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