Unfinished: rand map gen
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123
src/map.cc
123
src/map.cc
@ -1,8 +1,68 @@
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#include "map.h"
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#include <algorithm>
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#include <tuple>
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game_map::game_map(RNG &rng, const feature enabled_features):
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enabled_features{enabled_features} {
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map.reserve(MAP_HEIGHT * MAP_WIDTH);
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for (int i = MAP_HEIGHT * MAP_WIDTH; i > 0; --i)
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map.push_back(-1);
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// Note: during generation, walls DO NOT count as being in the rooms
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std::vector<std::pair<position, int>> room_dims = gen_room_dims(rng);
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// width height top left
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std::vector<std::pair<position, position>> room_data = distr_rooms(rng,
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room_dims);
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}
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std::vector<std::pair<position, position>> game_map::distr_rooms(RNG &rng,
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std::vector<std::pair<position, int>> &room_dims) {
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std::vector<std::pair<position, position>> result{room_dims.size()};
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int max_layer = room_dims[room_dims.size() - 1].second;
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std::vector<int> layer_heights{max_layer + 1};
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// distributing rooms horizontally
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for (int layer = 0; layer <= max_layer; ++layer) {
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int l = INF;
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int r = 0;
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int layer_height = 0;
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// get the interval for the current layer
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// and the max height of the layer
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for (std::size_t i = 0; i < room_dims.size(); ++i)
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if (room_dims[i].second == layer) {
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l = std::min(l, (int)i);
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r = std::max(r, (int)i);
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layer_height = std::max(layer_height,
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room_dims[i].first.y);
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}
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layer_heights.push_back(layer_height);
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// distribute the current layer
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if (l == r) {
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result.push_back({room_dims[l].first,
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{rng.rand_under(ACTUAL_MAP_WIDTH - room_dims[l].first.x + 1), 0}});
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continue;
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}
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int left = room_dims[l].first.x;
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int right = ACTUAL_MAP_WIDTH;
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// every time, distribute the last one first
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for (int i = l + 1; i < r; ++i)
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left += MIN_ROOM_SPACING + room_dims[i].first.x;
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for (int i = r; i > l; --i) {
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}
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}
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return result;
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}
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game_map::game_map(const std::string &map_data,
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@ -39,6 +99,12 @@ const position_list game_map::get_available_positions() const {
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return empty_spots;
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}
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bool game_map::is_available(const position &pos) const {
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int idx = remap_position(pos);
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return map[idx] <= 9 || map[idx] == '\\' || map[idx] == '>' ||
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map[idx] == '<' || map[idx] == '+' || map[idx] == '#';
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}
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void game_map::print(display &out) const {
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for (std::size_t i = 0; i < map.size(); ++i)
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out.print_char(remap_index(i), map[i] <= 9 ? '.' : map[i],
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@ -80,3 +146,60 @@ const std::vector<position_list>game_map::get_room_list() const {
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return result;
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}
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std::vector<std::pair<position, int>> game_map::gen_room_dims(RNG &rng) {
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position_list room_dim_list{MAX_ROOM_CNT};
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std::vector<std::pair<position, int>> result{MAX_ROOM_CNT};
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for (int i = 0; i < MAX_ROOM_CNT; ++i)
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room_dim_list.push_back(random_size(MIN_ROOM_WIDTH, MIN_ROOM_HEIGHT,
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MAX_ROOM_WIDTH, MAX_ROOM_HEIGHT,
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rng));
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int curr_top = 0;
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int curr_left = 0;
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// index in result
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int curr_layer_idx = 0;
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int curr_layer_cnt = 0;
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for (int i = 0; i < MAX_ROOM_CNT &&
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curr_top <= ACTUAL_MAP_HEIGHT &&
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curr_left <= ACTUAL_MAP_WIDTH; ++i) {
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// DO NOT update curr_top until curr_left is exhausted
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if (curr_top + MIN_ROOM_SPACING +
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room_dim_list[i].y + HEIGHT_RESERVED <= ACTUAL_MAP_HEIGHT &&
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curr_left + MIN_ROOM_SPACING +
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room_dim_list[i].x + WIDTH_RESERVED <= ACTUAL_MAP_WIDTH) {
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result.push_back({room_dim_list[i], curr_layer_cnt});
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continue;
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}
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int tmp = curr_top;
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for (std::size_t j = curr_layer_idx; j < result.size(); ++j)
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tmp = std::max(curr_top + result[j].first.y + MIN_ROOM_SPACING,
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tmp);
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curr_top = tmp;
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curr_layer_idx = result.size();
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curr_left = 0;
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++curr_layer_cnt;
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if (curr_top + MIN_ROOM_SPACING +
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room_dim_list[i].y + HEIGHT_RESERVED <= ACTUAL_MAP_HEIGHT &&
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curr_left + MIN_ROOM_SPACING +
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room_dim_list[i].x + WIDTH_RESERVED <= ACTUAL_MAP_WIDTH)
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result.push_back({room_dim_list[i], curr_layer_cnt});
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}
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result.shrink_to_fit();
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return result;
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}
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position random_size(int min_width, int min_height,
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int max_width, int max_height,
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RNG &rng) {
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return {rng.rand_between(min_width, max_width + 1),
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rng.rand_between(min_height, max_height + 1)};
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}
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