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530 lines
15 KiB
530 lines
15 KiB
#pragma once
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#include <vector>
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#include <queue>
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#include <string>
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#include <array>
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#include <numeric>
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#include <algorithm>
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#include <fmt/core.h>
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#include "point.hpp"
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#include "rand.hpp"
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#include "dbc.hpp"
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/*
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* # What is This Shit?
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*
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* Announcing the Shape Iterators, or `shiterators` for short. You could also say these are Shaw's Iterators, but
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* either way they are the _shit_. Or are they shit? You decide. Maybe they're "shite"?
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*
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* A shiterator is a simple generator that converts 2D shapes into a 1D stream of x/y coordinates. You give it a matrix, some parameters like start, end, etc. and each time you call `next()` you the next viable x/y coordinate to complete the shape.
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*
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* A shiterator tries to ensure a few things:
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*
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* 1. All x/y values will be within the Matrix you give it.
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* 2. They try to not store anything and only calculate the math necessary to linearlize the shape.
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* 3. You can store them and incrementally call next to get the next value.
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* 4. You should be able to compose them together on the same Matrix or different matrices of the same dimensions.
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* 5. Most of them will only require 1 for-loop, the few that require 2 only do this so you can draw the inside of a shape. `circle` is like this.
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* 6. They don't assume any particular classes or require subclassing. As long as the type given enables `mat[y][x]` (row major) access then it'll work.
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* 7. The matrix given to a shiterator isn't actually attached to it, so you can use one matrix to setup an iterator, then apply the x/y values to any other matrix of the same dimensions.
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* 8. More importantly, shiterators _do not return any values from the matrix_. They only do the math for coordinates and leave it to you to work your matrix.
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*
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* These shiterators are used all over the game to do map rendering, randomization, drawing, nearly everything that involves a shape.
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*
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* ## Algorithms I Need
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*
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* I'm currently looking for a few algorithms, so if you know how to do these let me know:
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*
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* 1. _Flood fill_ This turns out to be really hard because most algorithms require keeping track of visited cells with a queue, recursion, etc.
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* 2. _Random rectangle fill_ I have something that mostly works but it's really only random across each y-axis, then separate y-axes are randomized.
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* 3. _Dijkstra Map_ I have a Dijkstra algorithm but it's not in this style yet. Look in `worldbuilder.cpp` for my current implementation.
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* 4. _Viewport_ Currently working on this but I need to have a rectangle I can move around as a viewport.
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*
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*
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* ## Usage
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*
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* Check the `matrix.hpp` for an example if you want to make it more conventient for your own type.
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*
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* ## Thanks
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*
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* Special thanks for Amit and hirdrac for their help with the math and for
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* giving me the initial idea. hirdrac doesn't want to be held responsible for
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* this travesty but he showed me that you can do iteration and _not_ use the
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* weird C++ iterators. Amit did a lot to show me how to do these calculations
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* without branching. Thanks to you both and everyone helping me while I
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* stream my development.
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*/
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namespace shiterator { using std::vector, std::queue, std::array; using
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std::min, std::max, std::floor;
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template<typename T>
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using BaseRow = vector<T>;
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template<typename T>
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using Base = vector<BaseRow<T>>;
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template<typename T>
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inline Base<T> make(size_t width, size_t height) {
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Base<T> result(height, BaseRow<T>(width));
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return result;
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}
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/*
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* Just a quick thing to reset a matrix to a value.
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*/
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template<typename MAT, typename VAL>
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inline void assign(MAT &out, VAL new_value) {
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for(auto &row : out) {
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row.assign(row.size(), new_value);
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}
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}
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/*
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* Tells you if a coordinate is in bounds of the matrix
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* and therefore safe to use.
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*/
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template<typename MAT>
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inline bool inbounds(MAT &mat, size_t x, size_t y) {
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// since Point.x and Point.y are size_t any negatives are massive
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return (y < mat.size()) && (x < mat[0].size());
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}
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/*
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* Gives the width of a matrix. Assumes row major (y/x)
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* and vector API .size().
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*/
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template<typename MAT>
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inline size_t width(MAT &mat) {
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return mat[0].size();
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}
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/*
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* Same as shiterator::width but just the height.
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*/
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template<typename MAT>
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inline size_t height(MAT &mat) {
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return mat.size();
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}
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/*
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* These are internal calculations that help
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* with keeping track of the next x coordinate.
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*/
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inline size_t next_x(size_t x, size_t width) {
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return (x + 1) * ((x + 1) < width);
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}
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/*
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* Same as next_x but updates the next y coordinate.
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* It uses the fact that when x==0 you have a new
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* line so increment y.
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*/
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inline size_t next_y(size_t x, size_t y) {
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return y + (x == 0);
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}
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/*
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* Figures out if you're at the end of the shape,
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* which is usually when y > height.
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*/
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inline bool at_end(size_t y, size_t height) {
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return y < height;
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}
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/*
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* Determines if you're at the end of a row.
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*/
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inline bool end_row(size_t x, size_t width) {
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return x == width - 1;
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}
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/*
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* Most basic shiterator. It just goes through
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* every cell in the matrix in linear order
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* with not tracking of anything else.
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*/
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template<typename MAT>
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struct each_cell_t {
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size_t x = ~0;
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size_t y = ~0;
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size_t width = 0;
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size_t height = 0;
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each_cell_t(MAT &mat)
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{
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height = shiterator::height(mat);
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width = shiterator::width(mat);
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}
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bool next() {
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x = next_x(x, width);
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y = next_y(x, y);
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return at_end(y, height);
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}
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};
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/*
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* This is just each_cell_t but it sets
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* a boolean value `bool row` so you can
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* tell when you've reached the end of a
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* row. This is mostly used for printing
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* out a matrix and similar just drawing the
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* whole thing with its boundaries.
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*/
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template<typename MAT>
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struct each_row_t {
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size_t x = ~0;
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size_t y = ~0;
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size_t width = 0;
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size_t height = 0;
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bool row = false;
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each_row_t(MAT &mat) {
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height = shiterator::height(mat);
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width = shiterator::width(mat);
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}
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bool next() {
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x = next_x(x, width);
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y = next_y(x, y);
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row = end_row(x, width);
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return at_end(y, height);
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}
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};
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/*
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* This is a CENTERED box, that will create
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* a centered rectangle around a point of a
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* certain dimension. This kind of needs a
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* rewrite but if you want a rectangle from
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* a upper corner then use rectangle_t type.
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*
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* Passing 1 parameter for the size will make
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* a square.
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*/
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template<typename MAT>
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struct box_t {
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size_t from_x;
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size_t from_y;
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size_t x = 0; // these are set in constructor
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size_t y = 0; // again, no fancy ~ trick needed
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size_t left = 0;
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size_t top = 0;
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size_t right = 0;
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size_t bottom = 0;
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box_t(MAT &mat, size_t at_x, size_t at_y, size_t size) :
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box_t(mat, at_x, at_y, size, size) {
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}
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box_t(MAT &mat, size_t at_x, size_t at_y, size_t width, size_t height) :
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from_x(at_x), from_y(at_y)
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{
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size_t h = shiterator::height(mat);
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size_t w = shiterator::width(mat);
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// keeps it from going below zero
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// need extra -1 to compensate for the first next()
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left = max(from_x, width) - width;
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x = left - 1; // must be -1 for next()
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// keeps it from going above width
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right = min(from_x + width + 1, w);
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// same for these two
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top = max(from_y, height) - height;
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y = top - (left == 0);
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bottom = min(from_y + height + 1, h);
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}
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bool next() {
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// calc next but allow to go to 0 for next
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x = next_x(x, right);
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// x will go to 0, which signals new line
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y = next_y(x, y); // this must go here
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// if x==0 then this moves it to min_x
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x = max(x, left);
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// and done
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return at_end(y, bottom);
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}
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/*
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* This was useful for doing quick lighting
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* calculations, and I might need to implement
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* it in other shiterators. It gives the distance
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* to the center from the current x/y.
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*/
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float distance() {
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int dx = from_x - x;
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int dy = from_y - y;
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return sqrt((dx * dx) + (dy * dy));
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}
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};
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/*
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* Stupid simple compass shape North/South/East/West.
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* This comes up a _ton_ when doing searching, flood
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* algorithms, collision, etc. Probably not the
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* fastest way to do it but good enough.
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*/
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template<typename MAT>
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struct compass_t {
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size_t x = 0; // these are set in constructor
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size_t y = 0; // again, no fancy ~ trick needed
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array<int, 4> x_dirs{0, 1, 0, -1};
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array<int, 4> y_dirs{-1, 0, 1, 0};
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size_t max_dirs=0;
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size_t dir = ~0;
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compass_t(MAT &mat, size_t x, size_t y) :
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x(x), y(y)
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{
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array<int, 4> x_in{0, 1, 0, -1};
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array<int, 4> y_in{-1, 0, 1, 0};
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for(size_t i = 0; i < 4; i++) {
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int nx = x + x_in[i];
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int ny = y + y_in[i];
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if(shiterator::inbounds(mat, nx, ny)) {
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x_dirs[max_dirs] = nx;
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y_dirs[max_dirs] = ny;
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max_dirs++;
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}
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}
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}
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bool next() {
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dir++;
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if(dir < max_dirs) {
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x = x_dirs[dir];
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y = y_dirs[dir];
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return true;
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} else {
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return false;
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}
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}
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};
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/*
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* Draws a line from start to end using a algorithm from
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* https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
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* No idea if the one I picked is best but it's the one
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* that works in the shiterator requirements and produced
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* good results.
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*
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* _WARNING_: This one doesn't check if the start/end are
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* within your Matrix, as it's assumed _you_ did that
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* already.
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*/
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struct line {
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int x;
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int y;
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int x1;
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int y1;
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int sx;
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int sy;
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int dx;
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int dy;
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int error;
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line(Point start, Point end) :
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x(start.x), y(start.y),
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x1(end.x), y1(end.y)
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{
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dx = std::abs(x1 - x);
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sx = x < x1 ? 1 : -1;
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dy = std::abs(y1 - y) * -1;
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sy = y < y1 ? 1 : -1;
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error = dx + dy;
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}
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bool next() {
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if(x != x1 || y != y1) {
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int e2 = 2 * error;
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if(e2 >= dy) {
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error = error + dy;
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x = x + sx;
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}
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if(e2 <= dx) {
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error = error + dx;
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y = y + sy;
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}
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return true;
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} else {
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return false;
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}
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}
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};
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/*
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* Draws a simple circle using a fairly naive algorithm
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* but one that actually worked. So, so, so, so many
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* circle drawing algorithms described online don't work
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* or are flat wrong. Even the very best I could find
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* did overdrawing of multiple lines or simply got the
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* math wrong. Keep in mind, _I_ am bad at this trig math
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* so if I'm finding errors in your circle drawing then
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* you got problems.
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*
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* This one is real simple, and works. If you got better
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* then take the challenge but be ready to get it wrong.
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*/
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template<typename MAT>
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struct circle_t {
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float center_x;
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float center_y;
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float radius = 0.0f;
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int y = 0;
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int dx = 0;
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int dy = 0;
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int left = 0;
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int right = 0;
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int top = 0;
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int bottom = 0;
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int width = 0;
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int height = 0;
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circle_t(MAT &mat, Point center, float radius) :
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center_x(center.x), center_y(center.y), radius(radius)
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{
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width = shiterator::width(mat);
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height = shiterator::height(mat);
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top = max(int(floor(center_y - radius)), 0);
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bottom = min(int(floor(center_y + radius)), height - 1);
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y = top;
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}
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bool next() {
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y++;
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if(y <= bottom) {
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dy = y - center_y;
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dx = floor(sqrt(radius * radius - dy * dy));
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left = max(0, int(center_x) - dx);
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right = min(width, int(center_x) + dx + 1);
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return true;
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} else {
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return false;
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}
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}
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};
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/*
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* Basic rectangle shiterator, and like box and rando_rect_t you can
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* pass only 1 parameter for size to do a square.
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*/
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template<typename MAT>
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struct rectangle_t {
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int x;
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int y;
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int top;
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int left;
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int width;
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int height;
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int right;
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int bottom;
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rectangle_t(MAT &mat, size_t start_x, size_t start_y, size_t size) :
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rectangle_t(mat, start_x, start_y, size, size) {
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}
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rectangle_t(MAT &mat, size_t start_x, size_t start_y, size_t width, size_t height) :
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top(start_y),
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left(start_x),
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width(width),
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height(height)
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{
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size_t h = shiterator::height(mat);
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size_t w = shiterator::width(mat);
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y = start_y - 1;
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x = left - 1; // must be -1 for next()
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right = min(start_x + width, w);
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y = start_y;
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bottom = min(start_y + height, h);
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}
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bool next() {
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x = next_x(x, right);
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y = next_y(x, y);
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x = max(x, left);
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return at_end(y, bottom);
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}
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};
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/*
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* WIP: This one is used to place entities randomly but
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* could be used for effects like random destruction of floors.
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* It simply "wraps" the rectangle_t but randomizes the x/y values
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* using a random starting point. This makes it random across the
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* x-axis but only partially random across the y.
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*/
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template<typename MAT>
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struct rando_rect_t {
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int x;
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int y;
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int x_offset;
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int y_offset;
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rectangle_t<MAT> it;
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rando_rect_t(MAT &mat, size_t start_x, size_t start_y, size_t size) :
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rando_rect_t(mat, start_x, start_y, size, size) {
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}
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rando_rect_t(MAT &mat, size_t start_x, size_t start_y, size_t width, size_t height) :
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it{mat, start_x, start_y, width, height}
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{
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x_offset = Random::uniform(0, int(width));
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y_offset = Random::uniform(0, int(height));
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}
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bool next() {
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bool done = it.next();
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x = it.left + ((it.x + x_offset) % it.width);
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y = it.top + ((it.y + y_offset) % it.height);
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return done;
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}
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};
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/*
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* BROKEN: I'm actually not sure what I'm trying to
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* do here yet.
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*/
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template<typename MAT>
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struct viewport_t {
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Point start;
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// this is the point in the map
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size_t x;
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size_t y;
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// this is the point inside the box, start at 0
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size_t view_x = ~0;
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size_t view_y = ~0;
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// viewport width/height
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size_t width;
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size_t height;
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viewport_t(MAT &mat, Point start, int max_x, int max_y) :
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start(start),
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x(start.x-1),
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y(start.y-1)
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{
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width = std::min(size_t(max_x), shiterator::width(mat) - start.x);
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height = std::min(size_t(max_y), shiterator::height(mat) - start.y);
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fmt::println("viewport_t max_x, max_y {},{} vs matrix {},{}, x={}, y={}",
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max_x, max_y, shiterator::width(mat), shiterator::height(mat), x, y);
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}
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bool next() {
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y = next_y(x, y);
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x = next_x(x, width);
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view_x = next_x(view_x, width);
|
|
view_y = next_y(view_x, view_y);
|
|
return at_end(y, height);
|
|
}
|
|
};
|
|
|
|
}
|
|
|