Game now loads random enemies and items into rooms but in rudimentary way. Need to now randomize more of it and make it more robust so only changing the .json is needed to get new effects and enemies.
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13 changed files with 119 additions and 76 deletions
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@ -18,7 +18,7 @@ TEST_CASE("load a basic gui run but don't loop", "[gui]") {
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save::load_configs(world);
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Map game_map(40, 40);
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WorldBuilder builder(game_map);
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builder.generate();
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builder.generate_map();
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auto &config = world.get_the<GameConfig>();
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// configure a player as a fact of the world
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@ -12,7 +12,7 @@ using namespace lighting;
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TEST_CASE("lighting a map works", "[lighting]") {
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Map map(20,23);
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WorldBuilder builder(map);
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builder.generate();
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builder.generate_map();
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Point light1 = map.place_entity(0);
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Point light2 = map.place_entity(1);
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@ -17,7 +17,7 @@ json load_test_data(const string &fname) {
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TEST_CASE("camera control", "[map]") {
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Map map(20, 20);
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WorldBuilder builder(map);
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builder.generate();
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builder.generate_map();
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Point center = map.center_camera({10,10}, 5, 5);
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@ -190,7 +190,7 @@ TEST_CASE("prototype flood algorithm", "[matrix:flood]") {
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Map map(width,height);
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WorldBuilder builder(map);
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builder.generate();
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builder.generate_map();
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if(map.room_count() < 2) continue;
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@ -282,7 +282,7 @@ TEST_CASE("viewport iterator", "[matrix:viewport]") {
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size_t height = Random::uniform<size_t>(21, 25);
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Map map(width,height);
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WorldBuilder builder(map);
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builder.generate();
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builder.generate_map();
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size_t view_width = width/2;
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size_t view_height = height/2;
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@ -58,7 +58,7 @@ TEST_CASE("basic save a world", "[save]") {
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DinkyECS::World world;
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Map map(20, 20);
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WorldBuilder builder(map);
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builder.generate();
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builder.generate_map();
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// configure a player as a fact of the world
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Player player{world.entity()};
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@ -15,7 +15,7 @@ TEST_CASE("tilemap can load tiles and make a map", "[tilemap]") {
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Map map(width,height);
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WorldBuilder builder(map);
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builder.generate();
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builder.generate_map();
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TileMap tiles(map.width(), map.height());
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auto& walls = map.walls();
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@ -12,13 +12,13 @@ using std::string;
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TEST_CASE("bsp algo test", "[builder]") {
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Map map(31, 20);
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WorldBuilder builder(map);
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builder.generate();
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builder.generate_map();
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}
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TEST_CASE("pathing", "[builder]") {
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Map map(23, 14);
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WorldBuilder builder(map);
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builder.generate();
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builder.generate_map();
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matrix::dump("WALLS", map.$walls, 0,0);
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println("wall at 0,0=={}", map.$walls[0][0]);
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