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dungeon-gunner/source/generator/Generator.cpp

380 lines
12 KiB
C++

/*
* Generator.cpp
*
* Created on: 07.04.2013
* Author: Felix
*/
#include "Generator.h"
#include <algorithm>
#include <assert.h>
#include <map>
#include <set>
#include <SFML/System.hpp>
#include <Thor/Vectors.hpp>
#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;
/**
* Generates new random seed.
*/
Generator::Generator(World& world, Pathfinder& pathfinder) :
mWorld(world),
mPathfinder(pathfinder) {
}
/**
* Generates tiles near player position (maximum distance is determined by
* GENERATE_AREA_SIZE and GENERATE_AREA_RANGE).
*/
void
Generator::generateCurrentAreaIfNeeded(const Vector2f& playerPosition) {
std::map<Vector2i, float> open;
std::set<Vector2i> closed;
Vector2i start((int) floor(playerPosition.x / Tile::TILE_SIZE.x),
(int) floor(playerPosition.y / Tile::TILE_SIZE.y));
start /= GENERATE_AREA_SIZE;
auto makePair = [&start](const Vector2i& point) {
return std::make_pair(point, thor::length(Vector2f(point - start)));
};
open.insert(makePair(start));
while (!open.empty()) {
auto intComp = [](const std::pair<Vector2i, float>& left,
const std::pair<Vector2i, float>& right) {
return left.second < right.second;
};
Vector2i current =
std::min_element(open.begin(), open.end(), intComp)->first;
float distance = open[current];
open.erase(current);
closed.insert(current);
if (!mGenerated[current.x][current.y] && distance <= GENERATE_AREA_RANGE) {
mGenerated[current.x][current.y] = true;
sf::IntRect area(current * GENERATE_AREA_SIZE -
Vector2i(GENERATE_AREA_SIZE, GENERATE_AREA_SIZE) / 2,
Vector2i(GENERATE_AREA_SIZE, GENERATE_AREA_SIZE));
generateTiles(area);
for (const auto& enemyPosition : getEnemySpawns(area)) {
float distance = thor::length(enemyPosition - playerPosition);
if (distance > Character::VISION_DISTANCE)
mWorld.insertCharacter(std::shared_ptr<Enemy>(new Enemy(mWorld, mPathfinder, enemyPosition)));
}
}
if (mGenerated[current.x][current.y] && distance <= GENERATE_AREA_RANGE) {
if (closed.find(Vector2i(current.x + 1, current.y)) == closed.end())
open.insert(makePair(Vector2i(current.x + 1, current.y)));
if (closed.find(Vector2i(current.x, current.y + 1)) == closed.end())
open.insert(makePair(Vector2i(current.x, current.y + 1)));
if (closed.find(Vector2i(current.x - 1, current.y)) == closed.end())
open.insert(makePair(Vector2i(current.x - 1, current.y)));
if (closed.find(Vector2i(current.x, current.y - 1)) == closed.end())
open.insert(makePair(Vector2i(current.x, current.y - 1)));
}
}
}
/**
* Generates a minimum spanning tree on mTileNoise, starting from start with
* a maximum total node weight of limit.
*/
std::vector<Vector2i>
Generator::createMinimalSpanningTree(const Vector2i& start,
const float limit) {
std::vector<Vector2i> open;
std::vector<Vector2i> selected;
open.push_back(start);
float totalWeight = 0.0f;
while (totalWeight < limit) {
Vector2i current;
float minValue = std::numeric_limits<float>::max();
for (auto& o : open) {
if (mTileNoise.getNoise(o) + 1.0f < minValue) {
current = o;
minValue = mTileNoise.getNoise(o) + 1.0f;
}
}
std::remove(open.begin(), open.end(), current);
selected.push_back(current);
totalWeight += minValue;
auto insertOnlyNew = [&open, &selected](const 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(Vector2i(current.x + 1, current.y));
insertOnlyNew(Vector2i(current.x, current.y + 1));
insertOnlyNew(Vector2i(current.x - 1, current.y));
insertOnlyNew(Vector2i(current.x, current.y - 1));
}
return selected;
}
/**
* Generates paths that connect different rooms.
*
* Using basically Dijkstra on infinite graph/A* without destination node.
*
* @param start Tile to start path generation from (must be floor).
* @param limit Maximum weight of each path.
*/
void
Generator::connectRooms(const Vector2i& start, float limit) {
std::set<Vector2i> open;
std::set<Vector2i> closed;
std::map<Vector2i, Vector2i> previous;
std::set<Vector2i> destinations;
std::map<Vector2i, float> distance;
// Compares vectors using distance values.
auto comp = [&distance](const Vector2i& lhs, const Vector2i& rhs) {
return distance[lhs] < distance[rhs];
};
auto process = [&open, &closed, &previous, &distance, this](const Vector2i& point, const Vector2i& current) {
// Update previous nodes if shorter path is found.
if (distance.count(point) == 0) {
distance[point] = distance[current] + mTileNoise.getNoise(point) + 1;
previous[point] = current;
}
// Insert into open
if (closed.count(point) == 0)
open.insert(point);
};
open.insert(start);
distance[start] = 0;
while (!open.empty()) {
// Select node with lowest distance that is in open
Vector2i current = *std::min_element(open.begin(), open.end(), comp);
open.erase(current);
closed.insert(current);
// Take all floors right after wall tiles.
if (mTiles[previous[current].x][previous[current].y] == Tile::Type::WALL &&
mTiles[current.x][current.y] == Tile::Type::FLOOR) {
destinations.insert(current);
break;
}
else if (distance.at(current) < limit) {
process(Vector2i(current.x + 1, current.y), current);
process(Vector2i(current.x, current.y + 1), current);
process(Vector2i(current.x - 1, current.y), current);
process(Vector2i(current.x, current.y - 1), current);
}
}
// take min length paths and set tiles
float totalValue = 0.0f;
while (totalValue < limit && !destinations.empty()) {
std::vector<Vector2i> path;
float pathValue = 0;
Vector2i current = *destinations.begin();
destinations.erase(destinations.begin());
while (current != start) {
path.push_back(previous[current]);
pathValue += mTileNoise.getNoise(current);
current = previous[current];
};
path.push_back(start);
mPaths.push_back(path);
for (const auto& p : path) {
mTiles[p.x][p.y] = Tile::Type::FLOOR;
Tile::setTile(p, Tile::Type::FLOOR, mWorld);
}
}
}
/**
* 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) {
// 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)));
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++) {
if (mTileNoise.getNoise(x, y) + 1.0f < minValue) {
start = Vector2i(x, y);
minValue = mTileNoise.getNoise(x, y) + 1.0f;
}
}
std::vector<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 = left; x < right; x++)
for (int y = down; y < up; y++)
mTiles[x][y] = Tile::Type::FLOOR;
connectRooms(start, 5.0f);
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<Sprite>(
new Tile(Vector2i(x, y), mTiles[x][y])));
generateAreas(area);
mPathfinder.generatePortals();
}
/**
* Returns coordinates where enemies should spawn.
*
* @param area Area for which enemy spawns should be returned.
*/
std::vector<Vector2f>
Generator::getEnemySpawns(const sf::IntRect& area) {
auto compare = [](const Vector2f& a, const Vector2f& b) {
return a.x < b.x || (a.x == b.x && a.y < b.y);
};
std::set<Vector2f, decltype(compare)> 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 (mCharacterNoise.getNoise(x, y) < -0.85f) {
Vector2i tilePosition = findClosestFloor(Vector2i(x, y));
ret.insert(Vector2f(tilePosition.x * Tile::TILE_SIZE.x,
tilePosition.y * Tile::TILE_SIZE.y));
}
}
}
return std::vector<Vector2f>(ret.begin(), ret.end());
}
/**
* Inserts floor tiles into path finder, using a quadtree approach to group
* tiles where possible.
*
* @param area The area to generate areas for.
*/
void
Generator::generateAreas(const sf::IntRect& area) {
assert(area.width > 0 && area.height > 0);
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] == Tile::Type::WALL);
if (wallCount == 0)
mPathfinder.insertArea(sf::FloatRect(area.left, area.top, area.width, area.height));
else if (wallCount == area.width * area.height)
return;
else {
int halfWidth = area.width / 2;
int halfHeight = area.height / 2;
generateAreas(sf::IntRect(area.left,
area.top, halfWidth, halfHeight));
generateAreas(sf::IntRect(area.left + halfWidth,
area.top, halfWidth, halfHeight));
generateAreas(sf::IntRect(area.left,
area.top + halfHeight, halfWidth, halfHeight));
generateAreas(sf::IntRect(area.left + halfWidth,
area.top + halfHeight, halfWidth, halfHeight));
}
}
/**
* Returns a valid position (floor) for the player to spawn at.
*/
Vector2f
Generator::getPlayerSpawn() const {
Vector2i spawn = findClosestFloor(Vector2i(0, 0));
return 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.
*
* @warn Will fail if no floor tile has been generated yet.
* @position Point to start search for a floor tile from.
*/
Vector2i
Generator::findClosestFloor(const Vector2i& start) const {
std::map<Vector2i, float> open;
std::set<Vector2i> closed;
auto makePair = [&start](const Vector2i& point) {
return std::make_pair(point, thor::length(Vector2f(point - start)));
};
open.insert(makePair(start));
while (!open.empty()) {
Vector2i current = std::min_element(open.begin(), open.end())->first;
open.erase(current);
closed.insert(current);
if (mTiles.count(current.x) != 0 &&
mTiles.at(current.x).count(current.y) != 0 &&
mTiles.at(current.x).at(current.y) == Tile::Type::FLOOR) {
return current;
}
else {
if (closed.find(Vector2i(current.x + 1, current.y)) == closed.end())
open.insert(makePair(Vector2i(current.x + 1, current.y)));
if (closed.find(Vector2i(current.x, current.y + 1)) == closed.end())
open.insert(makePair(Vector2i(current.x, current.y + 1)));
if (closed.find(Vector2i(current.x - 1, current.y)) == closed.end())
open.insert(makePair(Vector2i(current.x - 1, current.y)));
if (closed.find(Vector2i(current.x, current.y - 1)) == closed.end())
open.insert(makePair(Vector2i(current.x, current.y - 1)));
}
}
// No floor tile found in the entire world.
assert(false);
return Vector2i();
}
#ifndef NDEBUG
/**
* Debug only: Draws paths generated by connectRooms.
*
* mPaths is only required for this function.
*/
void
Generator::draw(sf::RenderTarget& target, sf::RenderStates states) const {
for (auto& p : mPaths) {
for (auto&q : p) {
sf::RectangleShape rect(Vector2f(Tile::TILE_SIZE));
rect.setPosition(Vector2f(q.x * Tile::TILE_SIZE.x, q.y * Tile::TILE_SIZE.y) - Vector2f(Tile::TILE_SIZE / 2));
rect.setFillColor(sf::Color(150, 127, 0, 96));
target.draw(rect);
}
}
}
#endif /* NDEBUG */