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dungeon-gunner/source/generator/Generator.cpp

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/*
* Generator.cpp
*
* Created on: 07.04.2013
* Author: Felix
*/
#include "Generator.h"
#include <algorithm>
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#include <assert.h>
#include <map>
#include <set>
#include <SFML/System.hpp>
#include <Thor/Vectors.hpp>
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#include "simplexnoise.h"
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#include "../Pathfinder.h"
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#include "../World.h"
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/// Seed for usage with simplexnoise.h
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uint8_t perm[512];
const int Generator::GENERATE_AREA_SIZE = 4;
const float Generator::GENERATE_AREA_RANGE = 4.0f;
/**
* Amount of tiles extra to generate, to get consistent walls
* across multiple generateTiles calls for bordering areas.
*/
const int Generator::MARGIN = 10;
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// Different layers in 3d noise so we don't use the same noise values.
const float Generator::LAYER_TILES = 0;
const float Generator::LAYER_ENEMIES = 1.0f;
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/**
* Generates new random seed.
*/
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Generator::Generator(World& world, Pathfinder& pathfinder) :
mWorld(world),
mPathfinder(pathfinder) {
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std::mt19937 mersenne(time(nullptr));
std::uniform_int_distribution<int> distribution(0, 255);
for (int i = 0; i < 512; i++)
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perm[i] = distribution(mersenne);
}
/**
* Generates tiles near position (maximum distance is determined by
* GENERATE_AREA_SIZE and GENERATE_AREA_RANGE).
*/
void
Generator::generateCurrentAreaIfNeeded(const sf::Vector2f& position) {
auto compare = [](const sf::Vector2i& a, const sf::Vector2i& b) {
return a.x < b.x || (a.x == b.x && a.y < b.y);
};
std::map<sf::Vector2i, float, decltype(compare)> open(compare);
std::set<sf::Vector2i, decltype(compare)> closed(compare);
sf::Vector2i start((int) floor(position.x / Tile::TILE_SIZE.x),
(int) floor(position.y / Tile::TILE_SIZE.y));
start /= GENERATE_AREA_SIZE;
auto makePair = [&start](const sf::Vector2i& point) {
return std::make_pair(point, thor::length(sf::Vector2f(point - start)));
};
open.insert(makePair(start));
while (!open.empty()) {
auto intComp = [](const std::pair<sf::Vector2i, float>& left,
const std::pair<sf::Vector2i, float>& right) {
return left.second < right.second;
};
sf::Vector2i current =
std::min_element(open.begin(), open.end(), intComp)->first;
float distance = open[current];
open.erase(current);
closed.insert(current);
if (!mGenerated[current.x][current.y] && distance <= GENERATE_AREA_RANGE) {
mGenerated[current.x][current.y] = true;
generateTiles(sf::IntRect(current * GENERATE_AREA_SIZE -
sf::Vector2i(GENERATE_AREA_SIZE, GENERATE_AREA_SIZE) / 2,
sf::Vector2i(GENERATE_AREA_SIZE, GENERATE_AREA_SIZE)));
}
if (mGenerated[current.x][current.y] && distance <= GENERATE_AREA_RANGE) {
if (closed.find(sf::Vector2i(current.x + 1, current.y)) == closed.end())
open.insert(makePair(sf::Vector2i(current.x + 1, current.y)));
if (closed.find(sf::Vector2i(current.x, current.y + 1)) == closed.end())
open.insert(makePair(sf::Vector2i(current.x, current.y + 1)));
if (closed.find(sf::Vector2i(current.x - 1, current.y)) == closed.end())
open.insert(makePair(sf::Vector2i(current.x - 1, current.y)));
if (closed.find(sf::Vector2i(current.x, current.y - 1)) == closed.end())
open.insert(makePair(sf::Vector2i(current.x, current.y - 1)));
}
}
}
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/**
* Fill world with procedurally generated tiles.
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*
* @param area Size and position of area to generate tiles for. Width and
* height must each be a power of two.
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*/
void
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Generator::generateTiles(const sf::IntRect& area) {
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// Check if width and height are power of two.
assert(area.width && !(area.width & (area.width - 1)));
assert(area.height && !(area.height & (area.height - 1)));
array noise;
array filtered;
for (int x = area.left - MARGIN; x < area.left + area.width + MARGIN; x++) {
for (int y = area.top - MARGIN; y < area.top + area.height + MARGIN; y++) {
noise[x][y] =
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(scaled_octave_noise_3d(2, 2, 0.05f, 0.5f, -0.5f, x, y, LAYER_TILES) +
scaled_octave_noise_3d(2, 2, 0.5f, 0.15f, -0.15f, x, y, LAYER_TILES)
< -0.1f)
? type::WALL
: type::FLOOR;
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}
}
fill(filtered, area, type::FLOOR);
for (int x = area.left; x < area.left + area.width; x++) {
for (int y = area.top; y < area.top + area.height; y++) {
filterWalls(noise, filtered, x, y, 2, 1, 0);
filterWalls(noise, filtered, x, y, 6, 1, 2);
filterWalls(noise, filtered, x, y, 10, 1, 4);
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}
}
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for (int x = area.left; x < area.left + area.width; x++) {
for (int y = area.top; y < area.top + area.height; y++) {
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mWorld.insert(std::shared_ptr<Sprite>(
new Tile(filtered.at(x).at(y), x, y)));
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}
}
generateAreas(filtered, area, sf::Vector2f(area.left, area.top));
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mPathfinder.generatePortals();
mTiles = filtered;
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}
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std::vector<sf::Vector2f>
Generator::getEnemySpawns(const sf::IntRect& area) const {
auto compare = [](const sf::Vector2f& a, const sf::Vector2f& b) {
return a.x < b.x || (a.x == b.x && a.y < b.y);
};
std::set<sf::Vector2f, decltype(compare)> ret(compare);
for (int x = area.left; x < area.left + area.width; x++) {
for (int y = area.top; y < area.top + area.height; y++) {
if (scaled_octave_noise_3d(2, 2, 0.5f, 10.0f, 0, x, y, LAYER_ENEMIES)
< 1.0f) {
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ret.insert(sf::Vector2f(thor::cwiseProduct(
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findClosestFloor(sf::Vector2i(x, y)), Tile::TILE_SIZE)));
}
}
}
return std::vector<sf::Vector2f>(ret.begin(), ret.end());
}
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/**
* Fills a rectangular area with the specified value.
*
* @param[in,out] Array to set values to.
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* @param area The area to fill.
* @param value The value to set.
*/
void
Generator::fill(array& image, const sf::IntRect& area, Tile::Type value) {
for (int x = area.left; x < area.left + area.width; x++) {
for (int y = area.top; y < area.top + area.height; y++)
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image[x][y] = value;
}
}
/**
* Counts and returns the number of walls within the area.
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*
* @param[in] tiles Array of tile values.
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* @param area The area to count in.
*/
int
Generator::countWalls(const array& tiles, const sf::IntRect& area) {
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int count = 0;
for (int x = area.left; x < area.left + area.width; x++) {
for (int y = area.top; y < area.top + area.height; y++)
count += (int) (tiles.at(x).at(y) == type::WALL);
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}
return count;
}
/**
* Finds rectangles of specific size inside vector in and
* puts them into vector out.
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*
* @param[in] in Perlin noise values.
* @param[in,out] out Tiles to be placed. Does not explicitly set floor values
* (keeps previous values).
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* @param x Position to check from (top left corner for rectangle).
* @param y Position to check from (top left corner for rectangle).
* @param longside Length of the longer side of the rectangle.
* @param shortside Length of the shorter side of the rectangle.
* @param subtract Still accepts rectangle if at least this amount of
* tiles is not walls (tilecount >= longside * shortside - subtract).
*/
void
Generator::filterWalls(const array& in, array& out, int x, int y, int longside,
int shortside, int subtract) {
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// Filter in horizontal direction.
if (countWalls(in, sf::IntRect(x, y, longside, shortside)) >=
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shortside * longside - subtract)
fill(out, sf::IntRect(x, y, longside, shortside), type::WALL);
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// Filter in vertical direction.
if (countWalls(in, sf::IntRect(x, y, shortside, longside)) >=
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shortside * longside - subtract)
fill(out, sf::IntRect(x, y, shortside, longside), type::WALL);
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}
/**
* Inserts tile if all values within area are the same, otherwise divides area
* into four and continues recursively.
*
* @param in Array of tile values.
* @param area The area to generate areas for.
* @param offset Offset of tiles[0][0] from World coordinate (0, 0).
*/
void
Generator::generateAreas(const array& in, const sf::IntRect& area,
const sf::Vector2f& offset) const {
assert(area.width > 0 && area.height > 0);
int count = countWalls(in, area);
if (count == 0) {
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mPathfinder.insertArea(sf::IntRect(area));
}
else if (count == area.width * area.height) {
return;
}
else {
int halfWidth = area.width / 2.0f;
int halfHeight = area.height / 2.0f;
generateAreas(in, sf::IntRect(area.left,
area.top, halfWidth, halfHeight), offset);
generateAreas(in, sf::IntRect(area.left + halfWidth,
area.top, halfWidth, halfHeight), offset);
generateAreas(in, sf::IntRect(area.left,
area.top + halfHeight, halfWidth, halfHeight), offset);
generateAreas(in, sf::IntRect(area.left + halfWidth,
area.top + halfHeight, halfWidth, halfHeight), offset);
}
}
/**
* Returns a valid position (floor) for the player to spawn at.
*/
sf::Vector2f
Generator::getPlayerSpawn() const {
sf::Vector2i spawn = findClosestFloor(sf::Vector2i(0, 0));
return sf::Vector2f(spawn.x * Tile::TILE_SIZE.x,
spawn.y * Tile::TILE_SIZE.y);
}
/**
* Finds the point array index closest to position which has a floor tile.
*
* @position Point to start search for a floor tile from.
*/
sf::Vector2i
Generator::findClosestFloor(const sf::Vector2i& position) const {
auto compare = [](const sf::Vector2i& a, const sf::Vector2i& b) {
return a.x < b.x || (a.x == b.x && a.y < b.y);
};
std::map<sf::Vector2i, float, decltype(compare)> open(compare);
std::set<sf::Vector2i, decltype(compare)> closed(compare);
sf::Vector2i start = position;
auto makePair = [&start](const sf::Vector2i& point) {
return std::make_pair(point, thor::length(sf::Vector2f(point - start)));
};
open.insert(makePair(start));
while (!open.empty()) {
auto intComp = [](const std::pair<sf::Vector2i, float>& left,
const std::pair<sf::Vector2i, float>& right) {
return left.second < right.second;
};
sf::Vector2i current = std::min_element(open.begin(), open.end(), intComp)->first;
open.erase(current);
closed.insert(current);
if (mTiles.count(current.x) != 0 &&
mTiles.at(current.x).count(current.y) != 0 &&
mTiles.at(current.x).at(current.y) == Tile::Type::FLOOR)
return current;
else {
if (closed.find(sf::Vector2i(current.x + 1, current.y)) == closed.end())
open.insert(makePair(sf::Vector2i(current.x + 1, current.y)));
if (closed.find(sf::Vector2i(current.x, current.y + 1)) == closed.end())
open.insert(makePair(sf::Vector2i(current.x, current.y + 1)));
if (closed.find(sf::Vector2i(current.x - 1, current.y)) == closed.end())
open.insert(makePair(sf::Vector2i(current.x - 1, current.y)));
if (closed.find(sf::Vector2i(current.x, current.y - 1)) == closed.end())
open.insert(makePair(sf::Vector2i(current.x, current.y - 1)));
}
}
assert(false);
return sf::Vector2i();
}