Two main GUI elements are placed for the left side status and the bottom combat UIs.
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1790eec697
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4 changed files with 123 additions and 27 deletions
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@ -32,7 +32,7 @@ constexpr int WALL_LIGHT_LEVEL = 3;
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constexpr int WORLDBUILD_DIVISION = 4;
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constexpr int WORLDBUILD_SHRINK = 2;
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constexpr int WORLDBUILD_MAX_PATH = 200;
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constexpr int UI_FONT_SIZE=30;
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constexpr int UI_FONT_SIZE=20;
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constexpr int BASE_MAP_FONT_SIZE=90;
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constexpr int GAME_MAP_PIXEL_POS = 600;
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constexpr int MAX_FONT_SIZE = 140;
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101
gui.cpp
101
gui.cpp
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@ -7,15 +7,71 @@
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#include <numbers>
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#include "systems.hpp"
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#include "map_view.hpp"
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#include <ftxui/dom/elements.hpp> // for hflow, paragraph, separator, hbox, vbox, filler, operator|, border, Element
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#include <ftxui/dom/node.hpp> // for Render
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#include <ftxui/screen/box.hpp> // for ftxui
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#include <ftxui/component/loop.hpp>
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#include <ftxui/screen/color.hpp>
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#include <ftxui/dom/table.hpp>
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using namespace components;
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using namespace ftxui;
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namespace gui {
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void StatusUI::create_render() {
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auto player = $level.world->get_the<Player>();
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auto status_rend = Renderer([&, player]{
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const auto& player_combat = $level.world->get<Combat>(player.entity);
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const auto& combat = $level.world->get<Combat>(player.entity);
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std::vector<Element> log_list;
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log_list.push_back(text("Log messages here."));
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auto log_box = vbox(log_list) | yflex_grow;
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return hbox({
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hflow(
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vbox(
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text(fmt::format("HP: {: >3} DMG: {: >3}",
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player_combat.hp,
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combat.damage)),
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separator(),
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log_box
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) | flex_grow
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)
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});
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});
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set_renderer(status_rend);
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}
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void CombatUI::create_render() {
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auto player = $level.world->get_the<Player>();
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auto combat_rend = Renderer([&, player]{
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const auto& player_combat = $level.world->get<Combat>(player.entity);
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const auto& combat = $level.world->get<Combat>(player.entity);
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return hbox({
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text(fmt::format("HP: {: >3} DMG: {: >3}",
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player_combat.hp,
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combat.damage)) | flex_grow
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});
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});
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set_renderer(combat_rend);
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}
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FSM::FSM() :
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$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
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$renderer($window),
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$level($levels.current()),
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$map_view($level),
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$combat_view($level),
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$status_view($level),
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$font{FONT_FILE_NAME},
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$text{$font},
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$rayview($textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
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@ -47,10 +103,14 @@ namespace gui {
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$rayview.set_position(RAY_VIEW_X, RAY_VIEW_Y);
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$rayview.position_camera($player.x + 0.5, $player.y + 0.5);
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$status_view.create_render();
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$combat_view.create_render();
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$renderer.init_terminal();
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$map_view.create_render();
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$map_view.resize_canvas();
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$renderer.resize_grid(MAX_FONT_SIZE, $map_view);
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run_systems();
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state(State::IDLE);
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}
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@ -87,7 +147,6 @@ namespace gui {
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// just do 10 ticks
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if($rotation_count % 10 == 0) {
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run_systems();
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$rayview.$anim.play(false);
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$rotation = -10.0f;
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state(State::IDLE);
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}
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@ -219,21 +278,7 @@ namespace gui {
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$window.draw(*weapon);
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}
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void FSM::draw_gui() {
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sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
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rect.setPosition({0,0});
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rect.setFillColor({30, 30, 30});
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$window.draw(rect);
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auto left_gui = $textures.sprite_textures.at("left_gui").sprite;
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left_gui->setPosition({0,0});
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$window.draw(*left_gui);
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sf::RectangleShape lower({RAY_VIEW_WIDTH, SCREEN_HEIGHT - RAY_VIEW_HEIGHT});
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lower.setPosition({RAY_VIEW_X,RAY_VIEW_HEIGHT});
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lower.setFillColor({40, 40, 40});
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$window.draw(lower);
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void FSM::draw_stats() {
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auto player = $level.world->get_the<Player>();
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auto player_combat = $level.world->get<Combat>(player.entity);
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@ -255,7 +300,29 @@ namespace gui {
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FRAME_LIMIT, DEBUG_BUILD, $rayview.$dir_x,
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$rayview.$dir_y, $rayview.$pos_x, $rayview.$pos_y));
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// $window.draw($text);
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$window.draw($text);
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}
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void FSM::draw_gui() {
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sf::RectangleShape rect({SCREEN_WIDTH - RAY_VIEW_WIDTH, SCREEN_HEIGHT});
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rect.setPosition({0,0});
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rect.setFillColor({30, 30, 30});
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$window.draw(rect);
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auto left_gui = $textures.sprite_textures.at("left_gui").sprite;
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left_gui->setPosition({0,0});
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$window.draw(*left_gui);
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sf::RectangleShape lower({RAY_VIEW_WIDTH, SCREEN_HEIGHT - RAY_VIEW_HEIGHT});
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lower.setPosition({RAY_VIEW_X,RAY_VIEW_HEIGHT});
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lower.setFillColor({30, 30, 30});
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$window.draw(lower);
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$status_view.render();
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$renderer.draw($status_view);
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$combat_view.render();
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$renderer.draw($combat_view);
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}
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void FSM::render() {
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33
gui.hpp
33
gui.hpp
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@ -9,6 +9,36 @@
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#include "map_view.hpp"
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namespace gui {
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class StatusUI : public Panel {
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public:
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GameLevel $level;
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StatusUI(GameLevel level) :
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Panel(43, 200, 29, 25, false),
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$level(level)
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{
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default_bg = sf::Color{30,30,30};
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}
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void create_render();
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void update_level(GameLevel &level) { $level = level; }
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};
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class CombatUI : public Panel {
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public:
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GameLevel $level;
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CombatUI(GameLevel level) :
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Panel(RAY_VIEW_X, RAY_VIEW_HEIGHT, 89, 6, false),
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$level(level)
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{
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default_bg = sf::Color{30,30,30};
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}
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void create_render();
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void update_level(GameLevel &level) { $level = level; }
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};
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enum class State {
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START,
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MOVING,
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@ -45,6 +75,8 @@ namespace gui {
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SFMLRender $renderer;
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GameLevel $level;
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MapViewUI $map_view;
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CombatUI $combat_view;
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StatusUI $status_view;
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CameraLOL $camera;
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sf::Font $font;
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sf::Text $text;
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@ -67,6 +99,7 @@ namespace gui {
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void try_move(int dir, bool strafe);
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void keyboard();
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void draw_weapon();
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void draw_stats();
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void draw_gui();
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void render();
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void mouse();
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@ -336,21 +336,17 @@ inline void straight_path(Map &map, PointList &holes, Point src, Point target) {
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}
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void WorldBuilder::tunnel_doors(PointList &holes, Room &src, Room &target) {
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int path_type = Random::uniform<int>(0, 3);
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int path_type = Random::uniform<int>(0, 10);
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switch(path_type) {
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case 0:
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// for now do 25% as simple straight paths
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straight_path($map, holes, src.exit, target.entry);
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break;
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case 1:
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// for now do 25% as simple straight paths
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straight_path($map, holes, src.exit, target.entry);
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break;
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default:
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// then do the rest as random with fallback
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if(!random_path($map, holes, src.exit, target.entry)) {
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straight_path($map, holes, src.exit, target.entry);
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}
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break;
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default:
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// for now do 25% as simple straight paths
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straight_path($map, holes, src.exit, target.entry);
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}
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}
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