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PCPP.cpp
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PCPP.cpp
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#include <cstdint>
#include <vector>
#include <cstdlib>
#include <iostream>
#include <time.h>
#include <thread>
const uint32_t TILE_DIM = 50;
const uint32_t WIDMIN = 2;
const uint32_t RESTWIDMAX = 8;
const uint32_t NUM_LEVS = 800;
const uint32_t NUM_THREADS = 4;
const uint32_t NUM_LEVS_PER_THREAD = NUM_LEVS / NUM_THREADS;
struct GenRandGenerator {
uint32_t operator()( uint32_t & gen ) {
gen += gen;
gen ^= 1;
int32_t tgen=gen;
if ( tgen < 0) {
gen ^= 0x88888eef;
}
return gen;
}
};
struct Tile {
uint32_t X, Y;
bool T;
};
struct Room {
Room(uint32_t x, uint32_t y, uint32_t w, uint32_t h, uint32_t roomNum)
: x(x), y(y), w(w), h(h), roomNum(roomNum) { }
uint32_t x, y, w, h, roomNum;
};
struct Level {
Level() : tiles( 2500 ) {
for( uint32_t t = 0 ; t < 2500 ; t++ ) {
tiles[t].X = t % TILE_DIM;
tiles[t].Y = t / TILE_DIM;
tiles[t].T = false;
}
rooms.reserve( 100 );
}
void fillTiles() {
for( const Room & r : rooms ) {
for( uint32_t yi = r.y ; yi <= ( r.y + r.h ) ; ++yi ) {
for( uint32_t xi = r.x ; xi <= ( r.x + r.w ) ; ++xi ) {
tiles[ yi * TILE_DIM + xi ].T = true;
}
}
}
}
std::vector<Tile> tiles;
std::vector<Room> rooms;
};
template <typename RandomGenerator>
class LevelGenerator {
bool makeRoomSilentlyFail( Level & level, uint32_t & gen ) {
uint32_t x( nextRandomGenerator_( gen ) % TILE_DIM );
uint32_t y( nextRandomGenerator_( gen ) % TILE_DIM );
uint32_t w( (nextRandomGenerator_( gen ) % RESTWIDMAX) + WIDMIN );
uint32_t h( (nextRandomGenerator_( gen ) % RESTWIDMAX) + WIDMIN );
if( (x+w) < TILE_DIM && (y+h) < TILE_DIM && x != 0 && y != 0 &&
!isCollision( level.rooms, x, y, w, h ) ) {
level.rooms.emplace_back(x, y, w, h, (uint32_t)(level.rooms.size() + 1));
return true;
}
return false;
}
static bool isCollision(const std::vector<Room> & rooms, const uint32_t x,
const uint32_t y, const uint32_t w, const uint32_t h ) {
for(const Room & r : rooms ) {
if( !( ((r.x + r.w + 1 ) < x || r.x > (x + w + 1 )) ||
((r.y + r.h + 1) < y || r.y > (y + h + 1 )) ) ) {
return true;
}
}
return false;
}
RandomGenerator nextRandomGenerator_;
std::vector<Level> levels_;
public:
LevelGenerator( RandomGenerator randomGenerator, const uint32_t numLevels ) :
nextRandomGenerator_( randomGenerator ), levels_( numLevels, Level() ) {}
void partitionedGenerateLevels( uint32_t seed, const uint32_t partitionStartIndex,
const uint32_t partitionEndIndex ) {
for( uint32_t i = partitionStartIndex ; i < partitionEndIndex ; ++i ) {
uint32_t roomsAdded = 0;
for( uint32_t ii = 0 ; ii < 50000 ; ii++ ) {
roomsAdded += static_cast<size_t>(makeRoomSilentlyFail( levels_[i], seed ));
if (roomsAdded == 99) break;
}
levels_[i].fillTiles();
}
}
template <typename LevelMetric>
Level & pickLevelByCriteria( LevelMetric levelMetric ) {
auto lIter = levels_.begin(), lEnd = levels_.end();
Level * result( &*lIter++ );
for( ; lIter != lEnd ; ++lIter ) {
if( levelMetric.isBetterLevel( *result, *lIter ) ) {
result = &*lIter;
}
}
return *result;
}
};
struct NumRoomsMetric {
bool isBetterLevel( const Level & x, const Level & y ) {
return y.rooms.size() > x.rooms.size();
}
};
void printLevel( const Level & level ) {
for( uint32_t i = 0 ; i < 2500 ; i++ ) {
std::cout << (level.tiles[i].T ? 1 : 0 );
if( i % ( TILE_DIM ) == 49 && i != 0 ) std::cout << std::endl;
}
}
int main(int argc, char* argv[]) {
clock_t start, stop;
start = clock();
int v = atoi(argv[1]);
std::cout << "The random seed is: " << v << std::endl;
srand(v);
GenRandGenerator randGenerator;
LevelGenerator<GenRandGenerator> levelGenerator( randGenerator, NUM_LEVS );
std::vector<std::thread> threads; threads.reserve( NUM_THREADS );
for( uint32_t i = 0 ; i < NUM_THREADS ; ++i ) {
uint32_t threadSeed = v * ((i+1)*(i+1));
std::cout << "The seed of thread " << i << " is: " << threadSeed << std::endl;
uint32_t partitionStartIndex( i * NUM_LEVS_PER_THREAD );
uint32_t partitionEndIndex( partitionStartIndex + NUM_LEVS_PER_THREAD );
threads.emplace_back(std::bind( &LevelGenerator<GenRandGenerator>::partitionedGenerateLevels,
&levelGenerator, threadSeed, partitionStartIndex, partitionEndIndex ));
}
for( uint32_t i = 0 ; i < NUM_THREADS ; ++i ) {
threads[i].join();
}
NumRoomsMetric numRoomsMetric;
Level & l( levelGenerator.pickLevelByCriteria( numRoomsMetric ) );
printLevel( l );
stop = clock();
long clocks_per_ms = CLOCKS_PER_SEC/1000;
std::cout << (stop - start)/clocks_per_ms << std::endl;
return 0;
}