/* * Generator.cpp * * Created on: 07.04.2013 * Author: Felix */ #include "Generator.h" #include #include #include #include #include #include "simplexnoise.h" #include "../Pathfinder.h" #include "../World.h" /// Seed for usage with simplexnoise.h uint8_t perm[512]; /** * Amount of tiles extra to generate, to get consistent walls * across multiple generateTiles calls for bordering areas. */ const int Generator::MARGIN = 10; // Different layers in 3d noise so we don't use the same noise values. const float Generator::LAYER_TILES = 0; const float Generator::LAYER_ENEMIES = 1.0f; /** * Generates new random seed. */ Generator::Generator(World& world, Pathfinder& pathfinder) : mWorld(world), mPathfinder(pathfinder) { std::mt19937 mersenne(time(nullptr)); std::uniform_int_distribution distribution(0, 255); for (int i = 0; i < 512; i++) perm[i] = distribution(mersenne); } /** * Fill world with procedurally generated tiles. * * @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. assert(area.width && !(area.width & (area.width - 1))); assert(area.height && !(area.height & (area.height - 1))); array noise; array filtered; for (int x = area.left - MARGIN; x < area.left + area.width + MARGIN; x++) { for (int y = area.top - MARGIN; y < area.top + area.height + MARGIN; y++) { noise[x][y] = (scaled_octave_noise_3d(2, 2, 0.05f, 0.5f, -0.5f, x, y, LAYER_TILES) + scaled_octave_noise_3d(2, 2, 0.5f, 0.15f, -0.15f, x, y, LAYER_TILES) < -0.1f) ? type::WALL : type::FLOOR; } } fill(filtered, 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(noise, filtered, x, y, 2, 1, 0); filterWalls(noise, filtered, x, y, 6, 1, 2); filterWalls(noise, filtered, x, y, 10, 1, 4); } } for (int x = area.left; x < area.left + area.width; x++) { for (int y = area.top; y < area.top + area.height; y++) { mWorld.insert(std::shared_ptr( new Tile(filtered.at(x).at(y), x, y))); } } generateAreas(filtered, area, sf::Vector2f(area.left, area.top)); mPathfinder.generatePortals(); mGenerated = filtered; } std::vector Generator::getEnemySpawns(const sf::IntRect& area) const { auto compare = [](const sf::Vector2f& a, const sf::Vector2f& b) { return a.x < b.x || (a.x == b.x && a.y < b.y); }; std::set ret(compare); for (int x = area.left; x < area.left + area.width; x++) { for (int y = area.top; y < area.top + area.height; y++) { if (scaled_octave_noise_3d(2, 2, 0.5f, 10.0f, 0, x, y, LAYER_ENEMIES) < 1.0f) { ret.insert(sf::Vector2f(thor::componentwiseProduct( findClosestFloor(sf::Vector2i(x, y)), Tile::TILE_SIZE))); } } } return std::vector(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& image, 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++) image[x][y] = value; } } /** * Counts and returns the number of walls within the area. * * @param[in] tiles Array of tile values. * @param area The area to count in. */ int Generator::countWalls(const array& tiles, 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) (tiles.at(x).at(y) == type::WALL); } return count; } /** * Finds rectangles of specific size inside vector in and * puts them into vector out. * * @param[in] in Perlin noise values. * @param[in,out] out 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(const array& in, array& out, int x, int y, int longside, int shortside, int subtract) { // Filter in horizontal direction. if (countWalls(in, sf::IntRect(x, y, longside, shortside)) >= shortside * longside - subtract) fill(out, sf::IntRect(x, y, longside, shortside), type::WALL); // Filter in vertical direction. if (countWalls(in, sf::IntRect(x, y, shortside, longside)) >= shortside * longside - subtract) fill(out, sf::IntRect(x, y, shortside, longside), type::WALL); } /** * Inserts tile if all values within area are the same, otherwise divides area * into four and continues recursively. * * @param in Array of tile values. * @param area The area to generate areas for. * @param offset Offset of tiles[0][0] from World coordinate (0, 0). */ void Generator::generateAreas(const array& in, const sf::IntRect& area, const sf::Vector2f& offset) const { assert(area.width > 0 && area.height > 0); int count = countWalls(in, area); if (count == 0) { mPathfinder.insertArea(sf::IntRect(area)); } else if (count == area.width * area.height) { return; } else { int halfWidth = area.width / 2.0f; int halfHeight = area.height / 2.0f; generateAreas(in, sf::IntRect(area.left, area.top, halfWidth, halfHeight), offset); generateAreas(in, sf::IntRect(area.left + halfWidth, area.top, halfWidth, halfHeight), offset); generateAreas(in, sf::IntRect(area.left, area.top + halfHeight, halfWidth, halfHeight), offset); generateAreas(in, sf::IntRect(area.left + halfWidth, area.top + halfHeight, halfWidth, halfHeight), offset); } } /** * Returns a valid position (floor) for the player to spawn at. */ sf::Vector2f Generator::getPlayerSpawn() const { sf::Vector2i spawn = findClosestFloor(sf::Vector2i(0, 0)); return sf::Vector2f(spawn.x * Tile::TILE_SIZE.x, spawn.y * Tile::TILE_SIZE.y); } /** * Finds the point array index closest to position which has a floor tile. * * @position Point to start search for a floor tile from. */ sf::Vector2i Generator::findClosestFloor(const sf::Vector2i& position) const { auto compare = [](const sf::Vector2i& a, const sf::Vector2i& b) { return a.x < b.x || (a.x == b.x && a.y < b.y); }; std::map open(compare); std::set closed(compare); sf::Vector2i start = position; auto makePair = [&start](const sf::Vector2i& point) { return std::make_pair(point, thor::length(sf::Vector2f(point - start))); }; open.insert(makePair(start)); while (!open.empty()) { const sf::Vector2i& current = open.begin()->first; open.erase(current); closed.insert(current); if (mGenerated.count(current.x) != 0 && mGenerated.at(current.x).count(current.y) != 0 && mGenerated.at(current.x).at(current.y) == Tile::Type::FLOOR) return current; else { if (closed.find(sf::Vector2i(current.x + 1, current.y)) == closed.end()) open.insert(makePair(sf::Vector2i(current.x + 1, current.y))); if (closed.find(sf::Vector2i(current.x, current.y + 1)) == closed.end()) open.insert(makePair(sf::Vector2i(current.x, current.y + 1))); if (closed.find(sf::Vector2i(current.x - 1, current.y)) == closed.end()) open.insert(makePair(sf::Vector2i(current.x - 1, current.y))); if (closed.find(sf::Vector2i(current.x, current.y - 1)) == closed.end()) open.insert(makePair(sf::Vector2i(current.x, current.y - 1))); } } assert(false); return sf::Vector2i(); }