# forest.des (by infiniplex)
#
# These a a series of vaults with trees in them that can appear
#  on early dungeon levels or the Lair.
#
# The vaults can also appear individually, but are not common.
#  The individual vaults may appear more commonly in the Lair,
#  depending on the vault.  Vaults that look artificial are
#  equally common and vaults that look natural are 3 times as
#  common.
#
# The chance of these vaults (both as a serial vault and as
#  individual vaults) falls off based on depth.  None should
#  appear in the main dungeon below D:4
#
# The meaning of the symbols as understood by the initialization
#  function are:
#   -> 1: bush
#   -> 2: plant
#   -> E: probably tree
#   -> D: tree, bush, plant, or nothing
#   -> ": forest area (chance of bush, plant, fruit)
#   -> !: same as @
#   -> _: same as .
#
# The ! and _ symbols exist because there used to be floor_moss
#  tiles under all of these as well as t (tree) and TUV
#  (fountain).  I took them out because it looked better that
#  way.  I left the symbols in case there was ever a need to
#  apply some effect to the themed portion of the vaults.

{{
function init_forest(e, base_weight, lair_weight)
  e.tags('allow_dup')
  e.tags('serial_forest')
  if you.in_branch("Lair") then
    e.weight(lair_weight)
  elseif you.absdepth() == 1 then
    e.weight(base_weight * 3)
  elseif you.absdepth() == 2 then
    e.weight(base_weight * 2)
  else
    e.weight(base_weight)
  end
  e.mons('bush')
  e.mons('plant')
  e.kprop('1 = no_tele_into')
  e.kprop('2 = no_tele_into')
  e.kprop('E = no_tele_into')
  e.kprop('D = no_tele_into')
  e.kprop('" = no_tele_into')
  e.kmask('1 = no_monster_gen')
  e.kmask('2 = no_monster_gen')
  e.kmask('E = no_monster_gen')
  e.kmask('D = no_monster_gen')
  e.kmask('" = no_monster_gen')
  if you.in_branch("Lair") then
    e.subst('E = tt12222_')
    e.subst('D = t1222222____')
    e.subst('" = 2:25 _:50')
    e.subst('t : tt12')
  else
    e.subst('E = tt1_')
    e.subst('D = tt11122_____')
    e.subst('" = 1:5 2:10 _:60')
  end
  e.subst('! = @')
  e.subst('_ = .')
end
}}

# This is a higher-than-average chance for the main dungeon, but
#  this serial vault can only appear on the first 4 levels.
#  That means it should not be too common even with the higher
#  chance.
#
NAME:   serial_forest
TAGS:   allow_dup extra luniq_serial nolayout_encompass
DEPTH:  D:1-4, Lair
CHANCE: 3% (D:1), 2% (D:2), 1% (D:3-4), 1% (Lair)
{{
  -- between 5 and 11 forests
  local c = 4 + crawl.random2(4) + crawl.random2(4)
  hook("post_place", function()
    dgn.place_maps{tag="serial_forest", count=c}
  end)
}}

# corridors lined with trees
#
# 10 vaults

NAME:    infiniplex_forest_straight_1
TAGS:    transparent
: init_forest(_G, 1, 1)
MAP
ttt
@.@
ttt
ENDMAP

NAME:    infiniplex_forest_straight_2
TAGS:    transparent
: init_forest(_G, 3, 3)
MAP
tttttt
@....@
tttttt
ENDMAP

NAME:    infiniplex_forest_straight_3
TAGS:    transparent
: init_forest(_G, 2, 2)
MAP
ttttttttt
@.......@
ttttttttt
ENDMAP

NAME:    infiniplex_forest_straight_4
TAGS:    transparent
: init_forest(_G, 2, 2)
MAP
ttttt
tEEEt
!___!
tEEEt
ttttt
ENDMAP

NAME:    infiniplex_forest_straight_5
TAGS:    transparent
: init_forest(_G, 1, 1)
MAP
tttttttttt
tEEEEEEEEt
!________!
tEEEEEEEEt
tttttttttt
ENDMAP

NAME:    infiniplex_forest_corner_1
TAGS:    transparent
: init_forest(_G, 2, 6)
MAP
ttEEt
tD__!
E_DDE
E_DEt
t!Ett
ENDMAP

NAME:    infiniplex_forest_corner_2
TAGS:    transparent
: init_forest(_G, 1, 3)
MAP
 tttEEt
ttED__!
tED_DEt
tD_EEtt
E_DEtt
E_Ett
t!tt
ENDMAP

NAME:    infiniplex_forest_zigzag_1
TAGS:    transparent
: init_forest(_G, 2, 6)
MAP
tttttttt
tD__EEttt
!_ED_DE_!
tttEE__Dt
 tttttttt
ENDMAP

NAME:    infiniplex_forest_zigzag_2
TAGS:    transparent
: init_forest(_G, 1, 3)
MAP
ttttttt
!EtED_tt
t_tE_D_t
t_D_Et_t
tt_DEtE!
 ttttttt
ENDMAP

NAME:    infiniplex_forest_diagonal
TAGS:    transparent
: init_forest(_G, 1, 3)
MAP
tEttt
!_EEtt
ED_DEtt
tD___Et
tEEED_Et
 tttE_DE
   ttE_!
    tEEt
     tt
ENDMAP

# rooms with open areas
#
# 10 vaults

NAME:    infiniplex_forest_end_1
: init_forest(_G, 2, 6)
MAP
 ttttt
tEEDDEt
tE"""_!
tEEDDEt
 ttttt
ENDMAP

NAME:    infiniplex_forest_end_2
: init_forest(_G, 3, 9)
MAP
  tttt
 ttEEtt
tEEDDEEt
tED""DEt
tED"DDEt
ttE"EEtt
 tED_Et
  tE!t
ENDMAP

NAME:    infiniplex_forest_end_3
: init_forest(_G, 2, 6)
MAP
    ttttt
   ttEDDEt
 ttEE"""_!
 tED"DDDEt
ttED""Ett
tEDdDDEt
tEEDEEEt
 tttttt
ENDMAP

NAME:    infiniplex_forest_end_double
: init_forest(_G, 1, 3)
MAP
    tt!t
   ttE_t
  tEED"tt
 tEED""DE
ttEDED"Et
tED"DEDEt
tED""DEtt
tE_DEttt
 t!Et
ENDMAP

NAME:    infiniplex_forest_3_way
: init_forest(_G, 1, 3)
MAP
   ttttt
  tEDDEt
 ttE""DEt
 !_D"DEEtt
tt""""EE_!
tE"D""D"Et
tE"EDE"DEt
tt"DtEEEt
 tE_DEtt
  t!Et
ENDMAP

NAME:    infiniplex_forest_side_room
: init_forest(_G, 1, 3)
MAP
 ttttt
ttEDEtt
tE"""Ett
tD"D"DEt
ttED"DEtt
 tttE"D_@
   tE""DEt
   @_DEEEt
    ttEtt
     ttt
ENDMAP

NAME:    infiniplex_forest_join
: init_forest(_G, 1, 3)
MAP
      tE!t
  ttttE_Et
ttEEED""t
!_ED""Ett
ED""DDt
ttED"Ett
 ttED"Dtt
   tE"DDt
   ttDEEt
    tttt
ENDMAP

NAME:    infiniplex_forest_split
: init_forest(_G, 1, 3)
MAP
 tttt
tEDEtt
tDD"Dt   tEt
tE""Et  tED!
ttD""EttED_Dt
 tEDE""E""DEt
  ttED""Dttt
  tED"EEtt
  ttE"Dtt
    t"""Et
    ttD"DEt
     ttEDEt
      ttttt
ENDMAP

NAME:    infiniplex_forest_pool
KMASK:   W = no_monster_gen
: init_forest(_G, 1, 3)
MAP
 ttttt
ttEEDEt
tEDWWDtt
EDWWWWEt
tDDWWDEt
tD"DDEEt
tE"EEtt
tE"Dt
 tE_@
  ttt
ENDMAP

NAME:    infiniplex_forest_fountain
TAGS:    transparent
SUBST:   T = TTUV
: init_forest(_G, 1, 3)
MAP
   tt!tt
 tttt_tttt
 tt11_11tt
tt11___11tt
tt1_____1tt
!____T____!
tt1_____1tt
tt11___11tt
 tt11_11tt
 tttt_tttt
   tt!tt
ENDMAP

# clumps of trees to go in rooms
#
# These vaults deliberately do not have defined entry points.
#
# 10 vaults
# TODO: several of these generate islands, this could be cleaned up.

NAME:    infiniplex_forest_clump_tiny
TAGS:    transparent
: init_forest(_G, 2, 6)
MAP
 """
"DED"
 "D"
ENDMAP

NAME:    infiniplex_forest_clump_small
TAGS:    transparent
: init_forest(_G, 3, 9)
MAP
  ""
 "ED"
"DEED"
"EttE"
"DDED"
 """"
ENDMAP

NAME:    infiniplex_forest_clump_medium
# this can generate islands, init_forest handles no_tele_into
: init_forest(_G, 2, 6)
MAP
  """"
 DEDD""
"EtEED"
DEtttED"
DEEtEED"
"DEEED"
""DDD""
 """"
ENDMAP

NAME:    infiniplex_forest_clump_large
# this can generate islands, init_forest handles no_tele_into
: init_forest(_G, 1, 3)
MAP
   """"
  "DD""""
 ""DEEDDD"
"DDDttEDE""
"EEttttEED"
"DttttttED"
"DEttttED""
 "DEEtED""
  "DEDDD"
   """""
ENDMAP

NAME:    infiniplex_forest_clump_long
# this can generate islands, init_forest handles no_tele_into
: init_forest(_G, 2, 6)
MAP
    """"""
  "DEDD"DDD"
 "DEtEEEtEEDD
DEEtttttDED"
""DEEtEED""
 ""DDEDD"
   """"
ENDMAP

NAME:    infiniplex_forest_clump_diagonal
# this can generate islands, init_forest handles no_tele_into
: init_forest(_G, 2, 6)
MAP
""""
"ED""
""tD"""
 "EtED""
 "DEtED"
  ""DEtD"
   "D"EE"
    """ED"
      """"
ENDMAP

NAME:    infiniplex_forest_clump_curved
TAGS:    transparent
: init_forest(_G, 2, 6)
MAP
   """"""
 ""DDEED""
 "EEttEED"
"DEtED"""
"EtED""
"EtE""
"DED"
"DE"
""D"
 ""
ENDMAP

NAME:    infiniplex_forest_clump_C
TAGS:    transparent
: init_forest(_G, 1, 3)
MAP
  """""
 ""DtED"
""EtE""E"
"DtE"""""
"EtD"""""
"DtED""""
""EttEED"
 ""DEDD"
  """""
ENDMAP

NAME:    infiniplex_forest_clump_cross
TAGS:    transparent
: init_forest(_G, 1, 3)
MAP
    """
   ""D""
  ""DED""
 """EtE"""
"""DEtD"D""
DEEttttEtE"
"DDEEtDEDD"
 """DE""""
  ""EED""
   "DDD"
    """
ENDMAP

NAME:    infiniplex_forest_clump_double
TAGS:    transparent
: init_forest(_G, 2, 6)
MAP
   ""
 ""D""
""EED""
"DEttE"
 "DEED"
 """"""
   ""D""
   "DEED"
   "EttE""
   ""DtED"
   ""DED"
    """"
ENDMAP

# corridors and rooms with spaced trees along the sides
#
# 10 vaults

NAME:    infiniplex_forest_lined_1
TAGS:    transparent
: init_forest(_G, 1, 1)
MAP
t t t
@...@
t t t
ENDMAP

NAME:    infiniplex_forest_lined_2
TAGS:    transparent
: init_forest(_G, 3, 3)
MAP
t t t t
@.....@
t t t t
ENDMAP

NAME:    infiniplex_forest_lined_3
TAGS:    transparent
: init_forest(_G, 2, 2)
MAP
t t t t t t
@.........@
t t t t t t
ENDMAP

NAME:    infiniplex_forest_lined_corner
TAGS:    transparent
: init_forest(_G, 2, 2)
MAP
t t t
 ...@
t.t t
 .
t@t
ENDMAP

NAME:    infiniplex_forest_lined_3_way
TAGS:    transparent
: init_forest(_G, 1, 1)
MAP
t t t t
@.....@
t t.t t
   .
  t@t
ENDMAP

NAME:    infiniplex_forest_lined_4_way
TAGS:    transparent
: init_forest(_G, 1, 1)
MAP
  t@t
   .
t t.t t
@.....@
t t.t t
   .
  t@t
ENDMAP

NAME:    infiniplex_forest_lined_room_
TAGS:    transparent
SHUFFLE: JK
SUBST:   J = t
SUBST:   K = .
: init_forest(_G, 1, 1)
MAP
t t t
 ...
t.J.t
 ...
t t t
ENDMAP

NAME:    infiniplex_forest_lined_room_2
TAGS:    transparent
SHUFFLE: JK
SUBST:   J = t
SUBST:   K = .
: init_forest(_G, 2, 2)
MAP
t t t t
 .....
t.J.J.t
 .....
t.J.J.t
 .....
t t t t
ENDMAP

NAME:    infiniplex_forest_lined_room_3
TAGS:    transparent
SHUFFLE: JK
SUBST:   J = t
SUBST:   K = .
: init_forest(_G, 1, 1)
MAP
t t t t t
 .......
t.J.J.J.t
 .......
t.J.J.J.t
 .......
t.J.J.J.t
 .......
t t t t t
ENDMAP

NAME:    infiniplex_forest_lined_ring
TAGS:    transparent
SHUFFLE: JKLL
SUBST:   J = t
SUBST:   K = .
SUBST:   L = .
: init_forest(_G, 1, 1)
MAP
   t t
 t.....t
 ..J.J..
t.JK.KJ.t
 ...J...
t.JK.KJ.t
 ..J.J..
 t.....t
   t t
ENDMAP
