Cleaned up maze and ready to use.
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33cd490ed3
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37715f05a5
3 changed files with 53 additions and 18 deletions
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@ -15,6 +15,7 @@ TEST_CASE("hunt-and-kill", "[mazes]") {
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std::vector<Room> rooms;
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std::vector<Point> dead_ends;
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maze::init(map);
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maze::hunt_and_kill(map, rooms, dead_ends);
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matrix::dump("BASIC MAZE", map);
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@ -32,19 +33,36 @@ TEST_CASE("hunt-and-kill", "[mazes]") {
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matrix::dump("MAZE WITH ROOMS", map);
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}
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TEST_CASE("hunt-and-kill box", "[mazes]") {
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auto map = matrix::make(21, 21);
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std::vector<Room> rooms;
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std::vector<Point> dead_ends;
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maze::init(map);
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maze::inner_box(map, 5, 3);
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maze::hunt_and_kill(map, rooms, dead_ends);
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for(auto at : dead_ends) {
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map[at.y][at.x]=32;
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}
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matrix::dump("INNER BOX", map);
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REQUIRE(rooms.size() == 0);
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}
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TEST_CASE("hunt-and-kill ring", "[mazes]") {
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auto map = matrix::make(21, 21);
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std::vector<Room> rooms;
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std::vector<Point> dead_ends;
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maze::init(map);
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maze::inner_ring(map, 5, 2);
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maze::hunt_and_kill(map, rooms, dead_ends, false);
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maze::inner_donut(map, 5.5, 3.5);
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maze::hunt_and_kill(map, rooms, dead_ends);
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for(auto at : dead_ends) {
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map[at.y][at.x]=32;
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}
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matrix::dump("RING MAZE", map);
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matrix::dump("INNER RING", map);
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REQUIRE(rooms.size() == 0);
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}
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@ -56,7 +74,7 @@ TEST_CASE("hunt-and-kill fissure", "[mazes]") {
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maze::init(map);
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maze::divide(map, {3,3}, {19,18});
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maze::hunt_and_kill(map, rooms, dead_ends, false);
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maze::hunt_and_kill(map, rooms, dead_ends);
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for(auto at : dead_ends) {
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map[at.y][at.x]=32;
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@ -75,7 +93,7 @@ TEST_CASE("hunt-and-kill no-dead-ends", "[mazes]") {
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maze::init(map);
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maze::hunt_and_kill(map, rooms, dead_ends, false);
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maze::hunt_and_kill(map, rooms, dead_ends);
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maze::remove_dead_ends(map, dead_ends);
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@ -88,16 +106,15 @@ TEST_CASE("hunt-and-kill too much", "[mazes]") {
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std::vector<Point> dead_ends;
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maze::init(map);
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maze::inner_ring(map, 4, 2);
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maze::inner_donut(map, 4, 2);
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maze::divide(map, {3,3}, {19,18});
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auto copy = map;
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maze::hunt_and_kill(copy, rooms, dead_ends, false);
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maze::hunt_and_kill(copy, rooms, dead_ends);
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map = copy;
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maze::randomize_rooms(rooms, dead_ends);
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maze::hunt_and_kill(map, rooms, dead_ends, false);
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maze::hunt_and_kill(map, rooms, dead_ends);
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matrix::dump("NO DEAD ENDS", map);
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matrix::dump("COMBINED", map);
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}
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