finished random map generation

This commit is contained in:
2024-07-12 22:43:06 -04:00
parent 606429a6ed
commit afc2b9fa12
5 changed files with 276 additions and 71 deletions

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@ -18,9 +18,6 @@ EXEC = ../bin/cc3k # executable name
########## Targets ##########
test :
${CXX} ${CXXFLAGS} position.cc display.cc curses_input.cc curses_output.cc cursor.cc rng.cc map.cc testing.cc -o testing -lncurses
.PHONY : clean # not file names
${EXEC} : ${OBJECTS} # link step

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@ -1,7 +1,7 @@
#include "map.h"
#include <algorithm>
#include <tuple>
#include <array>
#include <iostream>
@ -15,25 +15,32 @@ game_map::game_map(RNG *rng, const feature enabled_features):
// Note: during generation, walls DO NOT count as being in the rooms
std::vector<std::pair<position, int>> room_dims = gen_room_dims(rng);
std::vector<std::pair<position, int>> layer_data;
// width height top left
std::vector<room> room_data = distr_rooms(rng, room_dims);
room_data = distr_rooms(rng, room_dims, layer_data);
for (size_t r = 0; r < room_data.size(); ++r)
fill_room(room_data[r], r);
for (int x = 0; x < MAP_WIDTH; ++x) {
auto tmp = remap_position({x, 0});
map[tmp] = '-';
map[remap_position({x, MAP_HEIGHT - 1})] = '-';
fill_outline();
gen_path(layer_data, rng);
for (std::size_t i = 0; i < map.size(); ++i)
if (map[i] >= 0 && map[i] < MAX_ROOM_CNT)
empty_spots.push_back(remap_index(i));
down_stairs = rng->get_rand_in_vector(empty_spots);
if (enabled_features & FEATURE_REVISIT) {
auto tmp = remove_from_list(empty_spots, down_stairs);
up_stairs = rng->get_rand_in_vector(tmp);
map[remap_position(up_stairs)] = '<';
map[remap_position(down_stairs)] = '>';
} else {
map[remap_position(down_stairs)] = '\\';
}
for (int y = 0; y < MAP_HEIGHT; ++y) {
map[remap_position({0, y})] = '|';
map[remap_position({MAP_WIDTH - 1, y})] = '|';
}
map.shrink_to_fit();
}
position game_map::random_size(int min_width, int min_height,
@ -49,21 +56,24 @@ game_map::game_map(const std::string &map_data,
int map_size = MAP_HEIGHT * MAP_WIDTH;
map.reserve(map_size);
for (int i = 0; i < map_size; ++i) {
if (map_data[i] >= '0' && map_data[i] <= '9')
map.push_back(map_data[i] - '0');
else
map.push_back(map_data[i]);
int max_room_num = 0;
if ((map_data[i] >= '0' && map_data[i] <= '9') ||
map_data[i] == '+' || map_data[i] == '#')
for (int i = 0; i < map_size; ++i) {
if (map_data[i] >= '0' && map_data[i] <= '9') {
map.push_back(map_data[i] - '0');
max_room_num = std::max(max_room_num, map_data[i] - '0');
} else {
map.push_back(map_data[i]);
}
if (map_data[i] >= '0' && map_data[i] <= '9')
empty_spots.push_back(remap_index(i));
}
down_stairs = rng->get_rand_in_vector(empty_spots);
if (enabled_features | FEATURE_REVISIT) {
if (enabled_features & FEATURE_REVISIT) {
auto tmp = remove_from_list(empty_spots, down_stairs);
up_stairs = rng->get_rand_in_vector(tmp);
@ -72,6 +82,9 @@ game_map::game_map(const std::string &map_data,
} else {
map[remap_position(down_stairs)] = '\\';
}
for (int i = 0; i <= max_room_num; ++i)
room_data.push_back({0, 0, 0, 0});
}
const position_list game_map::get_available_positions() const {
@ -107,22 +120,15 @@ int game_map::get_down_stairs_room() const {
return map[remap_position(down_stairs)];
}
const std::vector<position_list>game_map::get_room_list() const {
std::vector<position_list> result;
result.reserve(10);
position_list game_map::get_room_list(int idx) const {
position_list result;
for (int i = 0; i < 10; ++i)
result.push_back({});
for (std::size_t i = 0; i < map.size(); ++i)
if (map[i] <= 9)
result[map[i]].push_back(remap_index(i));
for (size_t i = 0; i < map.size(); ++i) {
if (map[i] == idx)
result.push_back(remap_index(i));
}
result.shrink_to_fit();
for (std::size_t i = 0; i < result.size(); ++i)
result[i].shrink_to_fit();
return result;
}
@ -212,13 +218,13 @@ void game_map::fill_room(const room &r, const int num) {
}
std::vector<game_map::room> game_map::distr_rooms(RNG *rng,
std::vector<std::pair<position, int>> &room_dims) {
std::vector<std::pair<position, int>> &room_dims,
std::vector<std::pair<position, int>> &layer_data) {
std::vector<room> result;
result.reserve(room_dims.size());
int max_layer = room_dims[room_dims.size() - 1].second;
// left, right, height
std::vector<std::pair<position, int>> layer_data;
layer_data.reserve(max_layer + 1);
// distributing rooms horizontally
@ -245,7 +251,7 @@ std::vector<game_map::room> game_map::distr_rooms(RNG *rng,
0, rng->rand_under(ACTUAL_MAP_WIDTH -
room_dims[l].first.x + 1),
room_dims[l].first.x,
room_dims[l].first.y});
room_dims[l].first.y, {0, 0}, {0, 0}});
continue;
}
@ -260,7 +266,7 @@ std::vector<game_map::room> game_map::distr_rooms(RNG *rng,
int offset = rng->rand_between(left, right - room_dims[i].first.x + 1);
result.push_back({0, offset,
room_dims[i].first.x,
room_dims[i].first.y});
room_dims[i].first.y, {0, 0}, {0, 0}});
right = offset - MIN_ROOM_SPACING;
@ -290,7 +296,7 @@ std::vector<game_map::room> game_map::distr_rooms(RNG *rng,
top -= MIN_ROOM_SPACING + layer_data[i - 1].second;
}
// jitter
// add some vertical jitter
jitter(rng, result);
//add padding
@ -350,3 +356,176 @@ bool game_map::overlap_y(room &room1,
room2.top - MIN_ROOM_SPACING <=
room1.top + room1.height);
}
void game_map::fill_outline() {
for (int x = 0; x < MAP_WIDTH; ++x) {
map[remap_position({x, 0})] = '-';
map[remap_position({x, MAP_HEIGHT - 1})] = '-';
}
for (int y = 0; y < MAP_HEIGHT; ++y) {
map[remap_position({0, y})] = '|';
map[remap_position({MAP_WIDTH - 1, y})] = '|';
}
}
int game_map::get_room_cnt() const {
return room_data.size();
}
game_map::room game_map::get_room(std::size_t idx) const {
if (idx < room_data.size())
return room_data[idx];
return {0, 0, 0, 0, {0, 0}, {0, 0}};
}
void game_map::gen_path(std::vector<std::pair<position, int>> &layer_data,
RNG *rng) {
for (std::size_t l = 0; l < layer_data.size(); ++l) {
for (int i = layer_data[l].first.x; i < layer_data[l].first.y; ++i)
connect_x(room_data[i + 1], room_data[i], rng);
if (l < layer_data.size() - 1) {
connect_y(room_data[layer_data[l].first.x],
room_data[layer_data[l + 1].first.x], rng);
connect_y(room_data[layer_data[l].first.y],
room_data[layer_data[l + 1].first.y], rng);
connect_y(room_data[(layer_data[l].first.x +
layer_data[l].first.y) / 2],
room_data[(1 + layer_data[l + 1].first.x +
layer_data[l + 1].first.y) / 2], rng);
}
}
}
void game_map::connect_x(room &room1, room &room2, RNG *rng) {
room1.rdoor = {room1.left + room1.width,
rng->rand_between(room1.top, room1.top + room1.height)
};
room2.ldoor = {room2.left - 1,
rng->rand_between(room2.top, room2.top + room2.height)
};
map[remap_position(room1.rdoor)] = '+';
map[remap_position(room2.ldoor)] = '+';
connect({room1.rdoor.x + 1, room1.rdoor.y},
{room2.ldoor.x - 1, room2.ldoor.y});
}
void game_map::connect_y(room &room1, room &room2, RNG *rng) {
room1.bdoor = {rng->rand_between(room1.left, room1.left + room1.width),
room1.top + room1.height
};
room2.tdoor = {rng->rand_between(room2.left, room2.left + room2.width),
room2.top - 1
};
map[remap_position(room1.bdoor)] = '+';
map[remap_position(room2.tdoor)] = '+';
connect({room1.bdoor.x, room1.bdoor.y + 1},
{room2.tdoor.x, room2.tdoor.y - 1});
}
// a is to the left of b
void game_map::connect(position s, position t) {
if (s.x > t.x) {
connect(t, s);
return;
}
map[remap_position(s)] = '#';
map[remap_position(t)] = '#';
const room nil{0, 0, 0, 0};
while (s.x < t.x) {
auto r = hit_room({s.x + 1, s.y});
if (r == nil) {
++s.x;
map[remap_position(s)] = '#';
continue;
}
if (r.top + r.height - s.y < r.top - 1) {
while (hit_room({s.x + 1, s.y}, r)) {
++s.y;
map[remap_position(s)] = '#';
}
} else {
while (hit_room({s.x + 1, s.y}, r)) {
--s.y;
map[remap_position(s)] = '#';
}
}
}
if (s.y < t.y) {
while (s.y < t.y) {
auto r = hit_room({s.x, s.y + 1});
if (r == nil) {
++s.y;
map[remap_position(s)] = '#';
continue;
}
while (hit_room({s.x, s.y + 1}, r)) {
++s.x;
map[remap_position(s)] = '#';
}
while (hit_room({s.x - 1, s.y + 1}, r)) {
++s.y;
map[remap_position(s)] = '#';
}
while (hit_room({s.x, s.y - 1}, r) && s.x > t.x) {
--s.x;
map[remap_position(s)] = '#';
}
++s.y;
map[remap_position(s)] = '#';
}
} else {
while (s.y > t.y) {
auto r = hit_room({s.x, s.y - 1});
if (r == nil) {
--s.y;
map[remap_position(s)] = '#';
continue;
}
while (hit_room({s.x, s.y - 1}, r)) {
++s.x;
map[remap_position(s)] = '#';
}
while (hit_room({s.x - 1, s.y - 1}, r)) {
--s.y;
map[remap_position(s)] = '#';
}
while (hit_room({s.x, s.y + 1}, r) && s.x > t.x) {
--s.x;
map[remap_position(s)] = '#';
}
}
}
}
game_map::room game_map::hit_room(const position &a) {
for (auto r : room_data) {
if (hit_room(a, r))
return r;
}
const room nil{0, 0, 0, 0};
return nil;
}
bool game_map::hit_room(const position &a, const room &r) {
return a.y >= r.top - 1 && a.y <= r.top + r.height &&
a.x >= r.left - 1 && a.x <= r.left + r.width;
}

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@ -7,6 +7,7 @@
#include "display.h"
#include "position.h"
#include "rng.h"
#include "fraction.h"
class game_map final {
private:
@ -16,12 +17,12 @@ private:
static const int MAX_ROOM_WIDTH = 20;
static const int MAX_ROOM_HEIGHT = 5;
// setup safezones
static const int ACTUAL_MAP_WIDTH = MAP_WIDTH - 4;
static const int ACTUAL_MAP_HEIGHT = MAP_HEIGHT - 4;
static const int MAP_PADDING = 2;
static const int ACTUAL_MAP_WIDTH = MAP_WIDTH - 5;
static const int ACTUAL_MAP_HEIGHT = MAP_HEIGHT - 5;
static const int MAP_PADDING = 3;
static const int MIN_ROOM_SPACING = 3;
static const int WIDTH_RESERVED = 8;
static const int HEIGHT_RESERVED = 4;
static const int WIDTH_RESERVED = 6;
static const int HEIGHT_RESERVED = 3;
const feature enabled_features;
std::vector<char> map;
@ -29,33 +30,16 @@ private:
position_list empty_spots;
position up_stairs;
position down_stairs;
int room_cnt;
public:
// randomly generate a map
game_map(RNG *rng, const feature enabled_features);
// read map from a string
game_map(const std::string &map_data, RNG *rng,
const feature enabled_features);
const position_list get_available_positions() const;
bool is_available(const position &pos) const;
const std::vector<position_list> get_room_list() const;
// IMPORTANT: always print a map before anything else
void print(display *out) const;
position get_up_stairs() const;
position get_down_stairs() const;
int get_up_stairs_room() const;
int get_down_stairs_room() const;
private:
struct room {
int top;
int left;
int width;
int height;
position ldoor;
position rdoor;
position tdoor;
position bdoor;
bool operator!=(const room &r) {
return !(*this == r);
}
@ -66,7 +50,29 @@ private:
height == r.height;
}
};
// randomly generate a map
game_map(RNG *rng, const feature enabled_features);
// read map from a string
game_map(const std::string &map_data, RNG *rng,
const feature enabled_features);
const position_list get_available_positions() const;
bool is_available(const position &pos) const;
position_list get_room_list(int idx) const;
// IMPORTANT: always print a map before anything else
void print(display *out) const;
position get_up_stairs() const;
position get_down_stairs() const;
int get_up_stairs_room() const;
int get_down_stairs_room() const;
int get_room_cnt() const;
room get_room(std::size_t idx) const;
private:
std::vector<room> room_data;
position remap_index(const int idx) const {
return {idx % MAP_WIDTH, idx / MAP_WIDTH};
}
@ -81,16 +87,33 @@ private:
std::vector<std::pair<position, int>> gen_room_dims(RNG *rng);
std::vector<room> distr_rooms(RNG *rng,
std::vector<std::pair<position, int>> &room_dims);
std::vector<std::pair<position, int>> &room_dims,
std::vector<std::pair<position, int>> &layer_data);
bool overlap_x(room &room1,
room &room2);
bool overlap_y(room &room1,
room &room2);
// has anything between the two
bool between_x(room &room1,
room &room2);
bool between_y(room &room1,
room &room2);
void jitter(RNG *rng, std::vector<room> &rooms);
void fill_room(const room &r, const int num);
void gen_path(std::vector<room> &rooms);
void fill_outline();
void gen_path(std::vector<std::pair<position, int>> &layer_data, RNG *rng);
// IMPORTANT: assumes room1 is to the left of room 2
void connect_x(room &room1, room &room2, RNG *rng);
// IMPORTANT: assumes room1 is under room2
void connect_y(room &room1, room &room2, RNG *rng);
void connect(position s, position t);
room hit_room(const position &a);
bool hit_room(const position &a, const room &r);
};
const std::string default_map =

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@ -35,3 +35,7 @@ int RNG::get_curr_rand_num() const {
bool RNG::trial(fraction &psuccess) {
return (rand() % psuccess.denominator) < psuccess.numerator;
}
bool RNG::coin_flip() const {
return rand() % 2;
}

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@ -28,6 +28,8 @@ public:
bool trial(fraction &psuccess);
bool coin_flip() const;
template<class T> T &get_rand_in_vector(std::vector<T> &vec) {
curr_rand_num = rand();