unfinished work on random map gen
This commit is contained in:
174
src/map.cc
174
src/map.cc
@ -3,12 +3,12 @@
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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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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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map.push_back(' ');
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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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@ -17,14 +17,41 @@ game_map::game_map(RNG &rng, const feature enabled_features):
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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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for (size_t r = 0; r < room_data.size(); ++r) {
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for (int x = 0; x < room_data[r].first.x; ++x)
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for (int y = 0; y < room_data[r].first.y; ++y)
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map[remap_position({room_data[r].second.x + x,
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room_data[r].second.y + y})] = r;
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for (int x = 0; x < room_data[r].first.x; ++x) {
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map[remap_position({room_data[r].second.x + x,
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room_data[r].second.y - 1})] = '-';
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map[remap_position({room_data[r].second.x + x,
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room_data[r].second.y +
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room_data[r].first.y + 1})] = '-';
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}
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for (int y = -1; y <= room_data[r].first.y; ++y) {
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map[remap_position({room_data[r].second.x - 1,
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room_data[r].second.y + y})] = '|';
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map[remap_position({room_data[r].second.x +
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room_data[r].first.x + 1,
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room_data[r].second.y + y})] = '|';
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}
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}
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map.shrink_to_fit();
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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, 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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std::vector<std::pair<position, position>> result;
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result.reserve(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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// left, right, height
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std::vector<std::pair<position, int>> layer_data;
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layer_data.reserve(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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@ -42,31 +69,128 @@ std::vector<std::pair<position, int>> &room_dims) {
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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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layer_data.push_back({{l, r}, 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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result.push_back({{
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0, rng->rand_under(ACTUAL_MAP_WIDTH -
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room_dims[l].first.x + 1)
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},
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room_dims[l].first});
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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 left = 0;
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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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for (int i = l; 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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for (int i = r; i >= l; --i) {
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int offset = rng->rand_between(left, right - room_dims[i].first.x + 1);
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result.push_back({{0, offset}, room_dims[i].first});
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right = offset - MIN_ROOM_SPACING;
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if (i != l)
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left -= MIN_ROOM_SPACING + room_dims[i - 1].first.x;
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}
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}
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// distributing rooms vertically
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int top = 0;
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int bottom = ACTUAL_MAP_HEIGHT;
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for (int i = 0; i < max_layer; ++i)
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top += MIN_ROOM_SPACING + layer_data[i].second;
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for (int i = max_layer; i >= 0; --i) {
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int offset = rng->rand_between(top, bottom - layer_data[i].second + 1);
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for (int j = layer_data[i].first.x; j <= layer_data[i].first.y; ++j)
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result[j].second.y = offset;
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bottom = offset - MIN_ROOM_SPACING;
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if (i != 0)
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top -= MIN_ROOM_SPACING + layer_data[i - 1].second;
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}
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// jitter
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//jitter(rng, result);
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//add padding
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for (auto room : result)
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room.first += {MAP_PADDING, MAP_PADDING};
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return result;
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}
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void game_map::jitter(RNG *rng,
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std::vector<std::pair<position, position>> &rooms) {
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for (auto target = rooms.rbegin(); target != rooms.rend(); ++target) {
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int t = -INF;
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int b = INF;
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int l = -INF;
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int r = INF;
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for (auto i : rooms)
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if (i != *target) {
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if (overlap_x(*target, i)) {
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if (target->second.y > i.second.y)
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t = std::max(t,
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i.second.y + i.first.y
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+ MIN_ROOM_SPACING);
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else
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b = std::min(b,
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i.second.y
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- MIN_ROOM_SPACING);
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}
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if (overlap_y(*target, i)) {
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if (target->second.x > i.second.x)
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l = std::max(l,
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i.second.x + i.first.x
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+ MIN_ROOM_SPACING);
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else
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r = std::min(r,
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i.second.x
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- MIN_ROOM_SPACING);
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}
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}
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target->second.x = rng->rand_between(l, r - target->first.x + 1);
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target->second.y = rng->rand_between(t, b - target->first.y + 1);
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}
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}
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bool game_map::overlap_x(std::pair<position, position> &room1,
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std::pair<position, position> &room2) {
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return (room1.second.x >= room2.second.x &&
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room1.second.x - 1 <= room2.second.x + room2.first.x + 1) ||
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(room2.second.x >= room1.second.x &&
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room2.second.x - 1 <= room1.second.x + room1.first.x + 1);
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}
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bool game_map::overlap_y(std::pair<position, position> &room1,
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std::pair<position, position> &room2) {
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return (room1.second.y >= room2.second.y &&
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room1.second.y - 1 <= room2.second.y + room2.first.y + 1) ||
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(room2.second.y >= room1.second.y &&
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room2.second.y - 1 <= room1.second.y + room1.first.y + 1);
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}
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position game_map::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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game_map::game_map(const std::string &map_data,
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RNG &rng, const feature enabled_features):
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RNG *rng, const feature enabled_features):
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enabled_features{enabled_features} {
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int map_size = MAP_HEIGHT * MAP_WIDTH;
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map.reserve(map_size);
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@ -82,12 +206,13 @@ game_map::game_map(const std::string &map_data,
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empty_spots.push_back(remap_index(i));
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}
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down_stairs = rng.get_rand_in_vector(empty_spots);
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down_stairs = rng->get_rand_in_vector(empty_spots);
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if (enabled_features | FEATURE_REVISIT) {
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up_stairs = rng.get_rand_in_vector(
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remove_from_list(empty_spots, {down_stairs}));
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auto tmp = remove_from_list(empty_spots, down_stairs);
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up_stairs = rng->get_rand_in_vector(tmp);
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map[remap_position(up_stairs)] = '<';
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map[remap_position(down_stairs)] = '>';
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} else {
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@ -147,9 +272,11 @@ 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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std::vector<std::pair<position, int>> game_map::gen_room_dims(RNG *rng) {
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position_list room_dim_list;
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room_dim_list.reserve(MAX_ROOM_CNT);
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std::vector<std::pair<position, int>> result;
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result.reserve(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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@ -171,6 +298,7 @@ std::vector<std::pair<position, int>> game_map::gen_room_dims(RNG &rng) {
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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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curr_left += MIN_ROOM_SPACING + room_dim_list[i].x;
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continue;
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}
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@ -188,8 +316,10 @@ std::vector<std::pair<position, int>> game_map::gen_room_dims(RNG &rng) {
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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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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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curr_left += MIN_ROOM_SPACING + room_dim_list[i].x;
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}
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}
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result.shrink_to_fit();
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@ -199,7 +329,7 @@ std::vector<std::pair<position, int>> game_map::gen_room_dims(RNG &rng) {
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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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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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22
src/map.h
22
src/map.h
@ -14,12 +14,12 @@ private:
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static const int MIN_ROOM_WIDTH = 3;
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static const int MIN_ROOM_HEIGHT = 3;
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static const int MAX_ROOM_WIDTH = 20;
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static const int MAX_ROOM_HEIGHT = 13;
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static const int MAX_ROOM_HEIGHT = 5;
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// setup safezones
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static const int ACTUAL_MAP_WIDTH = MAP_WIDTH - 4;
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static const int ACTUAL_MAP_HEIGHT = MAP_HEIGHT - 4;
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static const int MAP_PADDING = 1;
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static const int MIN_ROOM_SPACING = 4;
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static const int MAP_PADDING = 2;
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static const int MIN_ROOM_SPACING = 3;
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static const int WIDTH_RESERVED = 8;
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static const int HEIGHT_RESERVED = 4;
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@ -32,9 +32,9 @@ private:
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int room_cnt;
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public:
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// randomly generate a map
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game_map(RNG &rng, const feature enabled_features);
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game_map(RNG *rng, const feature enabled_features);
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// read map from a string
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game_map(const std::string &map_data, RNG &rng,
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game_map(const std::string &map_data, RNG *rng,
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const feature enabled_features);
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const position_list get_available_positions() const;
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@ -60,12 +60,18 @@ private:
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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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RNG *rng);
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std::vector<std::pair<position, int>> gen_room_dims(RNG &rng);
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std::vector<std::pair<position, position>> distr_rooms(RNG &rng,
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std::vector<std::pair<position, int>> gen_room_dims(RNG *rng);
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std::vector<std::pair<position, position>> distr_rooms(RNG *rng,
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std::vector<std::pair<position, int>>
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&room_dims);
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bool overlap_x(std::pair<position, position> &room1,
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std::pair<position, position> &room2);
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bool overlap_y(std::pair<position, position> &room1,
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std::pair<position, position> &room2);
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void jitter(RNG *rng, std::vector<std::pair<position, position>> &rooms);
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};
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const std::string default_map =
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@ -64,3 +64,17 @@ std::vector<position> remove_from_list(const std::vector<position>
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return result;
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}
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std::vector<position> remove_from_list(const std::vector<position>
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&sorted_positions,
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position &excluded) {
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std::vector<position> result{sorted_positions.size() - 1};
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for (auto src : sorted_positions) {
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if (src != excluded)
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result.push_back(src);
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}
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return result;
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}
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@ -24,5 +24,7 @@ std::size_t find(const std::vector<position> &sorted_list,
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std::vector<position> remove_from_list(const std::vector<position>
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&sorted_positions,
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std::vector<position> excluded);
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std::vector<position> remove_from_list(const std::vector<position>
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&sorted_positions,
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position &excluded);
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#endif
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@ -35,9 +35,3 @@ int RNG::get_curr_rand_num() const {
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bool RNG::trial(fraction &psuccess) {
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return (rand() % psuccess.denominator) < psuccess.numerator;
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}
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template<class T> T &RNG::get_rand_in_vector(const std::vector<T> &vec) {
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curr_rand_num = rand();
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return vec[curr_rand_num % vec.size()];
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}
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