Map is now cleaned out of anything not directly related to the map, and there's a new WorldBuilder class that will turn into a more sophisticated random world generator.
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3f7a9cc124
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68d8bdce12
8 changed files with 296 additions and 266 deletions
259
map.cpp
259
map.cpp
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@ -3,7 +3,6 @@
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#include <vector>
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#include <array>
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#include <fmt/core.h>
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#include "rand.hpp"
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#include <utility>
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using std::vector, std::pair;
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@ -19,11 +18,6 @@ void dump_map(const std::string &msg, Matrix &map) {
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}
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}
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/**
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* This will create an _inverted_ map that you
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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) :
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$limit(1000),
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$width(width),
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@ -36,72 +30,54 @@ void Map::make_paths() {
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$paths.compute_paths($walls);
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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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INVARIANT();
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dbc::pre("y out of bounds", origin_y + h < $height);
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dbc::pre("x out of bounds", origin_x + w < $width);
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for(size_t y = origin_y; y < origin_y + h; ++y) {
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for(size_t x = origin_x; x < origin_x + w; ++x) {
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$walls[y][x] = INV_SPACE;
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}
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}
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bool Map::inmap(size_t x, size_t y) {
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return x < $width && y < $height;
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}
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inline int make_split(Room &cur, bool horiz) {
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size_t dimension = horiz ? cur.height : cur.width;
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int min = dimension / 4;
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int max = dimension - min;
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return Random::uniform<int>(min, max);
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void Map::set_target(const Point &at, int value) {
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$paths.set_target(at, value);
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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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return;
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}
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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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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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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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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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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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partition_map(right, depth-1);
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}
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void Map::clear_target(const Point &at) {
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$paths.clear_target(at);
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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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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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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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Room &start = $rooms[room_index];
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return {start.x+1, start.y+1};
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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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}
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void Map::dump() {
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dump_map("WALLS", $walls);
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}
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bool Map::can_move(Point move_to) {
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return inmap(move_to.x, move_to.y) &&
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!iswall(move_to.x, move_to.y);
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}
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Point Map::map_to_camera(const Point &loc, const Point &cam_orig) {
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return {loc.x - cam_orig.x, loc.y - cam_orig.y};
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}
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Point Map::center_camera(const Point &around, size_t view_x, size_t view_y) {
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int high_x = int(width() - view_x);
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int high_y = int(height() - 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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@ -142,159 +118,6 @@ bool Map::neighbors(Point &out, bool greater) {
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}
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}
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bool Map::inmap(size_t x, size_t y) {
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return x < $width && y < $height;
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}
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void Map::set_door(Room &room, int value) {
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$walls[room.entry.y][room.entry.x] = value;
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$walls[room.exit.y][room.exit.x] = value;
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}
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void rand_side(Room &room, Point &door) {
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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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switch(Random::uniform<int>(0,3)) {
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case 0: // north
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door.x = room.x + rand_x;
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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;
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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;
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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;
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break;
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default:
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dbc::sentinel("impossible side");
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}
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}
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void Map::add_door(Room &room) {
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rand_side(room, room.entry);
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rand_side(room, room.exit);
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}
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bool Map::walk(Point &src, Point &target) {
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Matrix &paths = $paths.$paths;
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// this sets the target for the path
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dbc::check($paths.$input[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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// 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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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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$walls[out.y][out.x] = INV_SPACE;
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found = neighbors(out, true);
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if(paths[out.y][out.x] == 0) {
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$walls[out.y][out.x] = INV_SPACE;
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return true;
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}
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} while(found && out.x > 0 && out.y > 0 && ++count < 100);
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return false;
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}
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void Map::set_target(const Point &at, int value) {
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$paths.set_target(at, value);
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}
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void Map::clear_target(const Point &at) {
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$paths.clear_target(at);
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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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Room &start = $rooms[room_index];
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return {start.x+1, start.y+1};
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}
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void Map::generate() {
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Room root{
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.x = 0,
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.y = 0,
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.width = $width,
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.height = $height
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};
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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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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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println("ROOM NOT FOUND!");
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}
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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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set_target(target.entry);
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walk(src.exit, target.entry);
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clear_target(target.entry);
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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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}
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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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}
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void Map::dump() {
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dump_map("WALLS", $walls);
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}
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bool Map::can_move(Point move_to) {
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return inmap(move_to.x, move_to.y) &&
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!iswall(move_to.x, move_to.y);
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}
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Point Map::map_to_camera(const Point &loc, const Point &cam_orig) {
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return {loc.x - cam_orig.x, loc.y - cam_orig.y};
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}
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Point Map::center_camera(const Point &around, size_t view_x, size_t view_y) {
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int high_x = int(width() - view_x);
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int high_y = int(height() - 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::INVARIANT() {
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using dbc::check;
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