Use vaults if we have them
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assets/images/vaults/house1.png
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assets/images/vaults/house1.png
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66
lib/algorithms/regionalize.dart
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66
lib/algorithms/regionalize.dart
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@ -0,0 +1,66 @@
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import 'dart:math' as math;
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class Region {
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final math.Rectangle<int> rect;
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final Set<(int, int)> points;
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Region(this.rect, this.points);
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static fromNonEmptySet(Set<(int, int)> s) {
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assert(s.isNotEmpty);
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int xMin = s.map<int>((xy) => xy.$1).reduce(math.min);
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int yMin = s.map<int>((xy) => xy.$2).reduce(math.min);
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int xMax = s.map<int>((xy) => xy.$1).reduce(math.max);
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int yMax = s.map<int>((xy) => xy.$2).reduce(math.max);
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var rect = math.Rectangle.fromPoints(
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math.Point(xMin, yMin), math.Point(xMax, yMax));
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Region(rect, s);
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}
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}
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List<Region> regionalize(
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math.Rectangle<int> rect, bool Function(int, int) isAccessible) {
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int nextRegion = 0;
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Map<(int, int), int> regions = {};
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void floodfill(int x, int y, region) {
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if (!rect.containsPoint(math.Point(x, y))) {
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return;
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}
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if (regions[(x, y)] != null) {
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return;
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}
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if (!isAccessible(x, y)) {
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return;
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}
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regions[(x, y)] = region;
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floodfill(x - 1, y, region);
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floodfill(x + 1, y, region);
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floodfill(x, y - 1, region);
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floodfill(x, y + 1, region);
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}
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// TODO: This can be done more efficiently with a union/find data structure
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// But this is an easy implementation to understand
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for (var y = rect.top; y < rect.bottom; y++) {
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for (var x = rect.left; x < rect.right; x++) {
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if (regions[(x, y)] == null) {
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floodfill(x, y, nextRegion);
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nextRegion += 1;
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}
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}
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}
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return _toExplicit(regions);
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}
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List<Region> _toExplicit(Map<(int, int), int> regions) {
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List<Set<(int, int)>> pointsOut = [
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for (var i = 0; i < regions.length; i++) Set()
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];
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for (var MapEntry(key: (x, y), value: id_) in regions.entries) {
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pointsOut[id_].add((x, y));
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}
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return [for (var s in pointsOut) Region.fromNonEmptySet(s)];
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}
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@ -10,9 +10,12 @@ part 'requirement.dart';
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part 'vault.dart';
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part 'vaults.dart';
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const vaultTries = 10;
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class Generator {
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final math.Random _random;
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final Vaults _vaults;
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List<Vault> _queue = [];
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Generator(this._random, this._vaults);
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@ -32,7 +35,10 @@ class Generator {
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}
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Vault generate(Requirement requirement) {
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// TODO: Pick a relevant vault from the vaults file if possible
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Vault? suggested = _suggest(vaultTries, requirement);
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if (suggested != null) {
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return suggested;
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}
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// First of all: randomize orientation
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// This way we only have to consider one kind of spilt
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@ -78,4 +84,74 @@ class Generator {
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return v;
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}
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Vault? _suggest(int tries, Requirement req) {
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for (var i = 0; i < tries; i++) {
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var sugg = _popSuggestion();
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if (sugg == null) {
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return null;
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}
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sugg = reorientVault(sugg, randomOrientation(_random));
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sugg = _tidy(sugg, req);
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if (sugg != null) {
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return sugg;
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}
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}
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return null;
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}
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Vault? _popSuggestion() {
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if (_queue.isEmpty) {
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_queue = _vaults.randomFlight(_random);
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}
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if (_queue.isEmpty) {
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return null;
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}
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return _queue.removeLast();
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}
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Vault? _tidy(Vault vault, Requirement req) {
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if (vault.vx > req.vx || vault.vy > req.vy) {
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return null;
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}
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if (vault.vx < req.vx / 2 || vault.vy < req.vy / 2) {
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return null;
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}
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var rsd = req.smooth.directions;
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bool mustFillX =
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rsd.contains(Direction.left) && rsd.contains(Direction.right);
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if (vault.vx != req.vx && mustFillX) {
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return null;
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}
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bool mustFillY =
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rsd.contains(Direction.left) && rsd.contains(Direction.right);
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if (vault.vy != req.vy && mustFillY) {
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return null;
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}
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Vault full = Vault.blank(req.vx, req.vy, req.smooth, LevelTile.wall);
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int vx = vault.vx;
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int dx;
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if (rsd.contains(Direction.left)) {
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dx = 0;
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} else if (rsd.contains(Direction.right)) {
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dx = req.vx - vx;
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} else {
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dx = _random.nextInt(req.vx - vx);
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}
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int vy = vault.vy;
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int dy;
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if (rsd.contains(Direction.up)) {
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dy = 0;
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} else if (rsd.contains(Direction.down)) {
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dy = req.vy - vy;
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} else {
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dy = _random.nextInt(req.vx - vx);
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}
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full.blitFrom(vault, dx, dy);
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return full;
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}
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}
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@ -7,4 +7,12 @@ class Vaults {
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// TODO
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return Vaults();
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}
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List<Vault> randomFlight(math.Random rng) {
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// TODO: There are many more efficient ways to do this!
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List<Vault> list2 = [];
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list2.addAll(_primitive);
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list2.shuffle(rng);
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return list2;
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}
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}
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@ -62,6 +62,7 @@ flutter:
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assets:
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- assets/images/fonts/
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- assets/images/wfc/
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- assets/images/vaults/
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# - images/a_dot_burr.jpeg
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# - images/a_dot_ham.jpeg
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