206 lines
7.5 KiB
C++
206 lines
7.5 KiB
C++
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#include "world/tilemap.h"
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#include <limits>
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namespace
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{
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constexpr float INF_F = std::numeric_limits<float>::infinity();
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} // namespace
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// -----------------------------------------------------------------------------
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// Уровень. Всё захардкожено, ни одного случайного числа — карта детерминирована.
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//
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// y 0..12 — северная комната (кучка мишеней)
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// y 13..15 — стена-разделитель с двумя проходами шириной 2 тайла
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// y 16..45 — центральная арена + западная и восточная комнаты за стенами
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// -----------------------------------------------------------------------------
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void Tilemap::Generate()
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{
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for (int i = 0; i < MAP_W * MAP_H; ++i) tiles[i] = Tile::EMPTY;
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auto fill = [&](int x0, int y0, int x1, int y1, Tile t) {
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for (int y = y0; y <= y1; ++y)
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for (int x = x0; x <= x1; ++x)
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Set(x, y, t);
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};
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auto column = [&](int x, int y) { Set(x, y, Tile::WALL); };
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// --- сплошная стена по периметру (2 тайла) ---
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fill(0, 0, MAP_W - 1, 1, Tile::WALL);
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fill(0, MAP_H - 2, MAP_W - 1, MAP_H - 1, Tile::WALL);
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fill(0, 0, 1, MAP_H - 1, Tile::WALL);
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fill(MAP_W - 2, 0, MAP_W - 1, MAP_H - 1, Tile::WALL);
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// --- северная стена-разделитель, два прохода шириной 2 ---
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fill(2, 13, 45, 15, Tile::WALL);
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fill(10, 13, 11, 15, Tile::EMPTY);
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fill(30, 13, 31, 15, Tile::EMPTY);
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// --- западная стена-разделитель, проход шириной 2 ---
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fill(12, 20, 14, 44, Tile::WALL);
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fill(12, 30, 14, 31, Tile::EMPTY);
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// --- восточная стена-разделитель, проход шириной 2 ---
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fill(38, 18, 40, 40, Tile::WALL);
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fill(38, 27, 40, 28, Tile::EMPTY);
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// --- колонны и огрызки стен на арене (без них не проверить LOS) ---
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const int arenaCols[][2] = {
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{18, 19}, {18, 27}, {18, 34}, {24, 19}, {24, 34},
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{30, 28}, {30, 34}, {26, 24}, {21, 23}, {35, 22}, {35, 36},
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};
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for (const auto& c : arenaCols) column(c[0], c[1]);
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fill(20, 30, 22, 30, Tile::WALL); // огрызок-стенка поперёк
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fill(27, 38, 27, 40, Tile::WALL); // огрызок вдоль
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fill(33, 30, 34, 31, Tile::WALL); // блок 2x2
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// --- северная комната ---
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const int northCols[][2] = {{8, 8}, {14, 5}, {30, 9}, {38, 6}, {42, 10}, {17, 10}, {35, 4}};
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for (const auto& c : northCols) column(c[0], c[1]);
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fill(21, 9, 23, 9, Tile::WALL);
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// --- западная комната ---
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const int westCols[][2] = {{5, 25}, {8, 30}, {4, 35}, {10, 38}, {6, 21}};
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for (const auto& c : westCols) column(c[0], c[1]);
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fill(4, 28, 4, 30, Tile::WALL);
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// --- восточная комната ---
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const int eastCols[][2] = {{43, 22}, {42, 30}, {44, 38}};
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for (const auto& c : eastCols) column(c[0], c[1]);
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// --- южная полоса ---
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const int southCols[][2] = {{20, 43}, {28, 42}, {34, 44}, {16, 41}};
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for (const auto& c : southCols) column(c[0], c[1]);
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}
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// -----------------------------------------------------------------------------
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// DDA Amanatides & Woo.
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// -----------------------------------------------------------------------------
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bool Tilemap::RaycastBlocked(Vec2 a, Vec2 b, float* tHit) const
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{
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int x = int(std::floor(a.x));
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int y = int(std::floor(a.y));
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if (IsWall(x, y)) { if (tHit) *tHit = 0.0f; return true; }
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const Vec2 d = b - a;
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const float len = Length(d);
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if (len < 1e-6f) return false;
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const Vec2 dir = d / len;
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const int stepX = (dir.x > 0.0f) ? 1 : ((dir.x < 0.0f) ? -1 : 0);
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const int stepY = (dir.y > 0.0f) ? 1 : ((dir.y < 0.0f) ? -1 : 0);
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const float tDeltaX = (stepX != 0) ? std::fabs(1.0f / dir.x) : INF_F;
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const float tDeltaY = (stepY != 0) ? std::fabs(1.0f / dir.y) : INF_F;
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float tMaxX = INF_F;
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float tMaxY = INF_F;
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if (stepX > 0) tMaxX = (float(x + 1) - a.x) / dir.x;
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else if (stepX < 0) tMaxX = (float(x) - a.x) / dir.x;
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if (stepY > 0) tMaxY = (float(y + 1) - a.y) / dir.y;
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else if (stepY < 0) tMaxY = (float(y) - a.y) / dir.y;
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const int endX = int(std::floor(b.x));
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const int endY = int(std::floor(b.y));
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for (;;)
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{
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if (x == endX && y == endY) return false;
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float tEnter;
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if (tMaxX < tMaxY)
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{
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if (tMaxX > len) return false;
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tEnter = tMaxX;
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x += stepX;
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tMaxX += tDeltaX;
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}
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else
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{
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if (tMaxY > len) return false;
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tEnter = tMaxY;
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y += stepY;
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tMaxY += tDeltaY;
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}
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if (IsWall(x, y))
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{
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if (tHit) *tHit = Clampf(tEnter / len, 0.0f, 1.0f);
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return true;
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}
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}
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}
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// -----------------------------------------------------------------------------
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// Circle vs AABB тайлов: выталкивание по кратчайшему направлению.
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// -----------------------------------------------------------------------------
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void Tilemap::ResolveCircle(Vec2& p, float r) const
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{
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for (int iter = 0; iter < 3; ++iter)
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{
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bool moved = false;
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const int x0 = int(std::floor(p.x - r));
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const int x1 = int(std::floor(p.x + r));
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const int y0 = int(std::floor(p.y - r));
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const int y1 = int(std::floor(p.y + r));
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for (int ty = y0; ty <= y1; ++ty)
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{
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for (int tx = x0; tx <= x1; ++tx)
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{
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if (!IsWall(tx, ty)) continue;
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const Vec2 closest{Clampf(p.x, float(tx), float(tx + 1)),
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Clampf(p.y, float(ty), float(ty + 1))};
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Vec2 delta = p - closest;
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const float dist = Length(delta);
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if (dist > 1e-5f)
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{
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if (dist >= r) continue;
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p += (delta / dist) * (r - dist);
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moved = true;
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}
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else
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{
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// центр внутри тайла — выталкиваем по ближайшей грани
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const float dl = p.x - float(tx);
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const float dr = float(tx + 1) - p.x;
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const float dt = p.y - float(ty);
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const float db = float(ty + 1) - p.y;
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const float m = std::min(std::min(dl, dr), std::min(dt, db));
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if (m == dl) p.x = float(tx) - r;
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else if (m == dr) p.x = float(tx + 1) + r;
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else if (m == dt) p.y = float(ty) - r;
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else p.y = float(ty + 1) + r;
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moved = true;
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}
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}
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}
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if (!moved) break;
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}
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}
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bool Tilemap::CircleHitsWall(Vec2 p, float r) const
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{
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const int x0 = int(std::floor(p.x - r));
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const int x1 = int(std::floor(p.x + r));
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const int y0 = int(std::floor(p.y - r));
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const int y1 = int(std::floor(p.y + r));
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for (int ty = y0; ty <= y1; ++ty)
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{
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for (int tx = x0; tx <= x1; ++tx)
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{
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if (!IsWall(tx, ty)) continue;
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const Vec2 closest{Clampf(p.x, float(tx), float(tx + 1)),
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Clampf(p.y, float(ty), float(ty + 1))};
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if (DistanceSq(p, closest) < r * r) return true;
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}
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}
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return false;
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}
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