Lighting now uses pathing to determine where it can go, but _distance_ to determin strength. Looks way better.
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8 changed files with 72 additions and 63 deletions
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@ -101,6 +101,27 @@ TEST_CASE("thash matrix iterators", "[matrix]") {
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}
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}
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TEST_CASE("thrash box distance iterators", "[matrix:distance]") {
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size_t width = Random::uniform<size_t>(10, 21);
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size_t height = Random::uniform<size_t>(10, 25);
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Matrix result(height, matrix::Row(width));
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matrix::assign(result, 0);
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size_t size = Random::uniform<int>(4, 10);
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Point target{width/2, height/2};
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matrix::in_box box{result, target.x, target.y, size};
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while(box.next()) {
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result[box.y][box.x] = box.distance();
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}
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matrix::dump(format("MAP {}x{} @ {},{}; BOX {}x{}; size: {}",
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matrix::width(result), matrix::height(result),
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target.x, target.y, box.right - box.left, box.bottom - box.top, size),
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result, target.x, target.y);
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}
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TEST_CASE("thrash box iterators", "[matrix]") {
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for(int count = 0; count < 20; count++) {
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size_t width = Random::uniform<size_t>(1, 25);
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@ -250,7 +271,7 @@ TEST_CASE("prototype circle algorithm", "[matrix:circle]") {
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}
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}
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matrix::dump(format("RESULT AFTER CIRCLE radius {}", radius), result, start.x, start.y);
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// matrix::dump(format("RESULT AFTER CIRCLE radius {}", radius), result, start.x, start.y);
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}
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}
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}
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