First cut of pulling out the relevant parts of my original game to make a little framework.
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182
tests/mazes.cpp
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182
tests/mazes.cpp
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#include <catch2/catch_test_macros.hpp>
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#include <fmt/core.h>
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#include <string>
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#include "algos/matrix.hpp"
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#include "algos/rand.hpp"
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#include "constants.hpp"
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#include "algos/maze.hpp"
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#include "algos/stats.hpp"
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#define DUMP 0
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using std::string;
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using matrix::Matrix;
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TEST_CASE("hunt-and-kill", "[mazes]") {
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Map map(21, 21);
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maze::Builder maze(map);
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maze.hunt_and_kill();
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REQUIRE(maze.repair() == true);
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if(DUMP) maze.dump("BASIC MAZE");
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maze.randomize_rooms(ROOM_SIZE);
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maze.hunt_and_kill();
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maze.place_doors();
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REQUIRE(maze.repair() == true);
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if(DUMP) maze.dump("ROOM MAZE");
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REQUIRE(map.$dead_ends.size() > 0);
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REQUIRE(map.$rooms.size() > 0);
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}
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TEST_CASE("hunt-and-kill box", "[mazes]") {
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for(int i = 25; i < 65; i += 2) {
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Map map(i, i);
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maze::Builder maze(map);
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maze.hunt_and_kill();
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maze.clear();
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maze.inner_box(6, 4);
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maze.randomize_rooms(ROOM_SIZE);
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maze.hunt_and_kill();
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maze.open_box(6);
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maze.place_doors();
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auto valid = maze.repair();
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if(i == 41 && DUMP) {
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maze.dump(valid ? "INNER BOX" : "FAILED BOX");
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}
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}
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}
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TEST_CASE("hunt-and-kill ring", "[mazes]") {
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Map map(21, 21);
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maze::Builder maze(map);
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maze.inner_donut(5.5, 3.5);
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maze.hunt_and_kill();
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REQUIRE(maze.repair() == true);
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if(DUMP) maze.dump("INNER RING");
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REQUIRE(maze.$rooms.size() == 0);
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}
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TEST_CASE("hunt-and-kill fissure", "[mazes]") {
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Map map(21, 21);
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maze::Builder maze(map);
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maze.divide({3,3}, {19,18});
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maze.hunt_and_kill();
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REQUIRE(maze.repair() == true);
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if(DUMP) maze.dump("FISSURE MAZE");
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REQUIRE(maze.$rooms.size() == 0);
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}
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TEST_CASE("hunt-and-kill no-dead-ends", "[mazes]") {
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Map map(21, 21);
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maze::Builder maze(map);
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maze.hunt_and_kill();
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maze.remove_dead_ends();
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REQUIRE(maze.repair() == true);
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if(DUMP) maze.dump("NO DEAD ENDS");
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}
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TEST_CASE("hunt-and-kill too much", "[mazes]") {
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for(int i = 25; i < 65; i += 2) {
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Map map(i, i);
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maze::Builder maze(map);
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maze.hunt_and_kill();
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maze.randomize_rooms(ROOM_SIZE);
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maze.clear();
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maze.inner_donut(9, 4);
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maze.divide({3,3}, {15,16});
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maze.hunt_and_kill();
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maze.place_doors();
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auto valid = maze.repair();
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if(i == 41 && DUMP && valid) {
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maze.dump("COMBINED");
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}
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}
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}
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TEST_CASE("hunt-and-kill validator", "[mazes]") {
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bool valid = true;
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Stats mofm;
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for(int i = 0; i < 10; i++) {
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Stats door_prob;
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do {
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Map map(33, 33);
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maze::Builder maze(map);
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maze.hunt_and_kill();
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maze.clear();
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maze.inner_box(6, 4);
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maze.randomize_rooms(ROOM_SIZE);
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maze.hunt_and_kill();
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maze.open_box(6);
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maze.place_doors();
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valid = maze.repair();
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if(i == 9 && DUMP) {
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maze.dump(valid ? "VALIDATED" : "FAILED!");
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}
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door_prob.sample(valid);
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} while(!valid);
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if(DUMP) door_prob.dump();
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mofm.sample(door_prob.mean());
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}
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if(DUMP) {
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fmt::println("FINAL m-of-m");
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mofm.dump();
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}
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REQUIRE(mofm.mean() > 0.20);
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}
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TEST_CASE("hunt-and-kill scripting", "[mazes]") {
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using namespace nlohmann::literals;
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// go up by 2 to keep odd
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for(int i = 0; i < 20; i+=2) {
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auto script = R"(
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[
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{"action": "hunt_and_kill"},
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{"action": "clear"},
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{"action": "inner_box", "data": [6, 4]},
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{"action": "randomize_rooms", "data": [4]},
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{"action": "divide", "data": [3, 3, 10, 10]},
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{"action": "inner_donut", "data": [5.5,4.5]},
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{"action": "hunt_and_kill"},
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{"action": "open_box", "data": [6]},
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{"action": "remove_dead_ends"},
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{"action": "place_doors"}
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]
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)"_json;
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Map map(23+i, 23+i);
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auto [maze, valid] = maze::script(map, script);
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if(valid) {
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REQUIRE(maze.validate() == true);
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REQUIRE(map.INVARIANT() == true);
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}
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if(DUMP) maze.dump(valid ? "SCRIPTED" : "SCRIPTED FAIL!");
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}
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}
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