Gave up on adding a buffer and I'll just let rooms be near eachother. Seems to produce interesting results anyway.
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5 changed files with 45 additions and 32 deletions
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@ -6,6 +6,8 @@
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#include "constants.hpp"
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#include "algos/maze.hpp"
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#define DUMP 0
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using std::string;
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using matrix::Matrix;
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@ -14,12 +16,12 @@ TEST_CASE("hunt-and-kill", "[mazes]") {
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maze::Builder maze(map);
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maze.hunt_and_kill();
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// maze.dump("BASIC MAZE");
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if(DUMP) maze.dump("BASIC MAZE");
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maze.randomize_rooms(ROOM_SIZE);
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maze.hunt_and_kill();
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maze.make_doors();
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// maze.dump("ROOM MAZE");
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if(DUMP) maze.dump("ROOM MAZE");
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REQUIRE(map.$dead_ends.size() > 0);
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REQUIRE(map.$rooms.size() > 0);
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@ -39,7 +41,7 @@ TEST_CASE("hunt-and-kill box", "[mazes]") {
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maze.open_box(6);
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maze.make_doors();
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if(i == 42) {
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if(i == 41 && DUMP) {
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maze.dump("INNER BOX");
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}
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}
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@ -52,7 +54,7 @@ TEST_CASE("hunt-and-kill ring", "[mazes]") {
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maze.inner_donut(5.5, 3.5);
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maze.hunt_and_kill();
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// maze.dump("INNER RING");
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if(DUMP) maze.dump("INNER RING");
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REQUIRE(maze.$rooms.size() == 0);
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}
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@ -64,7 +66,7 @@ TEST_CASE("hunt-and-kill fissure", "[mazes]") {
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maze.divide({3,3}, {19,18});
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maze.hunt_and_kill();
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// maze.dump("FISSURE MAZE");
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if(DUMP) maze.dump("FISSURE MAZE");
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REQUIRE(maze.$rooms.size() == 0);
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}
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@ -77,7 +79,7 @@ TEST_CASE("hunt-and-kill no-dead-ends", "[mazes]") {
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maze.remove_dead_ends();
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maze.enclose();
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// maze.dump("NO DEAD ENDS");
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if(DUMP) maze.dump("NO DEAD ENDS");
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}
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TEST_CASE("hunt-and-kill too much", "[mazes]") {
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@ -93,8 +95,8 @@ TEST_CASE("hunt-and-kill too much", "[mazes]") {
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maze.hunt_and_kill();
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maze.make_doors();
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// if(i == 41) {
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// maze.dump("COMBINED");
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// }
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if(i == 41 && DUMP) {
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maze.dump("COMBINED");
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}
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}
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}
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