MapGenerator (#34)
This generate maps following a simple structure First we choose map size depending on the difficulty we grind the edge with a random pattern so the map is not just a square we pick a random open piece and try to make a piece out of it between a size of 1 to 3 and we do this in a loop until all open spaces are filled this is not the best but it's efficient known problem: - We can have sometime a lot of small pieces - We can have weird shape, for instance pieces that are only connected by corner I think this is technically not a problem in the end. but this could be changed Co-authored-by: Debucquoy <debucqquoy.anthony@gmail.com> Reviewed-on: #34 Reviewed-by: Mat_02 <diletomatteo@gmail.com>
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app/src/main/java/school_project/MapGenerator.java
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app/src/main/java/school_project/MapGenerator.java
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package school_project;
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import school_project.Utils.Array;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.Collections;
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import java.util.Random;
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public class MapGenerator {
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private static final Random rand = new Random();
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public enum Difficulty {
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Easy,
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Medium,
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Difficult,
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}
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public static Map generate(Difficulty difficulty){
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Vec2 map_size;
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int depth = 1; // how much the map shape generator could grind
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// define map size depending on the difficulty
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switch (difficulty){
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case Easy -> map_size = new Vec2(rand.nextInt(3, 5), rand.nextInt(3, 5));
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case Medium -> map_size = new Vec2(rand.nextInt(5, 8), rand.nextInt(5, 8));
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case Difficult -> {
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map_size = new Vec2(rand.nextInt(8, 10), rand.nextInt(8, 10));
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depth = 2;
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}
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default -> map_size = new Vec2();
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}
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// Cut edges
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boolean[][] map_shape = new boolean[map_size.x][map_size.y];
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for (boolean[] b : map_shape) {
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Arrays.fill(b, true);
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}
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for (int i = 0; i < map_shape.length; i++) {
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for (int j = 0; j < map_shape[0].length; j++) {
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if(i > depth - 1 && i < map_shape.length - depth && j > depth - 1 && j < map_shape[0].length - depth){
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j = map_shape[0].length - depth;
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}
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map_shape[i][j] = rand.nextBoolean();
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}
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}
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Map ret = new Map(map_shape);
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boolean[][] piece_layout = Array.MatrixCopyOf(map_shape);
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ArrayList<Vec2> EmptySlots = new ArrayList<>();
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for (int i = 0; i < piece_layout.length; i++) {
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for (int j = 0; j < piece_layout[i].length; j++) {
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if(piece_layout[i][j]){
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EmptySlots.add(new Vec2(i, j));
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}
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}
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}
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while (EmptySlots.size() > 0){
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Collections.shuffle(EmptySlots);
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Vec2 selected = EmptySlots.get(0);
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int size = rand.nextInt(1, 4);
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boolean[][] shape = new boolean[size][size];
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for(int i = 0; i < size; i++){
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for (int j = 0; j < size; j++) {
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Vec2 checked = new Vec2(i, j).add(selected);
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if(EmptySlots.contains(checked)){
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EmptySlots.remove(checked);
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piece_layout[checked.x][checked.y] = false;
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shape[i][j] = true;
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}
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}
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}
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ret.addPiece(new Piece(shape));
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}
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//generate pieces
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return ret;
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}
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}
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app/src/test/java/school_project/MapGeneratorTest.java
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app/src/test/java/school_project/MapGeneratorTest.java
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package school_project;
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import org.junit.jupiter.api.Test;
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import static org.junit.jupiter.api.Assertions.*;
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class MapGeneratorTest {
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@Test
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void generate() {
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Map[] maps = new Map[] {
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MapGenerator.generate(MapGenerator.Difficulty.Easy),
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MapGenerator.generate(MapGenerator.Difficulty.Medium),
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MapGenerator.generate(MapGenerator.Difficulty.Difficult),
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};
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for(Map m: maps){
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System.out.println("==========");
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System.out.println(m);
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System.out.println("++++++++++++++++++++");
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for (Piece p: m.getPieces()){
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System.out.println(p);
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}
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}
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}
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}
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