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

View file

@ -18,6 +18,7 @@ void WorldBuilder::set_door(Room &room, int value) {
}
void rand_side(Room &room, Point &door) {
dbc::check(int(room.width) > 0 && int(room.height) > 0, "Weird room with 0 for height or width.");
int rand_x = Random::uniform<int>(0, room.width - 1);
int rand_y = Random::uniform<int>(0, room.height - 1);
@ -57,33 +58,51 @@ void WorldBuilder::partition_map(Room &cur, int depth) {
bool horiz = cur.width > cur.height ? false : true;
int split = make_split(cur, horiz);
if(split <= 0) return; // end recursion
Room left = cur;
Room right = cur;
if(horiz) {
dbc::check(split > 0, "split is not > 0");
dbc::check(split < int(cur.height), "split is too big!");
if(split >= int(cur.height)) return; // end recursion
left.height = size_t(split - 1);
right.y = cur.y + split;
right.height = size_t(cur.height - split);
} else {
dbc::check(split > 0, "split is not > 0");
dbc::check(split < int(cur.width), "split is too big!");
if(split >= int(cur.width)) return; // end recursion
left.width = size_t(split-1);
right.x = cur.x + split,
right.width = size_t(cur.width - split);
}
if(depth > 0 && left.width > 5 && left.height > 5) {
if(depth > 0 && left.width > 2 && left.height > 2) {
left.depth = depth - 1;
partition_map(left, depth-1);
}
if(depth > 0 && right.width > 5 && right.height > 5) {
if(depth > 0 && right.width > 2 && right.height > 2) {
right.depth = depth - 1;
partition_map(right, depth-1);
}
}
void WorldBuilder::update_door(Point &at, int wall_or_space) {
$map.$walls[at.y][at.x] = wall_or_space;
}
void WorldBuilder::tunnel_doors(PointList &holes, Room &src, Room &target) {
$map.set_target(target.entry);
$map.make_paths();
bool found = dig_tunnel(holes, src.exit, target.entry);
dbc::check(found, "room should always be found");
$map.INVARIANT();
$map.clear_target(target.entry);
}
void WorldBuilder::generate() {
Room root{
.x = 0,
@ -93,28 +112,28 @@ void WorldBuilder::generate() {
};
partition_map(root, 10);
place_rooms(root);
$map.INVARIANT();
place_rooms();
PointList holes;
for(size_t i = 0; i < $map.$rooms.size() - 1; i++) {
Room &src = $map.$rooms[i];
Room &target = $map.$rooms[i+1];
$map.set_target(target.entry);
bool found = dig_tunnel(src.exit, target.entry);
if(!found) {
println("ROOM NOT FOUND!");
}
$map.clear_target(target.entry);
tunnel_doors(holes, $map.$rooms[i], $map.$rooms[i+1]);
}
Room &src = $map.$rooms.back();
Room &target = $map.$rooms.front();
// one last connection from first room to last
tunnel_doors(holes, $map.$rooms.back(), $map.$rooms.front());
$map.set_target(target.entry);
dig_tunnel(src.exit, target.entry);
$map.clear_target(target.entry);
// place all the holes
for(auto hole : holes) {
$map.$walls[hole.y][hole.x] = INV_SPACE;
}
// invert the whole map to finish it
for(size_t y = 0; y < $map.$height; ++y) {
for(size_t x = 0; x < $map.$width; ++x) {
// invert the map
$map.$walls[y][x] = !$map.$walls[y][x];
}
}
@ -133,45 +152,39 @@ void WorldBuilder::make_room(size_t origin_x, size_t origin_y, size_t w, size_t
}
void WorldBuilder::place_rooms(Room &cur) {
void WorldBuilder::place_rooms() {
for(auto &cur : $map.$rooms) {
cur.x += 2;
cur.y += 2;
cur.width -= 4;
cur.height -= 4;
add_door(cur);
set_door(cur, INV_SPACE);
make_room(cur.x, cur.y, cur.width, cur.height);
}
}
bool WorldBuilder::dig_tunnel(Point &src, Point &target) {
bool WorldBuilder::dig_tunnel(PointList &holes, Point &src, Point &target) {
Matrix &paths = $map.paths();
Matrix &walls = $map.walls();
int limit = $map.limit();
walls[src.y][src.x] = INV_WALL;
walls[target.y][target.x] = INV_WALL;
dbc::check(paths[src.y][src.x] != limit,
"source room has path as a wall");
dbc::check(paths[target.y][target.x] != limit,
"target room has path as a wall");
// for the walk this needs to be walls since it's inverted?
dbc::check(walls[src.y][src.x] == INV_WALL,
"src room has a wall at exit door");
dbc::check(walls[target.y][target.x] == INV_WALL,
"target room has a wall at entry door");
$map.make_paths();
bool found = false;
Point out{src.x, src.y};
int count = 0;
do {
walls[out.y][out.x] = INV_SPACE;
found = $map.neighbors(out, true);
holes.push_back(out);
if(paths[out.y][out.x] == 0) {
walls[out.y][out.x] = INV_SPACE;
return true;
}
} while(found && out.x > 0 && out.y > 0 && ++count < 100);
} while(found && ++count < 200);
return false;
}