Dungeon generation
This commit is contained in:
@@ -2,6 +2,8 @@
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#include "Things.hpp"
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#include "Logger.hpp"
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void Camera::Update(float fTime)
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{
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if (_Track == nullptr) return;
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@@ -8,7 +8,7 @@ class Entity;
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class Camera
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{
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public:
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olc::vf2d Coords;
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olc::vi2d Coords;
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olc::vi2d ViewPort;
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void Update(float fTime);
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@@ -5,20 +5,32 @@
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#include "Logger.hpp"
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Dungeon::Dungeon()
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: _Logger(Logger::getInstance())
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{
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ActiveCamera = new Camera();
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ActiveCamera->Coords = { 0.0f, 0.0f };
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ActiveCamera->Coords = { 0, 0 };
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ActiveCamera->ViewPort = { 1280, 720 };
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Player = new Playable();
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Player->Coords = { 0, 0 };
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Player->Type = EEntity::Type::Player;
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ActiveCamera->TrackEntity(Player);
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ActiveCamera->Update(0.0f);
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}
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void Dungeon::Generate()
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{
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srand(time(NULL));
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TileSetDictionary = new TileDictionary();
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TileSetDictionary->Register();
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TileSet = new olc::Sprite("res/dungeon_tileset.png");
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Logger::getInstance().Debug("Texture Loaded: ", TileSet, " ", TileSet->width, " ", TileSet->height);
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_Logger.Debug("Texture Loaded: ", TileSet, " ", TileSet->width, " ", TileSet->height);
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auto index = [](int x, int y, int depth) -> int { return x + depth * y; };
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DungeonWidth = 0;
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DungeonHeight = 0;
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// Generate a dungeon
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// Loosely follows the algorithm in section 3.3 "Agent Based Growing"
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@@ -30,16 +42,81 @@ void Dungeon::Generate()
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};
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auto randomRoom = [](int x, int y)
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{ return new Room{ x, y, (rand() % 15) + 5, (rand() % 15) + 5 }; };
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{ return new Room{ x, y, (rand() % 7) + 3, (rand() % 7) + 3 }; };
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std::vector<Room*> rooms;
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std::map<olc::vi2d, bool> tiles;
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std::vector<olc::vi2d> tiles;
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// Starting at 0,0
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olc::vi2d agentPos;
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int directionChance = 5;
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int roomChance = 5;
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int dungeonMinSize = 2000;
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struct Agent
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{
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// 0 up 1 right 2 down 3 left
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int x, y, direction;
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};
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Agent* agent = new Agent();
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agent->x = 20; agent->y = 10;
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agent->direction = rand() % 4;
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_Logger.Debug("Agent ", agent->x, " ", agent->y, " ", agent->direction);
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auto addTile = [&](int x, int y) {
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for (auto i : tiles)
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if (i.x == x && i.y == y)
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return;
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tiles.push_back({ x, y });
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};
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while (tiles.size() < dungeonMinSize)
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{
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switch (agent->direction)
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{
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case 0: agent->y -= 1; break;
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case 1: agent->x += 1; break;
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case 2: agent->y += 1; break;
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case 3: agent->x -= 1; break;
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}
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addTile(agent->x, agent->y);
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if (rand() % 100 < directionChance)
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{
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agent->direction = rand() % 4;
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directionChance = 0;
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}
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else
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{
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directionChance += 5;
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}
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if (rand() % 200 < roomChance)
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{
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Room* room = randomRoom(agent->x, agent->y);
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for (int x = room->x; x < room->w + room->x; x++)
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for (int y = room->y; y < room->h + room->y; y++)
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addTile(x, y);
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delete room;
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roomChance = 0;
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}
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else
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{
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roomChance += 5;
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}
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}
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for (auto& tile : tiles)
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{
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if (DungeonWidth <= tile.x) DungeonWidth = tile.x;
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if (DungeonHeight <= tile.y) DungeonHeight = tile.y;
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Tile* t = new Tile(tile, ETile::Type::OneByOne, ETile::State::Default);
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_Logger.Debug(t->Coords.x, " ", t->Coords.y);
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DungeonTiles[t->Coords] = t;
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}
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// Empty rooms
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}
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@@ -48,19 +125,25 @@ void Dungeon::SpawnEntity(Entity* entity)
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Entities[entity->Coords] = entity;
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}
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void Dungeon::Input(olc::PixelGameEngine* engine)
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void Dungeon::Input(olc::PixelGameEngine* engine, float fTime)
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{
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// engine->GetKey(olc::W);
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if (engine->GetKey(olc::W).bHeld)
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Player->Coords.y += 1 / fTime;
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if (engine->GetKey(olc::A).bHeld)
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Player->Coords.x += 1 / fTime;
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if (engine->GetKey(olc::S).bHeld)
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Player->Coords.y -= 1 / fTime;
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if (engine->GetKey(olc::D).bHeld)
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Player->Coords.x -= 1 / fTime;
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}
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void Dungeon::Update(float fTime)
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{
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ActiveCamera->Update(fTime);
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}
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void Dungeon::Draw(olc::PixelGameEngine* engine)
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{
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// find tile in map
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auto DrawFrom = [&](int tile) {
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// mod w for x int div y - JavidX9
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@@ -71,20 +154,15 @@ void Dungeon::Draw(olc::PixelGameEngine* engine)
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auto index = [](int x, int y, int depth) -> int { return x + depth * y; };
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for (int x = 0; x < DungeonWidth; x++)
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for (int y = 0; y < DungeonHeight; y++)
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for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
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{
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static Logger& _Logger = Logger::getInstance();
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// _Logger.Debug(x, " ", y);
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Tile* tile = DungeonTiles[index(x, y, DungeonWidth)];
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engine->DrawPartialSprite({ x * 32, y * 32 }, TileSet,
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TileSetDictionary->Dictionary[tile->Type], { 16, 16 }, 2);
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engine->DrawPartialSprite({ (tile.first.x * 16) + ActiveCamera->Coords.x, (tile.first.y * 16) + ActiveCamera->Coords.y }, TileSet,
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TileSetDictionary->Dictionary[tile.second->Type], { 16, 16 }, 1);
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}
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}
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Dungeon::~Dungeon()
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{
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for (int i = 0; i < DungeonTiles.size(); i++)
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delete DungeonTiles[i];
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for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
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delete tile.second;
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}
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@@ -5,6 +5,8 @@
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#include "olcPixelGameEngine.hpp"
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#include "Logger.hpp"
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class Camera;
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class Tile;
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@@ -22,7 +24,7 @@ public:
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void Generate();
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void SpawnEntity(Entity* entity);
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void Input(olc::PixelGameEngine* engine);
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void Input(olc::PixelGameEngine* engine, float fTime);
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void Update(float fTime);
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void Draw(olc::PixelGameEngine* engine);
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@@ -31,7 +33,7 @@ public:
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int DungeonWidth;
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int DungeonHeight;
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std::vector<Tile*> DungeonTiles;
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std::unordered_map<olc::vi2d, Tile*> DungeonTiles;
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std::unordered_map<olc::vf2d, Entity*> Entities; // key here could be room?
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std::unordered_map<olc::vf2d, FixedItem*> FixedItems;
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@@ -39,6 +41,9 @@ public:
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olc::Sprite* TileSet;
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~Dungeon();
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private:
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Logger& _Logger;
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};
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#endif
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@@ -0,0 +1,168 @@
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#include "Dungeon.hpp"
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#include "Things.hpp"
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#include "Camera.hpp"
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#include "Logger.hpp"
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Dungeon::Dungeon()
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: _Logger(Logger::getInstance())
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{
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ActiveCamera = new Camera();
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ActiveCamera->Coords = { 0, 0 };
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ActiveCamera->ViewPort = { 1280, 720 };
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Player = new Playable();
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Player->Coords = { 0, 0 };
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Player->Type = EEntity::Type::Player;
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ActiveCamera->TrackEntity(Player);
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ActiveCamera->Update(0.0f);
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}
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void Dungeon::Generate()
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{
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srand(time(NULL));
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TileSetDictionary = new TileDictionary();
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TileSetDictionary->Register();
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TileSet = new olc::Sprite("res/dungeon_tileset.png");
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_Logger.Debug("Texture Loaded: ", TileSet, " ", TileSet->width, " ", TileSet->height);
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DungeonWidth = 0;
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DungeonHeight = 0;
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// Generate a dungeon
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// Loosely follows the algorithm in section 3.3 "Agent Based Growing"
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// http://pcgbook.com/wp-content/uploads/chapter03.pdf
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struct Room
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{
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int x, y, w, h;
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};
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auto randomRoom = [](int x, int y)
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{ return new Room{ x, y, (rand() % 7) + 3, (rand() % 7) + 3 }; };
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std::vector<olc::vi2d> tiles;
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// Starting at 0,0
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int directionChance = 5;
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int roomChance = 5;
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int dungeonMinSize = 2000;
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struct Agent
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{
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// 0 up 1 right 2 down 3 left
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int x, y, direction;
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};
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Agent* agent = new Agent();
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agent->x = 20; agent->y = 10;
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agent->direction = rand() % 4;
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_Logger.Debug("Agent ", agent->x, " ", agent->y, " ", agent->direction);
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auto addTile = [&](int x, int y) {
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for (auto i : tiles)
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if (i.x == x && i.y == y)
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return;
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tiles.push_back({ x, y });
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};
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while (tiles.size() < dungeonMinSize)
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{
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switch (agent->direction)
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{
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case 0: agent->y -= 1; break;
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case 1: agent->x += 1; break;
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case 2: agent->y += 1; break;
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case 3: agent->x -= 1; break;
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}
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addTile(agent->x, agent->y);
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if (rand() % 100 < directionChance)
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{
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agent->direction = rand() % 4;
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directionChance = 0;
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}
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else
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{
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directionChance += 5;
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}
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if (rand() % 200 < roomChance)
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{
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Room* room = randomRoom(agent->x, agent->y);
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for (int x = room->x; x < room->w + room->x; x++)
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for (int y = room->y; y < room->h + room->y; y++)
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addTile(x, y);
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delete room;
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roomChance = 0;
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}
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else
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{
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roomChance += 5;
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}
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}
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for (auto& tile : tiles)
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{
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if (DungeonWidth <= tile.x) DungeonWidth = tile.x;
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if (DungeonHeight <= tile.y) DungeonHeight = tile.y;
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Tile* t = new Tile(tile, ETile::Type::OneByOne, ETile::State::Default);
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_Logger.Debug(t->Coords.x, " ", t->Coords.y);
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DungeonTiles[t->Coords] = t;
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}
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// Empty rooms
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}
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void Dungeon::SpawnEntity(Entity* entity)
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{
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Entities[entity->Coords] = entity;
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}
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void Dungeon::Input(olc::PixelGameEngine* engine, float fTime)
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{
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if (engine->GetKey(olc::W).bHeld)
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Player->Coords.y += 1 / fTime;
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if (engine->GetKey(olc::A).bHeld)
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Player->Coords.x += 1 / fTime;
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if (engine->GetKey(olc::S).bHeld)
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Player->Coords.y -= 1 / fTime;
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if (engine->GetKey(olc::D).bHeld)
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Player->Coords.x -= 1 / fTime;
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}
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void Dungeon::Update(float fTime)
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{
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ActiveCamera->Update(fTime);
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}
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void Dungeon::Draw(olc::PixelGameEngine* engine)
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{
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// find tile in map
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auto DrawFrom = [&](int tile) {
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// mod w for x int div y - JavidX9
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int w = tile % (TileSet->width / 16);
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int h = tile / (TileSet->width / 16);
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return olc::vi2d(w * 16, h * 16);
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};
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auto index = [](int x, int y, int depth) -> int { return x + depth * y; };
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for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
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{
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engine->DrawPartialSprite({ (tile.first.x * 16) + ActiveCamera->Coords.x, (tile.first.y * 16) + ActiveCamera->Coords.y }, TileSet,
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TileSetDictionary->Dictionary[tile.second->Type], { 16, 16 }, 1);
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}
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}
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Dungeon::~Dungeon()
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{
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for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
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delete tile.second;
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}
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@@ -54,7 +54,9 @@ public:
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// return true;
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//}
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_Dungeon->Input(this);
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_Dungeon->Input(this, fTime);
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_Dungeon->Update(fTime);
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_Dungeon->Draw(this);
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