Map generation is working well, and some cleanup.
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3a43324fa2
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bcc524861e
2 changed files with 46 additions and 42 deletions
77
map.cpp
77
map.cpp
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@ -21,20 +21,20 @@ void dump_map(const std::string &msg, Matrix &map) {
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}
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}
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inline void add_neighbors(PairList &neighbors, Matrix &closed, size_t j, size_t i) {
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inline void add_neighbors(PointList &neighbors, Matrix &closed, size_t y, size_t x) {
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size_t h = closed.size();
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size_t w = closed[0].size();
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vector<size_t> rows{j - 1, j, j + 1};
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vector<size_t> cols{i - 1, i, i + 1};
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vector<size_t> rows{y - 1, y, y + 1};
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vector<size_t> cols{x - 1, x, x + 1};
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for(auto row : rows) {
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for(auto col : cols) {
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for(size_t row : rows) {
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for(size_t col : cols) {
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if((0 <= row && row < h) &&
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(0 <= col && col < w) &&
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closed[row][col] == 0)
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{
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closed[row][col] = 1;
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neighbors.push_back({.j=row, .i=col});
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neighbors.push_back({.x=col, .y=row});
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}
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}
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}
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@ -59,39 +59,39 @@ void Map::make_paths() {
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int limit = m_limit == 0 ? h * w : m_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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PairList starting_pixels;
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PairList open_pixels;
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PointList starting_pixels;
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PointList open_pixels;
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// First pass: Add starting pixels and put them in closed
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for(size_t counter = 0; counter < h * w; counter++) {
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size_t i = counter % w;
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size_t j = counter / w;
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if(m_input_map[j][i] == 0) {
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new_arr[j][i] = 0;
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closed[j][i] = 1;
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starting_pixels.push_back({.j=j,.i=i});
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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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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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}
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}
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// Second pass: Add border to open
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for(auto sp : starting_pixels) {
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add_neighbors(open_pixels, closed, sp.j, sp.i);
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add_neighbors(open_pixels, closed, sp.y, sp.x);
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}
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// Third pass: Iterate filling in the open list
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int counter = 1; // leave this here so it's available below
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for(; counter < limit && !open_pixels.empty(); ++counter) {
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PairList next_open;
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PointList next_open;
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for(auto sp : open_pixels) {
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new_arr[sp.j][sp.i] = counter;
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add_neighbors(next_open, closed, sp.j, sp.i);
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new_arr[sp.y][sp.x] = counter;
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add_neighbors(next_open, closed, sp.y, sp.x);
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}
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open_pixels = next_open;
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}
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// Last pass: flood last pixels
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for(auto sp : open_pixels) {
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new_arr[sp.j][sp.i] = counter;
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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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@ -217,24 +217,23 @@ void Map::add_door(Room &room) {
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room.exit.y = room.y + room.height;
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}
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bool Map::walk(Room &src, Room &target) {
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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.entry.y][target.entry.x] == 0, "target point not set to 0");
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dbc::check(m_input_map[target.y][target.x] == 0, "target point not set to 0");
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m_walls[src.exit.y][src.exit.x] = INV_WALL;
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m_walls[target.entry.y][target.entry.x] = INV_WALL;
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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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// for the walk this needs to be walls since it's inverted?
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dbc::check(m_walls[src.exit.y][src.exit.x] == INV_WALL,
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dbc::check(m_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.entry.y][target.entry.x] == INV_WALL,
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dbc::check(m_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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int count = 0;
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Point out{src.exit.x, src.exit.y};
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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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@ -249,6 +248,14 @@ bool Map::walk(Room &src, Room &target) {
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return false;
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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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}
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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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}
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void Map::generate() {
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Room root{
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.x = 0,
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@ -263,20 +270,20 @@ void Map::generate() {
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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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m_input_map[target.entry.y][target.entry.x] = 0;
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bool found = walk(src, target);
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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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m_input_map[target.entry.y][target.entry.x] = 1;
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clear_target(target.entry);
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}
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Room &src = m_rooms[m_rooms.size()-1];
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Room &target = m_rooms[0];
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m_input_map[target.entry.y][target.entry.x] = 0;
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walk(src, target);
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Room &src = m_rooms.back();
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Room &target = m_rooms.front();
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dump_map("WALLS", m_walls);
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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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11
map.hpp
11
map.hpp
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@ -15,11 +15,6 @@ struct Point {
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size_t y = 0;
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};
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struct Pair {
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size_t j = 0;
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size_t i = 0;
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};
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struct Room;
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struct Room {
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@ -31,7 +26,7 @@ struct Room {
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Point exit;
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};
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typedef std::vector<Pair> PairList;
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typedef std::vector<Point> PointList;
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typedef std::vector<int> MatrixRow;
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typedef std::vector<MatrixRow> Matrix;
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@ -74,7 +69,9 @@ public:
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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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bool walk(Room &src, Room &target);
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void set_target(Point &at, int value=0);
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void clear_target(Point &at);
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bool walk(Point &src, Point &target);
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void set_door(Room &room, int value);
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void dump();
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};
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