Unfinished: rand map gen

This commit is contained in:
2024-07-12 12:07:38 -04:00
parent 922b88a4a2
commit 83b05b0f89
3 changed files with 152 additions and 6 deletions

View File

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