Changed procedural generation to use minimum spanning trees.
This commit is contained in:
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5b3020ad3d
commit
602cc605e8
3 changed files with 358 additions and 367 deletions
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@ -19,6 +19,7 @@
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#include "../Pathfinder.h"
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#include "../Pathfinder.h"
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#include "../World.h"
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#include "../World.h"
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#include "../sprites/Enemy.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 int Generator::GENERATE_AREA_SIZE = 4;
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const float Generator::GENERATE_AREA_RANGE = 4.0f;
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const float Generator::GENERATE_AREA_RANGE = 4.0f;
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@ -87,44 +88,108 @@ Generator::generateCurrentAreaIfNeeded(const sf::Vector2f& playerPosition) {
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}
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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<sf::Vector2i>
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Generator::createMinimalSpanningTree(const sf::Vector2i& start,
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const float limit) {
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std::vector<sf::Vector2i> open;
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std::vector<sf::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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sf::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 sf::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(sf::Vector2i(current.x + 1, current.y));
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insertOnlyNew(sf::Vector2i(current.x, current.y + 1));
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insertOnlyNew(sf::Vector2i(current.x - 1, current.y));
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insertOnlyNew(sf::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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/**
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* Fill world with procedurally generated tiles.
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* Fill world with procedurally generated tiles.
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*
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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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* @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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* height must each be a power of two.
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*/
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*/
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void
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void
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Generator::generateTiles(const sf::IntRect& area) {
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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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// 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.width && !(area.width & (area.width - 1)));
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assert(area.height && !(area.height & (area.height - 1)));
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assert(area.height && !(area.height & (area.height - 1)));
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array generatedTiles;
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sf::Vector2i start;
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fill(generatedTiles, area, type::FLOOR);
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float minValue = std::numeric_limits<float>::max();
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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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filterWalls(generatedTiles, x, y, 2, 1, 0);
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filterWalls(generatedTiles, x, y, 6, 1, 2);
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filterWalls(generatedTiles, x, y, 10, 1, 4);
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}
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}
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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 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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for (int y = area.top; y < area.top + area.height; y++) {
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// Merge map that we just generated with stored map.
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if (mTileNoise.getNoise(x, y) + 1.0f < minValue) {
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mTiles[x][y] = generatedTiles[x][y];
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start = sf::Vector2i(x, y);
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// Actually generate physical tiles.
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minValue = mTileNoise.getNoise(x, y) + 1.0f;
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mWorld.insert(std::shared_ptr<Sprite>(
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}
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new Tile(generatedTiles.at(x).at(y), x, y)));
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}
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}
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std::vector<sf::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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generateAreas(area);
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mPathfinder.generatePortals();
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mPathfinder.generatePortals();
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}
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}
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/**
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/**
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* Returns coordinates where enemies should spawn.
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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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*/
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std::vector<sf::Vector2f>
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std::vector<sf::Vector2f>
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Generator::getEnemySpawns(const sf::IntRect& area) {
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Generator::getEnemySpawns(const sf::IntRect& area) {
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@ -144,63 +209,6 @@ Generator::getEnemySpawns(const sf::IntRect& area) {
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return std::vector<sf::Vector2f>(ret.begin(), ret.end());
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return std::vector<sf::Vector2f>(ret.begin(), ret.end());
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}
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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,out] Array to set values to.
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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(array& tiles, const sf::IntRect& area, Tile::Type value) {
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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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tiles[x][y] = value;
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}
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}
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/**
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* Counts and returns the number of walls within the area.
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*
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* @param area The area to count in.
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*/
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int
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Generator::countWalls(const sf::IntRect& area) {
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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) (getTileType(mTileNoise.getNoise(x, y)) ==
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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 with mTileNoise and
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* puts them into vector out.
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*
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* @param[in,out] tiles Tiles to be placed. Does not explicitly set floor values
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* (keeps previous values).
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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(array& tiles, int x, int y, int longside,
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int shortside, int subtract) {
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// Filter in horizontal direction.
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if (countWalls(sf::IntRect(x, y, longside, shortside)) >=
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shortside * longside - subtract)
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fill(tiles, sf::IntRect(x, y, longside, shortside), type::WALL);
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// Filter in vertical direction.
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if (countWalls(sf::IntRect(x, y, shortside, longside)) >=
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shortside * longside - subtract)
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fill(tiles, sf::IntRect(x, y, shortside, longside), type::WALL);
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}
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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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* Inserts floor tiles into path finder, using a quadtree approach to group
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* tiles where possible.
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* tiles where possible.
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@ -214,7 +222,7 @@ Generator::generateAreas(const sf::IntRect& area) {
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int wallCount = 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 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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for (int y = area.top; y < area.top + area.height; y++)
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wallCount += (int) (mTiles[x][y] == type::WALL);
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wallCount += (int) (mTiles[x][y] == Tile::Type::WALL);
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if (wallCount == 0)
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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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mPathfinder.insertArea(sf::FloatRect(area.left, area.top, area.width, area.height));
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}
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}
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}
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}
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/**
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* Defines if a perlin noise result value is converted to a wall or floor tile.
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*
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* @param value Perlin noise value within [-1, 1]
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*/
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Generator::type
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Generator::getTileType(float value) {
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return (value < -0.2f)
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? type::WALL
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: type::FLOOR;
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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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* Returns a valid position (floor) for the player to spawn at.
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*/
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*/
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@ -285,7 +281,7 @@ Generator::findClosestFloor(const sf::Vector2i& position) const {
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closed.insert(current);
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closed.insert(current);
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if (mTiles.count(current.x) != 0 &&
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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).count(current.y) != 0 &&
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mTiles.at(current.x).at(current.y) == type::FLOOR) {
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mTiles.at(current.x).at(current.y) == Tile::Type::FLOOR) {
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return current;
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return current;
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}
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}
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else {
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else {
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@ -27,19 +27,14 @@ public:
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std::vector<sf::Vector2f> getEnemySpawns(const sf::IntRect& area);
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std::vector<sf::Vector2f> getEnemySpawns(const sf::IntRect& area);
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private:
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private:
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typedef Tile::Type type;
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typedef std::map<int, std::map<int, Tile::Type> > array;
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typedef std::map<int, std::map<int, type> > array;
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private:
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private:
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void generateAreas(const sf::IntRect& area);
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void generateAreas(const sf::IntRect& area);
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void generateTiles(const sf::IntRect& area);
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void generateTiles(const sf::IntRect& area);
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sf::Vector2i findClosestFloor(const sf::Vector2i& position) const;
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sf::Vector2i findClosestFloor(const sf::Vector2i& position) const;
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std::vector<sf::Vector2i> createMinimalSpanningTree(
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static void fill(array& tiles, const sf::IntRect& area, type value);
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const sf::Vector2i& start, const float limit);
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void filterWalls(array& tiles, int x, int y, int longside,
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int shortside, int subtract);
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int countWalls(const sf::IntRect& area);
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static type getTileType(float value);
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private:
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private:
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static const int GENERATE_AREA_SIZE;
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static const int GENERATE_AREA_SIZE;
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class Tile : public Rectangle {
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class Tile : public Rectangle {
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public:
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public:
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enum class Type : char {
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enum class Type : char {
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FLOOR,
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WALL,
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WALL
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FLOOR
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};
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};
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public:
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public:
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