Jank thoughts on using the dijk map to walk from door to door for tunnels.
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b100950877
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3 changed files with 49 additions and 33 deletions
15
main.cpp
15
main.cpp
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@ -12,6 +12,8 @@
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#include <ftxui/dom/node.hpp> // for Render
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#include <ftxui/screen/box.hpp> // for ftxui
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#include <ftxui/component/component.hpp>
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#include <ftxui/screen/color.hpp>
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#include <fmt/core.h>
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#include "map.hpp"
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#include "dbc.hpp"
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@ -31,10 +33,10 @@ int main() {
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Matrix &input_map = game_map.input_map();
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Matrix &walls = game_map.walls();
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input_map[10][10] = 0;
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// place character
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// input_map[10][10] = 0;
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auto map = Renderer([&] {
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game_map.make_paths();
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Matrix &result = game_map.paths();
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for(size_t x = 0; x < result[0].size(); ++x) {
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@ -43,11 +45,12 @@ int main() {
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if(path == 1000) {
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// it's a wall or unreachable, use the wall_map
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const string tile = walls[y][x] == 1 ? "#" : ".";
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c.DrawText(x*2, y*4, tile);
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c.DrawText(x*2, y*4, tile, Color::Yellow);
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} else {
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// it's a path number, show it
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const string tile = format("{}", path);
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c.DrawText(x*2, y*4, tile);
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Color color = path == 0 ? Color::Red : Color::GrayDark;
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c.DrawText(x*2, y*4, tile, color);
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}
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}
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}
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@ -58,7 +61,6 @@ int main() {
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return canvas(c);
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});
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while (true) {
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auto document = hbox({
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hflow(
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vbox(
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@ -77,8 +79,5 @@ int main() {
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screen.Print();
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reset_position = screen.ResetPosition();
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std::this_thread::sleep_for(0.01s);
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}
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return 0;
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}
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31
map.cpp
31
map.cpp
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@ -42,7 +42,7 @@ inline void add_neighbors(PairList &neighbors, Matrix &closed, size_t j, size_t
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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, 1));
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m_walls = Matrix(height, MatrixRow(width, 0));
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m_input_map = Matrix(height, MatrixRow(width, 1));
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}
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@ -94,7 +94,6 @@ void Map::make_paths() {
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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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println("MAKE ROOM x={}, y={}, w={}, h={}", origin_x, origin_y, w, h);
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dbc::pre("x out of bounds", origin_x < width());
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dbc::pre("y out of bounds", origin_y < height());
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dbc::pre("w out of bounds", w <= width());
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@ -104,7 +103,7 @@ void Map::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) {
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dbc::check(y < m_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] = 0;
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m_walls[y][x] = 1;
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}
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}
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}
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@ -121,7 +120,6 @@ inline int make_split(Room &cur, bool horiz) {
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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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m_rooms.push_back(cur);
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@ -158,9 +156,12 @@ void Map::partition_map(Room &cur, int depth) {
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}
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}
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void Map::draw_map(Room &cur) {
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for(auto cur : m_rooms) {
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void Map::place_rooms(Room &cur) {
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for(auto &cur : m_rooms) {
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make_room(cur.x+1, cur.y+1, cur.width-2, cur.height-2);
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cur.door_x = cur.x+1;
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cur.door_y = cur.y;
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m_input_map[cur.door_y][cur.door_x] = 0;
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}
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}
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@ -172,8 +173,22 @@ void Map::generate() {
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.height = height()
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};
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partition_map(root, 6);
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draw_map(root); // left
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partition_map(root, 10);
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place_rooms(root);
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make_paths();
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Room &room0 = m_rooms[0];
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Room &room1 = m_rooms[1];
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int cur = m_paths[room0.door_y][room0.door_x];
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int next = m_paths[room0.door_y][room0.door_x+1];
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int i = 1;
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while(next >= cur) {
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cur = next;
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next = m_paths[room0.door_y][room0.door_x+i];
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++i;
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println("door_y: {}, door_x: {}, CUR: {}, NEXT: {}", room0.door_y, room0.door_x, cur, next);
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}
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}
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4
map.hpp
4
map.hpp
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@ -16,6 +16,8 @@ struct Room {
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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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size_t door_x = 0;
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size_t door_y = 0;
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std::vector<Room> next;
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};
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@ -57,7 +59,7 @@ public:
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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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void generate();
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void draw_map(Room &root);
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void place_rooms(Room &root);
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void make_paths();
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void partition_map(Room &cur, int depth);
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void dump();
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