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#pragma once
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#include <vector>
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#include <utility>
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#include <string>
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#include <random>
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#define INV_WALL 0
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#define INV_SPACE 1
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#define WALL_VALUE 1
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#define SPACE_VALUE 0
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struct Point {
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size_t x = 0;
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size_t y = 0;
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};
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struct Room;
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struct Room {
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size_t x = 0;
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size_t y = 0;
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size_t width = 0;
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size_t height = 0;
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Point entry;
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Point exit;
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};
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typedef std::vector<Point> PointList;
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typedef std::vector<int> MatrixRow;
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typedef std::vector<MatrixRow> Matrix;
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void dump_map(const std::string &msg, Matrix &map);
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void add_neighbors(Matrix &closed, size_t j, size_t i);
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class Map {
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Matrix input_map_;
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Matrix walls_;
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Matrix paths_;
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std::vector<Room> rooms_;
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int limit_ = 0;
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public:
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// make explicit
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Map(Matrix input_map, Matrix walls_map, int limit) :
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input_map_(input_map),
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walls_(walls_map), limit_(limit) {
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}
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// make random
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Map(size_t width, size_t height);
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// disable copying
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Map(Map &map) = delete;
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Matrix& paths() { return paths_; }
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Matrix& input_map() { return input_map_; }
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Matrix& walls() { return walls_; }
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int limit() { return limit_; }
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size_t width() { return walls_[0].size(); }
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size_t height() { return walls_.size(); }
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Room &room(size_t at) {
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return rooms_[at];
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}
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size_t room_count() {
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return rooms_.size();
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}
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void make_room(size_t origin_y, size_t origin_x, size_t width, size_t height);
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void add_door(Room &room);
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bool inmap(size_t x, size_t y);
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bool iswall(size_t x, size_t y);
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bool neighbors(Point &out, bool up);
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void generate();
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void place_rooms(Room &root);
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void make_paths();
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void partition_map(Room &cur, int depth);
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void set_target(Point &at, int value=0);
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void clear_target(Point &at);
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bool walk(Point &src, Point &target);
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void set_door(Room &room, int value);
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void dump();
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Point place_entity(size_t room_index);
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};
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