2013-08-06 22:13:04 +00:00
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/*
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* Generator.cpp
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*
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* Created on: 07.04.2013
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* Author: Felix
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*/
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#include "Generator.h"
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#include <algorithm>
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#include <assert.h>
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#include <map>
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#include <set>
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#include <SFML/System.hpp>
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#include <Thor/Vectors.hpp>
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#include "../Pathfinder.h"
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#include "../World.h"
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#include "../sprites/Enemy.h"
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#include "../util/Log.h"
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const int Generator::GENERATE_AREA_SIZE = 4;
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const float Generator::GENERATE_AREA_RANGE = 4.0f;
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/**
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* Generates new random seed.
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*/
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Generator::Generator(World& world, Pathfinder& pathfinder) :
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mWorld(world),
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mPathfinder(pathfinder) {
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}
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/**
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* Generates tiles near player position (maximum distance is determined by
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* GENERATE_AREA_SIZE and GENERATE_AREA_RANGE).
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*/
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void
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Generator::generateCurrentAreaIfNeeded(const Vector2f& playerPosition) {
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std::map<Vector2i, float> open;
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std::set<Vector2i> closed;
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2013-08-06 22:13:04 +00:00
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2013-08-07 15:39:43 +00:00
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Vector2i start((int) floor(playerPosition.x / Tile::TILE_SIZE.x),
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2013-08-06 22:13:04 +00:00
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(int) floor(playerPosition.y / Tile::TILE_SIZE.y));
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start /= GENERATE_AREA_SIZE;
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2013-08-07 15:39:43 +00:00
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auto makePair = [&start](const Vector2i& point) {
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return std::make_pair(point, thor::length(Vector2f(point - start)));
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2013-08-06 22:13:04 +00:00
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};
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open.insert(makePair(start));
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while (!open.empty()) {
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2013-08-07 15:39:43 +00:00
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auto intComp = [](const std::pair<Vector2i, float>& left,
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const std::pair<Vector2i, float>& right) {
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return left.second < right.second;
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};
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Vector2i current =
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std::min_element(open.begin(), open.end(), intComp)->first;
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float distance = open[current];
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open.erase(current);
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closed.insert(current);
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if (!mGenerated[current.x][current.y] && distance <= GENERATE_AREA_RANGE) {
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mGenerated[current.x][current.y] = true;
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sf::IntRect area(current * GENERATE_AREA_SIZE -
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Vector2i(GENERATE_AREA_SIZE, GENERATE_AREA_SIZE) / 2,
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Vector2i(GENERATE_AREA_SIZE, GENERATE_AREA_SIZE));
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2013-08-06 22:13:04 +00:00
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generateTiles(area);
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for (const auto& enemyPosition : getEnemySpawns(area)) {
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float distance = thor::length(enemyPosition - playerPosition);
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if (distance > Character::VISION_DISTANCE) {
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mWorld.insertCharacter(std::shared_ptr<Enemy>(new Enemy(mWorld, mPathfinder, enemyPosition)));
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}
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}
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}
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if (mGenerated[current.x][current.y] && distance <= GENERATE_AREA_RANGE) {
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if (closed.find(Vector2i(current.x + 1, current.y)) == closed.end())
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open.insert(makePair(Vector2i(current.x + 1, current.y)));
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if (closed.find(Vector2i(current.x, current.y + 1)) == closed.end())
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open.insert(makePair(Vector2i(current.x, current.y + 1)));
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if (closed.find(Vector2i(current.x - 1, current.y)) == closed.end())
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open.insert(makePair(Vector2i(current.x - 1, current.y)));
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if (closed.find(Vector2i(current.x, current.y - 1)) == closed.end())
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open.insert(makePair(Vector2i(current.x, current.y - 1)));
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}
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}
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}
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/**
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* Generates a minimum spanning tree on mTileNoise, starting from start with
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* a maximum total node weight of limit.
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*
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* FIXME: Some nodes are selected more than once.
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*/
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std::vector<Vector2i>
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Generator::createMinimalSpanningTree(const Vector2i& start,
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const float limit) {
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std::vector<Vector2i> open;
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std::vector<Vector2i> selected;
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open.push_back(start);
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float totalWeight = 0.0f;
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while (totalWeight < limit) {
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Vector2i current;
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float minValue = std::numeric_limits<float>::max();
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for (auto& o : open) {
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if (mTileNoise.getNoise(o.x, o.y) + 1.0f < minValue) {
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current = o;
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minValue = mTileNoise.getNoise(o.x, o.y) + 1.0f;
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}
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}
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std::remove(open.begin(), open.end(), current);
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selected.push_back(current);
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totalWeight += minValue;
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auto insertOnlyNew = [&open, &selected](const Vector2i& v) {
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if (std::find(open.begin(), open.end(), v) == open.end()
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&& std::find(selected.begin(), selected.end(), v) == selected.end())
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open.push_back(v);
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};
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insertOnlyNew(Vector2i(current.x + 1, current.y));
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insertOnlyNew(Vector2i(current.x, current.y + 1));
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insertOnlyNew(Vector2i(current.x - 1, current.y));
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insertOnlyNew(Vector2i(current.x, current.y - 1));
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}
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return selected;
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}
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/**
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* Fill world with procedurally generated tiles.
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*
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* This is done by generating random (simplex) noise, with a value mapped
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* to every integer point in area, selecting the lowest value point as start,
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* and building a minimum spanning tree from there.
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*
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* @param area Size and position of area to generate tiles for. Width and
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* height must each be a power of two.
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*/
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void
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Generator::generateTiles(const sf::IntRect& area) {
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// Width and height must be a power of two.
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assert(area.width && !(area.width & (area.width - 1)));
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assert(area.height && !(area.height & (area.height - 1)));
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2013-08-07 15:39:43 +00:00
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Vector2i start;
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float minValue = std::numeric_limits<float>::max();
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// Find lowest value for tree start.
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for (int x = area.left; x < area.left + area.width; x++)
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for (int y = area.top; y < area.top + area.height; y++) {
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if (mTileNoise.getNoise(x, y) + 1.0f < minValue) {
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start = Vector2i(x, y);
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minValue = mTileNoise.getNoise(x, y) + 1.0f;
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}
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}
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2013-08-07 15:39:43 +00:00
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std::vector<Vector2i> selected = createMinimalSpanningTree(start, 12.0f);
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// For rooms, take minimum bounding box of spanning tree.
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int left = start.x;
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int right = start.x;
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int down = start.y;
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int up = start.y;
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for (auto& s : selected) {
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if (s.x < left) left = s.x;
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if (s.x > right) right = s.x;
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if (s.y < down) down = s.y;
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if (s.y > up) up = s.y;
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}
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// Merge new map into stored map and create tile sprites.
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for (int x = area.left; x < area.left + area.width; x++)
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for (int y = area.top; y < area.top + area.height; y++) {
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Tile::Type type = ((x >= left && x < right && y >= down && y < up)
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|| (mTiles[x][y] == Tile::Type::FLOOR))
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? Tile::Type::FLOOR
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: Tile::Type::WALL;
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mTiles[x][y] = type;
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mWorld.insert(std::shared_ptr<Sprite>(new Tile(type, x, y)));
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}
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generateAreas(area);
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mPathfinder.generatePortals();
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}
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/**
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* Returns coordinates where enemies should spawn.
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*
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* @param area Area for which enemy spawns should be returned.
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*/
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std::vector<Vector2f>
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Generator::getEnemySpawns(const sf::IntRect& area) {
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auto compare = [](const Vector2f& a, const Vector2f& b) {
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return a.x < b.x || (a.x == b.x && a.y < b.y);
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};
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std::set<Vector2f, decltype(compare)> ret(compare);
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for (int x = area.left; x < area.left + area.width; x++) {
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for (int y = area.top; y < area.top + area.height; y++) {
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if (mCharacterNoise.getNoise(x, y) < -0.85f) {
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Vector2i tilePosition = findClosestFloor(Vector2i(x, y));
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ret.insert(Vector2f(tilePosition.x * Tile::TILE_SIZE.x,
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tilePosition.y * Tile::TILE_SIZE.y));
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}
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}
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}
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return std::vector<Vector2f>(ret.begin(), ret.end());
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}
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/**
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* Inserts floor tiles into path finder, using a quadtree approach to group
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* tiles where possible.
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*
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* @param area The area to generate areas for.
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*/
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void
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Generator::generateAreas(const sf::IntRect& area) {
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assert(area.width > 0 && area.height > 0);
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int wallCount = 0;
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for (int x = area.left; x < area.left + area.width; x++)
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for (int y = area.top; y < area.top + area.height; y++)
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wallCount += (int) (mTiles[x][y] == Tile::Type::WALL);
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if (wallCount == 0)
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mPathfinder.insertArea(sf::FloatRect(area.left, area.top, area.width, area.height));
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else if (wallCount == area.width * area.height)
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return;
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else {
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int halfWidth = area.width / 2;
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int halfHeight = area.height / 2;
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generateAreas(sf::IntRect(area.left,
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area.top, halfWidth, halfHeight));
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generateAreas(sf::IntRect(area.left + halfWidth,
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area.top, halfWidth, halfHeight));
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generateAreas(sf::IntRect(area.left,
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area.top + halfHeight, halfWidth, halfHeight));
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generateAreas(sf::IntRect(area.left + halfWidth,
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area.top + halfHeight, halfWidth, halfHeight));
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}
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}
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/**
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* Returns a valid position (floor) for the player to spawn at.
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*/
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Vector2f
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Generator::getPlayerSpawn() const {
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Vector2i spawn = findClosestFloor(Vector2i(0, 0));
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return Vector2f(spawn.x * Tile::TILE_SIZE.x,
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spawn.y * Tile::TILE_SIZE.y);
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}
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/**
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* Finds the point array index closest to position which has a floor tile.
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*
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* @warn Will fail if no floor tile has been generated yet.
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* @position Point to start search for a floor tile from.
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*/
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Vector2i
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Generator::findClosestFloor(const Vector2i& position) const {
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std::map<Vector2i, float> open;
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std::set<Vector2i> closed;
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Vector2i start = position;
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auto makePair = [&start](const Vector2i& point) {
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return std::make_pair(point, thor::length(Vector2f(point - start)));
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};
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open.insert(makePair(start));
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while (!open.empty()) {
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auto intComp = [](const std::pair<Vector2i, float>& left,
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const std::pair<Vector2i, float>& right) {
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return left.second < right.second;
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};
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Vector2i current = std::min_element(open.begin(), open.end(), intComp)->first;
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open.erase(current);
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closed.insert(current);
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if (mTiles.count(current.x) != 0 &&
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mTiles.at(current.x).count(current.y) != 0 &&
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mTiles.at(current.x).at(current.y) == Tile::Type::FLOOR) {
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return current;
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}
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else {
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if (closed.find(Vector2i(current.x + 1, current.y)) == closed.end())
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open.insert(makePair(Vector2i(current.x + 1, current.y)));
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if (closed.find(Vector2i(current.x, current.y + 1)) == closed.end())
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open.insert(makePair(Vector2i(current.x, current.y + 1)));
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if (closed.find(Vector2i(current.x - 1, current.y)) == closed.end())
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open.insert(makePair(Vector2i(current.x - 1, current.y)));
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if (closed.find(Vector2i(current.x, current.y - 1)) == closed.end())
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open.insert(makePair(Vector2i(current.x, current.y - 1)));
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}
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}
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// No floor tile found in the entire world.
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assert(false);
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return Vector2i();
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}
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