More refinement of the maps. Now the inner box won't have rooms in it and I can mark a region free of rooms. Rooms also have a guaranteed door.
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4 changed files with 40 additions and 33 deletions
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@ -18,6 +18,7 @@ TEST_CASE("hunt-and-kill", "[mazes]") {
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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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REQUIRE(map.$dead_ends.size() > 0);
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@ -30,15 +31,16 @@ TEST_CASE("hunt-and-kill box", "[mazes]") {
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maze::Builder maze(map);
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maze.hunt_and_kill();
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maze.randomize_rooms(ROOM_SIZE+1);
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maze.clear();
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maze.inner_box(6, 4);
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maze.randomize_rooms(ROOM_SIZE+2);
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maze.inner_box(6, 3);
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maze.hunt_and_kill();
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maze.open_box(6);
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maze.make_doors();
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if(maze.$rooms.size() == 0) {
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maze.dump("NO ROOMS");
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if(i == 42) {
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maze.dump("INNER BOX");
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}
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}
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}
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@ -67,8 +69,6 @@ TEST_CASE("hunt-and-kill fissure", "[mazes]") {
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REQUIRE(maze.$rooms.size() == 0);
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}
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TEST_CASE("hunt-and-kill no-dead-ends", "[mazes]") {
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Map map(21, 21);
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maze::Builder maze(map);
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@ -88,10 +88,13 @@ TEST_CASE("hunt-and-kill too much", "[mazes]") {
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maze.hunt_and_kill();
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maze.randomize_rooms(ROOM_SIZE);
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maze.clear();
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maze.inner_donut(4, 2);
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maze.inner_donut(9, 4);
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maze.divide({3,3}, {15,16});
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maze.hunt_and_kill();
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maze.make_doors();
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// maze.dump("COMBINED");
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// if(i == 41) {
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// maze.dump("COMBINED");
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// }
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}
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}
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