From 3a43324fa2d175115f66234b2f7dd47740c9e040 Mon Sep 17 00:00:00 2001 From: "Zed A. Shaw" Date: Sun, 29 Sep 2024 22:36:13 -0400 Subject: [PATCH] Random map gen is mostly working, now to clean it up. --- main.cpp | 16 +++---- map.cpp | 140 ++++++++++++++++++++++++++++++++++++++++++++++--------- map.hpp | 22 +++++++-- 3 files changed, 141 insertions(+), 37 deletions(-) diff --git a/main.cpp b/main.cpp index 785c80a..ed3cdcd 100644 --- a/main.cpp +++ b/main.cpp @@ -28,35 +28,31 @@ int main() { auto c = Canvas(60 * 2, 27 * 4); - Map game_map(60, 27); + Map game_map(50, 27); game_map.generate(); - Matrix &input_map = game_map.input_map(); - Matrix &walls = game_map.walls(); - - // place character - // input_map[10][10] = 0; auto map = Renderer([&] { Matrix &result = game_map.paths(); + Matrix &walls = game_map.walls(); for(size_t x = 0; x < result[0].size(); ++x) { for(size_t y = 0; y < result.size(); ++y) { auto path = result[y][x]; - if(path == 1000) { + if(path == 1000 || walls[y][x] == 1) { // it's a wall or unreachable, use the wall_map const string tile = walls[y][x] == 1 ? "#" : "."; - c.DrawText(x*2, y*4, tile, Color::Yellow); + c.DrawText(x*2, y*4, tile, Color::GrayDark); } else { // it's a path number, show it const string tile = format("{}", path); - Color color = path == 0 ? Color::Red : Color::GrayDark; + auto color = Color::Palette16(path % 7 + 1); c.DrawText(x*2, y*4, tile, color); } } } // draw the character - c.DrawText(10*2, 10*4, "@", Color::Blue); + //c.DrawText(10*2, 10*4, "@", Color::Blue); return canvas(c); }); diff --git a/map.cpp b/map.cpp index f6d0685..9b64643 100644 --- a/map.cpp +++ b/map.cpp @@ -5,7 +5,6 @@ #include #include - std::random_device g_rng; std::mt19937 g_generator(g_rng()); @@ -41,8 +40,13 @@ inline void add_neighbors(PairList &neighbors, Matrix &closed, size_t j, size_t } } +/** + * This will create an _inverted_ map that you + * can run make_rooms and generate on. It will + * NOT be valid until you actually run generate. + */ Map::Map(size_t width, size_t height) : m_limit(1000) { - m_walls = Matrix(height, MatrixRow(width, 0)); + m_walls = Matrix(height, MatrixRow(width, INV_WALL)); m_input_map = Matrix(height, MatrixRow(width, 1)); } @@ -103,18 +107,15 @@ void Map::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) { dbc::check(y < m_walls.size(), "y is out of bounds"); for(size_t x = origin_x; x < origin_x + w; ++x) { dbc::check(x < m_walls[y].size(), "x is out of bounds"); - m_walls[y][x] = 1; + m_walls[y][x] = INV_SPACE; } } } inline int make_split(Room &cur, bool horiz) { - println("MAKE SPLIT horiz={}, y={}, w={}, h={}", horiz, - cur.y, cur.width, cur.height); size_t dimension = horiz ? cur.height : cur.width; int min = dimension / 4; int max = dimension - min; - println("dimension={}, min={}, max={}", dimension, min, max); std::uniform_int_distribution rand_dim(min, max); return rand_dim(g_generator); } @@ -158,13 +159,96 @@ void Map::partition_map(Room &cur, int depth) { void Map::place_rooms(Room &cur) { for(auto &cur : m_rooms) { - make_room(cur.x+1, cur.y+1, cur.width-2, cur.height-2); - cur.door_x = cur.x+1; - cur.door_y = cur.y; - m_input_map[cur.door_y][cur.door_x] = 0; + 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 Map::neighbors(Point &out, bool greater) { + std::array dirs{{ + {out.x,out.y-1}, + {out.x+1,out.y}, + {out.x,out.y+1}, + {out.x-1,out.y} + }}; + + int zero_i = -1; + int cur = m_paths[out.y][out.x]; + dbc::check(cur != 1000, "WRONG! start point is in a wall"); + + for(int i = 0; i < 4; ++i) { + Point dir = dirs[i]; + int diff = inmap(dir.x, dir.y) ? cur - m_paths[dir.y][dir.x] : -1000; + + if(diff == 1) { + out = {.x=dir.x, .y=dir.y}; + return true; + } else if(diff == 0) { + zero_i = i; + } + } + + if(zero_i != -1) { + out = {.x=dirs[zero_i].x, .y=dirs[zero_i].y}; + return true; + } else { + return false; } } +bool Map::inmap(size_t x, size_t y) { + return x < width() && y < height(); +} + +void Map::set_door(Room &room, int value) { + m_walls[room.entry.y][room.entry.x] = value; + m_walls[room.exit.y][room.exit.x] = value; +} + +void Map::add_door(Room &room) { + room.entry.x = room.x; + room.entry.y = room.y-1; + room.exit.x = room.x + room.width - 1; + room.exit.y = room.y + room.height; +} + +bool Map::walk(Room &src, Room &target) { + // this sets the target for the path + dbc::check(m_input_map[target.entry.y][target.entry.x] == 0, "target point not set to 0"); + + m_walls[src.exit.y][src.exit.x] = INV_WALL; + m_walls[target.entry.y][target.entry.x] = INV_WALL; + + // for the walk this needs to be walls since it's inverted? + dbc::check(m_walls[src.exit.y][src.exit.x] == INV_WALL, + "src room has a wall at exit door"); + dbc::check(m_walls[target.entry.y][target.entry.x] == INV_WALL, + "target room has a wall at entry door"); + + make_paths(); + + bool found = false; + int count = 0; + Point out{src.exit.x, src.exit.y}; + + do { + m_walls[out.y][out.x] = INV_SPACE; + found = neighbors(out, true); + + if(m_paths[out.y][out.x] == 0) { + m_walls[out.y][out.x] = INV_SPACE; + return true; + } + } while(found && out.x > 0 && out.y > 0); + + return false; +} + void Map::generate() { Room root{ .x = 0, @@ -175,19 +259,29 @@ void Map::generate() { partition_map(root, 10); place_rooms(root); - make_paths(); - Room &room0 = m_rooms[0]; - Room &room1 = m_rooms[1]; - - int cur = m_paths[room0.door_y][room0.door_x]; - int next = m_paths[room0.door_y][room0.door_x+1]; - int i = 1; - - while(next >= cur) { - cur = next; - next = m_paths[room0.door_y][room0.door_x+i]; - ++i; - println("door_y: {}, door_x: {}, CUR: {}, NEXT: {}", room0.door_y, room0.door_x, cur, next); + + for(size_t i = 0; i < m_rooms.size() - 1; i++) { + Room &src = m_rooms[i]; + Room &target = m_rooms[i+1]; + m_input_map[target.entry.y][target.entry.x] = 0; + bool found = walk(src, target); + if(!found) { + println("ROOM NOT FOUND!"); + } + m_input_map[target.entry.y][target.entry.x] = 1; + } + + Room &src = m_rooms[m_rooms.size()-1]; + Room &target = m_rooms[0]; + m_input_map[target.entry.y][target.entry.x] = 0; + walk(src, target); + + dump_map("WALLS", m_walls); + + for(size_t y = 0; y < height(); ++y) { + for(size_t x = 0; x < width(); ++x) { + m_walls[y][x] = !m_walls[y][x]; + } } } diff --git a/map.hpp b/map.hpp index ad55609..f1525f9 100644 --- a/map.hpp +++ b/map.hpp @@ -4,6 +4,17 @@ #include #include +#define INV_WALL 0 +#define INV_SPACE 1 + +#define WALL_VALUE 1 +#define SPACE_VALUE 0 + +struct Point { + size_t x = 0; + size_t y = 0; +}; + struct Pair { size_t j = 0; size_t i = 0; @@ -16,10 +27,8 @@ struct Room { size_t y = 0; size_t width = 0; size_t height = 0; - size_t door_x = 0; - size_t door_y = 0; - - std::vector next; + Point entry; + Point exit; }; typedef std::vector PairList; @@ -58,9 +67,14 @@ public: void make_room(size_t origin_y, size_t origin_x, size_t width, size_t height); + void add_door(Room &room); + bool inmap(size_t x, size_t y); + bool neighbors(Point &out, bool up); void generate(); void place_rooms(Room &root); void make_paths(); void partition_map(Room &cur, int depth); + bool walk(Room &src, Room &target); + void set_door(Room &room, int value); void dump(); };