#include "worldbuilder.hpp" #include "rand.hpp" #include using namespace fmt; inline int make_split(Room &cur, bool horiz) { size_t dimension = horiz ? cur.height : cur.width; int min = dimension / 4; 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) { 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); Room left = cur; Room right = cur; if(horiz) { dbc::check(split > 0, "split is not > 0"); dbc::check(split < int(cur.height), "split is too big!"); left.height = size_t(split - 1); right.y = cur.y + split; right.height = size_t(cur.height - split); } else { dbc::check(split > 0, "split is not > 0"); dbc::check(split < int(cur.width), "split is too big!"); left.width = size_t(split-1); right.x = cur.x + split, right.width = size_t(cur.width - split); } if(depth > 0 && left.width > 5 && left.height > 5) { partition_map(left, depth-1); } if(depth > 0 && right.width > 5 && right.height > 5) { partition_map(right, depth-1); } } void WorldBuilder::generate() { Room root{ .x = 0, .y = 0, .width = $map.$width, .height = $map.$height }; partition_map(root, 10); place_rooms(root); for(size_t i = 0; i < $map.$rooms.size() - 1; i++) { Room &src = $map.$rooms[i]; Room &target = $map.$rooms[i+1]; $map.set_target(target.entry); bool found = dig_tunnel(src.exit, target.entry); if(!found) { println("ROOM NOT FOUND!"); } $map.clear_target(target.entry); } Room &src = $map.$rooms.back(); Room &target = $map.$rooms.front(); $map.set_target(target.entry); dig_tunnel(src.exit, target.entry); $map.clear_target(target.entry); for(size_t y = 0; y < $map.$height; ++y) { for(size_t x = 0; x < $map.$width; ++x) { $map.$walls[y][x] = !$map.$walls[y][x]; } } } 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(Room &cur) { for(auto &cur : $map.$rooms) { cur.x += 2; cur.y += 2; cur.width -= 4; cur.height -= 4; add_door(cur); set_door(cur, INV_SPACE); make_room(cur.x, cur.y, cur.width, cur.height); } } bool WorldBuilder::dig_tunnel(Point &src, Point &target) { Matrix &paths = $map.paths(); Matrix &walls = $map.walls(); walls[src.y][src.x] = INV_WALL; walls[target.y][target.x] = INV_WALL; // for the walk this needs to be walls since it's inverted? dbc::check(walls[src.y][src.x] == INV_WALL, "src room has a wall at exit door"); dbc::check(walls[target.y][target.x] == INV_WALL, "target room has a wall at entry door"); $map.make_paths(); bool found = false; Point out{src.x, src.y}; int count = 0; do { walls[out.y][out.x] = INV_SPACE; found = $map.neighbors(out, true); if(paths[out.y][out.x] == 0) { walls[out.y][out.x] = INV_SPACE; return true; } } while(found && out.x > 0 && out.y > 0 && ++count < 100); return false; }