Fixed worldgen to only use tiles without collision in filling rooms, then a couple more changes to lighting so that if the light is <= 1 it just assumes the base light strength which ends up looking nicer and more like the kind of light I want.
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59bbae0af0
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28d19d80a2
8 changed files with 36 additions and 29 deletions
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@ -2,51 +2,61 @@
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"WALL_TILE": {
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"foreground": [230, 20, 30],
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"background": [230, 20, 120],
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"collision": true,
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"display": "\ua5b8"
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},
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"FLOOR_TILE": {
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"foreground": [40, 15, 125],
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"background": [200, 15, 75],
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"collision": false,
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"display":"\u289e"
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},
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"MOSAIC_TILE_1": {
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"foreground": [40, 15, 125],
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"background": [200, 29, 75],
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"collision": false,
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"display":"\u19f0"
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},
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"MOSAIC_TILE_2": {
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"foreground": [40, 15, 125],
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"background": [200, 29, 75],
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"collision": false,
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"display":"\u16de"
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},
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"MOSAIC_TILE_3": {
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"foreground": [40, 15, 125],
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"background": [200, 29, 75],
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"collision": false,
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"display":"\u1378"
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},
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"BG_TILE": {
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"foreground": [230, 20, 125],
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"background": [230, 20, 125],
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"collision": true,
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"display":"█"
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},
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"WATER_TILE": {
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"foreground": [156, 164, 238],
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"background": [200, 15, 75],
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"collision": false,
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"display":"\u2a93"
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},
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"SAND_TILE": {
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"foreground": [24, 106, 180],
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"background": [24, 123, 100],
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"collision": false,
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"display":"\u17f6"
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},
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"GRASS_TILE": {
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"foreground": [41, 180, 180],
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"background": [75, 100, 100],
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"collision": false,
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"display":"\u0799"
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},
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"BROKEN_TILE": {
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"foreground": [159, 164, 15],
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"background": [199, 15, 79],
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"collision": false,
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"display":"\u2274"
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}
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}
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11
config.cpp
11
config.cpp
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@ -17,17 +17,6 @@ std::wstring Config::wstring(const std::string key) {
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return $converter.from_bytes(str_val);
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}
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std::vector<std::string> Config::keys() {
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// BUG: I mean, c'mon seriously this is how?
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std::vector<std::string> keys;
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for(const auto& el : $config.items()) {
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keys.push_back(el.key());
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}
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return keys;
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}
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std::wstring Config::wstring(const std::string main_key, const std::string sub_key) {
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std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> $converter;
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const std::string& str_val = $config[main_key][sub_key];
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@ -12,10 +12,8 @@ struct Config {
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Config(nlohmann::json config, std::string src_path)
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: $config(config), $src_path(src_path) {}
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std::vector<std::string> keys();
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nlohmann::json &operator[](const std::string &key);
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nlohmann::json &json() { return $config; };
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std::wstring wstring(const std::string main_key);
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std::wstring wstring(const std::string main_key, const std::string sub_key);
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};
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15
lights.cpp
15
lights.cpp
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@ -14,6 +14,13 @@ namespace lighting {
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}
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}
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/*
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* NOTE: This really doesn't need to calculate light all the time. It doesn't
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* change around the light source until the lightsource is changed, so the
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* light levels could be placed in a Matrix inside LightSource, calculated once
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* and then simply "applied" to the area where the entity is located. The only
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* thing that would need to be calculated each time is the walls.
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*/
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void LightRender::render_light(LightSource source, Point at) {
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Point min, max;
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clear_light_target(at);
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@ -21,22 +28,18 @@ namespace lighting {
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render_square_light(source, at, has_light);
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const int wall_light = source.strength + WALL_LIGHT_LEVEL;
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for(auto point : has_light) {
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for(matrix::compass it{$lightmap, point.x, point.y}; it.next();) {
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if($paths.$paths[it.y][it.x] == WALL_PATH_LIMIT) {
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// BUG: include the distance in the list of walls to light
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// so that they will be closer to the light level at that point
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$lightmap[it.y][it.x] = light_level(wall_light, 1.0f, point.x, point.y);
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$lightmap[it.y][it.x] = light_level(source.strength, 1.5f, point.x, point.y);
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}
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}
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}
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}
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int LightRender::light_level(int strength, float distance, size_t x, size_t y) {
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int new_level = distance <= 1.0f ? strength : strength / sqrt(distance);
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int cur_level = $lightmap[y][x];
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int new_level = strength / sqrt(distance + 0.6f);
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return cur_level < new_level ? new_level : cur_level;
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}
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14
tilemap.cpp
14
tilemap.cpp
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@ -57,8 +57,18 @@ const TileCell &TileMap::at(size_t x, size_t y) {
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return $display[y][x];
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}
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std::vector<std::string> TileMap::tile_names() {
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return $config.keys();
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std::vector<std::string> TileMap::tile_names(bool collision) {
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const auto &json = $config.json();
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std::vector<std::string> keys;
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for(const auto& el : json.items()) {
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const auto &val = el.value();
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if(val["collision"] == collision) {
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keys.push_back(el.key());
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}
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}
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return keys;
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}
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bool TileMap::INVARIANT() {
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@ -40,7 +40,7 @@ public:
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void load(matrix::Matrix &walls);
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const TileCell &at(size_t x, size_t y);
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void set_tile(size_t x, size_t y, std::string tile_name);
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std::vector<std::string> tile_names();
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std::vector<std::string> tile_names(bool collision);
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void dump(int show_x=-1, int show_y=-1);
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bool INVARIANT();
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@ -153,7 +153,6 @@ class GUI {
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}
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void resize_fonts(int new_size) {
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println("RESIZE MAP TO {}", new_size);
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$renderer.resize_grid(new_size, $font_view);
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// set canvas to best size
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$canvas = Canvas($font_view.width * 2, $font_view.height * 4);
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@ -155,16 +155,14 @@ void WorldBuilder::generate() {
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$map.expand();
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$map.load_tiles();
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auto room_types = $map.$tiles.tile_names();
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// get only the tiles with no collision to fill rooms
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auto room_types = $map.$tiles.tile_names(false);
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for(size_t i = 0; i < $map.$rooms.size() - 1; i++) {
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size_t room_type = Random::uniform<size_t>(0, room_types.size() - 1);
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int room_size = Random::uniform<int>(100, 800);
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string tile_name = room_types[room_type];
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// BUG: really tiles should be configured as collision or not
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if(tile_name != "WALL_TILE") {
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stylize_room(i, tile_name, room_size * 0.01f);
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}
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stylize_room(i, tile_name, room_size * 0.01f);
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}
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}
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