2013-04-11 18:44:00 +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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2013-04-18 08:05:17 +00:00
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#include <assert.h>
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2013-04-11 18:44:00 +00:00
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#include <bitset>
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2013-04-28 22:41:00 +00:00
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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 "simplexnoise.h"
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2013-04-28 16:11:39 +00:00
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#include "../Pathfinder.h"
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#include "../World.h"
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/// For usage with simplexnoise.h
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uint8_t perm[512];
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/**
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* Generates new random seed.
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*/
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2013-04-29 14:49:16 +00:00
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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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std::mt19937 mersenne(time(nullptr));
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std::uniform_int_distribution<int> distribution(0, 255);
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for (int i = 0; i < 512; i++) {
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perm[i] = distribution(mersenne);
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}
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}
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/**
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* Fill Tile with procedurally generated tiles.
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*
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* @param tm Tile instance to set tiles in.
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* @param area Size and position of area to generate tiles for. Must be
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* 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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// Check if width and height are 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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2013-04-29 14:49:16 +00:00
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std::vector<std::vector<Tile::Type> >
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noise(area.width, std::vector<Tile::Type>(area.height));
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std::vector<std::vector<Tile::Type> >
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filtered(area.width, std::vector<Tile::Type>(
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area.height, Tile::Type::FLOOR));
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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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noise[x-area.left][y-area.top] =
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(scaled_octave_noise_2d(2, 2, 0.05f, 0.5f, -0.5f, x, y) +
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scaled_octave_noise_2d(2, 2, 0.5f, 0.15f, -0.15f, x, y)
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< -0.1f)
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? Tile::Type::WALL
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: Tile::Type::FLOOR;
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}
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}
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2013-04-27 17:42:44 +00:00
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for (int x = 0; x < (int) noise.size(); x++) {
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for (int y = 0; y < (int) noise[x].size(); y++) {
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filterWalls(noise, filtered, x, y, 2, 1, 0);
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filterWalls(noise, filtered, x, y, 6, 1, 2);
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filterWalls(noise, filtered, x, y, 10, 1, 4);
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}
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}
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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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mWorld.insert(std::shared_ptr<Sprite>(
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new Tile(filtered[x-area.left][y-area.top], x, y)));
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}
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}
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generateAreas(filtered, area,
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sf::Vector2f(area.left, area.top));
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mPathfinder.generatePortals();
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mGenerated = filtered;
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}
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/**
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* Fills a rectangular area with the specified value.
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*
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* @param[in] Rectangular map.
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* @param area The area to fill.
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* @param value The value to set.
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*/
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void
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Generator::fill(std::vector<std::vector<Tile::Type> >& image,
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const sf::IntRect& area, Tile::Type value) {
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for (int x = area.left;
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x < area.left + area.width && x < (int) image.size(); x++) {
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for (int y = area.top;
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y < area.top + area.height && y < (int) image[x].size(); y++) {
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image[x][y] = value;
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}
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}
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}
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/**
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* Returns the number of walls in the area in tiles.
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*
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* @param area The area to count in.
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* @param tiles Array of tile values.
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*/
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int Generator::countWalls(const sf::IntRect& area,
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std::vector<std::vector<Tile::Type> >& tiles) {
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int count = 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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count += (int) (tiles[x][y] == Tile::Type::WALL);
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}
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return count;
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}
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/**
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* Finds rectangles of specific size inside vector in and
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* puts them into vector out.
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*
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* @param[in] in Rectangular map of tiles.
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* @param[out] out Rectangular map of tiles.
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* @param x Position to check from (top left corner for rectangle).
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* @param y Position to check from (top left corner for rectangle).
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* @param longside Length of the longer side of the rectangle.
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* @param shortside Length of the shorter side of the rectangle.
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* @param subtract Still accepts rectangle if at least this amount of
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* tiles is not walls (tilecount >= longside * shortside - subtract).
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*/
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void
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Generator::filterWalls(std::vector<std::vector<Tile::Type> >& in,
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std::vector<std::vector<Tile::Type> >& out,
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int x, int y, int longside, int shortside, int subtract) {
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// Skip if we would go out of range.
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if ((x + longside >= (int) in.size()) ||
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(y + longside >= (int) in[0].size()))
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return;
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// Filter in horizontal direction.
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if (countWalls(sf::IntRect(x, y, longside, shortside), in) >=
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shortside * longside - subtract)
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fill(out, sf::IntRect(x, y, longside, shortside), Tile::Type::WALL);
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// Filter in vertical direction.
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if (countWalls(sf::IntRect(x, y, shortside, longside), in) >=
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shortside * longside - subtract)
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fill(out, sf::IntRect(x, y, shortside, longside), Tile::Type::WALL);
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}
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2013-04-27 12:04:23 +00:00
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/**
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* Inserts tile if all values within area are the same, otherwise divides area
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* into four and continues recursively.
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*
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* @param tiles Array of tile values.
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* @param area The area to generate areas for.
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* @param offset Offset of tiles[0][0] from World coordinate (0, 0).
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*/
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void
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Generator::generateAreas(
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std::vector<std::vector<Tile::Type> >& tiles,
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const sf::IntRect& area, const sf::Vector2f& offset) {
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assert(area.width > 0 && area.height > 0);
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int count = countWalls(sf::IntRect(area.left - offset.y, area.top - offset.x,
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area.width, area.height), tiles);
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if (count == 0) {
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mPathfinder.insertArea(sf::IntRect(area));
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}
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else if (count == area.width * area.height) {
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return;
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}
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else {
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int halfWidth = area.width / 2.0f;
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int halfHeight = area.height / 2.0f;
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generateAreas(tiles, sf::IntRect(area.left,
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area.top, halfWidth, halfHeight), offset);
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generateAreas(tiles, sf::IntRect(area.left + halfWidth,
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area.top, halfWidth, halfHeight), offset);
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generateAreas(tiles, sf::IntRect(area.left,
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area.top + halfHeight, halfWidth, halfHeight), offset);
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generateAreas(tiles, sf::IntRect(area.left + halfWidth,
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area.top + halfHeight, halfWidth, halfHeight), offset);
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}
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}
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2013-04-28 22:41:00 +00:00
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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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sf::Vector2f
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Generator::getPlayerSpawn() const {
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sf::Vector2i spawn = findClosestFloor(sf::Vector2i(mGenerated.size() / 2,
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mGenerated[0].size() / 2));
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return sf::Vector2f(
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(spawn.x - mGenerated.size() / 2.0f) * Tile::TILE_SIZE.x,
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(spawn.y - mGenerated[0].size() / 2.0f) * 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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sf::Vector2i
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Generator::findClosestFloor(const sf::Vector2i& position) const {
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auto compare = [](const sf::Vector2i& a, const sf::Vector2i& 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::map<sf::Vector2i, float, decltype(compare)> open(compare);
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std::set<sf::Vector2i, decltype(compare)> closed(compare);
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sf::Vector2i start = position;
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auto makePair = [&start](const sf::Vector2i& point) {
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return std::make_pair(point, thor::length(sf::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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const sf::Vector2i& current = open.begin()->first;
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open.erase(current);
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closed.insert(current);
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if (mGenerated[current.x][current.y] == Tile::Type::FLOOR)
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return current;
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else {
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if (closed.find(sf::Vector2i(current.x + 1, current.y)) == closed.end())
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open.insert(makePair(sf::Vector2i(current.x + 1, current.y)));
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if (closed.find(sf::Vector2i(current.x, current.y + 1)) == closed.end())
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open.insert(makePair(sf::Vector2i(current.x, current.y + 1)));
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if (closed.find(sf::Vector2i(current.x - 1, current.y)) == closed.end())
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open.insert(makePair(sf::Vector2i(current.x - 1, current.y)));
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if (closed.find(sf::Vector2i(current.x, current.y - 1)) == closed.end())
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open.insert(makePair(sf::Vector2i(current.x, current.y - 1)));
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}
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}
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assert(false);
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return sf::Vector2i();
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}
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