Map is now cleaned out of anything not directly related to the map, and there's a new WorldBuilder class that will turn into a more sophisticated random world generator.
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#include <catch2/catch_test_macros.hpp> |
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#include <fmt/core.h> |
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#include <nlohmann/json.hpp> |
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#include <fstream> |
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#include "map.hpp" |
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#include "worldbuilder.hpp" |
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using namespace fmt; |
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using namespace nlohmann; |
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using std::string; |
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TEST_CASE("bsp algo test", "[map]") { |
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Map map(20, 20); |
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WorldBuilder builder(map); |
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builder.generate(); |
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} |
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TEST_CASE("dumping and debugging", "[map]") { |
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Map map(20, 20); |
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WorldBuilder builder(map); |
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builder.generate(); |
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dump_map("GENERATED", map.paths()); |
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map.dump(); |
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} |
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TEST_CASE("camera control", "[map]") { |
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Map map(20, 20); |
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WorldBuilder builder(map); |
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builder.generate(); |
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Point center = map.center_camera({10,10}, 5, 5); |
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REQUIRE(center.x == 8); |
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REQUIRE(center.y == 8); |
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Point translation = map.map_to_camera({10,10}, center); |
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REQUIRE(translation.x == 2); |
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REQUIRE(translation.y == 2); |
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} |
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TEST_CASE("pathing", "[map]") { |
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Map map(20, 20); |
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WorldBuilder builder(map); |
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builder.generate(); |
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REQUIRE(map.can_move({0,0}) == false); |
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REQUIRE(map.iswall(0,0) == true); |
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} |
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#include "worldbuilder.hpp" |
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#include "rand.hpp" |
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#include <fmt/core.h> |
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using namespace fmt; |
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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 WorldBuilder::set_door(Room &room, int value) { |
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$map.$walls[room.entry.y][room.entry.x] = value; |
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$map.$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 WorldBuilder::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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void WorldBuilder::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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$map.$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 WorldBuilder::generate() { |
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Room root{ |
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.x = 0, |
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.y = 0, |
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.width = $map.$width, |
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.height = $map.$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 < $map.$rooms.size() - 1; i++) { |
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Room &src = $map.$rooms[i]; |
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Room &target = $map.$rooms[i+1]; |
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$map.set_target(target.entry); |
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bool found = dig_tunnel(src.exit, target.entry); |
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if(!found) { |
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println("ROOM NOT FOUND!"); |
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} |
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$map.clear_target(target.entry); |
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} |
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Room &src = $map.$rooms.back(); |
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Room &target = $map.$rooms.front(); |
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$map.set_target(target.entry); |
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dig_tunnel(src.exit, target.entry); |
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$map.clear_target(target.entry); |
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for(size_t y = 0; y < $map.$height; ++y) { |
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for(size_t x = 0; x < $map.$width; ++x) { |
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$map.$walls[y][x] = !$map.$walls[y][x]; |
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} |
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} |
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} |
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void WorldBuilder::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) { |
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$map.INVARIANT(); |
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dbc::pre("y out of bounds", origin_y + h < $map.$height); |
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dbc::pre("x out of bounds", origin_x + w < $map.$width); |
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for(size_t y = origin_y; y < origin_y + h; ++y) { |
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for(size_t x = origin_x; x < origin_x + w; ++x) { |
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$map.$walls[y][x] = INV_SPACE; |
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} |
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} |
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} |
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void WorldBuilder::place_rooms(Room &cur) { |
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for(auto &cur : $map.$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 WorldBuilder::dig_tunnel(Point &src, Point &target) { |
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Matrix &paths = $map.paths(); |
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Matrix &walls = $map.walls(); |
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walls[src.y][src.x] = INV_WALL; |
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walls[target.y][target.x] = INV_WALL; |
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// for the walk this needs to be walls since it's inverted?
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dbc::check(walls[src.y][src.x] == INV_WALL, |
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"src room has a wall at exit door"); |
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dbc::check(walls[target.y][target.x] == INV_WALL, |
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"target room has a wall at entry door"); |
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$map.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 = $map.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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} |
@ -0,0 +1,18 @@ |
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#pragma once |
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#include "map.hpp" |
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class WorldBuilder { |
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public: |
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Map& $map; |
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WorldBuilder(Map &map) : $map(map) { } |
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void partition_map(Room &cur, int depth); |
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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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void generate(); |
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void set_door(Room &room, int value); |
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void place_rooms(Room &root); |
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bool dig_tunnel(Point &src, Point &target); |
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}; |
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