Refactored out the tilemap since it was mostly doing nothing useful.
This commit is contained in:
parent
ea9f6bf383
commit
3a745d492a
15 changed files with 40 additions and 187 deletions
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@ -7,21 +7,21 @@
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"display": 10398,
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"id": 0
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},
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"WALL_MOSS": {
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"texture": "assets/glowing_moss_wall-256.png",
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"foreground": [230, 20, 30],
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"background": [230, 20, 120],
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"collision": true,
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"display": 8820,
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"id": 1
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},
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"WALL_PLAIN": {
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"texture": "assets/wall_texture_test-256.png",
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"foreground": [230, 20, 30],
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"background": [230, 20, 120],
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"collision": true,
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"display": 9608,
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"id": 2
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"id": 1
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},
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"WALL_MOSS": {
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"texture": "assets/glowing_moss_wall-256.png",
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"foreground": [230, 20, 30],
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"background": [230, 20, 120],
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"collision": true,
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"display": 8820,
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"id": 3
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},
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"WALL_VINES": {
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"texture": "assets/wall_with_vines-256.png",
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@ -2,7 +2,6 @@
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#include "levelmanager.hpp"
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#include "textures.hpp"
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#include <guecs/ui.hpp>
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#include "tilemap.hpp"
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#include <string>
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namespace gui {
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@ -2,7 +2,6 @@
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#include "levelmanager.hpp"
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#include "textures.hpp"
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#include <guecs/ui.hpp>
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#include "tilemap.hpp"
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namespace gui {
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class MiniMapUI {
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10
map.cpp
10
map.cpp
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@ -13,13 +13,11 @@ 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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@ -144,8 +142,12 @@ bool Map::INVARIANT() {
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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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void Map::init_tiles() {
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$tiles = $walls;
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}
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Matrix& Map::tiles() {
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return $walls;
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}
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void Map::enclose() {
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7
map.hpp
7
map.hpp
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@ -10,7 +10,6 @@
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#include "pathing.hpp"
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#include "matrix.hpp"
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#include "constants.hpp"
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#include "tilemap.hpp"
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using lighting::LightSource;
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@ -25,8 +24,8 @@ class Map {
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public:
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size_t $width;
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size_t $height;
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TileMap $tiles;
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Matrix $walls;
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Matrix $tiles;
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Pathing $paths;
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std::vector<Room> $rooms;
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std::vector<Point> $dead_ends;
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@ -36,7 +35,6 @@ public:
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Map(Matrix &walls, Pathing &paths);
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Matrix& paths() { return $paths.paths(); }
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TileMap& tiles() { return $tiles; }
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Matrix& input_map() { return $paths.input(); }
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Matrix& walls() { return $walls; }
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size_t width() { return $width; }
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@ -65,7 +63,8 @@ public:
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void dump(int show_x=-1, int show_y=-1);
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bool INVARIANT();
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void load_tiles();
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void init_tiles();
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Matrix& tiles();
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void add_room(Room &room);
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void invert_space();
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};
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@ -122,7 +122,6 @@ sources = [
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'stats.cpp',
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'systems.cpp',
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'textures.cpp',
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'tilemap.cpp',
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'worldbuilder.cpp',
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'maze.cpp'
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]
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@ -150,7 +149,6 @@ executable('runtests', sources + [
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'tests/spatialmap.cpp',
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'tests/stats.cpp',
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'tests/textures.cpp',
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'tests/tilemap.cpp',
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'tests/mazes.cpp',
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],
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cpp_args: cpp_args,
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@ -417,9 +417,8 @@ void Raycaster::update_level(GameLevel level) {
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$sprites.clear();
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$level = level;
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// BUG: this is way too complex, please make it easier, the issue is that I need to convert the maps to visible tiles and that involves wstring convert, but this is many steps done probably over and over
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auto& tiles = $level.map->tiles();
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$map = textures::convert_char_to_texture(tiles.$tile_ids);
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$map = $level.map->tiles();
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$level.world->query<components::Sprite>([&](const auto ent, auto& sprite) {
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// player doesn't need a sprite
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10
systems.cpp
10
systems.cpp
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@ -390,6 +390,7 @@ std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int
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auto player_pos = world.get<Position>(level.player).location;
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Point cam_orig = map.center_camera(player_pos, view_x, view_y);
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auto &tiles = map.tiles();
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(void)tiles;
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// make a grid of chars to work with
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auto grid = shiterator::make<wchar_t>(view_x+1, view_y+1);
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@ -398,12 +399,11 @@ std::wstring System::draw_map(GameLevel level, size_t view_x, size_t view_y, int
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for(shiterator::each_cell_t it{grid}; it.next();) {
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size_t tile_y = size_t(it.y) + cam_orig.y;
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size_t tile_x = size_t(it.x) + cam_orig.x;
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(void)tile_y;
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(void)tile_x;
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if(tile_x < tiles.$width && tile_y < tiles.$height) {
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grid[it.y][it.x] = tiles.at(tile_x, tile_y).display;
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} else {
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grid[it.y][it.x] = ' ';
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}
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// FIX ME
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grid[it.y][it.x] = 'F';
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}
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@ -26,7 +26,7 @@ TEST_CASE("test texture management", "[textures]") {
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LevelManager levels;
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GameLevel level = levels.current();
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auto& tiles = level.map->tiles();
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auto map = textures::convert_char_to_texture(tiles.$tile_ids);
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REQUIRE(matrix::width(map) == matrix::width(tiles.$tile_ids));
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REQUIRE(matrix::height(map) == matrix::height(tiles.$tile_ids));
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auto& walls = level.map->walls();
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REQUIRE(matrix::width(tiles) == matrix::width(walls));
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REQUIRE(matrix::height(tiles) == matrix::height(walls));
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}
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@ -1,22 +0,0 @@
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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include "map.hpp"
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#include "levelmanager.hpp"
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#include "tilemap.hpp"
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#include "config.hpp"
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#include "rand.hpp"
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using namespace fmt;
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using std::string;
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TEST_CASE("tilemap can load tiles and make a map", "[tilemap]") {
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LevelManager levels;
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GameLevel level = levels.current();
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auto &map = *level.map;
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TileMap tiles(map.width(), map.height());
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auto& walls = map.walls();
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tiles.load(walls);
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tiles.dump();
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REQUIRE(tiles.INVARIANT());
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}
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25
textures.cpp
25
textures.cpp
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@ -35,12 +35,21 @@ namespace textures {
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void load_tiles() {
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Config assets("assets/tiles.json");
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auto &tiles = assets.json();
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TMGR.surfaces.resize(tiles.size());
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for(auto &el : tiles.items()) {
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auto &config = el.value();
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TMGR.surfaces.emplace_back(load_image(config["texture"]));
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const std::string& texture_fname = config["texture"];
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size_t surface_i = config["id"];
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if(surface_i >= tiles.size()) {
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TMGR.surfaces.resize(surface_i + 1);
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}
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TMGR.surfaces[surface_i] = load_image(texture_fname);
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wchar_t tid = config["display"];
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int surface_i = TMGR.surfaces.size() - 1;
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fmt::println("texture {} has surface_i={}", texture_fname, surface_i);
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TMGR.char_to_texture[tid] = surface_i;
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}
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}
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@ -72,7 +81,6 @@ namespace textures {
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sf::Image texture;
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bool good = texture.loadFromFile(filename);
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dbc::check(good, fmt::format("failed to load {}", filename));
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fmt::println("texture size={}", sizeof(texture));
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return texture;
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}
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return (const uint32_t *)TMGR.surfaces[num].getPixelsPtr();
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}
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matrix::Matrix convert_char_to_texture(matrix::Matrix &tile_ids) {
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auto result = matrix::make(matrix::width(tile_ids), matrix::height(tile_ids));
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for(matrix::each_cell it(tile_ids); it.next();) {
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wchar_t tid = tile_ids[it.y][it.x];
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result[it.y][it.x] = TMGR.char_to_texture.at(tid);
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}
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return result;
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}
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const uint32_t* get_floor() {
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return (const uint32_t *)TMGR.floor.getPixelsPtr();
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}
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@ -30,8 +30,6 @@ namespace textures {
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const uint32_t* get_surface(size_t num);
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matrix::Matrix convert_char_to_texture(matrix::Matrix &from);
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const uint32_t* get_floor();
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const uint32_t* get_ceiling();
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78
tilemap.cpp
78
tilemap.cpp
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@ -1,78 +0,0 @@
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#include "tilemap.hpp"
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#include "dbc.hpp"
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#include "constants.hpp"
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#include <iostream>
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using nlohmann::json;
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using components::Tile;
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using std::string;
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TileMap::TileMap(size_t width, size_t height) :
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$config("./assets/tiles.json"),
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$width(width),
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$height(height),
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$tile_ids(height, matrix::Row(width, SPACE_VALUE)),
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$display(height, TileRow(width, {L'#', {0,0,0}, {0,0,0}}))
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{
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}
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std::string TileMap::to_string(int show_x, int show_y) {
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std::string result;
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for(matrix::each_row it{$tile_ids}; it.next();) {
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const Tile &cell = $display[it.y][it.x];
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if(int(it.x) == show_x && int(it.y) == show_y) {
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result += "@";
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} else {
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result += cell.display;
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}
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if(it.row) result += "\n";
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}
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return result;
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}
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void TileMap::dump(int show_x, int show_y) {
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std::cout << to_string(show_x, show_y) << std::endl;
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}
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void TileMap::set_tile(size_t x, size_t y, const string& tile_name) {
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json& tile_conf = $config[tile_name];
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auto tile = components::convert<Tile>(tile_conf);
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$tile_ids[y][x] = tile.display;
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$display[y][x] = tile;
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}
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void TileMap::load(matrix::Matrix &walls) {
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for(matrix::each_cell it{walls}; it.next();) {
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string tile_name = walls[it.y][it.x] == SPACE_VALUE ? "FLOOR_TILE" : "WALL_PLAIN";
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set_tile(it.x, it.y, tile_name);
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}
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}
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const Tile &TileMap::at(size_t x, size_t y) {
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return $display[y][x];
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}
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std::vector<std::string> TileMap::tile_names(bool collision) {
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const auto &json = $config.json();
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std::vector<std::string> keys;
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for(const auto& el : json.items()) {
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const auto &val = el.value();
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if(val["collision"] == collision) {
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keys.push_back(el.key());
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}
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}
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return keys;
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}
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bool TileMap::INVARIANT() {
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dbc::check(matrix::height($tile_ids) == $height, "$tile_ids has wrong height");
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dbc::check(matrix::width($tile_ids) == $width, "$tile_ids has wrong width");
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return true;
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}
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38
tilemap.hpp
38
tilemap.hpp
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#pragma once
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#include <vector>
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#include <utility>
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#include <string>
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#include <algorithm>
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#include <fmt/core.h>
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#include "point.hpp"
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#include "matrix.hpp"
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#include "config.hpp"
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#include "components.hpp"
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typedef std::vector<components::Tile> TileRow;
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typedef std::vector<TileRow> TileGrid;
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class TileMap {
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public:
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Config $config;
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size_t $width;
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size_t $height;
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matrix::Matrix $tile_ids;
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TileGrid $display;
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TileMap(size_t width, size_t height);
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// disable copying
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TileMap(TileMap &map) = delete;
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size_t width() { return $width; }
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size_t height() { return $height; }
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void load(matrix::Matrix &walls);
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const components::Tile& at(size_t x, size_t y);
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void set_tile(size_t x, size_t y, const std::string& tile_name);
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std::vector<std::string> tile_names(bool collision);
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std::string to_string(int show_x, int show_y);
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void dump(int show_x=-1, int show_y=-1);
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bool INVARIANT();
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};
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@ -36,7 +36,7 @@ void WorldBuilder::generate_map() {
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maze.hunt_and_kill();
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$map.enclose();
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$map.load_tiles();
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$map.init_tiles();
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}
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bool WorldBuilder::find_open_spot(Point& pos_out) {
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