mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-05-27 16:22:09 +00:00
fix before merge (develop => map_generator)
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+93
-65
@@ -4,62 +4,78 @@
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//
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#include "Map.hpp"
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#include <cmath>
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#include <Model/Model.hpp>
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namespace RAY3D = RAY::Drawables::Drawables3D;
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namespace BBM
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{
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void Map::generateWall(int width, int height, std::shared_ptr<WAL::Scene> scene)
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void MapGenerator::generateUnbreakableBlock(int width, int height, std::shared_ptr<WAL::Scene> scene)
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{
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for (int i = 0; i < width; i++) {
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scene->addEntity("Width Wall")
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.addComponent<PositionComponent>(Vector3f(i,0,height))
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png"));
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scene->addEntity("Width Wall")
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.addComponent<PositionComponent>(Vector3f(i,0,0))
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png"));
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std::string UnbreakableObj = "assets/wall/unbreakable_wall.obj";
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std::string UnbreakablePnj = "assets/wall/unbreakable_wall.png";
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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if (!(i % 2) && !(j % 2)) {
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scene->addEntity("Unbreakable Wall")
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.addComponent<PositionComponent>(Vector3f(i, 0, j))
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.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj));
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}
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}
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}
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for (int i = 0; i < height; i++) {
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scene->addEntity("Height Wall")
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.addComponent<PositionComponent>(Vector3f(width,0,i))
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png"));
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scene->addEntity("Height Wall")
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.addComponent<PositionComponent>(Vector3f(0,0,i))
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png"));
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}
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scene->addEntity("Width Wall")
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.addComponent<PositionComponent>(Vector3f(width, 0,height))
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png"));
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}
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void Map::generateFloor(int width, int height, std::shared_ptr<WAL::Scene> scene)
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void MapGenerator::generateWall(int width, int height, std::shared_ptr<WAL::Scene> scene)
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{
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std::string UnbreakableObj = "assets/wall/unbreakable_wall.obj";
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std::string UnbreakablePnj = "assets/wall/unbreakable_wall.png";
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for (int i = -1; i < width + 1; i++) {
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scene->addEntity("Vertical Wall")
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.addComponent<PositionComponent>(Vector3f(i,0,height + 1))
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.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj));
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scene->addEntity("Vertical Wall")
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.addComponent<PositionComponent>(Vector3f(i,0,-1))
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.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj));
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}
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for (int i = -1; i < height + 1; i++) {
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scene->addEntity("Horizontal Wall")
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.addComponent<PositionComponent>(Vector3f(width + 1,0,i))
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.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj));
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scene->addEntity("Horizontal Wall")
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.addComponent<PositionComponent>(Vector3f(-1,0,i))
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.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj));
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}
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scene->addEntity("Vertical Wall")
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.addComponent<PositionComponent>(Vector3f(width + 1, 0, height + 1))
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.addComponent<Drawable3DComponent<RAY3D::Model>>(UnbreakableObj, std::make_pair(MAP_DIFFUSE, UnbreakablePnj));
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}
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void MapGenerator::generateFloor(int width, int height, std::shared_ptr<WAL::Scene> scene)
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{
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/* RAY3D::Model model = RAY3D::Model("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png"));
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model.setScale(RAY::Vector3(width, 0, height)); */
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for (int i = 1; i < width; i++) {
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for (int j = 1; j < height; j++) {
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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scene->addEntity("Floor")
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.addComponent<PositionComponent>(Vector3f(i,-1,j))
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/floor.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/floor.png"));
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}
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}
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//.addComponent<Drawable3DComponent<RAY3D::Model>>(model);
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}
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void Map::createElement(Vector3f coords, Vector3f size, std::shared_ptr<WAL::Scene> scene, BlockType blockType)
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void MapGenerator::createElement(Vector3f coords, std::shared_ptr<WAL::Scene> scene, BlockType blockType)
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{
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if (blockType == BREAKABLE) {
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createBreakable(coords, size, scene);
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createBreakable(coords, scene);
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} else if (blockType == UNBREAKABLE) {
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createUnbreakable(coords, size, scene);
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createUnbreakable(coords, scene);
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}
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/* std::map<BlockType, std::function<void (Vector3f coords, Vector3f size, std::shared_ptr<WAL::Scene> )>> elements = {
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{BREAKABLE, &Map::createBreakable},
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{UNBREAKABLE, &Map::createUnbreakable},
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{HOLE, &Map::createHole},
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/* std::map<BlockType, std::function<MapElem>> elements = {
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{BREAKABLE, &createBreakable},
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{UNBREAKABLE, &createUnbreakable},
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/* {HOLE, &Map::createHole},
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{BUMPER, &Map::createBumper},
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{STAIRS, &Map::createStairs}
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};
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@@ -67,26 +83,25 @@ namespace BBM
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if (element == elements.end())
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return;
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element->second(coords, size, scene); */
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element->second(coords, scene); */
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}
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void Map::createBreakable(Vector3f coords, Vector3f size, std::shared_ptr<WAL::Scene> scene)
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void MapGenerator::createBreakable(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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scene->addEntity("Breakable Block")
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.addComponent<PositionComponent>(coords)
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//.addComponent<HealthComponent>(1)
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/breakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/breakable_wall.png"));
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//.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/breakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/breakable_wall.png"));
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}
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void Map::createUnbreakable(Vector3f coords, Vector3f size, std::shared_ptr<WAL::Scene> scene)
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void MapGenerator::createUnbreakable(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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scene->addEntity("Unbreakable Block")
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.addComponent<PositionComponent>(coords)
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/unbreakable_wall.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/unbreakable_wall.png"));
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}
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void Map::createHole(Vector3f coords, Vector3f size, std::shared_ptr<WAL::Scene> scene)
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void MapGenerator::createHole(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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scene->addEntity("Hole Block")
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.addComponent<PositionComponent>(coords)
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@@ -97,70 +112,83 @@ namespace BBM
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health.takeDmg(health.getHealthPoint());
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}
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}); */
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WAL::Entity entity("");
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}
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void Map::createBumper(Vector3f coords, Vector3f size, std::shared_ptr<WAL::Scene> scene)
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void MapGenerator::createBumper(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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scene->addEntity("Bumper Block")
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.addComponent<PositionComponent>(coords);
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.addComponent<PositionComponent>(coords)
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/bumper_block.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/bumper_block.png"));
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/* .addComponent<ColliderComponent>([](const WAL::Entity &entity, WAL::Entity &other) {
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if (other.hasComponent<MovableComponent>()) {
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auto &movable = other.getComponent<MovableComponent>();
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movable.addForce(Vector3f(0, 0, 5));
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movable.addForce(Vector3f(0, 5, 0));
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}
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} */
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}
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void Map::createStairs(Vector3f coords, Vector3f size, std::shared_ptr<WAL::Scene> scene)
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void MapGenerator::createStairs(Vector3f coords, std::shared_ptr<WAL::Scene> scene)
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{
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scene->addEntity("Stairs Block")
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.addComponent<PositionComponent>(coords);
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.addComponent<PositionComponent>(coords)
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.addComponent<Drawable3DComponent<RAY3D::Model>>("assets/wall/stairs_block.obj", std::make_pair(MAP_DIFFUSE, "assets/wall/stairs_block.png"));
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}
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bool Map::isBlockCloseToBlockType(std::map<std::tuple<int, int>, BlockType> map, int x, int y, BlockType blockType)
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bool MapGenerator::isCloseToBlockType(std::map<std::tuple<int, int>, BlockType> map, int x, int z, BlockType blockType)
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{
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if (map[std::make_tuple(x - 1, y)] == blockType ||
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map[std::make_tuple(x + 1, y)] == blockType ||
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map[std::make_tuple(x, y + 1)] == blockType ||
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map[std::make_tuple(x, y - 1)] == blockType)
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return (true);
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return (false);
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return (map[std::make_tuple(x - 1, z)] == blockType ||
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map[std::make_tuple(x + 1, z)] == blockType ||
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map[std::make_tuple(x, z + 1)] == blockType ||
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map[std::make_tuple(x, z - 1)] == blockType);
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}
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Map::BlockType Map::getRandomBlockType(int seed, int blockCreated)
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MapGenerator::BlockType MapGenerator::getRandomBlockType()
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{
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return static_cast<BlockType>((seed * blockCreated * rand()) % (HOLE));
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std::random_device r;
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std::seed_seq seed{r(), r(), r(), r(), r(), r(), r(), r()};
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std::mt19937 e(seed);
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std::normal_distribution<> normal_dist(3, 0.2);
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return static_cast<BlockType>(static_cast<int>(normal_dist(e)) % (HOLE));
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}
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void Map::generateMap(int width, int height, int seed, std::shared_ptr<WAL::Scene> scene)
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void MapGenerator::generateMap(int width, int height, int seed, std::shared_ptr<WAL::Scene> scene)
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{
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std::map<std::tuple<int, int>, BlockType> map;
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width = width % 2 ? width + 1 : width;
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height = height % 2 ? height + 1 : height;
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for (int i = 0; i < width; i++)
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for (int j = 0; j < height; j++)
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map[std::make_tuple(i, j)] = NOTHING;
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map[std::make_tuple(1, 1)] = SPAWNER;
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map[std::make_tuple(width - 1, 1)] = SPAWNER;
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map[std::make_tuple(1, height - 1)] = SPAWNER;
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map[std::make_tuple(width - 1, height - 2)] = SPAWNER;
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for (int i = 1; i < width - 1; i++) {
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for (int j = 1; j < height - 1; j++) {
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if (isBlockCloseToBlockType(map, i , j, SPAWNER)) {
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map[std::make_tuple(0, 0)] = SPAWNER;
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map[std::make_tuple(width, 0)] = SPAWNER;
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map[std::make_tuple(0, height)] = SPAWNER;
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map[std::make_tuple(width, height)] = SPAWNER;
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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if (map[std::make_tuple(i, j)] == SPAWNER)
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continue;
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if (isCloseToBlockType(map, i , j, SPAWNER)) {
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map[std::make_tuple(i, j)] = NOTHING;
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} else {
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map[std::make_tuple(i, j)] = getRandomBlockType(seed, i * width + j);
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map[std::make_tuple(i, j)] = getRandomBlockType();
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}
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if (isBlockCloseToBlockType(map, i , j, UNBREAKABLE) && !isBlockCloseToBlockType(map, i , j, SPAWNER)) {
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if (map[std::make_tuple(i, j)] == UNBREAKABLE && isCloseToBlockType(map, i, j, UNBREAKABLE))
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map[std::make_tuple(i, j)] = BREAKABLE;
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}
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}
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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if (!((i + 1) % 2) && !((j + 1) % 2)) {
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map[std::make_tuple(i, j)] = UNBREAKABLE;
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}
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}
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}
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generateWall(width, height, scene);
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generateFloor(width, height, scene);
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for (int i = 1; i < width - 1; i++) {
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for (int j = 1; j < height - 1; j++) {
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createElement(Vector3f(i, 0, j), Vector3f(50,50,50), scene, map[std::make_tuple(i, j)]);
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for (int i = 0; i < width + 1; i++) {
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for (int j = 0; j < height + 1; j++) {
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createElement(Vector3f(i, 0, j), scene, map[std::make_tuple(i, j)]);
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}
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}
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}
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