#include "worldbuilder.hpp" #include "rand.hpp" #include #include using namespace fmt; inline int make_split(Room &cur, bool horiz) { size_t dimension = horiz ? cur.height : cur.width; int min = dimension / WORLDBUILD_DIVISION; int max = dimension - min; return Random::uniform(min, max); } void WorldBuilder::set_door(Room &room, int value) { $map.$walls[room.entry.y][room.entry.x] = value; $map.$walls[room.exit.y][room.exit.x] = value; } void rand_side(Room &room, Point &door) { dbc::check(int(room.width) > 0 && int(room.height) > 0, "Weird room with 0 for height or width."); int rand_x = Random::uniform(0, room.width - 1); int rand_y = Random::uniform(0, room.height - 1); switch(Random::uniform(0,3)) { case 0: // north door.x = room.x + rand_x; door.y = room.y-1; break; case 1: // south door.x = room.x + rand_x; door.y = room.y + room.height; break; case 2: // east door.x = room.x + room.width; door.y = room.y + rand_y; break; case 3: // west door.x = room.x - 1; door.y = room.y + rand_y; break; default: dbc::sentinel("impossible side"); } } void WorldBuilder::add_door(Room &room) { rand_side(room, room.entry); rand_side(room, room.exit); } void WorldBuilder::partition_map(Room &cur, int depth) { if(cur.width >= 5 && cur.width <= 10 && cur.height >= 5 && cur.height <= 10) { $map.$rooms.push_back(cur); return; } bool horiz = cur.width > cur.height ? false : true; int split = make_split(cur, horiz); if(split <= 0) return; // end recursion Room left = cur; Room right = cur; if(horiz) { if(split >= int(cur.height)) return; // end recursion left.height = size_t(split - 1); right.y = cur.y + split; right.height = size_t(cur.height - split); } else { if(split >= int(cur.width)) return; // end recursion left.width = size_t(split-1); right.x = cur.x + split, right.width = size_t(cur.width - split); } // BUG: min room size should be configurable if(depth > 0 && left.width > 2 && left.height > 2) { left.depth = depth - 1; partition_map(left, depth-1); } // BUG: min room size should be configurable if(depth > 0 && right.width > 2 && right.height > 2) { right.depth = depth - 1; partition_map(right, depth-1); } } void WorldBuilder::update_door(Point &at, int wall_or_space) { $map.$walls[at.y][at.x] = wall_or_space; } void WorldBuilder::tunnel_doors(PointList &holes, Room &src, Room &target) { $map.set_target(target.entry); $map.make_paths(); bool found = dig_tunnel(holes, src.exit, target.entry); dbc::check(found, "room should always be found"); $map.INVARIANT(); $map.clear_target(target.entry); } void WorldBuilder::generate() { PointList holes; Room root{ .x = 0, .y = 0, .width = $map.$width, .height = $map.$height }; // BUG: depth should be configurable partition_map(root, 10); place_rooms(); dbc::check($map.room_count() > 0, "map generated zero rooms, map too small?"); for(size_t i = 0; i < $map.$rooms.size() - 1; i++) { tunnel_doors(holes, $map.$rooms[i], $map.$rooms[i+1]); } // one last connection from first room to last tunnel_doors(holes, $map.$rooms.back(), $map.$rooms.front()); // place all the holes for(auto hole : holes) { $map.$walls[hole.y][hole.x] = INV_SPACE; } for(matrix::each_cell it{$map.$walls}; it.next();) { int is_wall = !$map.$walls[it.y][it.x]; $map.$walls[it.y][it.x] = is_wall; $map.$tiles[it.y][it.x] = is_wall ? L'#' : L'.'; } } void WorldBuilder::make_room(size_t origin_x, size_t origin_y, size_t w, size_t h) { $map.INVARIANT(); dbc::pre("y out of bounds", origin_y + h < $map.$height); dbc::pre("x out of bounds", origin_x + w < $map.$width); for(size_t y = origin_y; y < origin_y + h; ++y) { for(size_t x = origin_x; x < origin_x + w; ++x) { $map.$walls[y][x] = INV_SPACE; } } } void WorldBuilder::place_rooms() { for(auto &cur : $map.$rooms) { cur.x += WORLDBUILD_SHRINK; cur.y += WORLDBUILD_SHRINK; cur.width -= WORLDBUILD_SHRINK * 2; cur.height -= WORLDBUILD_SHRINK * 2; add_door(cur); make_room(cur.x, cur.y, cur.width, cur.height); } } bool WorldBuilder::dig_tunnel(PointList &holes, Point &src, Point &target) { Matrix &paths = $map.paths(); dbc::check(paths[src.y][src.x] != WALL_PATH_LIMIT, "source room has path as a wall"); dbc::check(paths[target.y][target.x] != WALL_PATH_LIMIT, "target room has path as a wall"); bool found = false; Point out{src.x, src.y}; int count = 0; do { found = $map.neighbors(out, true); holes.push_back(out); if(paths[out.y][out.x] == 0) { return true; } } while(found && ++count < WORLDBUILD_MAX_PATH); return false; }