Cleaned up maze and ready to use.

master
Zed A. Shaw 2 weeks ago
parent 33cd490ed3
commit 37715f05a5
  1. 29
      maze.cpp
  2. 5
      maze.hpp
  3. 37
      tests/mazes.cpp

@ -119,11 +119,7 @@ void maze::divide(Matrix& maze, Point start, Point end) {
}
}
void maze::hunt_and_kill(Matrix& maze, std::vector<Room>& rooms, std::vector<Point>& dead_ends, bool init_map) {
if(init_map) {
maze::init(maze);
}
void maze::hunt_and_kill(Matrix& maze, std::vector<Room>& rooms, std::vector<Point>& dead_ends) {
for(auto& room : rooms) {
for(matrix::box it{maze, room.x, room.y, room.width}; it.next();) {
@ -173,7 +169,28 @@ void maze::hunt_and_kill(Matrix& maze, std::vector<Room>& rooms, std::vector<Poi
}
}
void maze::inner_ring(Matrix& maze, size_t outer_size, size_t inner_size) {
void maze::inner_donut(Matrix& maze, float outer_rad, float inner_rad) {
size_t x = matrix::width(maze) / 2;
size_t y = matrix::height(maze) / 2;
for(matrix::circle it{maze, {x, y}, outer_rad};
it.next();)
{
for(int x = it.left; x < it.right; x++) {
maze[it.y][x] = 0;
}
}
for(matrix::circle it{maze, {x, y}, inner_rad};
it.next();)
{
for(int x = it.left; x < it.right; x++) {
maze[it.y][x] = 1;
}
}
}
void maze::inner_box(Matrix& maze, size_t outer_size, size_t inner_size) {
size_t x = matrix::width(maze) / 2;
size_t y = matrix::height(maze) / 2;

@ -6,11 +6,12 @@ namespace maze {
void init(Matrix& maze);
void hunt_and_kill(Matrix& maze, std::vector<Room>& rooms, std::vector<Point>& dead_ends, bool init_map=true);
void hunt_and_kill(Matrix& maze, std::vector<Room>& rooms, std::vector<Point>& dead_ends);
void randomize_rooms(std::vector<Room>& rooms_out, std::vector<Point> maybe_here);
void inner_ring(Matrix& map, size_t outer_size, size_t inner_size);
void inner_donut(Matrix& maze, float outer_rad, float inner_rad);
void inner_box(Matrix& map, size_t outer_size, size_t inner_size);
void divide(Matrix& maze, Point start, Point end);

@ -15,6 +15,7 @@ TEST_CASE("hunt-and-kill", "[mazes]") {
std::vector<Room> rooms;
std::vector<Point> dead_ends;
maze::init(map);
maze::hunt_and_kill(map, rooms, dead_ends);
matrix::dump("BASIC MAZE", map);
@ -32,19 +33,36 @@ TEST_CASE("hunt-and-kill", "[mazes]") {
matrix::dump("MAZE WITH ROOMS", map);
}
TEST_CASE("hunt-and-kill box", "[mazes]") {
auto map = matrix::make(21, 21);
std::vector<Room> rooms;
std::vector<Point> dead_ends;
maze::init(map);
maze::inner_box(map, 5, 3);
maze::hunt_and_kill(map, rooms, dead_ends);
for(auto at : dead_ends) {
map[at.y][at.x]=32;
}
matrix::dump("INNER BOX", map);
REQUIRE(rooms.size() == 0);
}
TEST_CASE("hunt-and-kill ring", "[mazes]") {
auto map = matrix::make(21, 21);
std::vector<Room> rooms;
std::vector<Point> dead_ends;
maze::init(map);
maze::inner_ring(map, 5, 2);
maze::hunt_and_kill(map, rooms, dead_ends, false);
maze::inner_donut(map, 5.5, 3.5);
maze::hunt_and_kill(map, rooms, dead_ends);
for(auto at : dead_ends) {
map[at.y][at.x]=32;
}
matrix::dump("RING MAZE", map);
matrix::dump("INNER RING", map);
REQUIRE(rooms.size() == 0);
}
@ -56,7 +74,7 @@ TEST_CASE("hunt-and-kill fissure", "[mazes]") {
maze::init(map);
maze::divide(map, {3,3}, {19,18});
maze::hunt_and_kill(map, rooms, dead_ends, false);
maze::hunt_and_kill(map, rooms, dead_ends);
for(auto at : dead_ends) {
map[at.y][at.x]=32;
@ -75,7 +93,7 @@ TEST_CASE("hunt-and-kill no-dead-ends", "[mazes]") {
maze::init(map);
maze::hunt_and_kill(map, rooms, dead_ends, false);
maze::hunt_and_kill(map, rooms, dead_ends);
maze::remove_dead_ends(map, dead_ends);
@ -88,16 +106,15 @@ TEST_CASE("hunt-and-kill too much", "[mazes]") {
std::vector<Point> dead_ends;
maze::init(map);
maze::inner_ring(map, 4, 2);
maze::inner_donut(map, 4, 2);
maze::divide(map, {3,3}, {19,18});
auto copy = map;
maze::hunt_and_kill(copy, rooms, dead_ends, false);
maze::hunt_and_kill(copy, rooms, dead_ends);
map = copy;
maze::randomize_rooms(rooms, dead_ends);
maze::hunt_and_kill(map, rooms, dead_ends, false);
maze::hunt_and_kill(map, rooms, dead_ends);
matrix::dump("NO DEAD ENDS", map);
matrix::dump("COMBINED", map);
}

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