Conver to using \ for member variables in classes. In structs just use the name.
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187edb898e
commit
5cf66aad02
8 changed files with 143 additions and 144 deletions
96
map.cpp
96
map.cpp
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@ -5,8 +5,8 @@
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#include <random>
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#include <utility>
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std::random_device g_rng;
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std::mt19937 g_generator(g_rng());
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std::random_device $RNG;
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std::mt19937 $GENERATOR($RNG());
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using std::vector, std::pair;
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using namespace fmt;
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@ -45,20 +45,20 @@ inline void add_neighbors(PointList &neighbors, Matrix &closed, size_t y, size_t
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* can run make_rooms and generate on. It will
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* NOT be valid until you actually run generate.
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*/
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Map::Map(size_t width, size_t height) : limit_(1000) {
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walls_ = Matrix(height, MatrixRow(width, INV_WALL));
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input_map_ = Matrix(height, MatrixRow(width, 1));
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Map::Map(size_t width, size_t height) : $limit(1000) {
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$walls = Matrix(height, MatrixRow(width, INV_WALL));
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$input_map = Matrix(height, MatrixRow(width, 1));
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}
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void Map::make_paths() {
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size_t h = input_map_.size();
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size_t w = input_map_[0].size();
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size_t h = $input_map.size();
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size_t w = $input_map[0].size();
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// Initialize the new array with every pixel at limit distance
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// NOTE: this is normally ones() * limit
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int limit = limit_ == 0 ? h * w : limit_;
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int limit = $limit == 0 ? h * w : $limit;
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Matrix new_arr = Matrix(h, MatrixRow(w, limit));
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Matrix closed = walls_;
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Matrix closed = $walls;
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PointList starting_pixels;
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PointList open_pixels;
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@ -66,7 +66,7 @@ void Map::make_paths() {
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for(size_t counter = 0; counter < h * w; counter++) {
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size_t x = counter % w;
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size_t y = counter / w;
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if(input_map_[y][x] == 0) {
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if($input_map[y][x] == 0) {
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new_arr[y][x] = 0;
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closed[y][x] = 1;
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starting_pixels.push_back({.x=x,.y=y});
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@ -94,7 +94,7 @@ void Map::make_paths() {
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new_arr[sp.y][sp.x] = counter;
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}
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paths_ = new_arr;
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$paths = new_arr;
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}
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void Map::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) {
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@ -104,10 +104,10 @@ void Map::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) {
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dbc::pre("h out of bounds", h <= height());
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for(size_t y = origin_y; y < origin_y + h; ++y) {
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dbc::check(y < walls_.size(), "y is out of bounds");
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dbc::check(y < $walls.size(), "y is out of bounds");
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for(size_t x = origin_x; x < origin_x + w; ++x) {
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dbc::check(x < walls_[y].size(), "x is out of bounds");
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walls_[y][x] = INV_SPACE;
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dbc::check(x < $walls[y].size(), "x is out of bounds");
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$walls[y][x] = INV_SPACE;
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}
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}
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}
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@ -117,13 +117,13 @@ inline int make_split(Room &cur, bool horiz) {
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int min = dimension / 4;
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int max = dimension - min;
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std::uniform_int_distribution<int> rand_dim(min, max);
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return rand_dim(g_generator);
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return rand_dim($GENERATOR);
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}
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void Map::partition_map(Room &cur, int depth) {
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if(cur.width >= 5 && cur.width <= 10 &&
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cur.height >= 5 && cur.height <= 10) {
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rooms_.push_back(cur);
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$rooms.push_back(cur);
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return;
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}
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@ -158,7 +158,7 @@ void Map::partition_map(Room &cur, int depth) {
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}
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void Map::place_rooms(Room &cur) {
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for(auto &cur : rooms_) {
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for(auto &cur : $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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@ -178,7 +178,7 @@ bool Map::neighbors(Point &out, bool greater) {
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}};
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int zero_i = -1;
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int cur = paths_[out.y][out.x];
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int cur = $paths[out.y][out.x];
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if(cur == 1000) {
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// BUG: sometimes the generation clips a door and we
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@ -188,7 +188,7 @@ bool Map::neighbors(Point &out, bool greater) {
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for(int i = 0; i < 4; ++i) {
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Point dir = dirs[i];
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int diff = inmap(dir.x, dir.y) ? cur - paths_[dir.y][dir.x] : -1000;
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int diff = inmap(dir.x, dir.y) ? cur - $paths[dir.y][dir.x] : -1000;
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if(diff == 1) {
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out = {.x=dir.x, .y=dir.y};
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@ -211,8 +211,8 @@ bool Map::inmap(size_t x, size_t y) {
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}
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void Map::set_door(Room &room, int value) {
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walls_[room.entry.y][room.entry.x] = value;
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walls_[room.exit.y][room.exit.x] = value;
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$walls[room.entry.y][room.entry.x] = value;
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$walls[room.exit.y][room.exit.x] = value;
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}
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void rand_side(Room &room, Point &door) {
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@ -220,22 +220,22 @@ void rand_side(Room &room, Point &door) {
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std::uniform_int_distribution<int> rand_x(0, room.width - 1);
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std::uniform_int_distribution<int> rand_y(0, room.height - 1);
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switch(rand_side(g_generator)) {
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switch(rand_side($GENERATOR)) {
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case 0: // north
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door.x = room.x + rand_x(g_generator);
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door.x = room.x + rand_x($GENERATOR);
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door.y = room.y-1;
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break;
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case 1: // south
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door.x = room.x + rand_x(g_generator);
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door.x = room.x + rand_x($GENERATOR);
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door.y = room.y + room.height;
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break;
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case 2: // east
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door.x = room.x + room.width;
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door.y = room.y + rand_y(g_generator);
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door.y = room.y + rand_y($GENERATOR);
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break;
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case 3: // west
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door.x = room.x - 1;
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door.y = room.y + rand_y(g_generator);
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door.y = room.y + rand_y($GENERATOR);
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break;
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default:
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dbc::sentinel("impossible side");
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@ -249,15 +249,15 @@ void Map::add_door(Room &room) {
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bool Map::walk(Point &src, Point &target) {
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// this sets the target for the path
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dbc::check(input_map_[target.y][target.x] == 0, "target point not set to 0");
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dbc::check($input_map[target.y][target.x] == 0, "target point not set to 0");
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walls_[src.y][src.x] = INV_WALL;
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walls_[target.y][target.x] = INV_WALL;
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$walls[src.y][src.x] = INV_WALL;
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$walls[target.y][target.x] = INV_WALL;
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// for the walk this needs to be walls since it's inverted?
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dbc::check(walls_[src.y][src.x] == INV_WALL,
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dbc::check($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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dbc::check($walls[target.y][target.x] == INV_WALL,
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"target room has a wall at entry door");
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make_paths();
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@ -266,11 +266,11 @@ bool Map::walk(Point &src, Point &target) {
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int count = 0;
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do {
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walls_[out.y][out.x] = INV_SPACE;
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$walls[out.y][out.x] = INV_SPACE;
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found = neighbors(out, true);
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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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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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@ -279,17 +279,17 @@ bool Map::walk(Point &src, Point &target) {
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}
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void Map::set_target(Point &at, int value) {
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input_map_[at.y][at.x] = 0;
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$input_map[at.y][at.x] = 0;
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}
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void Map::clear_target(Point &at) {
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input_map_[at.y][at.x] = 1;
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$input_map[at.y][at.x] = 1;
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}
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Point Map::place_entity(size_t room_index) {
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dbc::check(room_index < rooms_.size(), "room_index is out of bounds, not enough rooms");
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dbc::check(room_index < $rooms.size(), "room_index is out of bounds, not enough rooms");
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Room &start = rooms_[room_index];
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Room &start = $rooms[room_index];
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return {start.x+1, start.y+1};
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}
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@ -304,9 +304,9 @@ void Map::generate() {
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partition_map(root, 10);
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place_rooms(root);
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for(size_t i = 0; i < rooms_.size() - 1; i++) {
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Room &src = rooms_[i];
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Room &target = rooms_[i+1];
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for(size_t i = 0; i < $rooms.size() - 1; i++) {
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Room &src = $rooms[i];
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Room &target = $rooms[i+1];
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set_target(target.entry);
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bool found = walk(src.exit, target.entry);
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if(!found) {
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@ -315,8 +315,8 @@ void Map::generate() {
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clear_target(target.entry);
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}
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Room &src = rooms_.back();
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Room &target = rooms_.front();
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Room &src = $rooms.back();
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Room &target = $rooms.front();
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set_target(target.entry);
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walk(src.exit, target.entry);
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@ -324,17 +324,17 @@ void Map::generate() {
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for(size_t y = 0; y < height(); ++y) {
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for(size_t x = 0; x < width(); ++x) {
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walls_[y][x] = !walls_[y][x];
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$walls[y][x] = !$walls[y][x];
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}
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}
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}
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bool Map::iswall(size_t x, size_t y) {
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return walls_[y][x] == WALL_VALUE;
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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("PATHS", paths_);
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dump_map("WALLS", walls_);
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dump_map("INPUT", input_map_);
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dump_map("PATHS", $paths);
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dump_map("WALLS", $walls);
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dump_map("INPUT", $input_map);
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}
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