Zed A. Shaw
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3344181a47
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Cleaned up all the places I was doing push_back({constructorvar1, constructorvar2}) to use emplace_back(constructorvar1, constructorvar2) every other use should be only for actually copying.
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2025-01-22 07:38:49 -05:00 |
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Zed A. Shaw
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e9277bf052
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Mostly cleaned up world get to handle more rooms and paths, but rando_rect needs to be actually random.
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2025-01-12 14:57:54 -05:00 |
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Zed A. Shaw
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128fc4f540
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Turned on all the warnings I could handle and made them into errors then fixed them all. Worldbuilder needs a refactor in random_path.
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2025-01-10 15:22:37 -05:00 |
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Zed A. Shaw
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f35b74f335
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Results of today's code review session.
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2025-01-05 15:07:30 -05:00 |
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Zed A. Shaw
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8d661b785b
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World builder does a better job of placing entities in rooms and not walls.
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2024-12-28 13:32:18 -05:00 |
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Zed A. Shaw
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6b4bc6cc11
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fixed the map generator doing paths that hit the edge which made it look like the map was out of bounds.
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2024-12-28 12:37:19 -05:00 |
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Zed A. Shaw
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7fe6ad174d
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Now have a configurable displayable tilemap to do better tiles.
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2024-12-24 01:36:25 -05:00 |
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Zed A. Shaw
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b66a3154c7
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Basic tile map implemented.
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2024-12-20 19:39:11 -05:00 |
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Zed A. Shaw
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290affa49a
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Upgraded to the latest winlibs/gcc 14.
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2024-12-20 16:53:03 -05:00 |
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Zed A. Shaw
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70cd963e5c
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Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working.
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2024-12-15 19:38:16 -05:00 |
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Zed A. Shaw
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8e470df554
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A bit of late night work designing the little iterators.
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2024-12-14 11:00:52 -05:00 |
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Zed A. Shaw
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56b26e1c4a
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Matrix now just does the dumping but I need to make this more formal I think.
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2024-12-05 09:17:30 -05:00 |
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Zed A. Shaw
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eb0ca38e30
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Removed the variable limit setting since it's never used and instead just have WALL_PATH_LIMIT.
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2024-12-05 08:41:10 -05:00 |
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Zed A. Shaw
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9abb39a3bf
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Did a full code review to identify things to fix and either fixed them or noted BUG where I should come back.
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2024-12-04 21:43:59 -05:00 |
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Zed A. Shaw
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ae43dad499
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Minor fixes to make initializing the terminal more consistent and to remove a magic number for wall limits.
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2024-12-04 08:19:04 -05:00 |
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Zed A. Shaw
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0b4392dbcc
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Vast improvement in the world generation, with more reliable pathing, cleaner generation code, and an ability to do a random or direct walk to create paths. This also works with enemies if I want.
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2024-12-03 19:17:20 -05:00 |
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Zed A. Shaw
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2576b16869
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Test coverage back and save system should work again but have to confirm it in-game.
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2024-12-02 09:58:54 -05:00 |
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Zed A. Shaw
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68d8bdce12
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Map is now cleaned out of anything not directly related to the map, and there's a new WorldBuilder class that will turn into a more sophisticated random world generator.
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2024-12-02 06:32:00 -05:00 |
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Zed A. Shaw
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3f7a9cc124
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Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient.
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2024-12-01 17:54:43 -05:00 |
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Zed A. Shaw
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d515c33afc
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Make the lighting and the enemy pathing separate things, but now I think this needs to come out of map entirely.
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2024-12-01 08:33:15 -05:00 |
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Zed A. Shaw
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10c152a1c2
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A bit of cleanup and refinement before refactoring.
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2024-12-01 08:08:06 -05:00 |
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Zed A. Shaw
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d0d62836e3
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Now have good coverage on map but need to actually confirm results in the test.
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2024-11-29 11:24:23 -05:00 |
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Zed A. Shaw
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988edf13d7
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Map is now working well and all light is good but it's causing saturation fatigue because of the low levels and low saturation. I'll have to work on contrast and probably jut up the wall contrast.
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2024-11-28 04:27:14 -05:00 |
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Zed A. Shaw
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1fab1d2d6d
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Map now brings back wall light.
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2024-11-28 03:13:48 -05:00 |
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Zed A. Shaw
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435ad8f237
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Enemy pathing is back.
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2024-11-28 02:45:29 -05:00 |
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Zed A. Shaw
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54fa1a23ce
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Refactor the light calculations to be part of map instead of spread out all over. Still need to bring back lighting on walls and also pathing for enemies is currently busted.
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2024-11-28 02:41:01 -05:00 |
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Zed A. Shaw
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6174df5ec7
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Lighting now works, now to get multiple lights.
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2024-11-26 05:03:49 -05:00 |
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Zed A. Shaw
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4ceacecfda
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Lighting system now works and does illumination for the whole map plus entities, but not walls or multiple lights yet.
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2024-11-26 02:22:15 -05:00 |
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Zed A. Shaw
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1bb04b4562
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Tried to set the background color in the ftxui canvas and weirdly it started doing almost what I want with lighting, but I didn't write any code to do that. There's some bug in how I'm doing it that's causing it to set the colors...correctly. Must find out why.
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2024-11-23 23:11:20 -05:00 |
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Zed A. Shaw
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713d400d17
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Cereal works pretty well so I may use it, but there's one more library I want to try first called tser.
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2024-11-04 05:07:49 -05:00 |
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Zed A. Shaw
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33327154ad
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DinkyECS is now controlling the game and can handle multiple enemies easily. Next is to clean this up so it's not just one gross pile of code in the gui.
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2024-10-16 15:01:53 -04:00 |
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Zed A. Shaw
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86c98c43c2
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Fixes to make it build on OSX with old gear. I have an ancient OSX laptop that uses Clang 14 and it actuall works there. Amazing.
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2024-10-13 14:01:18 -04:00 |
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Zed A. Shaw
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cc4f83a1d1
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Just wrote my own entity system to figure it out.
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2024-10-10 17:34:33 -04:00 |
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Zed A. Shaw
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f9bf8f06ea
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Some jank test visual effects are working.
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2024-10-04 18:23:14 -04:00 |
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Zed A. Shaw
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243d15c123
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Just don't prevent start points being in walls.
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2024-10-04 17:09:28 -04:00 |
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Zed A. Shaw
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5cf66aad02
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Conver to using \ for member variables in classes. In structs just use the name.
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2024-10-03 17:05:23 -04:00 |
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Zed A. Shaw
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10e5f53292
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Mostly pulled out all of the ftxui rendering into cleaner areas.
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2024-10-02 18:55:17 -04:00 |
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Zed A. Shaw
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710076edfb
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Pulled most of the variables out so now I can carve out functions.
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2024-10-02 18:14:54 -04:00 |
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Zed A. Shaw
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a7f6357e12
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Refactor the entity out.
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2024-10-02 17:29:49 -04:00 |
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Zed A. Shaw
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69fa7d9e4e
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Make doors randomly on the rooms.
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2024-09-30 23:51:05 -04:00 |
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Zed A. Shaw
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2e8abbaf5e
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Our hero can walk around the world and won't go through walls.
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2024-09-30 00:04:58 -04:00 |
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Zed A. Shaw
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bcc524861e
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Map generation is working well, and some cleanup.
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2024-09-29 23:07:28 -04:00 |
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Zed A. Shaw
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3a43324fa2
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Random map gen is mostly working, now to clean it up.
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2024-09-29 22:36:13 -04:00 |
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Zed A. Shaw
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a82944f55a
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Jank thoughts on using the dijk map to walk from door to door for tunnels.
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2024-09-28 18:15:00 -04:00 |
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Zed A. Shaw
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b100950877
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Move the random gen to a global for now.
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2024-09-28 16:52:38 -04:00 |
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Zed A. Shaw
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a37a40d45f
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Slightly better parition and map_drawing.
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2024-09-28 16:48:47 -04:00 |
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Zed A. Shaw
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44f11d5ddd
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Refactor into the class for more work.
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2024-09-28 16:22:10 -04:00 |
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Zed A. Shaw
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04b16c75ad
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Undo the dijk test.
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2024-09-28 16:10:31 -04:00 |
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Zed A. Shaw
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68d6b9e90c
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If you invert the walls and the input map then you might be able to use the dijkstra map to find interesting paths between rooms.
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2024-09-28 04:25:09 -04:00 |
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Zed A. Shaw
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997a3ab45b
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Lots of nice options for tweaking and settings. Next step is the cleanup and then connecting rooms.
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2024-09-28 04:07:32 -04:00 |
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