Brought over a bunch of code from the roguelike and now will use it to generate a random map.
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59 changed files with 4303 additions and 411 deletions
235
map.cpp
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235
map.cpp
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#include "map.hpp"
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#include "dbc.hpp"
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#include "rand.hpp"
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#include <vector>
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#include <array>
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#include <fmt/core.h>
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#include <utility>
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#include "matrix.hpp"
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using std::vector, std::pair;
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using namespace fmt;
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Map::Map(size_t width, size_t height) :
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$width(width),
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$height(height),
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$tiles(width, height),
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$walls(height, matrix::Row(width, SPACE_VALUE)),
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$paths(width, height)
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{}
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Map::Map(Matrix &walls, Pathing &paths) :
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$tiles(matrix::width(walls), matrix::height(walls)),
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$walls(walls),
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$paths(paths)
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{
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$width = matrix::width(walls);
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$height = matrix::height(walls);
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}
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void Map::make_paths() {
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INVARIANT();
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$paths.compute_paths($walls);
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}
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bool Map::inmap(size_t x, size_t y) {
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return x < $width && y < $height;
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}
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void Map::set_target(const Point &at, int value) {
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$paths.set_target(at, value);
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}
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void Map::clear_target(const Point &at) {
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$paths.clear_target(at);
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}
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bool Map::place_entity(size_t room_index, Point &out) {
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dbc::check(room_index < $rooms.size(), "room_index is out of bounds, not enough rooms");
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Room &start = $rooms[room_index];
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for(matrix::rando_rect it{$walls, start.x, start.y, start.width, start.height}; it.next();) {
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if(!iswall(it.x, it.y)) {
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out.x = it.x;
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out.y = it.y;
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return true;
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}
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}
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return false;
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}
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bool Map::iswall(size_t x, size_t y) {
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return $walls[y][x] == WALL_VALUE;
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}
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void Map::dump(int show_x, int show_y) {
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matrix::dump("WALLS", walls(), show_x, show_y);
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matrix::dump("PATHS", paths(), show_x, show_y);
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}
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bool Map::can_move(Point move_to) {
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return inmap(move_to.x, move_to.y) &&
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!iswall(move_to.x, move_to.y);
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}
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Point Map::map_to_camera(const Point &loc, const Point &cam_orig) {
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return {loc.x - cam_orig.x, loc.y - cam_orig.y};
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}
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Point Map::center_camera(const Point &around, size_t view_x, size_t view_y) {
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int high_x = int(width() - view_x);
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int high_y = int(height() - view_y);
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int center_x = int(around.x - view_x / 2);
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int center_y = int(around.y - view_y / 2);
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size_t start_x = high_x > 0 ? std::clamp(center_x, 0, high_x) : 0;
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size_t start_y = high_y > 0 ? std::clamp(center_y, 0, high_y) : 0;
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return {start_x, start_y};
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}
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/*
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* Finds the next optimal neighbor in the path
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* using either a direct or random method.
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*
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* Both modes will pick a random direction to start
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* looking for the next path, then it goes clock-wise
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* from there.
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*
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* In the direct method it will attempt to find
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* a path that goes 1 lower in the dijkstra map
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* path, and if it can't find that it will go to
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* a 0 path (same number).
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*
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* In random mode it will pick either the next lower
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* or the same level depending on what it finds first.
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* Since the starting direction is random this will
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* give it a semi-random walk that eventually gets to
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* the target.
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*
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* In map generation this makes random paths and carves
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* up the space to make rooms more irregular.
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*
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* When applied to an enemy they will either go straight
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* to the player (random=false) or they'll wander around
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* drunkenly gradually reaching the player, and dodging
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* in and out.
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*/
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bool Map::neighbors(Point &out, bool random) {
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Matrix &paths = $paths.$paths;
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bool zero_found = false;
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// just make a list of the four directions
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std::array<Point, 4> dirs{{
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{out.x,out.y-1}, // north
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{out.x+1,out.y}, // east
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{out.x,out.y+1}, // south
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{out.x-1,out.y} // west
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}};
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// get the current dijkstra number
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int cur = paths[out.y][out.x];
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// pick a random start of directions
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// BUG: is uniform inclusive of the dir.size()?
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int rand_start = Random::uniform<int>(0, dirs.size());
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// go through all possible directions
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for(size_t i = 0; i < dirs.size(); i++) {
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// but start at the random start, effectively randomizing
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// which valid direction to go
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// BUG: this might be wrong given the above ranom from 0-size
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Point dir = dirs[(i + rand_start) % dirs.size()];
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if(!inmap(dir.x, dir.y)) continue; //skip unpathable stuff
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int weight = cur - paths[dir.y][dir.x];
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if(weight == 1) {
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// no matter what we follow direct paths
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out = dir;
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return true;
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} else if(random && weight == 0) {
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// if random is selected and it's a 0 path take it
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out = dir;
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return true;
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} else if(weight == 0) {
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// otherwise keep the last zero path for after
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out = dir;
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zero_found = true;
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}
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}
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// if we reach this then either zero was found and
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// zero_found is set true, or it wasn't and nothing found
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return zero_found;
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}
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bool Map::INVARIANT() {
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using dbc::check;
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check($walls.size() == height(), "walls wrong height");
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check($walls[0].size() == width(), "walls wrong width");
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check($paths.$width == width(), "in Map paths width don't match map width");
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check($paths.$height == height(), "in Map paths height don't match map height");
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for(auto room : $rooms) {
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check(int(room.x) >= 0 && int(room.y) >= 0,
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format("room invalid position {},{}",
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room.x, room.y));
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check(int(room.width) > 0 && int(room.height) > 0,
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format("room has invalid dims {},{}",
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room.width, room.height));
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}
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return true;
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}
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void Map::load_tiles() {
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$tiles.load($walls);
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}
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void Map::expand() {
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// adjust width first
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for(auto &row : $walls) {
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row.insert(row.begin(), WALL_VALUE);
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row.push_back(WALL_VALUE);
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}
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$width = matrix::width($walls);
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// then add two new rows top/bottom of that new width
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$walls.insert($walls.begin(), matrix::Row($width, WALL_VALUE));
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$walls.push_back(matrix::Row($width, WALL_VALUE));
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// now we have the new height
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$height = matrix::height($walls);
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// reset the pathing and tiles and done
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$paths = Pathing($width, $height);
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$tiles = TileMap($width, $height);
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}
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void Map::add_room(Room &room) {
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room.x++;
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room.y++;
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room.width--;
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room.height--;
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if(room.x + room.width >= $width) {
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// fix the width
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room.x--;
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}
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if(room.y + room.height >= $height) {
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// fix the height
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room.y--;
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}
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$rooms.push_back(room);
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}
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void Map::invert_space() {
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for(matrix::each_cell it{$walls}; it.next();) {
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int is_wall = !$walls[it.y][it.x];
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$walls[it.y][it.x] = is_wall;
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}
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}
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