placed pillars.
local lootspot = ziggurat_locate_loot(entry, exit)
if not zig().level.loot_chamber then
-- Place pillars if we did not create a loot chamber.
ziggurat_place_pillars(centre)
end
ziggurat_create_loot_at(lootspot)
ziggurat_create_monsters(exit, monster_generation.fn)
local function needs_colour(p)
return not dgn.in_vault(p.x, p.y)
and dgn.grid(p.x, p.y) == dgn.fnum("permarock_wall")
end
dgn.colour_map(needs_colour, zig().colour)
end
-- builds ziggurat maps consisting of two overimposed rectangles
local function ziggurat_rectangle_builder(e)
local grid = dgn.grid
dgn.fill_area(0, 0, dgn.GXM - 1, dgn.GYM - 1, "permarock_wall")
local area = map_area()
area = math.floor(area*3/4)
local cx, cy = dgn.GXM / 2, dgn.GYM / 2
-- exc is the local eccentricity for the two rectangles
-- exc grows with depth as 0-1, 1, 1-2, 2, 2-3 ...
local exc = math.floor(zig().depth / 2)
if ((zig().depth-1) % 2) == 0 and crawl.coinflip() then
exc = exc + 1
end
local a = math.floor(math.sqrt(area+4*exc*exc))
local b = a - 2*exc
local a2 = math.floor(a / 2) + (a % 2)
local b2 = math.floor(b / 2) + (b % 2)
local x1, y1 = clamp_in_bounds(cx - a2, cy - b2)
local x2, y2 = clamp_in_bounds(cx + a2, cy + b2)
dgn.fill_area(x1, y1, x2, y2, "floor")
local zig_exc = zig().zig_exc
local nx1 = cx + y1 - cy
local ny1 = cy + x1 - cx + math.floor(zig().depth/2*(200-zig_exc)/300)
local nx2 = cx + y2 - cy
local ny2 = cy + x2 - cx - math.floor(zig().depth/2*(200-zig_exc)/300)
nx1, ny1 = clamp_in_bounds(nx1, ny1)
nx2, ny2 = clamp_in_bounds(nx2, ny2)
dgn.fill_area(nx1, ny1, nx2, ny2, "floor")
local entry = dgn.point(x1, cy)
local exit = dgn.point(x2, cy)
if zig_depth() % 2 == 0 then
entry, exit = exit, entry
end
ziggurat_stairs(entry, exit)
ziggurat_furnish(dgn.point(cx, cy), entry, exit)
end
-- builds elliptic ziggurat maps
-- given the area, half axes a and b are determined by:
-- pi*a*b=area,
-- a=b for zig_exc=0,
-- a=b*3/2 for zig_exc=100
local function ziggurat_ellipse_builder(e)
local grid = dgn.grid
dgn.fill_area(0, 0, dgn.GXM - 1, dgn.GYM - 1, "permarock_wall")
local zig_exc = zig().zig_exc
local area = map_area()
local b = math.floor(math.sqrt(200*area/(200+zig_exc) * 100/314))
local a = math.floor(b * (200+zig_exc) / 200)
local cx, cy = dgn.GXM / 2, dgn.GYM / 2
local floor = dgn.fnum("floor")
for x=0, dgn.GXM-1 do
for y=0, dgn.GYM-1 do
if b*b*(cx-x)*(cx-x) + a*a*(cy-y)*(cy-y) <= a*a*b*b then
grid(x, y, floor)
end
end
end
local entry = dgn.point(cx-a+2, cy)
local exit = dgn.point(cx+a-2, cy)
if zig_depth() % 2 == 0 then
entry, exit = exit, entry
end
ziggurat_stairs(entry, exit)
ziggurat_furnish(dgn.point(cx, cy), entry, exit)
end
-- builds hexagonal ziggurat maps
local function ziggurat_hexagon_builder(e)
local grid = dgn.grid
dgn.fill_area(0, 0, dgn.GXM - 1, dgn.GYM - 1, "permarock_wall")
local zig_exc = zig().zig_exc
local c = dgn.point(dgn.GXM, dgn.GYM) / 2
local area = map_area()
local a = math.floor(math.sqrt(2 * area / math.sqrt(27))) + 2
local b = math.floor(a*math.sqrt(3)/4)
local left = dgn.point(math.floor(c.x - (a + math.sqrt(2 * a)) / 2),
c.y)
local right = dgn.point(2 * c.x - left.x, c.y)
local floor = dgn.fnum("floor")
for x = 1, dgn.GXM - 2 do
for y = 1, dgn.GYM - 2 do
local dlx = x - left.x
local drx = x - right.x
local dly = y - left.y
local dry = y - right.y
if dlx >= dly and drx <= dry
and dlx >= -dly and drx <= -dry
and y >= c.y - b and y <= c.y + b then
grid(x, y, floor)
end
end
end
local entry = left + dgn.point(1,0)
local exit = right - dgn.point(1, 0)
if zig_depth() % 2 == 0 then
entry, exit = exit, entry
end
ziggurat_stairs(entry, exit)
ziggurat_furnish(c, entry, exit)
end
----------------------------------------------------------------------
ziggurat_builder_map = {
rectangle = ziggurat_rectangle_builder,
ellipse = ziggurat_ellipse_builder,
hex = ziggurat_hexagon_builder
}
local ziggurat_builders = util.keys(ziggurat_builder_map)
function ziggurat_choose_builder()
return util.random_from(ziggurat_builders)
end
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