Iterators are now working far more reliably and have more extensive tests that randomize inputs and fuzz them to check they keep working.

main
Zed A. Shaw 6 days ago
parent 8e470df554
commit 70cd963e5c
  1. 23
      lights.cpp
  2. 5
      map.cpp
  3. 79
      matrix.cpp
  4. 15
      matrix.hpp
  5. 29
      pathing.cpp
  6. 77
      scratchpad/matrixittest.cpp
  7. 4
      status.txt
  8. 4
      tests/lighting.cpp
  9. 99
      tests/matrix.cpp
  10. 26
      tests/worldbuilder.cpp
  11. 1
      worldbuilder.cpp

@ -7,19 +7,24 @@ using std::vector;
namespace lighting {
void LightRender::render_light(LightSource source, Point at) {
Point min, max;
light_box(source, at, min, max);
clear_light_target(at);
vector<Point> has_light;
for(size_t y = min.y; y <= max.y; ++y) {
auto &light_row = $lightmap[y];
auto &path_row = $paths.$paths[y];
matrix::in_box it{$lightmap, at.x, at.y, (size_t)source.distance};
light_box(source, at, min, max);
for(size_t x = min.x; x <= max.x; ++x) {
if(path_row[x] != WALL_PATH_LIMIT) {
light_row[x] = light_level(source.strength, x, y);
has_light.push_back({x,y});
}
dbc::check(it.x+1 == min.x, "box min x different");
dbc::check(it.y == min.y, "box min y different");
dbc::check(it.right == max.x + 1, "box max.x/right different");
dbc::check(it.bottom == max.y + 1, "box max.y/bottom different");
while(it.next()) {
auto &light_row = $lightmap[it.y];
auto &path_row = $paths.$paths[it.y];
if(path_row[it.x] != WALL_PATH_LIMIT) {
light_row[it.x] = light_level(source.strength, it.x, it.y);
has_light.push_back({it.x, it.y});
}
}

@ -14,7 +14,7 @@ Map::Map(size_t width, size_t height) :
$width(width),
$height(height),
$walls(height, matrix::Row(width, INV_WALL)),
$paths(height, width)
$paths(width, height)
{}
Map::Map(Matrix &walls, Pathing &paths) :
@ -26,6 +26,7 @@ Map::Map(Matrix &walls, Pathing &paths) :
}
void Map::make_paths() {
INVARIANT();
$paths.compute_paths($walls);
}
@ -159,6 +160,8 @@ bool Map::INVARIANT() {
check($walls.size() == height(), "walls wrong height");
check($walls[0].size() == width(), "walls wrong width");
check($paths.$width == width(), "in Map paths width don't match map width");
check($paths.$height == height(), "in Map paths height don't match map height");
for(auto room : $rooms) {
check(int(room.x) >= 0 && int(room.y) >= 0,

@ -3,7 +3,24 @@
#include <fmt/core.h>
using namespace fmt;
using matrix::Matrix;
using std::min, std::max;
inline size_t next_x(size_t x, size_t width) {
return (x + 1) * ((x + 1) < width);
}
inline size_t next_y(size_t x, size_t y) {
return y + (x == 0);
}
inline bool at_end(size_t y, size_t height) {
return y < height;
}
inline bool end_row(size_t x, size_t width) {
return x == width - 1;
}
namespace matrix {
@ -14,10 +31,9 @@ namespace matrix {
}
bool each_cell::next() {
x++;
x *= (x < width);
y = y + (x == 0);
return y < height;
x = next_x(x, width);
y = next_y(x, y);
return at_end(y, height);
}
each_row::each_row(Matrix &mat) :
@ -28,26 +44,59 @@ namespace matrix {
}
bool each_row::next() {
x++;
x *= (x < width);
y = y + (x == 0);
row = x == width - 1;
cell = y < height ? $mat[y][x] : -1;
return y < height;
x = next_x(x, width);
y = next_y(x, y);
row = end_row(x, width);
return at_end(y, height);
}
in_box::in_box(Matrix &mat, size_t from_x, size_t from_y, size_t size) {
size_t h = mat.size();
size_t w = mat[0].size();
// keeps it from going below zero
// need extra -1 to compensate for the first next()
left = max(from_x, size) - size;
x = left - 1; // must be -1 for next()
// keeps it from going above width
right = min(from_x + size + 1, w);
// same for these two
top = max(from_y, size) - size;
y = top - (left == 0);
bottom = min(from_y + size + 1, h);
}
bool in_box::next() {
// calc next but allow to go to 0 for next
x = next_x(x, right);
// x will go to 0, which signals new line
y = next_y(x, y); // this must go here
// if x==0 then this moves it to min_x
x = max(x, left);
// and done
return at_end(y, bottom);
}
void in_box::dump() {
println("BOX: x={},y={}; left={},right={}; top={},bottom={}",
x, y, left, right, top, bottom);
}
void dump(const std::string &msg, Matrix &map, int show_x, int show_y) {
println("----------------- {}", msg);
for(each_row it{map}; it.next();) {
int cell = map[it.y][it.x];
if(int(it.x) == show_x && int(it.y) == show_y) {
print("{:x}<", it.cell);
} else if(it.cell == WALL_PATH_LIMIT) {
print("{:x}<", cell);
} else if(cell == WALL_PATH_LIMIT) {
print("# ");
} else if(it.cell > 15) {
} else if(cell > 15) {
print("* ");
} else {
print("{:x} ", it.cell);
print("{:x} ", cell);
}
if(it.row) print("\n");

@ -12,7 +12,6 @@ namespace matrix {
size_t y = ~0;
size_t width = 0;
size_t height = 0;
int cell = 0;
each_cell(Matrix &mat);
bool next();
@ -24,13 +23,25 @@ namespace matrix {
size_t y = ~0;
size_t width = 0;
size_t height = 0;
int cell = 0;
bool row = false;
each_row(Matrix &mat);
bool next();
};
struct in_box {
size_t x = 0; // these are set in constructor
size_t y = 0; // again, no fancy ~ trick needed
size_t left = 0;
size_t top = 0;
size_t right = 0;
size_t bottom = 0;
in_box(Matrix &mat, size_t x, size_t y, size_t size);
bool next();
void dump();
};
/*
* Just a quick thing to reset a matrix to a value.
*/

@ -6,17 +6,20 @@
using std::vector;
inline void add_neighbors(PointList &neighbors, Matrix &closed, size_t y, size_t x, size_t w, size_t h) {
vector<size_t> rows{y - 1, y, y + 1};
vector<size_t> cols{x - 1, x, x + 1};
for(size_t row : rows) {
for(size_t col : cols) {
if((0 <= row && row < h) &&
(0 <= col && col < w) &&
closed[row][col] == 0)
{
dbc::check(h == closed.size(), "given height and closed height don't match");
dbc::check(w == closed[0].size(), "given width and closed width don't match");
vector<int> rows{int(y) - 1, int(y), int(y) + 1};
vector<int> cols{int(x) - 1, int(x), int(x) + 1};
for(int row : rows) {
for(int col : cols) {
if(row < 0 || row >= int(h)) continue;
if(col < 0 || col >= int(w)) continue;
if(closed[row][col] == 0) {
closed[row][col] = 1;
neighbors.push_back({.x=col, .y=row});
neighbors.push_back({.x=size_t(col), .y=size_t(row)});
}
}
}
@ -27,6 +30,12 @@ inline void add_neighbors(PointList &neighbors, Matrix &closed, size_t y, size_t
*/
void Pathing::compute_paths(Matrix &walls) {
INVARIANT();
dbc::check(walls[0].size() == $width,
fmt::format("Pathing::compute_paths called with walls.width={} but paths $width={}", walls[0].size(), $width));
dbc::check(walls.size() == $height,
fmt::format("Pathing::compute_paths called with walls.height={} but paths $height={}", walls[0].size(), $height));
// Initialize the new array with every pixel at limit distance
matrix::assign($paths, WALL_PATH_LIMIT);

@ -0,0 +1,77 @@
#include <algorithm>
#include <iostream>
struct ItStep {
int cell;
size_t x;
size_t y;
bool row;
};
class MatrixIterator1 {
public:
class iterator
{
public:
Matrix &mat;
size_t x = 0;
size_t y = 0;
using iterator_category = std::input_iterator_tag;
using value_type = ItStep;
using difference_type = ItStep;
using pointer = ItStep *;
using reference = ItStep;
explicit iterator(Matrix &_mat)
: mat(_mat) {}
iterator& operator++() {
x++;
if(x < mat[0].size()) {
return *this;
} else {
x = 0;
y++;
return *this;
}
}
iterator operator++(int) {
iterator retval = *this;
++(*this);
return retval;
}
bool operator==(iterator other) const {
return x == other.x && y == other.y;
}
reference operator*() const {
return {
.cell = mat[y][x],
.x = x,
.y = y,
.row = x >= mat[0].size() - 1
};
}
};
Matrix &mat;
MatrixIterator1(Matrix &mat_) :
mat(mat_)
{
}
iterator begin() {
return iterator(mat);
}
iterator end() {
iterator it(mat);
it.y = mat.size();
it.x = 0;
return it;
}
};

@ -1,5 +1,7 @@
TODAY'S GOAL:
* Room should always be found.
* Change the test matrix to be irregular dimensions.
* Study https://github.com/hirdrac/gx_lib/blob/main/gx/Unicode.hh
* Study this https://en.cppreference.com/w/cpp/language/explicit
@ -17,6 +19,8 @@ TODAY'S GOAL:
TODO:
* Make the light directional.
* Hot key for debug view.
* Refine the event handling to pass most of them to the gui panels and then I can intercept them.

@ -10,7 +10,8 @@
using namespace lighting;
TEST_CASE("lighting a map works", "[lighting]") {
Map map(20,20);
for(int i = 0; i < 5; i++) {
Map map(20+i,23+i);
WorldBuilder builder(map);
builder.generate();
@ -39,4 +40,5 @@ TEST_CASE("lighting a map works", "[lighting]") {
// confirm light is set at least at and around the two points
REQUIRE(lighting[light1.y][light1.x] == lighting::LEVELS[source1.strength]);
REQUIRE(lighting[light2.y][light2.x] == lighting::LEVELS[source2.strength]);
}
}

@ -3,6 +3,7 @@
#include <string>
#include "config.hpp"
#include "matrix.hpp"
#include "rand.hpp"
#include "components.hpp"
#include <nlohmann/json.hpp>
#include <fstream>
@ -19,34 +20,104 @@ TEST_CASE("basic matrix iterator", "[matrix]") {
Matrix walls = test["walls"];
matrix::dump("ITERATOR DUMP", walls);
println("VS matrix::each_row ------");
for(matrix::each_row it{walls}; it.next();) {
REQUIRE(walls[it.y][it.x] == it.cell);
print("{} ", it.cell);
if(it.row) print("\n");
}
// tests going through straight cells but also
// using two iterators on one matrix (or two)
matrix::each_cell cells{walls};
cells.next(); // kick it off
size_t row_count = 0;
for(matrix::each_row it{walls};
it.next(); cells.next())
{
REQUIRE(walls[cells.y][cells.x] == it.cell);
REQUIRE(walls[cells.y][cells.x] == walls[it.y][it.x]);
row_count += it.row;
}
REQUIRE(row_count == walls.size());
{
// test getting the correct height in the middle
row_count = 0;
matrix::in_box box{walls, 2,2, 1};
while(box.next()) {
row_count += box.x == box.left;
walls[box.y][box.x] = 3;
}
matrix::dump("2,2 WALLS", walls, 2, 2);
println("END TEST=============");
REQUIRE(row_count == 3);
}
{
matrix::dump("1:1 POINT", walls, 1,1);
// confirm boxes have the right number of rows
// when x goes to 0 on first next call
row_count = 0;
matrix::in_box box{walls, 1, 1, 1};
while(box.next()) {
row_count += box.x == box.left;
}
REQUIRE(row_count == 3);
}
}
TEST_CASE("matrix_assign works", "[matrix]") {
inline void random_matrix(Matrix &out) {
for(size_t y = 0; y < out.size(); y++) {
for(size_t x = 0; x < out[0].size(); x++) {
out[y][x] = Random::uniform<int>(-10,10);
}
}
}
TEST_CASE("thash matrix iterators", "[matrix]") {
for(int count = 0; count < Random::uniform<int>(10,30); count++) {
size_t width = Random::uniform<size_t>(1, 100);
size_t height = Random::uniform<size_t>(1, 100);
Matrix test(width, matrix::Row(height));
random_matrix(test);
// first make a randomized matrix
matrix::each_cell cells{test};
cells.next(); // kick off the other iterator
for(matrix::each_row it{test};
it.next(); cells.next())
{
REQUIRE(test[cells.y][cells.x] == test[it.y][it.x]);
}
}
}
TEST_CASE("matrix_dump works", "[matrix]") {
TEST_CASE("thrash box iterators", "[matrix]") {
for(int count = 0; count < 20; count++) {
size_t width = Random::uniform<size_t>(1, 25);
size_t height = Random::uniform<size_t>(1, 33);
Matrix test(height, matrix::Row(width));
random_matrix(test);
// this will be greater than the random_matrix cells
int test_i = Random::uniform<size_t>(20,30);
// go through every cell
for(matrix::each_cell target{test}; target.next();) {
PointList result;
// make a random size box
size_t size = Random::uniform<int>(1, 33);
matrix::in_box box{test, target.x, target.y, size};
while(box.next()) {
test[box.y][box.x] = test_i;
result.push_back({box.x, box.y});
}
for(auto point : result) {
REQUIRE(test[point.y][point.x] == test_i);
test[point.y][point.x] = 10; // kind of reset it for another try
}
}
}
}

@ -10,25 +10,27 @@ using namespace nlohmann;
using std::string;
TEST_CASE("bsp algo test", "[builder]") {
Map map(20, 20);
Map map(31, 20);
WorldBuilder builder(map);
builder.generate();
}
TEST_CASE("dumping and debugging", "[builder]") {
Map map(20, 20);
TEST_CASE("pathing", "[builder]") {
Map map(23, 14);
WorldBuilder builder(map);
builder.generate();
matrix::dump("GENERATED", map.paths());
map.dump();
}
matrix::dump("WALLS", map.$walls, 0,0);
println("wall at 0,0=={}", map.$walls[0][0]);
TEST_CASE("pathing", "[builder]") {
Map map(20, 20);
WorldBuilder builder(map);
builder.generate();
REQUIRE(map.can_move({0,0}) == false);
REQUIRE(map.iswall(0,0) == true);
for(matrix::each_cell it{map.$walls}; it.next();) {
if(map.$walls[it.y][it.x] == WALL_VALUE) {
REQUIRE(map.iswall(it.x, it.y) == true);
REQUIRE(map.can_move({it.x, it.y}) == false);
} else {
REQUIRE(map.iswall(it.x, it.y) == false);
REQUIRE(map.can_move({it.x, it.y}) == true);
}
}
}

@ -1,6 +1,7 @@
#include "worldbuilder.hpp"
#include "rand.hpp"
#include <fmt/core.h>
#include <iostream>
using namespace fmt;

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