#include "Mapgen.h" #include "vec2i.h" #include #include #include #include "Rng.h" #include struct Room { vec2i pos; vec2i size; }; const char walltile = '#'; const char floortile = '.'; const char doortile = '+'; const char testtile = ' '; bool aabb(Room &a, Room &b) { return a.pos.x <= b.pos.x + b.size.x && a.pos.x + a.size.x >= b.pos.x && a.pos.y <= b.pos.y + b.size.y && a.pos.y + a.size.y >= b.pos.y; } void maze_fill(Tilemap& map, int x, int y, Rng &rng) { if (map.get_tile(x, y) != walltile) return; const std::vector dirs { vec2i(0,1), vec2i(1,0), vec2i(0,-1), vec2i(-1,0) }; std::vector stack { vec2i(x,y) }; while (!stack.empty()) { vec2i pos = stack.back(); map.set_tile(pos.x, pos.y, floortile); std::vector options; for (vec2i dir : dirs) { vec2i next = { pos.x + dir.x, pos.y + dir.y }; if (map.get_tile(next.x, next.y) != walltile) continue; if (next.x == 0 || next.x == map.get_width() - 1 || next.y == 0 || next.y == map.get_height() - 1) continue; int up = dir.y <= 0 ? 1 : 0; int down = dir.y >= 0 ? 1 : 0; int left = dir.x <= 0 ? 1 : 0; int right = dir.x >= 0 ? 1 : 0; std::vector neigh = map.get_neighbours(next.x, next.y, up, down, left, right); bool enclosed = true; for (vec2i n : neigh) { if (map.get_tile(n.x, n.y) != walltile) { enclosed = false; break; } } if (enclosed) { options.emplace_back(next.x, next.y); } } if (!options.empty()) { stack.emplace_back(options.at(rng.get_int(options.size() - 1))); } else { stack.pop_back(); } } } Tilemap generate_dungeon(int width, int height) { return generate_dungeon(Rng::get_random_seed(), width, height); } Tilemap generate_dungeon(unsigned int seed, int width, int height) { Tilemap map = Tilemap(width, height); // Set the whole map to walls for (int y = 0; y < height; ++y) { for (int x = 0; x < width; ++x) { map.set_tile(x, y, walltile); } } Rng rng = Rng(seed); // Room placement std::vector rooms; for (int i = 0; i < sqrt(width*height); i++) { Room room; room.size = vec2i(rng.get_int(6, 12), rng.get_int(6, 12)); room.pos = vec2i(rng.get_int(width - room.size.x), rng.get_int(height - room.size.y)); // Check if the room overlaps with some other room bool coll = false; for (Room r : rooms) { if (aabb(room, r)) { coll = true; break; } } if (!coll) { rooms.emplace_back(room); } } // Fill the rooms with floor tiles for (Room r : rooms) { for (int x = r.pos.x+1; x < r.pos.x + r.size.x-1; x++) { for (int y = r.pos.y+1; y < r.pos.y + r.size.y-1; y++) { map.set_tile(x, y, floortile); } } } // Maze generation std::vector maze_start_points; for (int x = 0; x < map.get_width(); x++) { for (int y = 0; y < map.get_height(); y++) { std::vector neigh = map.get_neighbours(x, y, 1); int count = 0; for (vec2i n : neigh) { if (map.get_tile(n.x, n.y) == walltile) count++; } // If this tile is a wall and is completely surrounded by other walls, start generating a maze here. if (count >= 8) { maze_fill(map, x, y, rng); maze_start_points.emplace_back(vec2i(x, y)); } } } // Door placement for (Room r : rooms) { std::vector potential_doors; for (int y = 0; y < r.size.y; y++) { for (int x = 0; x < r.size.x; x++) { // if we are at the rooms walls, but not the corners if ((x == 0 || x == r.size.x-1) != (y == 0 || y == r.size.y - 1)) { int dx = 0; if (x == 0) { dx = -1; } else if (x == r.size.x-1) { dx = 1; } int dy = 0; if (y == 0) { dy = -1; } else if (y == r.size.y-1) { dy = 1; } // If there is a floor tile on the other side of this room wall if (map.get_tile(r.pos.x+x+dx, r.pos.y+y+dy) == floortile) { potential_doors.emplace_back(r.pos.x + x, r.pos.y + y); } } } } /* Debug thing, place doors at all potential spots for (vec2i pos : potential_doors) { map.set_tile(pos.x, pos.y, doortile); } /*/ if (potential_doors.empty()) continue; // Pick up to 3 spots and place doorss int doors_amount = potential_doors.size() < 3 ? potential_doors.size() : 4; doors_amount = rng.get_int(2, doors_amount); for (int i = 0; i < doors_amount; i++) { //for (int i = 0; i < potential_doors.size(); i++) { if (potential_doors.empty()) break; int r = rng.get_int(potential_doors.size()-1); vec2i pos = potential_doors.at(r); map.set_tile(pos.x, pos.y, doortile); potential_doors.erase(r + potential_doors.begin()); for (int j = potential_doors.size() - 1; j >= 0; j--) { if ((pos - potential_doors[j]).dist() <= 4) { potential_doors.erase(j + potential_doors.begin()); } } } //*/ } // Clean up dead ends in the maze std::vector dead_ends; for (int y = 0; y < height; y++) { for (int x = 0; x < width; x++) { std::vector neigh{vec2i(x + 1, y), vec2i(x, y + 1), vec2i(x - 1, y), vec2i(x, y - 1) }; int count = 0; for (vec2i pos : neigh) { if (map.get_tile(pos.x, pos.y) == walltile) { count++; } } if (count >= neigh.size() - 1) { dead_ends.emplace_back(vec2i(x, y)); } } } int pass_amount = width + height; for (int pass = 0; pass < pass_amount; pass++) { if (dead_ends.empty()) break; std::vector new_dead_ends; for (vec2i pos : dead_ends) { std::vector neigh { vec2i(pos.x + 1, pos.y), vec2i(pos.x, pos.y + 1), vec2i(pos.x - 1, pos.y), vec2i(pos.x, pos.y - 1) }; int count = 0; vec2i next; for (vec2i n : neigh) { if (map.get_tile(n.x, n.y) == walltile) { continue; } else { count++; next = n; } } if (count == 1) { map.set_tile(pos.x, pos.y, walltile); new_dead_ends.emplace_back(next); } else if (count == 0) { map.set_tile(pos.x, pos.y, walltile); } } dead_ends = new_dead_ends; } /* flood-fill the map to see that you can actually reach everywhere bool started = false; for (int x = 0; x < map.get_width(); x++) { for (int y = 0; y < map.get_height(); y++) { if (map.get_tile(x,y) == floortile) { std::vector stack{vec2i(x,y)}; map.set_tile(x, y, testtile); while (!stack.empty()) { vec2i pos = stack.back(); stack.pop_back(); auto neigh = map.get_neighbours(pos.x, pos.y); for (vec2i n : neigh) { char tile = map.get_tile(n.x, n.y); if (tile == floortile || tile == doortile) { map.set_tile(pos.x, pos.y, testtile); stack.emplace_back(n); } } } started = true; break; } } if (started) break; } //*/ return map; }