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#include "map.hpp"
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#include "dbc.hpp"
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#include <vector>
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#include <fmt/core.h>
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#include "rand.hpp"
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#include <utility>
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using std::vector, std::pair;
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using namespace fmt;
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void dump_map(const std::string &msg, Matrix &map) {
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println("----------------- {}", msg);
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for(auto row : map) {
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for(auto col : row) {
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print("{} ", col);
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}
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print("\n");
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}
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}
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inline void add_neighbors(PointList &neighbors, Matrix &closed, size_t y, size_t x) {
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size_t h = closed.size();
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size_t w = closed[0].size();
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vector<size_t> rows{y - 1, y, y + 1};
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vector<size_t> cols{x - 1, x, x + 1};
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for(size_t row : rows) {
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for(size_t col : cols) {
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if((0 <= row && row < h) &&
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(0 <= col && col < w) &&
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closed[row][col] == 0)
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{
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closed[row][col] = 1;
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neighbors.push_back({.x=col, .y=row});
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}
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}
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}
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}
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/**
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* This will create an _inverted_ map that you
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* can run make_rooms and generate on. It will
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* NOT be valid until you actually run generate.
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*/
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Map::Map(size_t width, size_t height) : $limit(1000) {
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$walls = Matrix(height, MatrixRow(width, INV_WALL));
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$input_map = Matrix(height, MatrixRow(width, 1));
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}
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void Map::make_paths() {
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size_t h = $input_map.size();
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size_t w = $input_map[0].size();
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// Initialize the new array with every pixel at limit distance
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// NOTE: this is normally ones() * limit
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int limit = $limit == 0 ? h * w : $limit;
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Matrix new_arr = Matrix(h, MatrixRow(w, limit));
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Matrix closed = $walls;
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PointList starting_pixels;
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PointList open_pixels;
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// First pass: Add starting pixels and put them in closed
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for(size_t counter = 0; counter < h * w; counter++) {
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size_t x = counter % w;
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size_t y = counter / w;
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if($input_map[y][x] == 0) {
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new_arr[y][x] = 0;
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closed[y][x] = 1;
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starting_pixels.push_back({.x=x,.y=y});
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}
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}
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// Second pass: Add border to open
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for(auto sp : starting_pixels) {
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add_neighbors(open_pixels, closed, sp.y, sp.x);
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}
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// Third pass: Iterate filling in the open list
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int counter = 1; // leave this here so it's available below
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for(; counter < limit && !open_pixels.empty(); ++counter) {
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PointList next_open;
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for(auto sp : open_pixels) {
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new_arr[sp.y][sp.x] = counter;
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add_neighbors(next_open, closed, sp.y, sp.x);
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}
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open_pixels = next_open;
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}
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// Last pass: flood last pixels
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for(auto sp : open_pixels) {
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new_arr[sp.y][sp.x] = counter;
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}
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$paths = new_arr;
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}
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void Map::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) {
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dbc::pre("x out of bounds", origin_x < width());
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dbc::pre("y out of bounds", origin_y < height());
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dbc::pre("w out of bounds", w <= width());
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dbc::pre("h out of bounds", h <= height());
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for(size_t y = origin_y; y < origin_y + h; ++y) {
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dbc::check(y < $walls.size(), "y is out of bounds");
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for(size_t x = origin_x; x < origin_x + w; ++x) {
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dbc::check(x < $walls[y].size(), "x is out of bounds");
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$walls[y][x] = INV_SPACE;
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}
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}
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}
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inline int make_split(Room &cur, bool horiz) {
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size_t dimension = horiz ? cur.height : cur.width;
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int min = dimension / 4;
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int max = dimension - min;
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return Random::uniform<int>(min, max);
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}
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void Map::partition_map(Room &cur, int depth) {
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if(cur.width >= 5 && cur.width <= 10 &&
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cur.height >= 5 && cur.height <= 10) {
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$rooms.push_back(cur);
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return;
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}
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bool horiz = cur.width > cur.height ? false : true;
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int split = make_split(cur, horiz);
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Room left = cur;
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Room right = cur;
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if(horiz) {
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dbc::check(split > 0, "split is not > 0");
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dbc::check(split < int(cur.height), "split is too big!");
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left.height = size_t(split - 1);
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right.y = cur.y + split;
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right.height = size_t(cur.height - split);
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} else {
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dbc::check(split > 0, "split is not > 0");
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dbc::check(split < int(cur.width), "split is too big!");
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left.width = size_t(split-1);
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right.x = cur.x + split,
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right.width = size_t(cur.width - split);
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}
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if(depth > 0 && left.width > 5 && left.height > 5) {
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partition_map(left, depth-1);
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}
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if(depth > 0 && right.width > 5 && right.height > 5) {
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partition_map(right, depth-1);
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}
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}
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void Map::place_rooms(Room &cur) {
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for(auto &cur : $rooms) {
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cur.x += 2;
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cur.y += 2;
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cur.width -= 4;
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cur.height -= 4;
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add_door(cur);
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set_door(cur, INV_SPACE);
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make_room(cur.x, cur.y, cur.width, cur.height);
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}
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}
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bool Map::neighbors(Point &out, bool greater) {
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std::array<Point, 4> dirs{{
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{out.x,out.y-1},
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{out.x+1,out.y},
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{out.x,out.y+1},
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{out.x-1,out.y}
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}};
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int zero_i = -1;
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int cur = $paths[out.y][out.x];
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// BUG: sometimes cur is in a wall so finding neighbors fails
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for(int i = 0; i < 4; ++i) {
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Point dir = dirs[i];
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int diff = inmap(dir.x, dir.y) ? cur - $paths[dir.y][dir.x] : -1000;
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if(diff == 1) {
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out = {.x=dir.x, .y=dir.y};
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return true;
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} else if(diff == 0) {
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zero_i = i;
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}
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}
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if(zero_i != -1) {
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out = {.x=dirs[zero_i].x, .y=dirs[zero_i].y};
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return true;
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} else {
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return false;
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}
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}
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bool Map::inmap(size_t x, size_t y) {
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return x < width() && y < height();
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}
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void Map::set_door(Room &room, int value) {
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$walls[room.entry.y][room.entry.x] = value;
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$walls[room.exit.y][room.exit.x] = value;
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}
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void rand_side(Room &room, Point &door) {
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int rand_x = Random::uniform<int>(0, room.width - 1);
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int rand_y = Random::uniform<int>(0, room.height - 1);
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switch(Random::uniform<int>(0,3)) {
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case 0: // north
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door.x = room.x + rand_x;
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door.y = room.y-1;
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break;
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case 1: // south
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door.x = room.x + rand_x;
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door.y = room.y + room.height;
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break;
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case 2: // east
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door.x = room.x + room.width;
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door.y = room.y + rand_y;
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break;
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case 3: // west
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door.x = room.x - 1;
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door.y = room.y + rand_y;
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break;
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default:
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dbc::sentinel("impossible side");
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}
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}
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void Map::add_door(Room &room) {
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rand_side(room, room.entry);
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rand_side(room, room.exit);
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}
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bool Map::walk(Point &src, Point &target) {
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// this sets the target for the path
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dbc::check($input_map[target.y][target.x] == 0, "target point not set to 0");
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$walls[src.y][src.x] = INV_WALL;
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$walls[target.y][target.x] = INV_WALL;
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// for the walk this needs to be walls since it's inverted?
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dbc::check($walls[src.y][src.x] == INV_WALL,
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"src room has a wall at exit door");
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dbc::check($walls[target.y][target.x] == INV_WALL,
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"target room has a wall at entry door");
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make_paths();
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bool found = false;
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Point out{src.x, src.y};
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int count = 0;
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do {
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$walls[out.y][out.x] = INV_SPACE;
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found = neighbors(out, true);
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if($paths[out.y][out.x] == 0) {
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$walls[out.y][out.x] = INV_SPACE;
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return true;
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}
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} while(found && out.x > 0 && out.y > 0 && ++count < 100);
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return false;
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}
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void Map::set_target(Point &at, int value) {
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$input_map[at.y][at.x] = 0;
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}
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void Map::clear_target(Point &at) {
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$input_map[at.y][at.x] = 1;
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}
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Point Map::place_entity(size_t room_index) {
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dbc::check(room_index < $rooms.size(), "room_index is out of bounds, not enough rooms");
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Room &start = $rooms[room_index];
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return {start.x+1, start.y+1};
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}
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void Map::generate() {
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Room root{
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.x = 0,
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.y = 0,
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.width = width(),
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.height = height()
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};
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partition_map(root, 10);
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place_rooms(root);
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for(size_t i = 0; i < $rooms.size() - 1; i++) {
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Room &src = $rooms[i];
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Room &target = $rooms[i+1];
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set_target(target.entry);
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bool found = walk(src.exit, target.entry);
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if(!found) {
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println("ROOM NOT FOUND!");
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}
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clear_target(target.entry);
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}
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Room &src = $rooms.back();
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Room &target = $rooms.front();
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set_target(target.entry);
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walk(src.exit, target.entry);
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clear_target(target.entry);
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for(size_t y = 0; y < height(); ++y) {
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for(size_t x = 0; x < width(); ++x) {
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$walls[y][x] = !$walls[y][x];
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}
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}
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}
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bool Map::iswall(size_t x, size_t y) {
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return $walls[y][x] == WALL_VALUE;
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}
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void Map::dump() {
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dump_map("PATHS", $paths);
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dump_map("WALLS", $walls);
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dump_map("INPUT", $input_map);
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}
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