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#include <algorithm>
#include <memory>
#include "backend/Dungeon.h"
#include "backend/RNG.h"
#include "backend/print.h"
#include "backend/Exception.h"
#include "rl.h"
#include "generate_dungeon.h"
#include "GameData.h"
using namespace std;
static vector<Direction> shuffled_directions() {
vector<Direction> out = { NORTH, EAST, SOUTH, WEST };
shuffle(out.begin(), out.end(), RNG::get_engine());
return out;
}
unique_ptr<Dungeon> generate_dungeon() {
unique_ptr<Dungeon> dungeon = make_unique<Dungeon>();
GameData & gd = GameData::get_instance();
lprtf("Hoeveel locaties moet de kerker hebben?\n");
unsigned location_count = 1;
try {
string filename = rl();
location_count = stoul(filename);
} catch (...) {
throw Exception("geen geldig aantal ingevoerd");
}
if (location_count < 1)
throw Exception("meer dan 1 locatie nodig");
vector<string> locations = gd.random_locations(location_count);
struct TempData {
Location * location;
int edges[4] = { -1, -1, -1, -1 };
};
vector<TempData> temp_map;
temp_map.resize(location_count);
size_t index = 0;
RNG & rng = RNG::get();
for (const string & name : locations) {
Location * location = gd.create_location(name);
if (index % 3 == 0) {
location->add_enemy(gd.create_enemy(gd.random_enemy()));
}
for (const string & object : gd.random_objects(rng.rand_int(Range<int> { 0, 3 }))) {
location->add_visible_object(gd.create_object(object));
}
for (const string & object : gd.random_objects(rng.rand_int(Range<int> { 0, 2 }))) {
location->add_hidden_object(gd.create_object(object));
}
auto & temp = temp_map[index];
temp.location = location;
for (Direction direction : shuffled_directions()) {
// skip over already connected edges
if (temp.edges[direction] >= 0) continue;
// find another random location that is NOT here
int connection = rng.rand_int(location_count - 1);
if (connection == index) connection++;
// make a bidirectional connection
temp.edges[direction] = connection;
temp_map[temp.edges[direction]].edges[-direction] = index;
if (rng.rand_double() < 0.8) break;
}
dungeon->add_location(location);
index++;
}
for (auto & temp : temp_map) {
for (Direction direction : DIRECTIONS) {
unsigned id = temp.edges[direction];
if (temp.edges[direction] < 0) continue;
temp.location->set_exit(direction, temp_map[id].location);
}
}
return dungeon;
}
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