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.
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c7607533ce
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0b4392dbcc
7 changed files with 151 additions and 77 deletions
116
map.cpp
116
map.cpp
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@ -1,5 +1,6 @@
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#include "map.hpp"
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#include "dbc.hpp"
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#include "rand.hpp"
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#include <vector>
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#include <array>
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#include <fmt/core.h>
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@ -8,11 +9,21 @@
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using std::vector, std::pair;
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using namespace fmt;
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void dump_map(const std::string &msg, Matrix &map) {
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void dump_map(const std::string &msg, Matrix &map, int show_x, int show_y) {
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println("----------------- {}", msg);
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for(auto row : map) {
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for(auto col : row) {
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print("{} ", col);
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for(size_t y = 0; y < map.size(); y++) {
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for(size_t x = 0; x < map[y].size(); x++) {
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int col = map[y][x];
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if(int(x) == show_x && int(y) == show_y) {
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print("{:x}<", col);
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} else if(col == 1000) {
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print("# ");
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} else if(col > 15) {
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print("* ");
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} else {
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print("{:x} ", col);
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}
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}
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print("\n");
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}
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@ -62,8 +73,9 @@ bool Map::iswall(size_t x, size_t y) {
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return $walls[y][x] == WALL_VALUE;
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}
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void Map::dump() {
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dump_map("WALLS", $walls);
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void Map::dump(int show_x, int show_y) {
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dump_map("WALLS", walls(), show_x, show_y);
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dump_map("PATHS", paths(), show_x, show_y);
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}
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bool Map::can_move(Point move_to) {
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@ -81,57 +93,99 @@ Point Map::center_camera(const Point &around, size_t view_x, size_t view_y) {
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int center_x = int(around.x - view_x / 2);
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int center_y = int(around.y - view_y / 2);
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// BUG: is clamp really the best thing here? this seems wrong.
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size_t start_x = high_x > 0 ? std::clamp(center_x, 0, high_x) : 0;
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size_t start_y = high_y > 0 ? std::clamp(center_y, 0, high_y) : 0;
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return {start_x, start_y};
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}
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bool Map::neighbors(Point &out, bool greater) {
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/*
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* Finds the next optimal neighbor in the path
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* using either a direct or random method.
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*
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* Both modes will pick a random direction to start
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* looking for the next path, then it goes clock-wise
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* from there.
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*
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* In the direct method it will attempt to find
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* a path that goes 1 lower in the dijkstra map
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* path, and if it can't find that it will go to
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* a 0 path (same number).
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*
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* In random mode it will pick either the next lower
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* or the same level depending on what it finds first.
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* Since the starting direction is random this will
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* give it a semi-random walk that eventually gets to
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* the target.
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*
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* In map generation this makes random paths and carves
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* up the space to make rooms more irregular.
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*
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* When applied to an enemy they will either go straight
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* to the player (random=false) or they'll wander around
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* drunkenly gradually reaching the player, and dodging
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* in and out.
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*/
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bool Map::neighbors(Point &out, bool random) {
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Matrix &paths = $paths.$paths;
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bool zero_found = false;
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// just make a list of the four directions
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std::array<Point, 4> dirs{{
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{out.x,out.y-1},
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{out.x+1,out.y},
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{out.x,out.y+1},
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{out.x-1,out.y}
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{out.x,out.y-1}, // north
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{out.x+1,out.y}, // east
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{out.x,out.y+1}, // south
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{out.x-1,out.y} // west
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}};
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int zero_i = -1;
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// get the current dijkstra number
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int cur = paths[out.y][out.x];
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// BUG: sometimes cur is in a wall so finding neighbors fails
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for(size_t i = 0; i < dirs.size(); ++i) {
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Point dir = dirs[i];
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int target = inmap(dir.x, dir.y) ? paths[dir.y][dir.x] : $limit;
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// pick a random start of directions
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int rand_start = Random::uniform<int>(0, dirs.size());
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if(target == $limit) continue; // skip unpathable stuff
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// go through all possible directions
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for(size_t i = 0; i < dirs.size(); i++) {
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// but start at the random start, effectively randomizing
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// which valid direction to go
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Point dir = dirs[(i + rand_start) % dirs.size()];
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if(!inmap(dir.x, dir.y)) continue; //skip unpathable stuff
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int weight = cur - paths[dir.y][dir.x];
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int diff = cur - target;
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if(diff == 1) {
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out = {.x=dir.x, .y=dir.y};
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if(weight == 1) {
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// no matter what we follow direct paths
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out = dir;
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return true;
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} else if(diff == 0) {
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zero_i = i;
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} else if(random && weight == 0) {
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// if random is selected and it's a 0 path take it
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out = dir;
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return true;
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} else if(weight == 0) {
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// otherwise keep the last zero path for after
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out = dir;
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zero_found = true;
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}
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}
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if(zero_i != -1) {
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out = {.x=dirs[zero_i].x, .y=dirs[zero_i].y};
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return true;
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} else {
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return false;
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}
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// if we reach this then either zero was found and
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// zero_found is set true, or it wasn't and nothing found
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return zero_found;
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}
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bool Map::INVARIANT() {
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using dbc::check;
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check($walls.size() == height(), "walls wrong height");
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check($walls[0].size() == width(), "walls wrong width");
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for(auto room : $rooms) {
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check(int(room.x) >= 0 && int(room.y) >= 0,
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format("room depth={} has invalid position {},{}",
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room.depth, room.x, room.y));
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check(int(room.width) > 0 && int(room.height) > 0,
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format("room depth={} has invalid dims {},{}",
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room.depth, room.width, room.height));
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}
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return true;
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}
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