Changed Generator to use std::map and Tile::Type.
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079c4b539b
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2 changed files with 70 additions and 78 deletions
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@ -8,7 +8,6 @@
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#include "Generator.h"
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#include <assert.h>
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#include <bitset>
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#include <map>
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#include <set>
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@ -20,9 +19,15 @@
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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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/// Seed for usage with simplexnoise.h
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uint8_t perm[512];
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/**
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* Amount of tiles extra to generate, to get consistent walls
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* across multiple generateTiles calls for bordering areas.
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*/
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const int Generator::MARGIN = 10;
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/**
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* Generates new random seed.
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*/
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@ -32,17 +37,15 @@ Generator::Generator(World& world, Pathfinder& 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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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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* Fill world 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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* @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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@ -50,37 +53,35 @@ Generator::generateTiles(const sf::IntRect& area) {
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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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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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array noise;
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array filtered;
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for (int x = area.left - MARGIN; x < area.left + area.width + MARGIN; x++) {
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for (int y = area.top - MARGIN; y < area.top + area.height + MARGIN; y++) {
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noise[x][y] =
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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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? type::WALL
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: type::FLOOR;
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}
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}
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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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fill(filtered, area, 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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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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new Tile(filtered.at(x).at(y), 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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generateAreas(filtered, area, 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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@ -88,34 +89,30 @@ Generator::generateTiles(const sf::IntRect& area) {
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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[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(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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Generator::fill(array& image, 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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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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* Counts and returns the number of walls within the area.
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*
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* @param[in] tiles Array of tile values.
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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
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Generator::countWalls(const array& tiles, 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) (tiles[x][y] == Tile::Type::WALL);
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count += (int) (tiles.at(x).at(y) == type::WALL);
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}
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return count;
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}
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@ -124,8 +121,9 @@ int Generator::countWalls(const sf::IntRect& area,
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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[in] in Perlin noise values.
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* @param[in,out] out 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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@ -134,39 +132,31 @@ int Generator::countWalls(const sf::IntRect& area,
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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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Generator::filterWalls(const array& in, array& out, 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), in) >=
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if (countWalls(in, sf::IntRect(x, y, longside, shortside)) >=
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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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fill(out, 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), in) >=
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if (countWalls(in, sf::IntRect(x, y, shortside, longside)) >=
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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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fill(out, sf::IntRect(x, y, shortside, longside), type::WALL);
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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 tiles Array of tile values.
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* @param in 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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Generator::generateAreas(const array& in, const sf::IntRect& area,
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const sf::Vector2f& offset) const {
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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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int count = countWalls(in, area);
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if (count == 0) {
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mPathfinder.insertArea(sf::IntRect(area));
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}
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@ -176,13 +166,13 @@ Generator::generateAreas(
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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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generateAreas(in, 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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generateAreas(in, 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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generateAreas(in, 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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generateAreas(in, 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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@ -192,15 +182,15 @@ Generator::generateAreas(
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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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sf::Vector2i spawn = findClosestFloor(sf::Vector2i(0, 0));
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return sf::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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* @position Point to start search for a floor tile from.
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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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@ -219,7 +209,7 @@ Generator::findClosestFloor(const sf::Vector2i& position) const {
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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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if (mGenerated.at(current.x).at(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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@ -22,21 +22,23 @@ public:
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sf::Vector2f getPlayerSpawn() const;
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private:
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sf::Vector2i findClosestFloor(const sf::Vector2i& position) const;
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static void fill(std::vector<std::vector<Tile::Type> >& image,
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const sf::IntRect& area, Tile::Type value);
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static void 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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static int countWalls(const sf::IntRect& area,
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std::vector<std::vector<Tile::Type> >& tiles);
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void generateAreas(std::vector<std::vector<Tile::Type> >& tiles,
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const sf::IntRect& area, const sf::Vector2f& offset);
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typedef Tile::Type type;
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typedef std::map<int, std::map<int, type> > array;
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private:
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sf::Vector2i findClosestFloor(const sf::Vector2i& position) const;
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static void fill(array& in, const sf::IntRect& area, type value);
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static void filterWalls(const array& in, array& out, int x, int y,
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int longside, int shortside, int subtract);
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static int countWalls(const array& in, const sf::IntRect& area);
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void generateAreas(const array& in, const sf::IntRect& area,
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const sf::Vector2f& offset) const;
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private:
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static const int MARGIN;
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World& mWorld;
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Pathfinder& mPathfinder;
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std::vector<std::vector<Tile::Type> > mGenerated;
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array mGenerated;
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};
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#endif /* DG_GENERATOR_H_ */
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