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  1.     bool CA_wallOrFloor(int x, int y, int sizex, int sizey) {   //true = wall, false = floor
  2.         int countW = 0;
  3.         //this counts how many walls are surrounding it
  4.         for (int i = -1; i <= 1; ++i) {
  5.             for (int j = -1; j < 1; ++j) {
  6.                 bool outOfBound = false;
  7.                 //these watch for out of bounds tiles
  8.                 //
  9.                 //note: out of bounds tiles are treated as walls for counting purposes
  10.                 //
  11.                 if ((y+i < 0) || (y+i >= sizey)) {  //if y out of range
  12.                     outOfBound = true;
  13.                     countW++;
  14.                 }
  15.                 if ((x+j < 0) || (x+j >= sizex)) {  //if x out of range
  16.                     outOfBound = true;
  17.                     countW++;
  18.                 }
  19.                 if (i == 0 && j == 0) { //not strictly necessary, but ignores the actual tile itself
  20.                     outOfBound = true;
  21.                 }
  22.                 //if hasn't failed yet, counts the tile
  23.                 if (not outOfBound) {
  24.                     if (map[y+i][x+j].tile == '#') {
  25.                         countW++;
  26.                     }
  27.                 }
  28.             }
  29.         }
  30.         //if more than 5 of its surroundings are walls,
  31.         //or it is already a wall and 4 of its surroundings are walls, it will be a wall
  32.         //else, it will be a floor
  33.         if (countW >= 5) {
  34.             return true;
  35.         } else if ((map[y][x].tile == '#') && (countW >= 4)) {
  36.             return true;
  37.         } else {
  38.             return false;
  39.         }
  40.     }
  41.     void initAsCave_CA(int sizex, int sizey, int iterations, int postprocIterations) {
  42.         //generate the initial map
  43.         for (int i = 0; i < sizey; ++i) {
  44.             map.push_back({});
  45.             for (int j = 0; j < sizex; ++j) {
  46.                 if (((i == 0) || (i == sizey - 1)) || ((j == 0) || (j == sizex - 1))) { //if edge, make it wall
  47.                     map[i].push_back(Tile('#'));
  48.                 } else {
  49.                     //add a floor
  50.                     map[i].push_back(Tile('.'));
  51.                     //45% chance of actually making it a wall
  52.                     if (rand() % 100 <= 45) {
  53.                         map[i][j] = (Tile('#'));
  54.                     }
  55.                 }          
  56.             }
  57.         }
  58.  
  59.         //smooth the map
  60.         for (int t = 0; t < iterations; ++t) {
  61.             cout << "\n\ngeneration " << t;
  62.             _printMap();
  63.             //this creates a new map and bases it off the old
  64.             //then, it sets that to be the old map
  65.             vector<vector<Tile>> newMap;
  66.             for (int i = 0; i < sizey; ++i) {
  67.                 newMap.push_back({});
  68.                 for (int j = 0; j < sizex; ++j) {
  69.                     //add a floor
  70.                     newMap[i].push_back(Tile('.'));
  71.                     //if it's a wall
  72.                     if (CA_wallOrFloor(j, i, sizex, sizey)) {
  73.                         newMap[i][j] = (Tile('#'));
  74.                     }
  75.                 }
  76.             }
  77.             //set the old map to the new map in preparation for next iteration
  78.             map = newMap;
  79.         }
  80.     }
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