Refactor the entity out.
This commit is contained in:
parent
cac7017563
commit
a7f6357e12
6 changed files with 126 additions and 111 deletions
37
entity.cpp
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37
entity.cpp
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@ -0,0 +1,37 @@
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#include "entity.hpp"
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void Entity::move(Point loc) {
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location = loc;
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}
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void Entity::event(EntityEvent ev) {
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switch(_state) {
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FSM_STATE(EntityState, START, ev);
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FSM_STATE(EntityState, HUNTING, ev);
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FSM_STATE(EntityState, DEAD, ev);
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}
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}
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void Entity::START(EntityEvent ev) {
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state(EntityState::HUNTING);
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}
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void Entity::HUNTING(EntityEvent ev) {
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switch(ev) {
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case EntityEvent::HIT:
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hp -= damage;
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break;
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default:
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state(EntityState::HUNTING);
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}
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if(hp <= 0) {
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state(EntityState::DEAD);
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} else {
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state(EntityState::HUNTING);
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}
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}
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void Entity::DEAD(EntityEvent ev) {
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state(EntityState::DEAD);
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}
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33
entity.hpp
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33
entity.hpp
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@ -0,0 +1,33 @@
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#pragma once
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#include "fsm.hpp"
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#include "map.hpp"
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enum class EntityState {
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START, HUNTING, DEAD
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};
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enum class EntityEvent {
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GO, HIT
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};
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class Entity : public DeadSimpleFSM<EntityState, EntityEvent> {
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public:
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Point location;
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int hp = 20;
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int damage = 10;
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Entity(Point loc) : location(loc) {
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};
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// disable copy
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Entity(Entity &e) = delete;
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void move(Point loc);
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void event(EntityEvent ev);
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// states
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void START(EntityEvent ev);
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void HUNTING(EntityEvent ev);
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void DEAD(EntityEvent ev);
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};
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59
main.cpp
59
main.cpp
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@ -27,6 +27,7 @@
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#include <fmt/core.h>
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#include "fsm.hpp"
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#include "map.hpp"
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#include "entity.hpp"
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#include "dbc.hpp"
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using std::string;
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@ -52,64 +53,6 @@ std::array<sf::Color, 10> VALUES{
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sf::Color::Transparent, // white
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};
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enum class EntityState {
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START, HUNTING, DEAD
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};
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enum class EntityEvent {
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GO, HIT
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};
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class Entity : public DeadSimpleFSM<EntityState, EntityEvent> {
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public:
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Point location;
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int hp = 20;
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int damage = 10;
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Entity(Point loc) : location(loc) {
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};
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// disable copy
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Entity(Entity &e) = delete;
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void move(Point loc) {
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location = loc;
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}
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void event(EntityEvent ev) {
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switch(_state) {
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FSM_STATE(EntityState, START, ev);
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FSM_STATE(EntityState, HUNTING, ev);
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FSM_STATE(EntityState, DEAD, ev);
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}
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}
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void START(EntityEvent ev) {
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state(EntityState::HUNTING);
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}
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void HUNTING(EntityEvent ev) {
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switch(ev) {
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case EntityEvent::HIT:
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hp -= damage;
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break;
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default:
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state(EntityState::HUNTING);
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}
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if(hp <= 0) {
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state(EntityState::DEAD);
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} else {
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state(EntityState::HUNTING);
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}
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}
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void DEAD(EntityEvent ev) {
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state(EntityState::DEAD);
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}
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};
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sf::SoundBuffer g_hit_buf;
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sf::Sound g_hit_sound;
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76
map.cpp
76
map.cpp
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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) : m_limit(1000) {
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m_walls = Matrix(height, MatrixRow(width, INV_WALL));
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m_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 = m_input_map.size();
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size_t w = m_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 = m_limit == 0 ? h * w : m_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 = m_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(m_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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m_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 < m_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 < m_walls[y].size(), "x is out of bounds");
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m_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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@ -123,7 +123,7 @@ inline int make_split(Room &cur, bool horiz) {
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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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m_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 : m_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 = m_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 - m_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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m_walls[room.entry.y][room.entry.x] = value;
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m_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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@ -249,26 +249,26 @@ 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(m_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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m_walls[src.y][src.x] = INV_WALL;
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m_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(m_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(m_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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bool found = false;
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Point out{src.x, src.y};
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do {
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m_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(m_paths[out.y][out.x] == 0) {
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m_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);
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@ -277,11 +277,11 @@ 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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m_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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m_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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void Map::generate() {
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@ -295,9 +295,9 @@ 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 < m_rooms.size() - 1; i++) {
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Room &src = m_rooms[i];
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Room &target = m_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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@ -306,8 +306,8 @@ void Map::generate() {
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clear_target(target.entry);
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}
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Room &src = m_rooms.back();
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Room &target = m_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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@ -315,18 +315,18 @@ 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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m_walls[y][x] = !m_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 m_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", m_paths);
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dump_map("WALLS", m_walls);
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dump_map("INPUT", m_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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30
map.hpp
30
map.hpp
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@ -34,17 +34,17 @@ void dump_map(const std::string &msg, Matrix &map);
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void add_neighbors(Matrix &closed, size_t j, size_t i);
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class Map {
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Matrix m_input_map;
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Matrix m_walls;
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Matrix m_paths;
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std::vector<Room> m_rooms;
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int m_limit = 0;
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Matrix input_map_;
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Matrix walls_;
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Matrix paths_;
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std::vector<Room> rooms_;
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int limit_ = 0;
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public:
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// make explicit
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Map(Matrix input_map, Matrix walls_map, int limit) :
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m_input_map(input_map),
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m_walls(walls_map), m_limit(limit) {
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input_map_(input_map),
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walls_(walls_map), limit_(limit) {
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}
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// make random
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@ -53,18 +53,18 @@ public:
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// disable copying
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Map(Map &map) = delete;
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Matrix& paths() { return m_paths; }
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Matrix& input_map() { return m_input_map; }
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Matrix& walls() { return m_walls; }
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int limit() { return m_limit; }
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size_t width() { return m_walls[0].size(); }
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size_t height() { return m_walls.size(); }
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Matrix& paths() { return paths_; }
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Matrix& input_map() { return input_map_; }
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Matrix& walls() { return walls_; }
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int limit() { return limit_; }
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size_t width() { return walls_[0].size(); }
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size_t height() { return walls_.size(); }
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Room &room(size_t at) {
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return m_rooms[at];
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return rooms_[at];
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}
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size_t room_count() {
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return m_rooms.size();
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return rooms_.size();
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}
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void make_room(size_t origin_y, size_t origin_x, size_t width, size_t height);
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@ -16,6 +16,7 @@ dependencies = [catch2, fmt,
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runtests = executable('runtests', [
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'dbc.cpp',
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'map.cpp',
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'entity.cpp',
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'tests/fsm.cpp',
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'tests/dbc.cpp',
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'tests/map.cpp',
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@ -26,6 +27,7 @@ roguish = executable('roguish', [
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'dbc.cpp',
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'main.cpp',
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'map.cpp',
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'entity.cpp',
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],
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dependencies: dependencies)
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