Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random.
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c19c53b15b
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11 changed files with 257 additions and 39 deletions
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@ -194,7 +194,8 @@ TEST_CASE("prototype flood algorithm", "[matrix:flood]") {
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if(map.room_count() < 2) continue;
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Point start = map.place_entity(map.room_count() / 2);
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Point start;
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REQUIRE(map.place_entity(map.room_count() / 2, start));
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map.set_target(start);
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map.make_paths();
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Matrix result = map.paths();
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@ -286,7 +287,8 @@ TEST_CASE("viewport iterator", "[matrix:viewport]") {
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size_t view_width = width/2;
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size_t view_height = height/2;
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Point player = map.place_entity(1);
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Point player;
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REQUIRE(map.place_entity(1, player));
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Point start = map.center_camera(player, view_width, view_height);
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size_t end_x = std::min(view_width, map.width() - start.x);
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@ -300,3 +302,71 @@ TEST_CASE("viewport iterator", "[matrix:viewport]") {
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}
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}
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}
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TEST_CASE("random rectangle", "[matrix:rando_rect]") {
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for(int i = 0; i < 10; i++) {
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size_t width = Random::uniform<size_t>(9, 21);
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size_t height = Random::uniform<size_t>(13, 25);
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Map map(width, height);
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WorldBuilder builder(map);
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builder.generate_rooms();
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map.invert_space();
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auto wall_copy = map.walls();
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for(size_t rnum = 0; rnum < map.room_count(); rnum++) {
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Room &room = map.room(rnum);
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Point pos;
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for(matrix::rando_rect it{map.walls(), room.x, room.y, room.width, room.height}; it.next();)
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{
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if(map.iswall(it.x, it.y)) {
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matrix::dump("BAD RECTANGLE SPOT", map.walls(), it.x, it.y);
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}
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REQUIRE(!map.iswall(it.x, it.y));
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REQUIRE(size_t(it.x) >= room.x);
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REQUIRE(size_t(it.y) >= room.y);
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REQUIRE(size_t(it.x) <= room.x + room.width);
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REQUIRE(size_t(it.y) <= room.y + room.height);
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wall_copy[it.y][it.x] = wall_copy[it.y][it.x] + 5;
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}
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}
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matrix::dump("WALLS FILLED", wall_copy);
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}
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}
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TEST_CASE("standard rectangle", "[matrix:rectangle]") {
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for(int i = 0; i < 20; i++) {
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size_t width = Random::uniform<size_t>(9, 21);
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size_t height = Random::uniform<size_t>(13, 25);
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Map map(width, height);
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WorldBuilder builder(map);
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builder.generate_rooms();
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map.invert_space();
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auto wall_copy = map.walls();
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for(size_t rnum = 0; rnum < map.room_count(); rnum++) {
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Room &room = map.room(rnum);
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Point pos;
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for(matrix::rectangle it{map.walls(), room.x, room.y, room.width, room.height}; it.next();)
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{
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if(map.iswall(it.x, it.y)) {
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matrix::dump("BAD RECTANGLE SPOT", map.walls(), it.x, it.y);
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}
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REQUIRE(!map.iswall(it.x, it.y));
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REQUIRE(size_t(it.x) >= room.x);
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REQUIRE(size_t(it.y) >= room.y);
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REQUIRE(size_t(it.x) <= room.x + room.width);
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REQUIRE(size_t(it.y) <= room.y + room.height);
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wall_copy[it.y][it.x] = wall_copy[it.y][it.x] + 5;
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}
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}
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matrix::dump("WALLS FILLED", wall_copy);
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}
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}
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