Took the plunge and converted my 'shaperators' into templates so they'll work on any 'matrix-like' thing.
This commit is contained in:
parent
5adeb4e078
commit
4cb41a61db
5 changed files with 182 additions and 192 deletions
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@ -6,7 +6,7 @@ using std::vector;
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namespace lighting {
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void LightRender::render_square_light(LightSource source, Point at, PointList &has_light) {
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for(matrix::in_box it{$lightmap, at.x, at.y, (size_t)floor(source.radius)}; it.next();) {
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for(matrix::box it{$lightmap, at.x, at.y, (size_t)floor(source.radius)}; it.next();) {
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if($paths.$paths[it.y][it.x] != WALL_PATH_LIMIT) {
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$lightmap[it.y][it.x] = light_level(source.strength, it.distance(), it.x, it.y);
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has_light.push_back({it.x, it.y});
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139
matrix.cpp
139
matrix.cpp
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@ -8,122 +8,8 @@
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using namespace fmt;
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using std::min, std::max;
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inline size_t next_x(size_t x, size_t width) {
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return (x + 1) * ((x + 1) < width);
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}
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inline size_t next_y(size_t x, size_t y) {
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return y + (x == 0);
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}
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inline bool at_end(size_t y, size_t height) {
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return y < height;
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}
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inline bool end_row(size_t x, size_t width) {
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return x == width - 1;
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}
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namespace matrix {
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each_cell::each_cell(Matrix &mat)
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{
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height = mat.size();
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width = mat[0].size();
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}
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bool each_cell::next() {
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x = next_x(x, width);
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y = next_y(x, y);
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return at_end(y, height);
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}
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each_row::each_row(Matrix &mat) :
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$mat(mat)
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{
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height = $mat.size();
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width = $mat[0].size();
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}
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bool each_row::next() {
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x = next_x(x, width);
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y = next_y(x, y);
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row = end_row(x, width);
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return at_end(y, height);
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}
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in_box::in_box(Matrix &mat, size_t at_x, size_t at_y, size_t size) :
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from_x(at_x), from_y(at_y)
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{
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size_t h = matrix::height(mat);
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size_t w = matrix::width(mat);
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// keeps it from going below zero
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// need extra -1 to compensate for the first next()
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left = max(from_x, size) - size;
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x = left - 1; // must be -1 for next()
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// keeps it from going above width
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right = min(from_x + size + 1, w);
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// same for these two
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top = max(from_y, size) - size;
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y = top - (left == 0);
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bottom = min(from_y + size + 1, h);
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}
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bool in_box::next() {
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// calc next but allow to go to 0 for next
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x = next_x(x, right);
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// x will go to 0, which signals new line
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y = next_y(x, y); // this must go here
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// if x==0 then this moves it to min_x
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x = max(x, left);
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// and done
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return at_end(y, bottom);
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}
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float in_box::distance() {
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int dx = from_x - x;
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int dy = from_y - y;
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return sqrt((dx * dx) + (dy * dy));
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}
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void in_box::dump() {
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println("BOX: x={},y={}; left={},right={}; top={},bottom={}",
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x, y, left, right, top, bottom);
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}
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compass::compass(Matrix &mat, size_t x, size_t y) :
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x(x), y(y)
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{
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array<int, 4> x_in{0, 1, 0, -1};
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array<int, 4> y_in{-1, 0, 1, 0};
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for(size_t i = 0; i < 4; i++) {
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int nx = x + x_in[i];
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int ny = y + y_in[i];
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if(matrix::inbounds(mat, nx, ny)) {
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x_dirs[max_dirs] = nx;
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y_dirs[max_dirs] = ny;
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max_dirs++;
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}
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}
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}
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bool compass::next() {
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dir++;
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if(dir < max_dirs) {
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x = x_dirs[dir];
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y = y_dirs[dir];
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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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}
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flood::flood(Matrix &mat, Point start, int old_val, int new_val) :
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mat(mat), start(start), old_val(old_val), new_val(new_val),
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x(start.x), y(start.y), dirs{mat, start.x, start.y}
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@ -189,31 +75,6 @@ namespace matrix {
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}
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}
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circle::circle(Matrix &mat, Point center, float radius) :
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center_x(center.x), center_y(center.y), radius(radius)
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{
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width = matrix::width(mat);
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height = matrix::height(mat);
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top = max(int(floor(center_y - radius)), 0);
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bottom = min(int(floor(center_y + radius)), height - 1);
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y = top;
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}
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bool circle::next() {
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y++;
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if(y <= bottom) {
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dy = y - center_y;
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dx = floor(sqrt(radius * radius - dy * dy));
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left = max(0, int(center_x) - dx);
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right = min(width, int(center_x) + dx + 1);
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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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}
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void dump(const std::string &msg, Matrix &map, int show_x, int show_y) {
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println("----------------- {}", msg);
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221
matrix.hpp
221
matrix.hpp
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@ -6,37 +6,105 @@
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#include <fmt/core.h>
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#include "point.hpp"
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using fmt::println;
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namespace matrix {
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using std::vector, std::queue, std::array;
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using std::min, std::max, std::floor;
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typedef vector<int> Row;
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typedef vector<Row> Matrix;
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struct each_cell {
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/*
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* Just a quick thing to reset a matrix to a value.
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*/
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template<typename MAT, typename VAL>
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inline void assign(MAT &out, VAL new_value) {
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for(auto &row : out) {
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row.assign(row.size(), new_value);
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}
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}
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template<typename MAT>
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inline bool inbounds(MAT &mat, size_t x, size_t y) {
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// since Point.x and Point.y are size_t any negatives are massive
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bool res = (y < mat.size()) && (x < mat[0].size());
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return res;
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}
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template<typename MAT>
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inline size_t width(MAT &mat) {
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return mat[0].size();
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}
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template<typename MAT>
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inline size_t height(MAT &mat) {
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return mat.size();
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}
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inline size_t next_x(size_t x, size_t width) {
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return (x + 1) * ((x + 1) < width);
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}
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inline size_t next_y(size_t x, size_t y) {
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return y + (x == 0);
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}
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inline bool at_end(size_t y, size_t height) {
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return y < height;
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}
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inline bool end_row(size_t x, size_t width) {
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return x == width - 1;
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}
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void dump(const std::string &msg, Matrix &map, int show_x=-1, int show_y=-1);
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template<typename MAT>
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struct each_cell_t {
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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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size_t height = 0;
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each_cell(Matrix &mat);
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bool next();
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each_cell_t(MAT &mat)
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{
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height = matrix::height(mat);
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width = matrix::width(mat);
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}
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bool next() {
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x = next_x(x, width);
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y = next_y(x, y);
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return at_end(y, height);
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}
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};
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struct each_row {
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Matrix &$mat;
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using each_cell = each_cell_t<Matrix>;
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template<typename MAT>
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struct each_row_t {
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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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size_t height = 0;
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bool row = false;
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each_row(Matrix &mat);
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bool next();
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each_row_t(MAT &mat) {
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height = matrix::height(mat);
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width = matrix::width(mat);
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}
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bool next() {
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x = next_x(x, width);
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y = next_y(x, y);
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row = end_row(x, width);
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return at_end(y, height);
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}
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};
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struct in_box {
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using each_row = each_row_t<Matrix>;
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template<typename MAT>
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struct box_t {
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size_t from_x;
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size_t from_y;
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size_t x = 0; // these are set in constructor
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size_t right = 0;
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size_t bottom = 0;
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in_box(Matrix &mat, size_t x, size_t y, size_t size);
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float distance();
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bool next();
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void dump();
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box_t(MAT &mat, size_t at_x, size_t at_y, size_t size) :
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from_x(at_x), from_y(at_y)
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{
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size_t h = matrix::height(mat);
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size_t w = matrix::width(mat);
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// keeps it from going below zero
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// need extra -1 to compensate for the first next()
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left = max(from_x, size) - size;
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x = left - 1; // must be -1 for next()
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// keeps it from going above width
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right = min(from_x + size + 1, w);
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// same for these two
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top = max(from_y, size) - size;
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y = top - (left == 0);
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bottom = min(from_y + size + 1, h);
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}
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bool next() {
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// calc next but allow to go to 0 for next
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x = next_x(x, right);
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// x will go to 0, which signals new line
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y = next_y(x, y); // this must go here
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// if x==0 then this moves it to min_x
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x = max(x, left);
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// and done
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return at_end(y, bottom);
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}
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float distance() {
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int dx = from_x - x;
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int dy = from_y - y;
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return sqrt((dx * dx) + (dy * dy));
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}
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};
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struct compass {
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using box = box_t<Matrix>;
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template<typename MAT>
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struct compass_t {
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size_t x = 0; // these are set in constructor
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size_t y = 0; // again, no fancy ~ trick needed
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array<int, 4> x_dirs{0, 1, 0, -1};
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size_t max_dirs=0;
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size_t dir = ~0;
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compass(Matrix &mat, size_t x, size_t y);
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bool next();
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compass_t(MAT &mat, size_t x, size_t y) :
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x(x), y(y)
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{
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array<int, 4> x_in{0, 1, 0, -1};
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array<int, 4> y_in{-1, 0, 1, 0};
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for(size_t i = 0; i < 4; i++) {
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int nx = x + x_in[i];
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int ny = y + y_in[i];
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if(matrix::inbounds(mat, nx, ny)) {
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x_dirs[max_dirs] = nx;
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y_dirs[max_dirs] = ny;
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max_dirs++;
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}
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}
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}
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bool next() {
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dir++;
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if(dir < max_dirs) {
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x = x_dirs[dir];
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y = y_dirs[dir];
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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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}
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};
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/*
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* Just a quick thing to reset a matrix to a value.
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*/
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inline void assign(Matrix &out, int new_value) {
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for(auto &row : out) {
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row.assign(row.size(), new_value);
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}
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}
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inline bool inbounds(Matrix &mat, size_t x, size_t y) {
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// since Point.x and Point.y are size_t any negatives are massive
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bool res = (y < mat.size()) && (x < mat[0].size());
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return res;
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}
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inline size_t width(Matrix &mat) {
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return mat[0].size();
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}
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inline size_t height(Matrix &mat) {
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return mat.size();
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}
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void dump(const std::string &msg, Matrix &map, int show_x=-1, int show_y=-1);
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using compass = compass_t<Matrix>;
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struct flood {
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Matrix &mat;
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bool next();
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};
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struct circle {
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template<typename MAT>
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struct circle_t {
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float center_x;
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float center_y;
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float radius = 0.0f;
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int width = 0;
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int height = 0;
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circle(Matrix &mat, Point center, float radius);
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void update();
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bool next();
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};
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circle_t(MAT &mat, Point center, float radius) :
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center_x(center.x), center_y(center.y), radius(radius)
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{
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width = matrix::width(mat);
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height = matrix::height(mat);
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top = max(int(floor(center_y - radius)), 0);
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bottom = min(int(floor(center_y + radius)), height - 1);
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y = top;
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}
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bool next() {
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y++;
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if(y <= bottom) {
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dy = y - center_y;
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dx = floor(sqrt(radius * radius - dy * dy));
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left = max(0, int(center_x) - dx);
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right = min(width, int(center_x) + dx + 1);
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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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}
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};
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using circle = circle_t<Matrix>;
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}
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using std::vector;
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inline void add_neighbors(PointList &neighbors, Matrix &closed, size_t y, size_t x) {
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for(matrix::in_box it{closed, x, y, 1}; it.next();) {
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for(matrix::box it{closed, x, y, 1}; it.next();) {
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if(closed[it.y][it.x] == 0) {
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closed[it.y][it.x] = 1;
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neighbors.push_back({.x=it.x, .y=it.y});
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{
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// test getting the correct height in the middle
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row_count = 0;
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matrix::in_box box{walls, 2,2, 1};
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matrix::box box{walls, 2,2, 1};
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while(box.next()) {
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row_count += box.x == box.left;
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@ -55,7 +55,7 @@ TEST_CASE("basic matrix iterator", "[matrix:basic]") {
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// confirm boxes have the right number of rows
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// when x goes to 0 on first next call
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row_count = 0;
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matrix::in_box box{walls, 1, 1, 1};
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matrix::box box{walls, 1, 1, 1};
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while(box.next()) {
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row_count += box.x == box.left;
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@ -81,7 +81,7 @@ inline void random_matrix(Matrix &out) {
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}
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}
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TEST_CASE("thash matrix iterators", "[matrix]") {
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TEST_CASE("thrash matrix iterators", "[matrix]") {
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for(int count = 0; count < Random::uniform<int>(10,30); count++) {
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size_t width = Random::uniform<size_t>(1, 100);
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size_t height = Random::uniform<size_t>(1, 100);
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@ -111,7 +111,7 @@ TEST_CASE("thrash box distance iterators", "[matrix:distance]") {
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size_t size = Random::uniform<int>(4, 10);
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Point target{width/2, height/2};
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matrix::in_box box{result, target.x, target.y, size};
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matrix::box box{result, target.x, target.y, size};
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while(box.next()) {
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result[box.y][box.x] = box.distance();
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}
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@ -138,7 +138,7 @@ TEST_CASE("thrash box iterators", "[matrix]") {
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PointList result;
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// make a random size box
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||||
size_t size = Random::uniform<int>(1, 33);
|
||||
matrix::in_box box{test, target.x, target.y, size};
|
||||
matrix::box box{test, target.x, target.y, size};
|
||||
|
||||
while(box.next()) {
|
||||
test[box.y][box.x] = test_i;
|
||||
|
@ -217,7 +217,7 @@ TEST_CASE("prototype line algorithm", "[matrix:line]") {
|
|||
// create a target for the paths
|
||||
Point start{.x=map.width() / 2, .y=map.height()/2};
|
||||
|
||||
for(matrix::in_box box{map.walls(), start.x, start.y, 3};
|
||||
for(matrix::box box{map.walls(), start.x, start.y, 3};
|
||||
box.next();)
|
||||
{
|
||||
Matrix result = map.walls();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue