Added automatic area generation so path finding works on random maps.
This commit is contained in:
parent
adfb49b493
commit
ca6943f37d
6 changed files with 179 additions and 77 deletions
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@ -12,8 +12,6 @@
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#include "sprites/Player.h"
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#include "util/Yaml.h"
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#include "util/Log.h"
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const int Game::FPS_GOAL = 60;
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/**
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@ -29,7 +27,8 @@ Game::Game(sf::RenderWindow& window) :
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mWindow.setKeyRepeatEnabled(true);
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Generator generator;
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generator.generateTiles(mTileManager, sf::IntRect(-16, -16, 32, 32));
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generator.generateTiles(mTileManager, mWorld,
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sf::IntRect(-16, -16, 32, 32));
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mPlayer = std::shared_ptr<Player>(new Player(mWorld, mTileManager,
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sf::Vector2f(0.0f, 0.0f), Yaml("player.yaml")));
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mWorld.insertCharacter(mPlayer);
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@ -161,8 +160,8 @@ Game::mouseDown(const sf::Event& event) {
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mPlayer->pullTrigger();
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break;
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case sf::Mouse::Right:
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mPlayer->setDestination(convertCoordinates(event.mouseMove.x,
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event.mouseMove.y));
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mPlayer->setDestination(convertCoordinates(event.mouseButton.x,
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event.mouseButton.y));
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default:
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break;
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}
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169
source/World.cpp
169
source/World.cpp
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@ -7,12 +7,14 @@
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#include "World.h"
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#include <algorithm>
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#include <unordered_set>
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#include <unordered_map>
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#include <Thor/Vectors.hpp>
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#include "util/Interval.h"
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#include "sprites/TileManager.h"
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const float World::WALL_DISTANCE_MULTIPLIER = 1.5f;
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/**
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@ -69,66 +71,19 @@ World::removeCharacter(std::shared_ptr<Character> character) {
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remove(character);
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}
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/**
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* Generate path finding base data.
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*
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* Hardcoded as heuristic may be unnecessary with proper map generation.
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*
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* @warning Must not be run while getPath() is running (raw pointers).
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*/
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void
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World::generateAreas() {
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Area a;
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a.area = sf::FloatRect(50, 50, 900, 300);
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a.center = sf::Vector2f(500, 200);
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mAreas.push_back(a);
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a.area = sf::FloatRect(450, 350, 450, 100);
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a.center = sf::Vector2f(675, 400);
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mAreas.push_back(a);
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a.area = sf::FloatRect(50, 450, 900, 500);
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a.center = sf::Vector2f(500, 700);
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mAreas.push_back(a);
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Portal p1;
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Portal p2;
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std::vector<Portal> vp;
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p1.start = sf::Vector2f(450, 350);
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p1.end = sf::Vector2f(950, 350);
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p1.area = &mAreas[1];
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vp.push_back(p1);
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mAreas[0].portals = vp;
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vp.clear();
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p2.start = sf::Vector2f(450, 450);
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p2.end = sf::Vector2f(950, 450);
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p2.area = &mAreas[1];
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vp.push_back(p2);
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mAreas[2].portals = vp;
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vp.clear();
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p1.area = &mAreas[0];
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vp.push_back(p1);
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p2.area = &mAreas[2];
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vp.push_back(p2);
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mAreas[1].portals = vp;
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}
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/**
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* Runs the A* path finding algorithm with areas as nodes and portals as edges.
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*
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* @warning Areas and portals must not be changed while this is running.
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*
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* @param start The area to start the path finding from. Must not be null.
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* @param end The goal to reach. May be null.
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* @param end The goal to reach. Must not be null.
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* @return Path in reverse order (start being the last item and end the first).
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*/
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std::vector<World::Portal*>
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World::astarArea(Area* start, Area* end) const {
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assert(start);
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if (!end)
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return std::vector<World::Portal*>();
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assert(end);
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std::unordered_set<Area*> closed;
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std::unordered_map<Area*, float> openAreasEstimatedCost;
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@ -190,30 +145,32 @@ World::astarArea(Area* start, Area* end) const {
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std::vector<sf::Vector2f>
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World::getPath(const sf::Vector2f& start, const sf::Vector2f& end,
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float radius) const {
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if (!getArea(end))
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return std::vector<sf::Vector2f>();
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std::vector<Portal*> portals = astarArea(getArea(start), getArea(end));
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std::vector<sf::Vector2f> path;
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path.push_back(end);
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for (auto p : portals) {
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// Find the point on the line of the portal closest to the previous point.
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sf::Vector2f startToEnd = p->end - p->start;
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float percentage = thor::dotProduct(startToEnd, path.back() - p->start) /
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sf::Vector2f startToEnd = sf::Vector2f(p->end - p->start);
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float percentage = thor::dotProduct(startToEnd, path.back() - sf::Vector2f(p->start)) /
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thor::squaredLength(startToEnd);
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sf::Vector2f point;
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if (percentage < 0 || percentage > 1.0f) {
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if (thor::squaredLength(p->start - path.back()) <
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thor::squaredLength(p->end - path.back())) {
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if (thor::squaredLength(sf::Vector2f(p->start) - path.back()) <
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thor::squaredLength(sf::Vector2f(p->end) - path.back())) {
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thor::setLength(startToEnd, WALL_DISTANCE_MULTIPLIER * radius);
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point = p->start + startToEnd;
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point = sf::Vector2f(p->start) + startToEnd;
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}
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else {
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thor::setLength(startToEnd, WALL_DISTANCE_MULTIPLIER * radius);
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point = p->end - startToEnd;
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point = sf::Vector2f(p->end) - startToEnd;
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}
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}
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else
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point = p->start + startToEnd * percentage;
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point = sf::Vector2f(p->start) + startToEnd * percentage;
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// Take two points on a line orthogonal to the portal.
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thor::setLength(startToEnd, radius);
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@ -243,12 +200,22 @@ std::vector<std::shared_ptr<Character> >
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}
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return visible;
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}
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/**
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* Initializes start and end of an area, sets area to null.
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*/
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World::Portal::Portal(const sf::Vector2i& start, const sf::Vector2i& end) :
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start(start),
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end(end),
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area(nullptr) {
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}
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/**
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* Returns the linear distance between two areas (using their center).
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*/
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float
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World::heuristic_cost_estimate(Area* start, Area* end) const {
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return thor::length(end->center - start->center);
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return thor::length(sf::Vector2f(end->center - start->center));
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}
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/**
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@ -296,7 +263,7 @@ World::step(int elapsed) {
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/**
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* Calls Character::onThink for each character. Must be called
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* before step (due to character removal).
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* before step (so Characters get removed asap).
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*
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* @param elapsed Time since last call.
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*/
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@ -312,6 +279,90 @@ World::think(int elapsed) {
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}
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}
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/**
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* Inserts an area used for path finding.
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*
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* @parm rect Rectangle the area covers.
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*/
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void
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World::insertArea(const sf::IntRect& rect) {
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Area a;
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// Not sure why the offset of -50 is required, but with it, areas align
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// with tiles perfectly.
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a.area = sf::IntRect(rect.left * TileManager::TILE_SIZE.x - 50,
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rect.top * TileManager::TILE_SIZE.y - 50,
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rect.width * TileManager::TILE_SIZE.x,
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rect.height * TileManager::TILE_SIZE.y);
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a.center = sf::Vector2i(a.area.left + a.area.width / 2,
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a.area.top + a.area.height / 2);
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mAreas.push_back(a);
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}
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/**
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* Generates portals that connect areas. Needs to be run after insertArea for
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* path finding to work.
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*
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* Could be improved by only checking nearby areas.
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*/
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void
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World::generatePortals() {
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for (Area& it : mAreas) {
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// We currently recreate portals for all existing areas, so we have
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// to clear in case this was already generated.
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it.portals.clear();
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for (Area& other : mAreas) {
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if (&it == &other)
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continue;
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Portal portal;
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portal.area = &other;
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if (it.area.left + it.area.width == other.area.left) {
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Interval overlap = Interval::IntervalFromPoints(it.area.top,
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it.area.top + it.area.height)
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.getOverlap(Interval::IntervalFromPoints(other.area.top,
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other.area.top + other.area.height));
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if (overlap.getLength() > 0) {
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portal.start = sf::Vector2i(other.area.left, overlap.start);
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portal.end = sf::Vector2i(other.area.left, overlap.end);
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it.portals.push_back(portal);
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}
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}
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if (other.area.left + other.area.width == it.area.left) {
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Interval overlap = Interval::IntervalFromPoints(it.area.top,
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it.area.top + it.area.height)
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.getOverlap(Interval::IntervalFromPoints(other.area.top,
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other.area.top + other.area.height));
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if (overlap.getLength() > 0) {
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portal.start = sf::Vector2i(it.area.left, overlap.start);
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portal.end = sf::Vector2i(it.area.left, overlap.end);
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it.portals.push_back(portal);
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}
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}
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else if (it.area.top + it.area.height == other.area.top) {
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Interval overlap = Interval::IntervalFromPoints(it.area.left,
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it.area.left + it.area.width)
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.getOverlap(Interval::IntervalFromPoints(other.area.left,
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other.area.left + other.area.width));
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if (overlap.getLength() > 0) {
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portal.start = sf::Vector2i(overlap.start, other.area.top);
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portal.end = sf::Vector2i(overlap.end, other.area.top);
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it.portals.push_back(portal);
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}
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}
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else if (other.area.top + other.area.height == it.area.top) {
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Interval overlap = Interval::IntervalFromPoints(it.area.left,
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it.area.left + it.area.width)
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.getOverlap(Interval::IntervalFromPoints(other.area.left,
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other.area.left + other.area.width));
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if (overlap.getLength() > 0) {
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portal.start = sf::Vector2i(overlap.start, it.area.top);
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portal.end = sf::Vector2i(overlap.end, it.area.top);
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it.portals.push_back(portal);
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}
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}
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}
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}
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}
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/**
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* Tests for collisions using Seperating Axis Theorem (SAT).
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*
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World::Area*
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World::getArea(const sf::Vector2f& point) const {
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for (auto area = mAreas.begin(); area != mAreas.end(); area++) {
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if (area->area.contains(point))
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if (sf::FloatRect(area->area).contains(point))
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// Make the return value non-const for convenience.
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return &const_cast<Area&>(*area);
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}
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void removeCharacter(std::shared_ptr<Character> character);
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void step(int elapsed);
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void think(int elapsed);
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void generateAreas();
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void insertArea(const sf::IntRect& rect);
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void generatePortals();
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std::vector<sf::Vector2f> getPath(const sf::Vector2f& start,
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const sf::Vector2f& end, float radius) const;
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std::vector<std::shared_ptr<Character> >
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* Redundant data as portals are saved twice.
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*/
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struct Portal {
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sf::Vector2f start;
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sf::Vector2f end;
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Portal() = default;
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Portal(const sf::Vector2i& start, const sf::Vector2i& end);
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bool operator==(const Portal& p) {
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return start == p.start && end == p.end && area == p.area;
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}
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sf::Vector2i start;
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sf::Vector2i end;
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Area* area;
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};
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* Nodes
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*/
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struct Area {
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sf::FloatRect area;
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sf::Vector2f center;
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sf::IntRect area;
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sf::Vector2i center;
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std::vector<Portal> portals;
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};
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#include "simplexnoise.h"
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#include "../sprites/TileManager.h"
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#include "../util/Log.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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* power of two.
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*/
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void
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Generator::generateTiles(TileManager& tm, const sf::IntRect& area) const {
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Generator::generateTiles(TileManager& tm, World& world,
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const sf::IntRect& area) const {
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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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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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(filtered[x-area.left][y-area.top])
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? tm.insertTile(TileManager::TilePosition(x, y), TileManager::Type::WALL)
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: tm.insertTile(TileManager::TilePosition(x, y), TileManager::Type::FLOOR);
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? tm.insertTile(TileManager::TilePosition(x, y),
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TileManager::Type::WALL)
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: tm.insertTile(TileManager::TilePosition(x, y),
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TileManager::Type::FLOOR);
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}
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}
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generateAreas(world, filtered, area, sf::Vector2f(area.left, area.top));
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world.generatePortals();
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}
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/**
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@ -138,3 +144,38 @@ Generator::filterWalls(std::vector<std::vector<bool> >& in,
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shortside * longside - subtract)
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fill(out, sf::IntRect(x, y, shortside, longside), true);
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}
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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 tm World to insert areas into.
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* @param tiles Array of tile values (walls).
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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(World& world, std::vector<std::vector<bool> >& 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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world.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(world, tiles, sf::IntRect(area.left,
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area.top, halfWidth, halfHeight), offset);
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generateAreas(world, tiles, sf::IntRect(area.left + halfWidth,
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area.top, halfWidth, halfHeight), offset);
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generateAreas(world, tiles, sf::IntRect(area.left,
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area.top + halfHeight, halfWidth, halfHeight), offset);
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generateAreas(world, 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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#include <SFML/Graphics.hpp>
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class TileManager;
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class World;
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class Generator {
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public:
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explicit Generator();
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void generateTiles(TileManager& tm, const sf::IntRect& area) const;
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void generateTiles(TileManager& tm, World& world,
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const sf::IntRect& area) const;
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//void generateCharacters(World& world, const sf::IntRect& area) const;
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sf::Vector2f getPlayerSpawn() const;
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@ -27,6 +29,9 @@ private:
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int x, int y, int longside, int shortside, int subtract);
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static int countWalls(const sf::IntRect& area,
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std::vector<std::vector<bool> >& tiles);
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static void generateAreas(World& world,
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std::vector<std::vector<bool> >& tiles,
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const sf::IntRect& area, const sf::Vector2f& offset);
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};
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#endif /* DG_GENERATOR_H_ */
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@ -16,12 +16,12 @@ public:
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bool isInside(float point) const;
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float getLength();
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private:
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Interval(float start, float end);
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private:
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public:
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float start;
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float end;
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private:
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Interval(float start, float end);
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};
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#endif /* DG_INTERVAL_H_ */
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Reference in a new issue