Vast improvement in the world generation, with more reliable pathing, cleaner generation code, and an ability to do a random or direct walk to create paths. This also works with enemies if I want.

This commit is contained in:
Zed A. Shaw 2024-12-03 19:17:20 -05:00
parent c7607533ce
commit 0b4392dbcc
7 changed files with 151 additions and 77 deletions

116
map.cpp
View file

@ -1,5 +1,6 @@
#include "map.hpp"
#include "dbc.hpp"
#include "rand.hpp"
#include <vector>
#include <array>
#include <fmt/core.h>
@ -8,11 +9,21 @@
using std::vector, std::pair;
using namespace fmt;
void dump_map(const std::string &msg, Matrix &map) {
void dump_map(const std::string &msg, Matrix &map, int show_x, int show_y) {
println("----------------- {}", msg);
for(auto row : map) {
for(auto col : row) {
print("{} ", col);
for(size_t y = 0; y < map.size(); y++) {
for(size_t x = 0; x < map[y].size(); x++) {
int col = map[y][x];
if(int(x) == show_x && int(y) == show_y) {
print("{:x}<", col);
} else if(col == 1000) {
print("# ");
} else if(col > 15) {
print("* ");
} else {
print("{:x} ", col);
}
}
print("\n");
}
@ -62,8 +73,9 @@ bool Map::iswall(size_t x, size_t y) {
return $walls[y][x] == WALL_VALUE;
}
void Map::dump() {
dump_map("WALLS", $walls);
void Map::dump(int show_x, int show_y) {
dump_map("WALLS", walls(), show_x, show_y);
dump_map("PATHS", paths(), show_x, show_y);
}
bool Map::can_move(Point move_to) {
@ -81,57 +93,99 @@ Point Map::center_camera(const Point &around, size_t view_x, size_t view_y) {
int center_x = int(around.x - view_x / 2);
int center_y = int(around.y - view_y / 2);
// BUG: is clamp really the best thing here? this seems wrong.
size_t start_x = high_x > 0 ? std::clamp(center_x, 0, high_x) : 0;
size_t start_y = high_y > 0 ? std::clamp(center_y, 0, high_y) : 0;
return {start_x, start_y};
}
bool Map::neighbors(Point &out, bool greater) {
/*
* Finds the next optimal neighbor in the path
* using either a direct or random method.
*
* Both modes will pick a random direction to start
* looking for the next path, then it goes clock-wise
* from there.
*
* In the direct method it will attempt to find
* a path that goes 1 lower in the dijkstra map
* path, and if it can't find that it will go to
* a 0 path (same number).
*
* In random mode it will pick either the next lower
* or the same level depending on what it finds first.
* Since the starting direction is random this will
* give it a semi-random walk that eventually gets to
* the target.
*
* In map generation this makes random paths and carves
* up the space to make rooms more irregular.
*
* When applied to an enemy they will either go straight
* to the player (random=false) or they'll wander around
* drunkenly gradually reaching the player, and dodging
* in and out.
*/
bool Map::neighbors(Point &out, bool random) {
Matrix &paths = $paths.$paths;
bool zero_found = false;
// just make a list of the four directions
std::array<Point, 4> dirs{{
{out.x,out.y-1},
{out.x+1,out.y},
{out.x,out.y+1},
{out.x-1,out.y}
{out.x,out.y-1}, // north
{out.x+1,out.y}, // east
{out.x,out.y+1}, // south
{out.x-1,out.y} // west
}};
int zero_i = -1;
// get the current dijkstra number
int cur = paths[out.y][out.x];
// BUG: sometimes cur is in a wall so finding neighbors fails
for(size_t i = 0; i < dirs.size(); ++i) {
Point dir = dirs[i];
int target = inmap(dir.x, dir.y) ? paths[dir.y][dir.x] : $limit;
// pick a random start of directions
int rand_start = Random::uniform<int>(0, dirs.size());
if(target == $limit) continue; // skip unpathable stuff
// go through all possible directions
for(size_t i = 0; i < dirs.size(); i++) {
// but start at the random start, effectively randomizing
// which valid direction to go
Point dir = dirs[(i + rand_start) % dirs.size()];
if(!inmap(dir.x, dir.y)) continue; //skip unpathable stuff
int weight = cur - paths[dir.y][dir.x];
int diff = cur - target;
if(diff == 1) {
out = {.x=dir.x, .y=dir.y};
if(weight == 1) {
// no matter what we follow direct paths
out = dir;
return true;
} else if(diff == 0) {
zero_i = i;
} else if(random && weight == 0) {
// if random is selected and it's a 0 path take it
out = dir;
return true;
} else if(weight == 0) {
// otherwise keep the last zero path for after
out = dir;
zero_found = true;
}
}
if(zero_i != -1) {
out = {.x=dirs[zero_i].x, .y=dirs[zero_i].y};
return true;
} else {
return false;
}
// if we reach this then either zero was found and
// zero_found is set true, or it wasn't and nothing found
return zero_found;
}
bool Map::INVARIANT() {
using dbc::check;
check($walls.size() == height(), "walls wrong height");
check($walls[0].size() == width(), "walls wrong width");
for(auto room : $rooms) {
check(int(room.x) >= 0 && int(room.y) >= 0,
format("room depth={} has invalid position {},{}",
room.depth, room.x, room.y));
check(int(room.width) > 0 && int(room.height) > 0,
format("room depth={} has invalid dims {},{}",
room.depth, room.width, room.height));
}
return true;
}