Add a terrible maze generation algorithm to test if a maze style map looks/feels better. The walls are disabled so you can walk around.
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9 changed files with 207 additions and 52 deletions
145
maze.cpp
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145
maze.cpp
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#include <fmt/core.h>
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#include <string>
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#include "rand.hpp"
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#include "constants.hpp"
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#include "maze.hpp"
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using std::string;
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using matrix::Matrix;
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inline size_t rand(size_t i, size_t j) {
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if(i < j) {
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return Random::uniform(i, j);
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} else if(j < i) {
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return Random::uniform(j, i);
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} else {
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return i;
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}
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}
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inline bool split_dir(size_t iDim, size_t jDim) {
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if(iDim < jDim) {
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return false;
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} else if(jDim < iDim) {
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return true;
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} else {
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return Random::uniform(0, 1);
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}
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}
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inline bool good_hole(Matrix &map, size_t split, size_t hole, bool horiz) {
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if(hole % 2 == 0) return false;
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size_t j = horiz ? split : hole;
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size_t i = horiz ? hole : split;
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if(map[j][i] == WALL_PATH_LIMIT) return false;
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return true;
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}
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void divide(Matrix& map, std::vector<Room> &rooms,
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Point iCoords, Point jCoords, bool horizontal) {
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int iDim = iCoords.y - iCoords.x;
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int jDim = jCoords.y - jCoords.x;
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bool punch_room = false;
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if(iDim <= 0 || jDim <= 0) {
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return;
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} else if(iDim <= 2 && jDim <= 2) {
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fmt::println("MADE ROOM! {},{}; {},{}",
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iCoords.x, iCoords.y, jCoords.x, jCoords.y);
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punch_room = true;
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}
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if(horizontal) {
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size_t split = 0;
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do {
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split = rand(iCoords.x, iCoords.x + iDim + 1);
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} while(split % 2);
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size_t hole = 0;
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do {
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hole = rand(jCoords.x, jCoords.x + jDim +1);
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} while(good_hole(map, split, hole, horizontal));
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for(size_t j = jCoords.x; j <= jCoords.y; j++) {
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if(j != hole) {
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map[split][j] = WALL_PATH_LIMIT;
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}
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}
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divide(map, rooms,
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{iCoords.x, size_t(split - 1)},
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jCoords,
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split_dir(split - iCoords.x - 1, jDim));
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divide(map, rooms,
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{size_t(split + 1), iCoords.y},
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jCoords,
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split_dir(iCoords.x - split - 1, jDim));
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} else {
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size_t split = 0;
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do {
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split = rand(jCoords.x, jCoords.x + jDim + 1);
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} while(split % 2);
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size_t hole = 0;
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do {
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hole = rand(iCoords.x, iCoords.x + iDim + 1);
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} while(good_hole(map, split, hole, horizontal));
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for(size_t i = iCoords.x; i <= iCoords.y; i++) {
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if(i != hole) {
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map[i][split] = WALL_PATH_LIMIT;
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}
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}
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divide(map, rooms,
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iCoords,
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{jCoords.x, size_t(split - 1)},
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split_dir(iDim, split - jCoords.x - 1));
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divide(map, rooms,
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iCoords,
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{size_t(split + 1), jCoords.y},
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Random::uniform(0, 1));
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}
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if(punch_room) {
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for(size_t j = jCoords.x; j <= jCoords.y; j++) {
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for(size_t i = iCoords.x; i <= iCoords.y; i++) {
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map[j][i] = 0;
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}
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}
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Room room{iCoords.x, jCoords.x, iCoords.y - iCoords.x + 1, jCoords.y - jCoords.x + 1};
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for(auto r : rooms) {
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if(r.x == room.x && r.y == room.y) {
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return;
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}
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}
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rooms.push_back(room);
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}
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}
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void maze::recursive_div(Matrix& map, std::vector<Room>& rooms) {
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size_t width = matrix::width(map);
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size_t height = matrix::height(map);
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for(size_t i = 0; i < height; i++) {
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for(size_t j = 0; j < width; j++) {
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int val = (i == 0 ||
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j == 0 ||
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i == height - 1 ||
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j == width - 1);
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map[i][j] = val == 1 ? WALL_PATH_LIMIT : 0;
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}
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}
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divide(map, rooms, {1, height - 2}, {1, width - 2}, split_dir(1, 1));
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}
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