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:
parent
c7607533ce
commit
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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@ -81,51 +93,84 @@ 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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}
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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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} 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 {
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return false;
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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 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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7
map.hpp
7
map.hpp
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@ -19,6 +19,7 @@
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using lighting::LightSource;
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struct Room {
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int depth;
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size_t x = 0;
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size_t y = 0;
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size_t width = 0;
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DEFINE_SERIALIZABLE(Room, x, y, width, height);
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};
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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=-1, int show_y=-1);
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class Map {
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public:
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bool inmap(size_t x, size_t y);
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bool iswall(size_t x, size_t y);
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bool can_move(Point move_to);
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bool neighbors(Point &out, bool up);
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bool neighbors(Point &out, bool random=false);
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void make_paths();
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void set_target(const Point &at, int value=0);
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@ -71,6 +72,6 @@ public:
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Point map_to_camera(const Point &loc, const Point &cam_orig);
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Point center_camera(const Point &around, size_t view_x, size_t view_y);
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void dump();
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void dump(int show_x=-1, int show_y=-1);
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bool INVARIANT();
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};
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@ -2,9 +2,9 @@ TODAY'S GOAL:
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* Neighbors needs a rewrite
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* Neighbors algo isn't using greater parameter
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* Clean up and document as much code as possible.
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* Doxygen? Other docs tool?
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* Add a method to render.cpp that sets terminal true color.
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* limit as 1000 should be a constant
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* Big Code Review
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TODO:
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* I can do headless windows in renderer for testing.
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@ -44,7 +44,7 @@ void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player
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if(ent != player.entity) {
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Point out = position.location; // copy
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if(game_map.distance(out) < config.HEARING_DISTANCE) {
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game_map.neighbors(out, false);
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game_map.neighbors(out);
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motion = { int(out.x - position.location.x), int(out.y - position.location.y)};
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}
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}
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@ -9,25 +9,29 @@ using namespace fmt;
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using namespace nlohmann;
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using std::string;
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TEST_CASE("bsp algo test", "[map]") {
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TEST_CASE("bsp algo test", "[builder]") {
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Map map(20, 20);
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WorldBuilder builder(map);
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builder.generate();
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REQUIRE(map.$rooms.size() >= 2);
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}
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TEST_CASE("dumping and debugging", "[map]") {
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TEST_CASE("dumping and debugging", "[builder]") {
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Map map(20, 20);
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WorldBuilder builder(map);
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builder.generate();
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REQUIRE(map.$rooms.size() >= 2);
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dump_map("GENERATED", map.paths());
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map.dump();
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}
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TEST_CASE("pathing", "[map]") {
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TEST_CASE("pathing", "[builder]") {
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Map map(20, 20);
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WorldBuilder builder(map);
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builder.generate();
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REQUIRE(map.$rooms.size() >= 2);
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REQUIRE(map.can_move({0,0}) == false);
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REQUIRE(map.iswall(0,0) == true);
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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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};
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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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@ -13,6 +13,8 @@ class WorldBuilder {
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void add_door(Room &room);
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void generate();
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void set_door(Room &room, int value);
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void place_rooms(Room &root);
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bool dig_tunnel(Point &src, Point &target);
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void place_rooms();
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bool dig_tunnel(PointList &holes, Point &src, Point &target);
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void tunnel_doors(PointList &holes, Room &src, Room &target);
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void update_door(Point &at, int wall_or_space);
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};
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