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
343
tests/matrix.cpp
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343
tests/matrix.cpp
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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include <string>
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#include "config.hpp"
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#include "matrix.hpp"
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#include "rand.hpp"
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#include "worldbuilder.hpp"
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#include <nlohmann/json.hpp>
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#include <fstream>
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using namespace nlohmann;
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using namespace fmt;
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using std::string;
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using matrix::Matrix;
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TEST_CASE("basic matrix iterator", "[matrix:basic]") {
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std::ifstream infile("./tests/dijkstra.json");
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json data = json::parse(infile);
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auto test = data[0];
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Matrix walls = test["walls"];
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// tests going through straight cells but also
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// using two iterators on one matrix (or two)
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matrix::each_cell cells{walls};
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cells.next(); // kick it off
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size_t row_count = 0;
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for(matrix::each_row it{walls};
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it.next(); cells.next())
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{
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REQUIRE(walls[cells.y][cells.x] == walls[it.y][it.x]);
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row_count += it.row;
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}
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REQUIRE(row_count == walls.size());
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{
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// test getting the correct height in the middle
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row_count = 0;
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matrix::box box{walls, 2,2, 1};
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while(box.next()) {
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row_count += box.x == box.left;
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walls[box.y][box.x] = 3;
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}
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matrix::dump("2,2 WALLS", walls, 2, 2);
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REQUIRE(row_count == 3);
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}
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{
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matrix::dump("1:1 POINT", walls, 1,1);
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// confirm boxes have the right number of rows
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// when x goes to 0 on first next call
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row_count = 0;
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matrix::box box{walls, 1, 1, 1};
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while(box.next()) {
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row_count += box.x == box.left;
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}
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REQUIRE(row_count == 3);
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}
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{
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matrix::compass star{walls, 1, 1};
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while(star.next()) {
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println("START IS {},{}=={}", star.x, star.y, walls[star.y][star.x]);
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walls[star.y][star.x] = 11;
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}
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matrix::dump("STAR POINT", walls, 1,1);
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}
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}
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inline void random_matrix(Matrix &out) {
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for(size_t y = 0; y < out.size(); y++) {
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for(size_t x = 0; x < out[0].size(); x++) {
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out[y][x] = Random::uniform<int>(-10,10);
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}
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}
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}
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TEST_CASE("thrash matrix iterators", "[matrix]") {
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for(int count = 0; count < Random::uniform<int>(10,30); count++) {
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size_t width = Random::uniform<size_t>(1, 100);
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size_t height = Random::uniform<size_t>(1, 100);
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Matrix test(height, matrix::Row(width));
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random_matrix(test);
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// first make a randomized matrix
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matrix::each_cell cells{test};
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cells.next(); // kick off the other iterator
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for(matrix::each_row it{test};
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it.next(); cells.next())
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{
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REQUIRE(test[cells.y][cells.x] == test[it.y][it.x]);
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}
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}
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}
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TEST_CASE("thrash box distance iterators", "[matrix:distance]") {
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size_t width = Random::uniform<size_t>(10, 21);
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size_t height = Random::uniform<size_t>(10, 25);
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Matrix result(height, matrix::Row(width));
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matrix::assign(result, 0);
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size_t size = Random::uniform<int>(4, 10);
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Point target{width/2, height/2};
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matrix::box box{result, target.x, target.y, size};
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while(box.next()) {
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result[box.y][box.x] = box.distance();
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}
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matrix::dump(format("MAP {}x{} @ {},{}; BOX {}x{}; size: {}",
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matrix::width(result), matrix::height(result),
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target.x, target.y, box.right - box.left, box.bottom - box.top, size),
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result, target.x, target.y);
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}
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TEST_CASE("thrash box iterators", "[matrix]") {
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for(int count = 0; count < 20; count++) {
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size_t width = Random::uniform<size_t>(1, 25);
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size_t height = Random::uniform<size_t>(1, 33);
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Matrix test(height, matrix::Row(width));
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random_matrix(test);
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// this will be greater than the random_matrix cells
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int test_i = Random::uniform<size_t>(20,30);
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// go through every cell
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for(matrix::each_cell target{test}; target.next();) {
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PointList result;
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// make a random size box
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size_t size = Random::uniform<int>(1, 33);
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matrix::box box{test, target.x, target.y, size};
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while(box.next()) {
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test[box.y][box.x] = test_i;
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result.push_back({box.x, box.y});
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}
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for(auto point : result) {
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REQUIRE(test[point.y][point.x] == test_i);
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test[point.y][point.x] = 10; // kind of reset it for another try
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}
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}
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}
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}
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TEST_CASE("thrash compass iterators", "[matrix:compass]") {
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for(int count = 0; count < 20; count++) {
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size_t width = Random::uniform<size_t>(1, 25);
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size_t height = Random::uniform<size_t>(1, 33);
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Matrix test(height, matrix::Row(width));
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random_matrix(test);
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// this will be greater than the random_matrix cells
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int test_i = Random::uniform<size_t>(20,30);
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// go through every cell
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for(matrix::each_cell target{test}; target.next();) {
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PointList result;
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// make a random size box
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matrix::compass compass{test, target.x, target.y};
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while(compass.next()) {
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test[compass.y][compass.x] = test_i;
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result.push_back({compass.x, compass.y});
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}
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for(auto point : result) {
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REQUIRE(test[point.y][point.x] == test_i);
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test[point.y][point.x] = 10; // kind of reset it for another try
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}
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}
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}
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}
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TEST_CASE("prototype line algorithm", "[matrix:line]") {
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size_t width = Random::uniform<size_t>(10, 12);
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size_t height = Random::uniform<size_t>(10, 15);
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Map map(width,height);
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// create a target for the paths
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Point start{.x=map.width() / 2, .y=map.height()/2};
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for(matrix::box box{map.walls(), start.x, start.y, 3};
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box.next();)
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{
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Matrix result = map.walls();
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result[start.y][start.x] = 1;
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Point end{.x=box.x, .y=box.y};
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for(matrix::line it{start, end}; it.next();)
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{
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REQUIRE(map.inmap(it.x, it.y));
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result[it.y][it.x] = 15;
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}
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result[start.y][start.x] = 15;
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// matrix::dump("RESULT AFTER LINE", result, end.x, end.y);
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bool f_found = false;
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for(matrix::each_cell it{result}; it.next();) {
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if(result[it.y][it.x] == 15) {
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f_found = true;
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break;
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}
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}
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REQUIRE(f_found);
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}
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}
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TEST_CASE("prototype circle algorithm", "[matrix:circle]") {
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for(int count = 0; count < 2; count++) {
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size_t width = Random::uniform<size_t>(10, 13);
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size_t height = Random::uniform<size_t>(10, 15);
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int pos_mod = Random::uniform<int>(-3,3);
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Map map(width,height);
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// create a target for the paths
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Point start{.x=map.width() / 2 + pos_mod, .y=map.height()/2 + pos_mod};
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for(float radius = 1.0f; radius < 4.0f; radius += 0.1f) {
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// use an empty map
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Matrix result = map.walls();
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for(matrix::circle it{result, start, radius}; it.next();) {
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for(int x = it.left; x < it.right; x++) {
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// println("top={}, bottom={}, center.y={}, dy={}, left={}, right={}, x={}, y={}", it.top, it.bottom, it.center.y, it.dy, it.left, it.right, x, it.y);
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// println("RESULT {},{}", matrix::width(result), matrix::height(result));
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REQUIRE(it.y >= 0);
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REQUIRE(x >= 0);
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REQUIRE(it.y < int(matrix::height(result)));
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REQUIRE(x < int(matrix::width(result)));
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result[it.y][x] += 1;
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}
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}
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// matrix::dump(format("RESULT AFTER CIRCLE radius {}", radius), result, start.x, start.y);
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}
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}
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}
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TEST_CASE("viewport iterator", "[matrix:viewport]") {
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size_t width = Random::uniform<size_t>(20, 22);
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size_t height = Random::uniform<size_t>(21, 25);
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Map map(width,height);
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WorldBuilder builder(map);
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builder.generate_map();
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size_t view_width = width/2;
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size_t view_height = height/2;
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Point player;
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REQUIRE(map.place_entity(1, player));
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Point start = map.center_camera(player, view_width, view_height);
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size_t end_x = std::min(view_width, map.width() - start.x);
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size_t end_y = std::min(view_height, map.height() - start.y);
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matrix::viewport it{map.walls(), start, int(view_width), int(view_height)};
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for(size_t y = 0; y < end_y; ++y) {
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for(size_t x = 0; x < end_x && it.next(); ++x) {
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// still working on this
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}
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}
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}
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TEST_CASE("random rectangle", "[matrix:rando_rect]") {
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for(int i = 0; i < 10; i++) {
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size_t width = Random::uniform<size_t>(9, 21);
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size_t height = Random::uniform<size_t>(13, 25);
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Map map(width, height);
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WorldBuilder builder(map);
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builder.generate_rooms();
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map.invert_space();
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auto wall_copy = map.walls();
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for(size_t rnum = 0; rnum < map.room_count(); rnum++) {
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Room &room = map.room(rnum);
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Point pos;
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for(matrix::rando_rect it{map.walls(), room.x, room.y, room.width, room.height}; it.next();)
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{
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if(map.iswall(it.x, it.y)) {
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matrix::dump("BAD RECTANGLE SPOT", map.walls(), it.x, it.y);
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}
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REQUIRE(!map.iswall(it.x, it.y));
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REQUIRE(size_t(it.x) >= room.x);
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REQUIRE(size_t(it.y) >= room.y);
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REQUIRE(size_t(it.x) <= room.x + room.width);
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REQUIRE(size_t(it.y) <= room.y + room.height);
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wall_copy[it.y][it.x] = wall_copy[it.y][it.x] + 5;
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}
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}
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// matrix::dump("WALLS FILLED", wall_copy);
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}
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}
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TEST_CASE("standard rectangle", "[matrix:rectangle]") {
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for(int i = 0; i < 20; i++) {
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size_t width = Random::uniform<size_t>(9, 21);
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size_t height = Random::uniform<size_t>(13, 25);
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Map map(width, height);
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WorldBuilder builder(map);
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builder.generate_rooms();
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map.invert_space();
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auto wall_copy = map.walls();
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for(size_t rnum = 0; rnum < map.room_count(); rnum++) {
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Room &room = map.room(rnum);
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Point pos;
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for(matrix::rectangle it{map.walls(), room.x, room.y, room.width, room.height}; it.next();)
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{
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if(map.iswall(it.x, it.y)) {
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matrix::dump("BAD RECTANGLE SPOT", map.walls(), it.x, it.y);
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}
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REQUIRE(!map.iswall(it.x, it.y));
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REQUIRE(size_t(it.x) >= room.x);
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REQUIRE(size_t(it.y) >= room.y);
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REQUIRE(size_t(it.x) <= room.x + room.width);
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REQUIRE(size_t(it.y) <= room.y + room.height);
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wall_copy[it.y][it.x] = wall_copy[it.y][it.x] + 5;
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}
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}
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// matrix::dump("WALLS FILLED", wall_copy);
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}
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}
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