Changed procedural generation to use minimum spanning trees.

This commit is contained in:
Felix Ableitner 2013-08-07 00:13:04 +02:00
parent 5b3020ad3d
commit 602cc605e8
3 changed files with 358 additions and 367 deletions

View file

@ -19,6 +19,7 @@
#include "../Pathfinder.h"
#include "../World.h"
#include "../sprites/Enemy.h"
#include "../util/Log.h"
const int Generator::GENERATE_AREA_SIZE = 4;
const float Generator::GENERATE_AREA_RANGE = 4.0f;
@ -87,44 +88,108 @@ Generator::generateCurrentAreaIfNeeded(const sf::Vector2f& playerPosition) {
}
}
/**
* Generates a minimum spanning tree on mTileNoise, starting from start with
* a maximum total node weight of limit.
*
* FIXME: Some nodes are selected more than once.
*/
std::vector<sf::Vector2i>
Generator::createMinimalSpanningTree(const sf::Vector2i& start,
const float limit) {
std::vector<sf::Vector2i> open;
std::vector<sf::Vector2i> selected;
open.push_back(start);
float totalWeight = 0.0f;
while (totalWeight < limit) {
sf::Vector2i current;
float minValue = std::numeric_limits<float>::max();
for (auto& o : open) {
if (mTileNoise.getNoise(o.x, o.y) + 1.0f < minValue) {
current = o;
minValue = mTileNoise.getNoise(o.x, o.y) + 1.0f;
}
}
std::remove(open.begin(), open.end(), current);
selected.push_back(current);
totalWeight += minValue;
auto insertOnlyNew = [&open, &selected](const sf::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);
};
insertOnlyNew(sf::Vector2i(current.x + 1, current.y));
insertOnlyNew(sf::Vector2i(current.x, current.y + 1));
insertOnlyNew(sf::Vector2i(current.x - 1, current.y));
insertOnlyNew(sf::Vector2i(current.x, current.y - 1));
}
return selected;
}
/**
* 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) {
// Check if width and height are power of two.
// 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)));
array generatedTiles;
fill(generatedTiles, 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(generatedTiles, x, y, 2, 1, 0);
filterWalls(generatedTiles, x, y, 6, 1, 2);
filterWalls(generatedTiles, x, y, 10, 1, 4);
}
}
sf::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++) {
// Merge map that we just generated with stored map.
mTiles[x][y] = generatedTiles[x][y];
// Actually generate physical tiles.
mWorld.insert(std::shared_ptr<Sprite>(
new Tile(generatedTiles.at(x).at(y), x, y)));
if (mTileNoise.getNoise(x, y) + 1.0f < minValue) {
start = sf::Vector2i(x, y);
minValue = mTileNoise.getNoise(x, y) + 1.0f;
}
}
std::vector<sf::Vector2i> selected = createMinimalSpanningTree(start, 12.0f);
// 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 = area.left; x < area.left + area.width; x++)
for (int y = area.top; y < area.top + area.height; y++) {
Tile::Type type = ((x >= left && x < right && y >= down && y < up)
|| (mTiles[x][y] == Tile::Type::FLOOR))
? Tile::Type::FLOOR
: Tile::Type::WALL;
mTiles[x][y] = type;
mWorld.insert(std::shared_ptr<Sprite>(new Tile(type, x, y)));
}
generateAreas(area);
mPathfinder.generatePortals();
}
/**
* Returns coordinates where enemies should spawn.
*
* @param area Area for which enemy spawns should be returned.
*/
std::vector<sf::Vector2f>
Generator::getEnemySpawns(const sf::IntRect& area) {
@ -144,63 +209,6 @@ Generator::getEnemySpawns(const sf::IntRect& area) {
return std::vector<sf::Vector2f>(ret.begin(), ret.end());
}
/**
* Fills a rectangular area with the specified value.
*
* @param[in,out] Array to set values to.
* @param area The area to fill.
* @param value The value to set.
*/
void
Generator::fill(array& tiles, 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++)
tiles[x][y] = value;
}
}
/**
* Counts and returns the number of walls within the area.
*
* @param area The area to count in.
*/
int
Generator::countWalls(const sf::IntRect& area) {
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) (getTileType(mTileNoise.getNoise(x, y)) ==
type::WALL);
}
return count;
}
/**
* Finds rectangles of specific size with mTileNoise and
* puts them into vector out.
*
* @param[in,out] tiles Tiles to be placed. Does not explicitly set floor values
* (keeps previous values).
* @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(array& tiles, int x, int y, int longside,
int shortside, int subtract) {
// Filter in horizontal direction.
if (countWalls(sf::IntRect(x, y, longside, shortside)) >=
shortside * longside - subtract)
fill(tiles, sf::IntRect(x, y, longside, shortside), type::WALL);
// Filter in vertical direction.
if (countWalls(sf::IntRect(x, y, shortside, longside)) >=
shortside * longside - subtract)
fill(tiles, sf::IntRect(x, y, shortside, longside), type::WALL);
}
/**
* Inserts floor tiles into path finder, using a quadtree approach to group
* tiles where possible.
@ -214,7 +222,7 @@ Generator::generateAreas(const sf::IntRect& area) {
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] == type::WALL);
wallCount += (int) (mTiles[x][y] == Tile::Type::WALL);
if (wallCount == 0)
mPathfinder.insertArea(sf::FloatRect(area.left, area.top, area.width, area.height));
@ -234,18 +242,6 @@ Generator::generateAreas(const sf::IntRect& area) {
}
}
/**
* Defines if a perlin noise result value is converted to a wall or floor tile.
*
* @param value Perlin noise value within [-1, 1]
*/
Generator::type
Generator::getTileType(float value) {
return (value < -0.2f)
? type::WALL
: type::FLOOR;
}
/**
* Returns a valid position (floor) for the player to spawn at.
*/
@ -285,7 +281,7 @@ Generator::findClosestFloor(const sf::Vector2i& position) const {
closed.insert(current);
if (mTiles.count(current.x) != 0 &&
mTiles.at(current.x).count(current.y) != 0 &&
mTiles.at(current.x).at(current.y) == type::FLOOR) {
mTiles.at(current.x).at(current.y) == Tile::Type::FLOOR) {
return current;
}
else {

View file

@ -27,19 +27,14 @@ public:
std::vector<sf::Vector2f> getEnemySpawns(const sf::IntRect& area);
private:
typedef Tile::Type type;
typedef std::map<int, std::map<int, type> > array;
typedef std::map<int, std::map<int, Tile::Type> > array;
private:
void generateAreas(const sf::IntRect& area);
void generateTiles(const sf::IntRect& area);
sf::Vector2i findClosestFloor(const sf::Vector2i& position) const;
static void fill(array& tiles, const sf::IntRect& area, type value);
void filterWalls(array& tiles, int x, int y, int longside,
int shortside, int subtract);
int countWalls(const sf::IntRect& area);
static type getTileType(float value);
std::vector<sf::Vector2i> createMinimalSpanningTree(
const sf::Vector2i& start, const float limit);
private:
static const int GENERATE_AREA_SIZE;

View file

@ -16,8 +16,8 @@
class Tile : public Rectangle {
public:
enum class Type : char {
FLOOR,
WALL
WALL,
FLOOR
};
public: