Working line iterator, and mostly working flood iterator that should be good enough for world gen.

main
Zed A. Shaw 3 days ago
parent 1295e9631d
commit d4b6c35120
  1. 2
      lights.cpp
  2. 39
      matrix.cpp
  3. 14
      matrix.hpp
  4. 5
      tests/lighting.cpp
  5. 58
      tests/matrix.cpp

@ -20,7 +20,7 @@ namespace lighting {
const int wall_light = source.strength + WALL_LIGHT_LEVEL; const int wall_light = source.strength + WALL_LIGHT_LEVEL;
for(auto point : has_light) { for(auto point : has_light) {
for(matrix::in_box it{$lightmap, point.x, point.y, 1}; it.next();) { for(matrix::compass it{$lightmap, point.x, point.y}; it.next();) {
if($paths.$paths[it.y][it.x] == WALL_PATH_LIMIT) { if($paths.$paths[it.y][it.x] == WALL_PATH_LIMIT) {
$lightmap[it.y][it.x] = light_level(wall_light, point.x, point.y); $lightmap[it.y][it.x] = light_level(wall_light, point.x, point.y);
} }

@ -2,6 +2,8 @@
#include "constants.hpp" #include "constants.hpp"
#include "dbc.hpp" #include "dbc.hpp"
#include <fmt/core.h> #include <fmt/core.h>
#include <cmath>
#include <cstdlib>
using namespace fmt; using namespace fmt;
using std::min, std::max; using std::min, std::max;
@ -114,7 +116,7 @@ namespace matrix {
flood::flood(Matrix &mat, Point start, int old_val, int new_val) : flood::flood(Matrix &mat, Point start, int old_val, int new_val) :
mat(mat), start(start), old_val(old_val), new_val(new_val), mat(mat), start(start), old_val(old_val), new_val(new_val),
dirs{mat, start.x, start.y} x(start.x), y(start.y), dirs{mat, start.x, start.y}
{ {
dbc::check(old_val != new_val, "what you doing?"); dbc::check(old_val != new_val, "what you doing?");
current_loc = start; current_loc = start;
@ -133,8 +135,8 @@ namespace matrix {
} }
// get the next thing // get the next thing
if(mat[dirs.y][dirs.x] == old_val) { if(mat[dirs.y][dirs.x] <= old_val) {
mat[dirs.y][dirs.x] += new_val; mat[dirs.y][dirs.x] = new_val;
x = dirs.x; x = dirs.x;
y = dirs.y; y = dirs.y;
@ -147,20 +149,30 @@ namespace matrix {
} }
} }
bool flood::next_working() { line::line(Point start, Point end) :
if(!q.empty()) { x(start.x), y(start.y),
auto current_loc = q.front(); x1(end.x), y1(end.y)
q.pop();
for(matrix::in_box box{mat, current_loc.x, current_loc.y, 1};
box.next();)
{ {
if(mat[box.y][box.x] == old_val) { dx = std::abs(x1 - x);
mat[box.y][box.x] += new_val; sx = x < x1 ? 1 : -1;
q.push({.x=box.x, .y=box.y}); dy = std::abs(y1 - y) * -1;
sy = y < y1 ? 1 : -1;
error = dx + dy;
} }
bool line::next() {
if(x != x1 || y != y1) {
int e2 = 2 * error;
if(e2 >= dy) {
error = error + dy;
x = x + sx;
} }
if(e2 <= dx) {
error = error + dx;
y = y + sy;
}
return true; return true;
} else { } else {
return false; return false;
@ -186,5 +198,4 @@ namespace matrix {
if(it.row) print("\n"); if(it.row) print("\n");
} }
} }
} }

@ -94,4 +94,18 @@ namespace matrix {
bool next_working(); bool next_working();
}; };
struct line {
int x;
int y;
int x1;
int y1;
int sx;
int sy;
int dx;
int dy;
int error;
line(Point start, Point end);
bool next();
};
} }

@ -35,7 +35,10 @@ TEST_CASE("lighting a map works", "[lighting]") {
lr.clear_light_target(light1); lr.clear_light_target(light1);
lr.clear_light_target(light2); lr.clear_light_target(light2);
const auto &lighting = lr.lighting(); Matrix &lighting = lr.lighting();
matrix::dump("WALLS=====", map.walls());
matrix::dump("LIGHT PATHS======", lr.$paths.$paths);
// confirm light is set at least at and around the two points // confirm light is set at least at and around the two points
REQUIRE(lighting[light1.y][light1.x] == lighting::LEVELS[source1.strength]); REQUIRE(lighting[light1.y][light1.x] == lighting::LEVELS[source1.strength]);

@ -163,7 +163,7 @@ TEST_CASE("thrash compass iterators", "[matrix:compass]") {
} }
TEST_CASE("prototype flood algorithm", "[matrix:flood]") { TEST_CASE("prototype flood algorithm", "[matrix:flood]") {
for(int count = 0; count < 1; count++) { for(int count = 0; count < 1000; count++) {
size_t width = Random::uniform<size_t>(10, 25); size_t width = Random::uniform<size_t>(10, 25);
size_t height = Random::uniform<size_t>(10, 33); size_t height = Random::uniform<size_t>(10, 33);
@ -171,32 +171,56 @@ TEST_CASE("prototype flood algorithm", "[matrix:flood]") {
WorldBuilder builder(map); WorldBuilder builder(map);
builder.generate(); builder.generate();
REQUIRE(map.room_count() > 0); if(map.room_count() < 2) continue;
Point start = map.place_entity(map.room_count() / 2); Point start = map.place_entity(map.room_count() / 2);
map.set_target(start);
map.make_paths();
Matrix result = map.paths();
// BUG: place_entity should not put things in walls // matrix::dump("WALLS BEFORE FLOOD", result, start.x, start.y);
map.$walls[start.y][start.x] = 0;
matrix::dump("WALLS BEFORE FLOOD", map.walls(), start.x, start.y); for(matrix::flood it{result, start, 3, 15}; it.next();) {
REQUIRE(matrix::inbounds(result, it.x, it.y));
result[it.y][it.x] = 15;
}
/* // matrix::dump("WALLS AFTER FLOOD", result, start.x, start.y);
for(matrix::flood it{map.$walls, start, 0, 10}; it.next_working(); tick++) {
println("TEST WORKING");
} }
*/ }
TEST_CASE("prototype line algorithm", "[matrix:line]") {
size_t width = Random::uniform<size_t>(10, 12);
size_t height = Random::uniform<size_t>(10, 15);
Map map(width,height);
// create a target for the paths
Point start{.x=map.width() / 2, .y=map.height()/2};
for(matrix::in_box box{map.walls(), start.x, start.y, 3};
box.next();)
{
Matrix result = map.walls();
result[start.y][start.x] = 1;
Point end{.x=box.x, .y=box.y};
for(matrix::flood it{map.$walls, start, 0, 15}; it.next();) { for(matrix::line it{start, end}; it.next();)
REQUIRE(matrix::inbounds(map.$walls, it.x, it.y)); {
map.$walls[it.y][it.x] = 15; REQUIRE(map.inmap(it.x, it.y));
result[it.y][it.x] = 15;
} }
matrix::dump("WALLS AFTER FLOOD", map.walls(), start.x, start.y); result[start.y][start.x] = 15;
// matrix::dump("RESULT AFTER LINE", result, end.x, end.y);
// confirm that everything is 1 or 2 which confirms bool f_found = false;
// every cell possible is visited and nothing is visited twice for(matrix::each_cell it{result}; it.next();) {
for(matrix::each_cell it{map.$walls}; it.next();) { if(result[it.y][it.x] == 15) {
REQUIRE(map.$walls[it.y][it.x] <= 15); f_found = true;
break;
} }
} }
REQUIRE(f_found);
}
} }

Loading…
Cancel
Save