diff --git a/map.cpp b/map.cpp index 656ae8e..00c8e4d 100644 --- a/map.cpp +++ b/map.cpp @@ -1,5 +1,6 @@ #include "map.hpp" #include "dbc.hpp" +#include "rand.hpp" #include #include #include @@ -8,11 +9,21 @@ using std::vector, std::pair; using namespace fmt; -void dump_map(const std::string &msg, Matrix &map) { +void dump_map(const std::string &msg, Matrix &map, int show_x, int show_y) { println("----------------- {}", msg); - for(auto row : map) { - for(auto col : row) { - print("{} ", col); + for(size_t y = 0; y < map.size(); y++) { + for(size_t x = 0; x < map[y].size(); x++) { + int col = map[y][x]; + + if(int(x) == show_x && int(y) == show_y) { + print("{:x}<", col); + } else if(col == 1000) { + print("# "); + } else if(col > 15) { + print("* "); + } else { + print("{:x} ", col); + } } print("\n"); } @@ -62,8 +73,9 @@ bool Map::iswall(size_t x, size_t y) { return $walls[y][x] == WALL_VALUE; } -void Map::dump() { - dump_map("WALLS", $walls); +void Map::dump(int show_x, int show_y) { + dump_map("WALLS", walls(), show_x, show_y); + dump_map("PATHS", paths(), show_x, show_y); } bool Map::can_move(Point move_to) { @@ -81,57 +93,99 @@ Point Map::center_camera(const Point &around, size_t view_x, size_t view_y) { int center_x = int(around.x - view_x / 2); int center_y = int(around.y - view_y / 2); - // BUG: is clamp really the best thing here? this seems wrong. size_t start_x = high_x > 0 ? std::clamp(center_x, 0, high_x) : 0; size_t start_y = high_y > 0 ? std::clamp(center_y, 0, high_y) : 0; return {start_x, start_y}; } -bool Map::neighbors(Point &out, bool greater) { +/* + * Finds the next optimal neighbor in the path + * using either a direct or random method. + * + * Both modes will pick a random direction to start + * looking for the next path, then it goes clock-wise + * from there. + * + * In the direct method it will attempt to find + * a path that goes 1 lower in the dijkstra map + * path, and if it can't find that it will go to + * a 0 path (same number). + * + * In random mode it will pick either the next lower + * or the same level depending on what it finds first. + * Since the starting direction is random this will + * give it a semi-random walk that eventually gets to + * the target. + * + * In map generation this makes random paths and carves + * up the space to make rooms more irregular. + * + * When applied to an enemy they will either go straight + * to the player (random=false) or they'll wander around + * drunkenly gradually reaching the player, and dodging + * in and out. + */ +bool Map::neighbors(Point &out, bool random) { Matrix &paths = $paths.$paths; + bool zero_found = false; + // just make a list of the four directions std::array dirs{{ - {out.x,out.y-1}, - {out.x+1,out.y}, - {out.x,out.y+1}, - {out.x-1,out.y} + {out.x,out.y-1}, // north + {out.x+1,out.y}, // east + {out.x,out.y+1}, // south + {out.x-1,out.y} // west }}; - int zero_i = -1; + // get the current dijkstra number int cur = paths[out.y][out.x]; - // BUG: sometimes cur is in a wall so finding neighbors fails - for(size_t i = 0; i < dirs.size(); ++i) { - Point dir = dirs[i]; - int target = inmap(dir.x, dir.y) ? paths[dir.y][dir.x] : $limit; + // pick a random start of directions + int rand_start = Random::uniform(0, dirs.size()); - if(target == $limit) continue; // skip unpathable stuff + // go through all possible directions + for(size_t i = 0; i < dirs.size(); i++) { + // but start at the random start, effectively randomizing + // which valid direction to go + Point dir = dirs[(i + rand_start) % dirs.size()]; + if(!inmap(dir.x, dir.y)) continue; //skip unpathable stuff + int weight = cur - paths[dir.y][dir.x]; - int diff = cur - target; - - if(diff == 1) { - out = {.x=dir.x, .y=dir.y}; + if(weight == 1) { + // no matter what we follow direct paths + out = dir; + return true; + } else if(random && weight == 0) { + // if random is selected and it's a 0 path take it + out = dir; return true; - } else if(diff == 0) { - zero_i = i; + } else if(weight == 0) { + // otherwise keep the last zero path for after + out = dir; + zero_found = true; } } - if(zero_i != -1) { - out = {.x=dirs[zero_i].x, .y=dirs[zero_i].y}; - return true; - } else { - return false; - } + // if we reach this then either zero was found and + // zero_found is set true, or it wasn't and nothing found + return zero_found; } - bool Map::INVARIANT() { using dbc::check; check($walls.size() == height(), "walls wrong height"); check($walls[0].size() == width(), "walls wrong width"); + for(auto room : $rooms) { + check(int(room.x) >= 0 && int(room.y) >= 0, + format("room depth={} has invalid position {},{}", + room.depth, room.x, room.y)); + check(int(room.width) > 0 && int(room.height) > 0, + format("room depth={} has invalid dims {},{}", + room.depth, room.width, room.height)); + } + return true; } diff --git a/map.hpp b/map.hpp index 34a0ed0..865987c 100644 --- a/map.hpp +++ b/map.hpp @@ -19,6 +19,7 @@ using lighting::LightSource; struct Room { + int depth; size_t x = 0; size_t y = 0; size_t width = 0; @@ -29,7 +30,7 @@ struct Room { DEFINE_SERIALIZABLE(Room, x, y, width, height); }; -void dump_map(const std::string &msg, Matrix &map); +void dump_map(const std::string &msg, Matrix &map, int show_x=-1, int show_y=-1); class Map { public: @@ -62,7 +63,7 @@ public: bool inmap(size_t x, size_t y); bool iswall(size_t x, size_t y); bool can_move(Point move_to); - bool neighbors(Point &out, bool up); + bool neighbors(Point &out, bool random=false); void make_paths(); void set_target(const Point &at, int value=0); @@ -71,6 +72,6 @@ public: Point map_to_camera(const Point &loc, const Point &cam_orig); Point center_camera(const Point &around, size_t view_x, size_t view_y); - void dump(); + void dump(int show_x=-1, int show_y=-1); bool INVARIANT(); }; diff --git a/status.txt b/status.txt index 9d672f1..7b051a7 100644 --- a/status.txt +++ b/status.txt @@ -2,9 +2,9 @@ TODAY'S GOAL: * Neighbors needs a rewrite * Neighbors algo isn't using greater parameter * Clean up and document as much code as possible. -* Doxygen? Other docs tool? * Add a method to render.cpp that sets terminal true color. * limit as 1000 should be a constant +* Big Code Review TODO: * I can do headless windows in renderer for testing. diff --git a/systems.cpp b/systems.cpp index 905e85b..16d08ca 100644 --- a/systems.cpp +++ b/systems.cpp @@ -44,7 +44,7 @@ void System::enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player if(ent != player.entity) { Point out = position.location; // copy if(game_map.distance(out) < config.HEARING_DISTANCE) { - game_map.neighbors(out, false); + game_map.neighbors(out); motion = { int(out.x - position.location.x), int(out.y - position.location.y)}; } } diff --git a/tests/worldbuilder.cpp b/tests/worldbuilder.cpp index fb5fa41..2c5d3c9 100644 --- a/tests/worldbuilder.cpp +++ b/tests/worldbuilder.cpp @@ -9,25 +9,29 @@ using namespace fmt; using namespace nlohmann; using std::string; -TEST_CASE("bsp algo test", "[map]") { +TEST_CASE("bsp algo test", "[builder]") { Map map(20, 20); WorldBuilder builder(map); builder.generate(); + REQUIRE(map.$rooms.size() >= 2); } -TEST_CASE("dumping and debugging", "[map]") { +TEST_CASE("dumping and debugging", "[builder]") { Map map(20, 20); WorldBuilder builder(map); builder.generate(); + REQUIRE(map.$rooms.size() >= 2); + dump_map("GENERATED", map.paths()); map.dump(); } -TEST_CASE("pathing", "[map]") { +TEST_CASE("pathing", "[builder]") { Map map(20, 20); WorldBuilder builder(map); builder.generate(); + REQUIRE(map.$rooms.size() >= 2); REQUIRE(map.can_move({0,0}) == false); REQUIRE(map.iswall(0,0) == true); diff --git a/worldbuilder.cpp b/worldbuilder.cpp index d87dd27..0e2f9a6 100644 --- a/worldbuilder.cpp +++ b/worldbuilder.cpp @@ -18,6 +18,7 @@ void WorldBuilder::set_door(Room &room, int value) { } void rand_side(Room &room, Point &door) { + dbc::check(int(room.width) > 0 && int(room.height) > 0, "Weird room with 0 for height or width."); int rand_x = Random::uniform(0, room.width - 1); int rand_y = Random::uniform(0, room.height - 1); @@ -57,33 +58,51 @@ void WorldBuilder::partition_map(Room &cur, int depth) { bool horiz = cur.width > cur.height ? false : true; int split = make_split(cur, horiz); + if(split <= 0) return; // end recursion + Room left = cur; Room right = cur; if(horiz) { - dbc::check(split > 0, "split is not > 0"); - dbc::check(split < int(cur.height), "split is too big!"); + if(split >= int(cur.height)) return; // end recursion + left.height = size_t(split - 1); right.y = cur.y + split; right.height = size_t(cur.height - split); } else { - dbc::check(split > 0, "split is not > 0"); - dbc::check(split < int(cur.width), "split is too big!"); + if(split >= int(cur.width)) return; // end recursion left.width = size_t(split-1); right.x = cur.x + split, right.width = size_t(cur.width - split); } - if(depth > 0 && left.width > 5 && left.height > 5) { + if(depth > 0 && left.width > 2 && left.height > 2) { + left.depth = depth - 1; partition_map(left, depth-1); } - if(depth > 0 && right.width > 5 && right.height > 5) { + if(depth > 0 && right.width > 2 && right.height > 2) { + right.depth = depth - 1; partition_map(right, depth-1); } } +void WorldBuilder::update_door(Point &at, int wall_or_space) { + $map.$walls[at.y][at.x] = wall_or_space; +} + +void WorldBuilder::tunnel_doors(PointList &holes, Room &src, Room &target) { + $map.set_target(target.entry); + $map.make_paths(); + + bool found = dig_tunnel(holes, src.exit, target.entry); + dbc::check(found, "room should always be found"); + + $map.INVARIANT(); + $map.clear_target(target.entry); +} + void WorldBuilder::generate() { Room root{ .x = 0, @@ -93,28 +112,28 @@ void WorldBuilder::generate() { }; partition_map(root, 10); - place_rooms(root); + $map.INVARIANT(); + + place_rooms(); + + PointList holes; for(size_t i = 0; i < $map.$rooms.size() - 1; i++) { - Room &src = $map.$rooms[i]; - Room &target = $map.$rooms[i+1]; - $map.set_target(target.entry); - bool found = dig_tunnel(src.exit, target.entry); - if(!found) { - println("ROOM NOT FOUND!"); - } - $map.clear_target(target.entry); + tunnel_doors(holes, $map.$rooms[i], $map.$rooms[i+1]); } - Room &src = $map.$rooms.back(); - Room &target = $map.$rooms.front(); + // one last connection from first room to last + tunnel_doors(holes, $map.$rooms.back(), $map.$rooms.front()); - $map.set_target(target.entry); - dig_tunnel(src.exit, target.entry); - $map.clear_target(target.entry); + // place all the holes + for(auto hole : holes) { + $map.$walls[hole.y][hole.x] = INV_SPACE; + } + // invert the whole map to finish it for(size_t y = 0; y < $map.$height; ++y) { for(size_t x = 0; x < $map.$width; ++x) { + // invert the map $map.$walls[y][x] = !$map.$walls[y][x]; } } @@ -133,45 +152,39 @@ void WorldBuilder::make_room(size_t origin_x, size_t origin_y, size_t w, size_t } -void WorldBuilder::place_rooms(Room &cur) { +void WorldBuilder::place_rooms() { for(auto &cur : $map.$rooms) { cur.x += 2; cur.y += 2; cur.width -= 4; cur.height -= 4; + add_door(cur); - set_door(cur, INV_SPACE); make_room(cur.x, cur.y, cur.width, cur.height); } } -bool WorldBuilder::dig_tunnel(Point &src, Point &target) { +bool WorldBuilder::dig_tunnel(PointList &holes, Point &src, Point &target) { Matrix &paths = $map.paths(); - Matrix &walls = $map.walls(); + int limit = $map.limit(); - walls[src.y][src.x] = INV_WALL; - walls[target.y][target.x] = INV_WALL; + dbc::check(paths[src.y][src.x] != limit, + "source room has path as a wall"); + dbc::check(paths[target.y][target.x] != limit, + "target room has path as a wall"); - // for the walk this needs to be walls since it's inverted? - dbc::check(walls[src.y][src.x] == INV_WALL, - "src room has a wall at exit door"); - dbc::check(walls[target.y][target.x] == INV_WALL, - "target room has a wall at entry door"); - - $map.make_paths(); bool found = false; Point out{src.x, src.y}; int count = 0; do { - walls[out.y][out.x] = INV_SPACE; found = $map.neighbors(out, true); + holes.push_back(out); if(paths[out.y][out.x] == 0) { - walls[out.y][out.x] = INV_SPACE; return true; } - } while(found && out.x > 0 && out.y > 0 && ++count < 100); + } while(found && ++count < 200); return false; } diff --git a/worldbuilder.hpp b/worldbuilder.hpp index fd56b62..d2f2d54 100644 --- a/worldbuilder.hpp +++ b/worldbuilder.hpp @@ -13,6 +13,8 @@ class WorldBuilder { void add_door(Room &room); void generate(); void set_door(Room &room, int value); - void place_rooms(Room &root); - bool dig_tunnel(Point &src, Point &target); + void place_rooms(); + bool dig_tunnel(PointList &holes, Point &src, Point &target); + void tunnel_doors(PointList &holes, Room &src, Room &target); + void update_door(Point &at, int wall_or_space); };