Random map gen is mostly working, now to clean it up.

main
Zed A. Shaw 2 months ago
parent a82944f55a
commit 3a43324fa2
  1. 16
      main.cpp
  2. 140
      map.cpp
  3. 22
      map.hpp

@ -28,35 +28,31 @@ int main() {
auto c = Canvas(60 * 2, 27 * 4); auto c = Canvas(60 * 2, 27 * 4);
Map game_map(60, 27); Map game_map(50, 27);
game_map.generate(); 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([&] { auto map = Renderer([&] {
Matrix &result = game_map.paths(); Matrix &result = game_map.paths();
Matrix &walls = game_map.walls();
for(size_t x = 0; x < result[0].size(); ++x) { for(size_t x = 0; x < result[0].size(); ++x) {
for(size_t y = 0; y < result.size(); ++y) { for(size_t y = 0; y < result.size(); ++y) {
auto path = result[y][x]; 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 // it's a wall or unreachable, use the wall_map
const string tile = walls[y][x] == 1 ? "#" : "."; 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 { } else {
// it's a path number, show it // it's a path number, show it
const string tile = format("{}", path); 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); c.DrawText(x*2, y*4, tile, color);
} }
} }
} }
// draw the character // draw the character
c.DrawText(10*2, 10*4, "@", Color::Blue); //c.DrawText(10*2, 10*4, "@", Color::Blue);
return canvas(c); return canvas(c);
}); });

@ -5,7 +5,6 @@
#include <random> #include <random>
#include <utility> #include <utility>
std::random_device g_rng; std::random_device g_rng;
std::mt19937 g_generator(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) { 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)); 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"); dbc::check(y < m_walls.size(), "y is out of bounds");
for(size_t x = origin_x; x < origin_x + w; ++x) { for(size_t x = origin_x; x < origin_x + w; ++x) {
dbc::check(x < m_walls[y].size(), "x is out of bounds"); 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) { 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; size_t dimension = horiz ? cur.height : cur.width;
int min = dimension / 4; int min = dimension / 4;
int max = dimension - min; int max = dimension - min;
println("dimension={}, min={}, max={}", dimension, min, max);
std::uniform_int_distribution<int> rand_dim(min, max); std::uniform_int_distribution<int> rand_dim(min, max);
return rand_dim(g_generator); return rand_dim(g_generator);
} }
@ -158,13 +159,96 @@ void Map::partition_map(Room &cur, int depth) {
void Map::place_rooms(Room &cur) { void Map::place_rooms(Room &cur) {
for(auto &cur : m_rooms) { for(auto &cur : m_rooms) {
make_room(cur.x+1, cur.y+1, cur.width-2, cur.height-2); cur.x += 2;
cur.door_x = cur.x+1; cur.y += 2;
cur.door_y = cur.y; cur.width -= 4;
m_input_map[cur.door_y][cur.door_x] = 0; 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<Point, 4> 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() { void Map::generate() {
Room root{ Room root{
.x = 0, .x = 0,
@ -175,19 +259,29 @@ void Map::generate() {
partition_map(root, 10); partition_map(root, 10);
place_rooms(root); place_rooms(root);
make_paths();
Room &room0 = m_rooms[0]; for(size_t i = 0; i < m_rooms.size() - 1; i++) {
Room &room1 = m_rooms[1]; Room &src = m_rooms[i];
Room &target = m_rooms[i+1];
int cur = m_paths[room0.door_y][room0.door_x]; m_input_map[target.entry.y][target.entry.x] = 0;
int next = m_paths[room0.door_y][room0.door_x+1]; bool found = walk(src, target);
int i = 1; if(!found) {
println("ROOM NOT FOUND!");
while(next >= cur) { }
cur = next; m_input_map[target.entry.y][target.entry.x] = 1;
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); 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];
}
} }
} }

@ -4,6 +4,17 @@
#include <string> #include <string>
#include <random> #include <random>
#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 { struct Pair {
size_t j = 0; size_t j = 0;
size_t i = 0; size_t i = 0;
@ -16,10 +27,8 @@ struct Room {
size_t y = 0; size_t y = 0;
size_t width = 0; size_t width = 0;
size_t height = 0; size_t height = 0;
size_t door_x = 0; Point entry;
size_t door_y = 0; Point exit;
std::vector<Room> next;
}; };
typedef std::vector<Pair> PairList; typedef std::vector<Pair> PairList;
@ -58,9 +67,14 @@ public:
void make_room(size_t origin_y, size_t origin_x, size_t width, size_t height); 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 generate();
void place_rooms(Room &root); void place_rooms(Room &root);
void make_paths(); void make_paths();
void partition_map(Room &cur, int depth); void partition_map(Room &cur, int depth);
bool walk(Room &src, Room &target);
void set_door(Room &room, int value);
void dump(); void dump();
}; };

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