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dungeon-gunner/src/generator/Generator.cpp

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/*
* Generator.cpp
*
* Created on: 07.04.2013
* Author: Felix
*/
#include "Generator.h"
#include <algorithm>
#include <assert.h>
#include <map>
#include <set>
#include <SFML/System.hpp>
#include <Thor/Vectors.hpp>
#include "../Pathfinder.h"
#include "../World.h"
#include "../sprites/Enemy.h"
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#include "../util/Yaml.h"
/**
* Generates new random seed.
*/
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Generator::Generator(World& world, Pathfinder& pathfinder, const Yaml& config) :
mAreaSize(config.get("generate_area_size", 1)),
mMaxRange((config.get("generate_area_range", 1.0f) / mAreaSize) / Tile::TILE_SIZE.x),
mRoomSizeValue(config.get("room_size_value", 1.0f)),
mRoomConnectionValue(config.get("room_connection_value", 1.0f)),
mEnemyGenerationChance(config.get("enemy_generation_chance", 0.0f) * 2 - 1),
mWorld(world),
mPathfinder(pathfinder) {
}
/**
* Generates tiles near player position (maximum distance is determined by
* GENERATE_AREA_SIZE and GENERATE_AREA_RANGE).
*/
void
Generator::generateCurrentAreaIfNeeded(const Vector2f& playerPosition,
const Character::EquippedItems& playerItems) {
std::map<Vector2i, float> open;
std::set<Vector2i> closed;
Vector2i start((int) floor(playerPosition.x / Tile::TILE_SIZE.x),
(int) floor(playerPosition.y / Tile::TILE_SIZE.y));
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start /= mAreaSize;
auto makePair = [&start](const Vector2i& point) {
return std::make_pair(point, thor::length(Vector2f(point - start)));
};
open.insert(makePair(start));
while (!open.empty()) {
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Vector2i current = std::min_element(open.begin(), open.end())->first;
float distance = open[current];
open.erase(current);
closed.insert(current);
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if (!mGenerated[current.x][current.y] && distance <= mMaxRange) {
mGenerated[current.x][current.y] = true;
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sf::IntRect area(current * mAreaSize -
Vector2i(mAreaSize, mAreaSize) / 2,
Vector2i(mAreaSize, mAreaSize));
generateTiles(area);
for (const auto& spawn : getEnemySpawns(area)) {
float distance = thor::length(spawn - playerPosition);
if (distance > Character::VISION_DISTANCE)
mWorld.insertCharacter(std::shared_ptr<Enemy>(new Enemy(
mWorld, mPathfinder, spawn, playerItems)));
}
}
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if (mGenerated[current.x][current.y] && distance <= mMaxRange) {
if (closed.find(Vector2i(current.x + 1, current.y)) == closed.end())
open.insert(makePair(Vector2i(current.x + 1, current.y)));
if (closed.find(Vector2i(current.x, current.y + 1)) == closed.end())
open.insert(makePair(Vector2i(current.x, current.y + 1)));
if (closed.find(Vector2i(current.x - 1, current.y)) == closed.end())
open.insert(makePair(Vector2i(current.x - 1, current.y)));
if (closed.find(Vector2i(current.x, current.y - 1)) == closed.end())
open.insert(makePair(Vector2i(current.x, current.y - 1)));
}
}
}
/**
* Generates a minimum spanning tree on mTileNoise, starting from start with
* a maximum total node weight of limit.
*/
std::vector<Vector2i>
Generator::createMinimalSpanningTree(const Vector2i& start,
const float limit) {
std::vector<Vector2i> open;
std::vector<Vector2i> selected;
open.push_back(start);
float totalWeight = 0.0f;
while (totalWeight < limit) {
Vector2i current;
float minValue = std::numeric_limits<float>::max();
for (auto& o : open) {
if (mTileNoise.getNoise(o) + 1.0f < minValue) {
current = o;
minValue = mTileNoise.getNoise(o) + 1.0f;
}
}
std::remove(open.begin(), open.end(), current);
selected.push_back(current);
totalWeight += minValue;
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auto insertNew = [&open, &selected](const Vector2i& v) {
if (std::find(open.begin(), open.end(), v) == open.end()
&& std::find(selected.begin(), selected.end(), v) == selected.end())
open.push_back(v);
};
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insertNew(Vector2i(current.x + 1, current.y));
insertNew(Vector2i(current.x, current.y + 1));
insertNew(Vector2i(current.x - 1, current.y));
insertNew(Vector2i(current.x, current.y - 1));
}
return selected;
}
/**
* Generates paths that connect different rooms.
*
* Using basically Dijkstra on infinite graph/A* without destination node.
*
* @param start Tile to start path generation from (must be floor).
*/
void
Generator::connectRooms(const Vector2i& start) {
std::set<Vector2i> open;
std::set<Vector2i> closed;
std::map<Vector2i, Vector2i> previous;
std::set<Vector2i> destinations;
std::map<Vector2i, float> distance;
// Compares vectors using distance values.
auto comp = [&distance](const Vector2i& lhs, const Vector2i& rhs) {
return distance[lhs] < distance[rhs];
};
auto process = [&open, &closed, &previous, &distance, this](const Vector2i& point, const Vector2i& current) {
// Update previous nodes if shorter path is found.
if (distance.count(point) == 0) {
distance[point] = distance[current] + mTileNoise.getNoise(point) + 1;
previous[point] = current;
}
// Insert into open
if (closed.count(point) == 0)
open.insert(point);
};
open.insert(start);
distance[start] = 0;
while (!open.empty()) {
// Select node with lowest distance that is in open
Vector2i current = *std::min_element(open.begin(), open.end(), comp);
open.erase(current);
closed.insert(current);
// Take all floors right after wall tiles.
if (mTiles[previous[current].x][previous[current].y] == Tile::Type::WALL &&
mTiles[current.x][current.y] == Tile::Type::FLOOR) {
destinations.insert(current);
break;
}
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if (distance.at(current) < mRoomConnectionValue) {
process(Vector2i(current.x + 1, current.y), current);
process(Vector2i(current.x, current.y + 1), current);
process(Vector2i(current.x - 1, current.y), current);
process(Vector2i(current.x, current.y - 1), current);
}
}
float totalValue = 0.0f;
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while (totalValue < mRoomConnectionValue && !destinations.empty()) {
std::vector<Vector2i> path;
float pathValue = 0;
Vector2i current = *destinations.begin();
destinations.erase(destinations.begin());
while (current != start) {
path.push_back(previous[current]);
pathValue += mTileNoise.getNoise(current);
current = previous[current];
};
path.push_back(start);
mPaths.push_back(path);
for (const auto& p : path) {
mTiles[p.x][p.y] = Tile::Type::FLOOR;
Tile::setTile(p, Tile::Type::FLOOR, mWorld);
}
}
}
/**
* Fill world with procedurally generated tiles.
*
* This is done by generating random (simplex) noise, with a value mapped
* to every integer point in area, selecting the lowest value point as start,
* and building a minimum spanning tree from there.
*
* @param area Size and position of area to generate tiles for. Width and
* height must each be a power of two.
*/
void
Generator::generateTiles(const sf::IntRect& area) {
// Width and height must be a power of two.
assert(area.width && !(area.width & (area.width - 1)));
assert(area.height && !(area.height & (area.height - 1)));
Vector2i start;
float minValue = std::numeric_limits<float>::max();
// Find lowest value for tree start.
for (int x = area.left; x < area.left + area.width; x++)
for (int y = area.top; y < area.top + area.height; y++) {
if (mTileNoise.getNoise(x, y) + 1.0f < minValue) {
start = Vector2i(x, y);
minValue = mTileNoise.getNoise(x, y) + 1.0f;
}
}
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std::vector<Vector2i> selected = createMinimalSpanningTree(start, mRoomSizeValue);
// For rooms, take minimum bounding box of spanning tree.
int left = start.x;
int right = start.x;
int down = start.y;
int up = start.y;
for (auto& s : selected) {
if (s.x < left) left = s.x;
if (s.x > right) right = s.x;
if (s.y < down) down = s.y;
if (s.y > up) up = s.y;
}
// Merge new map into stored map and create tile sprites.
for (int x = left; x < right; x++)
for (int y = down; y < up; y++)
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// Make sure tiles are not set twice (which would get values in
// mTiles out of sync with actual world).
if (mTiles[x].count(y) == 0)
mTiles[x][y] = Tile::Type::FLOOR;
connectRooms(start);
for (int x = area.left; x < area.left + area.width; x++)
for (int y = area.top; y < area.top + area.height; y++)
mWorld.insert(std::shared_ptr<Sprite>(
new Tile(Vector2i(x, y), mTiles[x][y])));
generateAreas(area);
mPathfinder.generatePortals();
}
/**
* Returns coordinates where enemies should spawn.
*
* @param area Area for which enemy spawns should be returned.
* @return Pairs of spawn points together with seeds.
*/
std::vector<Vector2f>
Generator::getEnemySpawns(const sf::IntRect& area) {
std::vector<Vector2f> spawns;
for (int x = area.left; x < area.left + area.width; x++) {
for (int y = area.top; y < area.top + area.height; y++) {
float noise = mCharacterNoise.getNoise(x, y);
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if (noise <= mEnemyGenerationChance) {
Vector2i tilePosition = findClosestFloor(Vector2i(x, y));
spawns.push_back(Vector2f(tilePosition.x * Tile::TILE_SIZE.x,
tilePosition.y * Tile::TILE_SIZE.y));
}
}
}
return spawns;
}
/**
* Inserts floor tiles into path finder, using a quadtree approach to group
* tiles where possible.
*
* @param area The area to generate areas for.
*/
void
Generator::generateAreas(const sf::IntRect& area) {
assert(area.width > 0 && area.height > 0);
int wallCount = 0;
for (int x = area.left; x < area.left + area.width; x++)
for (int y = area.top; y < area.top + area.height; y++)
wallCount += (int) (mTiles[x][y] == Tile::Type::WALL);
if (wallCount == 0)
mPathfinder.insertArea(sf::FloatRect(area.left, area.top, area.width, area.height));
else if (wallCount == area.width * area.height)
return;
else {
int halfWidth = area.width / 2;
int halfHeight = area.height / 2;
generateAreas(sf::IntRect(area.left,
area.top, halfWidth, halfHeight));
generateAreas(sf::IntRect(area.left + halfWidth,
area.top, halfWidth, halfHeight));
generateAreas(sf::IntRect(area.left,
area.top + halfHeight, halfWidth, halfHeight));
generateAreas(sf::IntRect(area.left + halfWidth,
area.top + halfHeight, halfWidth, halfHeight));
}
}
/**
* Returns a valid position (floor) for the player to spawn at.
*/
Vector2f
Generator::getPlayerSpawn() const {
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Vector2i spawn = findClosestFloor(Vector2i());
return 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.
*
* @warn Will fail if no floor tile has been generated yet.
* @position Point to start search for a floor tile from.
*/
Vector2i
Generator::findClosestFloor(const Vector2i& start) const {
std::map<Vector2i, float> open;
std::set<Vector2i> closed;
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auto insertNew = [&open, &closed, &start](const Vector2i& point) {
if (closed.find(point) == closed.end())
open.insert(std::make_pair(point, thor::length(Vector2f(point - start))));
};
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insertNew(start);
while (!open.empty()) {
Vector2i current = std::min_element(open.begin(), open.end())->first;
open.erase(current);
closed.insert(current);
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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 {
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insertNew(Vector2i(current.x + 1, current.y));
insertNew(Vector2i(current.x, current.y + 1));
insertNew(Vector2i(current.x - 1, current.y));
insertNew(Vector2i(current.x, current.y - 1));
}
}
// No floor tile found in the entire world.
assert(false);
return Vector2i();
}
/**
* Debug only: Draws paths generated by connectRooms.
*
* mPaths is only required for this function.
*/
#ifndef RELEASE
void
Generator::draw(sf::RenderTarget& target, sf::RenderStates states) const {
for (auto& p : mPaths) {
for (auto&q : p) {
sf::RectangleShape rect(Vector2f(Tile::TILE_SIZE));
rect.setPosition(Vector2f(q.x * Tile::TILE_SIZE.x, q.y * Tile::TILE_SIZE.y) - Vector2f(Tile::TILE_SIZE / 2));
rect.setFillColor(sf::Color(150, 127, 0, 96));
target.draw(rect);
}
}
}
#endif /* RELEASE */