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