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hyperrogue/rogueviz/intra-demos.cpp

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2021-10-09 22:14:19 +00:00
// E3 -> H2xE -> Solv:
// -run -debug-portal -1 -canvas-random 100 -geo beti -intra-add -intra-bxe 4 4 3 -intra-sol 4 4 3 -ray-do -noplayer
// S2xE->S3:
// -debug-portal -1 -run -canvas-random 0 -intra-120 -intra-add -intra-1440 -intra-start -ray-do
#include "../rogueviz/rogueviz.h"
namespace hr {
namespace intraf {
using namespace intra;
void set_wall(cell *c, color_t col) {
c->wall = waWaxWall;
c->landparam = col;
}
map<cellwalker, int> plane;
cellwalker flatspin(cellwalker cw, int i) {
if(hybri && cw.spin < cw.at->type - 2)
cw.spin = gmod(cw.spin + (cw.mirrored ? -i : i), cw.at->type - 2);
return cw;
}
cellwalker gstrafe(cellwalker cw, int i) {
if(reg3::in()) return currentmap->strafe(cw, i);
if(prod) {
if(i == cw.at->type-2 || i == cw.at->type-1)
return cellwalker(cw.at->move(i), cw.spin);
else for(int k: {-1, 1})
if(i == flatspin(cw, k).spin)
return cellwalker(cw.at->move(i), flatspin(flatspin(cw, k) + wstep, +k).spin);
}
if(euc::in())
return cellwalker(cw.at->move(i), cw.spin);
throw hr_exception("unknown gstrafe");
}
void make_plane(cellwalker cw, int d) {
if(plane.count(cw)) return;
plane[cw] = d;
auto& ss = currentmap->get_cellshape(cw.at);
for(int i=0; i<cw.at->type; i++)
if(ss.dirdist[i][cw.spin] == 1)
make_plane(gstrafe(cw, i), d+1);
}
void build_wall(cellwalker cw, color_t a, color_t b) {
println(hlog, "trying to build wall in ", full_geometry_name());
cw += wstep;
plane.clear();
make_plane(cw, 0);
for(auto p: plane)
set_wall(p.first.at, p. second & 1 ? a : b);
println(hlog, "success, ", isize(plane));
}
void check_shape() {
start_game();
auto sh = currentmap->get_cellshape(cwt.at);
int j = 0;
for(auto f: sh.faces) {
j++;
for(int i=0; i<isize(f); i++) {
ld d = hdist(f[i], f[(1+i)%isize(f)]);
println(hlog, tie(j,i), " : ", fts_fixed(d, 20));
}
}
ld edgelen = 2 * edge_of_triangle_with_angles(M_PI/S7, M_PI / S3, M_PI/2);
println(hlog, "crossf = ", cgi.crossf);
println(hlog, "hcrossf = ", cgi.hcrossf);
println(hlog, "edgelen = ", edgelen);
println(hlog, sh.faces);
}
void create_intra_floors() {
if(intra::in) intra::become();
else stop_game();
set_geometry(gSpace534);
field_quotient_3d(5, 0x72414D0C);
start_game();
build_wall(cwt, 0xFFFF40, 0xD0D000);
become();
hybrid::csteps = 6;
set_geometry(gBring);
set_variation(eVariation::pure);
check_cgi();
cgi.require_basics();
vid.plevel_factor = cgi.edgelen / cgi.scalefactor;
check_cgi();
cgi.require_basics();
set_geometry(gProduct);
start_game();
check_shape();
cwt.spin = 0;
build_wall(cwt, 0xC0FFC0, 0x80C080);
become();
auto& T0 = euc::eu_input.user_axes;
for(int i=0; i<3; i++)
for(int j=0; j<3; j++)
T0[i][j] = i==j ? 6 : 0;
euc::eu_input.twisted = 0;
euc::build_torus3();
set_geometry(gCubeTiling);
start_game();
build_wall(cwt, 0xC0FFFF, 0x40FFFF);
become();
hybrid::csteps = 6;
set_geometry(gOctahedron);
check_cgi();
cgi.require_basics();
vid.plevel_factor = cgi.edgelen / cgi.scalefactor;
check_cgi();
cgi.require_basics();
set_variation(eVariation::pure);
set_geometry(gProduct);
start_game();
cwt.spin = 0;
build_wall(cwt, 0x8080FF, 0x0000FF);
become();
set_geometry(gCell16);
start_game();
build_wall(cwt, 0xFF80FF, 0xFF00FF);
become();
start();
// rogueviz::rv_hook(hooks_handleKey, 150, intra_key);
}
void create_intra_solv() {
if(intra::in) intra::become();
else stop_game();
arg::shift(); int x = arg::argi();
arg::shift(); int y = arg::argi();
println(hlog, "x=", x, " y=", y);
vector<vector<cell*> > h(y), s(y);
for(int i=0; i<y; i++) h[i].resize(x), s[i].resize(x);
stop_game();
set_geometry(gBinary3);
start_game();
h[0][0] = cwt.at;
for(int i=1; i<y; i++) h[i][0] = h[i-1][0]->cmove(6);
for(int i=0; i<y; i++) for(int j=1; j<x; j++)
h[i][j] = h[i][j-1]->cmove(4);
for(int i=0; i<y; i++)
for(int j=0; j<x; j++) {
setdist(h[i][j], 7, nullptr);
h[i][j]->wall = waNone;
forCellCM(c1, h[i][j]) {}
set_wall(h[i][j]->cmove(0), 0xFF00FF ^ (hrand(0x1000000) & 0x1F1F1F));
set_wall(h[i][j]->cmove(1), 0xC000FF ^ (hrand(0x1000000) & 0x1F1F1F));
set_wall(h[i][j]->cmove(2), 0xFF00C0 ^ (hrand(0x1000000) & 0x1F1F1F));
set_wall(h[i][j]->cmove(3), 0xC000C0 ^ (hrand(0x1000000) & 0x1F1F1F));
set_wall(h[i][j]->cmove(8), 0xFF40FF ^ (hrand(0x1000000) & 0x1F1F1F));
}
become();
set_geometry(gSol);
start_game();
s[0][0] = cwt.at;
for(int i=1; i<y; i++) s[i][0] = s[i-1][0]->cmove(5);
for(int i=0; i<y; i++) for(int j=1; j<x;j++)
s[i][j] = s[i][j-1]->cmove(4);
for(int i=0; i<y; i++)
for(int j=0; j<x; j++) {
setdist(s[i][j], 7, nullptr);
s[i][j]->wall = waNone;
forCellCM(c1, s[i][j]) {}
set_wall(s[i][j]->cmove(2), 0xFFFFFF ^ (hrand(0x1000000) & 0x1F1F1F));
set_wall(s[i][j]->cmove(3), 0xC0FFFF ^ (hrand(0x1000000) & 0x1F1F1F));
set_wall(s[i][j]->cmove(6), 0xFFC0FF ^ (hrand(0x1000000) & 0x1F1F1F));
set_wall(s[i][j]->cmove(7), 0xFFFFC0 ^ (hrand(0x1000000) & 0x1F1F1F));
}
become();
start();
println(hlog, "Started");
for(int i=0; i<y; i++)
connect_portal(cellwalker(h[i][0], 5), cellwalker(s[i][x-1], 4), 1);
for(int i=0; i<y; i++)
connect_portal(cellwalker(s[i][0], 0), cellwalker(h[i][x-1], 4), 1);
for(int j=0; j<x; j++)
connect_portal(cellwalker(h[0][j], 7), cellwalker(s[y-1][x-1-j], 5), 0);
for(int j=0; j<x; j++)
connect_portal(cellwalker(s[0][j], 1), cellwalker(h[y-1][x-1-j], 6), 0);
set_wall(s[hrand(y)][hrand(x)], 0xA02020);
set_wall(h[hrand(y)][hrand(x)], 0x2020A0);
// rogueviz::rv_hook(hooks_handleKey, 150, intra_key);
}
void create_intra_120() {
patterns::whichCanvas = 'r';
patterns::rwalls = 0;
if(intra::in) intra::become();
else stop_game();
arcm::current.parse("8,4,6");
set_geometry(gArchimedean);
// set_variation(eVariation::pure);
set_variation(eVariation::dual);
be_ratio_edge(0);
for(cell *c: currentmap->allcells()) {
println(hlog, currentmap->full_shvid(c), " : ", currentmap->get_corner(c, 0), currentmap->get_corner(c, 1), currentmap->get_corner(c, 2));
}
hybrid::csteps = 10;
set_geometry(gProduct);
start_game();
vector<cell*> bound;
PIU( [&] {
cell *s = currentmap->gamestart();
hyperpoint h = currentmap->get_corner(s, 1);
for(cell *c: currentmap->allcells()) {
hyperpoint j = currentmap->relative_matrix(c, s, C0) * C0;
if(hdist(h, j) > M_PI/2) c->wall = waPalace;
}
for(cell *c: currentmap->allcells()) if(c->wall == waPalace) {
int nei = 0;
forCellCM(c1, c) if(c1->wall != waPalace) nei++;
if(nei == 1) bound.push_back(c);
}
auto ang = [&] (cell *c) {
hyperpoint j = currentmap->relative_matrix(c, s, C0) * C0;
j = gpushxto0(h) * j;
return atan2(j[0], j[1]);
};
for(cell *c: bound) println(hlog, "j= ", ang(c));
sort(bound.begin(), bound.end(), [&] (cell *a, cell *b) { return ang(a) < ang(b); });
int id = 0;
for(auto b: bound) set_wall(b, ((id++)&1) ? 0xFFFFFF : 0x202020);
} ());
for(int i=0; i<isize(bound); i++)
for(int j=0; j<hybrid::csteps-2; j++)
set_wall(hybrid::get_at(bound[i], j), (i+j)&1 ? 0x8080FF : 0x00000FF);
}
void create_intra_1440() {
patterns::whichCanvas = 'r';
patterns::rwalls = 0;
if(intra::in) intra::become();
else stop_game();
set_geometry(gCell8);
// set_variation(eVariation::pure);
set_variation(eVariation::coxeter);
reg3::coxeter_param = 7;
start_game();
cell *s = currentmap->gamestart();
auto vs = currentmap->get_cellshape(s).vertices_only_local;
println(hlog, vs);
hyperpoint h = vs[1];
for(cell *c: currentmap->allcells()) {
hyperpoint j = currentmap->relative_matrix(c, s, C0) * C0;
// hyperpoint j = inverse(currentmap->relative_matrix(cwt.at, c, C0)) * C0;
if(hdist(h, j) > M_PI/2)
set_wall(c, (celldistance(c, s)&1) ? 0xFF80FF : 0xFF00FF);
}
}
void recurse(int r, cell *c, int i, int j) {
setdist(c, 7, nullptr);
forCellCM(c1, c) setdist(c1, 7, nullptr);
c->wall = waNone;
if(r == 1) {
if(sol) {
int flip = (j&2)>>1;
set_wall(c->cmove(6^flip), 0xC000C0);
set_wall(c->cmove(7^flip), 0x800080);
}
else {
set_wall(c->cmove((j&1)), 0x64BF95);
set_wall(c->cmove(1-(j&1)), 0x449F75);
}
}
else {
if(sol) {
recurse(r-1, c->cmove(6), 2*i, j>>1);
recurse(r-1, c->cmove(7), 2*i+1, j>>1);
}
else {
recurse(r-1, c->cmove(0), i, j);
recurse(r-1, c->cmove(1), i, j);
}
}
}
void connect_portal_x(cellwalker cw1, cellwalker cw2, int spin) {
setdist(cw1.cpeek(), 7, nullptr);
setdist(cw2.cpeek(), 7, nullptr);
set_wall(cw1.cpeek(), 0xFF0000);
set_wall(cw2.cpeek(), 0xFF0000);
connect_portal(cw1, cw2, spin);
}
void recurse_portal(int r, cell *cl, cell *cr) {
connect_portal_x(cellwalker(cl, 6), cellwalker(cr, 5), 3);
if(r > 1) {
recurse_portal(r-1, cl->cmove(0), cr->cmove(0));
recurse_portal(r-1, cl->cmove(1), cr->cmove(1));
}
}
vector<reaction_t> portals;
void create_intra_bxe() {
println(hlog, "called create_intra_bxe");
patterns::whichCanvas = 'r';
patterns::rwalls = 100;
if(intra::in) intra::become();
else stop_game();
hybrid::csteps = 0;
arg::shift(); int x = arg::argi();
arg::shift(); int y = arg::argi();
arg::shift(); int z = arg::argi();
vector<vector<cell*> > h(y);
for(int i=0; i<y; i++) h[i].resize(x);
stop_game();
set_geometry(gBinary4);
vid.plevel_factor = log(2);
set_geometry(gProduct);
start_game();
h[0][0] = cwt.at;
for(int i=1; i<y; i++) h[i][0] = h[i-1][0]->cmove(2);
for(int i=0; i<y; i++) for(int j=1; j<x; j++)
h[i][j] = h[i][j-1]->cmove(5);
println(hlog, h);
for(int i=0; i<y; i++)
for(int j=0; j<x; j++) {
setdist(h[i][j], 7, nullptr);
}
for(int i=0; i<y; i++)
for(int j=0; j<x; j++) {
set_wall(h[i][j]->cmove(3), ((j+(i>>1))&1) ? 0xA4FFD5 : 0x64BF95);
recurse(z, h[i][j], i, j);
}
become();
start(isize(intra::data)-1);
for(int i=0; i<y; i++)
recurse_portal(z, h[i][0], h[i][x-1]);
for(int i=0; i<x; i++) {
cell *cl = h[0][i];
cell *cr = h[y-1][i];
for(int j=0; j<z; j++) {
connect_portal_x(cellwalker(cl, 4), cellwalker(cr, 2), 2);
cl = cl->move(0);
cr = cr->move(1);
}
}
}
void recurse_portal_solv1(int r, cell *cl, cell *cr) {
connect_portal_x(cellwalker(cl, 0), cellwalker(cr, 4), 0);
if(r > 1) {
recurse_portal_solv1(r-1, cl->cmove(6), cr->cmove(6));
recurse_portal_solv1(r-1, cl->cmove(7), cr->cmove(7));
}
}
void recurse_portal_solv2(int r, cell *cl, cell *cr) {
connect_portal_x(cellwalker(cl, 1), cellwalker(cr, 5), 0);
if(r > 1) {
recurse_portal_solv2(r-1, cl->cmove(7), cr->cmove(6));
}
}
void create_intra_sol() {
println(hlog, "called create_intra_sol");
patterns::whichCanvas = 'r';
patterns::rwalls = 100;
if(intra::in) intra::become();
else stop_game();
arg::shift(); int x = arg::argi();
arg::shift(); int y = arg::argi();
arg::shift(); int z = arg::argi();
vector<vector<cell*> > h(y);
for(int i=0; i<y; i++) h[i].resize(x);
stop_game();
set_geometry(gSol);
start_game();
h[0][0] = cwt.at;
for(int i=0; i<x-1; i++) h[0][0] = h[0][0]->cmove(0);
for(int i=0; i<y-1; i++) h[0][0] = h[0][0]->cmove(1);
for(int i=1; i<y; i++) h[i][0] = h[i-1][0]->cmove(5);
for(int i=0; i<y; i++) for(int j=1; j<x; j++)
h[i][j] = h[i][j-1]->cmove(4);
for(int i=0; i<y; i++)
for(int j=0; j<x; j++) {
setdist(h[i][j], 7, nullptr);
}
for(int i=0; i<y; i++)
for(int j=0; j<x; j++) {
set_wall(h[i][j]->cmove(2^((i>>1)&1)), 0xFFFDD0);
set_wall(h[i][j]->cmove(3^((i>>1)&1)), 0xFFE080);
recurse(z, h[i][j], i, j);
}
become();
start(isize(intra::data)-1);
for(int i=0; i<y; i++)
recurse_portal_solv1(z, h[i][0], h[i][x-1]);
for(int i=0; i<x; i++)
recurse_portal_solv2(z, h[0][i], h[y-1][i]);
println(hlog, "finished create_intra_sol");
}
// all generators will add to the current scene
auto hooks =
// generate scene with H3, H2xE, E3, S2xE (8x6), S3 (16-cell) with floors; runs automatically
arg::add3("-intra-floors", create_intra_floors)
+ arg::add3("-check-shape", check_shape)
// generate scene with H3 and Solv landscape, need X Y parameters, runs automatically
+ arg::add3("-intra-solv", create_intra_solv)
// generate S2xE with triangles (-intra-start to run it)
+ arg::add3("-intra-120", create_intra_120)
// generate S3 with triangles (-intra-start to run it)
+ arg::add3("-intra-1440", create_intra_1440)
// generate binary-tiling H2xE with floors to the current scene, runs automatically
+ arg::add3("-intra-bxe", create_intra_bxe)
// generate Sol with floors to the current scene, runs autimatically
+ arg::add3("-intra-sol", create_intra_sol);
//+ arg::add3("-intra-more", create_intra_more);
}
}