mirror of
https://github.com/zenorogue/hyperrogue.git
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539 lines
16 KiB
C++
539 lines
16 KiB
C++
// E3 -> H2xE -> Solv:
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// -run -debug-portal -1 -canvas-random 100 -geo beti -intra-add -intra-bxe 4 4 3 -intra-sol 4 4 3 -ray-do -noplayer
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// S2xE->S3:
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// -debug-portal -1 -run -canvas-random 0 -intra-120 -intra-add -intra-1440 -intra-start -ray-do
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#include "../rogueviz/rogueviz.h"
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namespace hr {
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namespace intraf {
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using namespace intra;
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void set_wall(cell *c, color_t col) {
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c->wall = waWaxWall;
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c->landparam = col;
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}
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map<cellwalker, int> plane;
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cellwalker flatspin(cellwalker cw, int i) {
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if(hybri && cw.spin < cw.at->type - 2)
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cw.spin = gmod(cw.spin + (cw.mirrored ? -i : i), cw.at->type - 2);
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return cw;
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}
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cellwalker gstrafe(cellwalker cw, int i) {
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if(reg3::in()) return currentmap->strafe(cw, i);
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if(prod) {
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if(i == cw.at->type-2 || i == cw.at->type-1)
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return cellwalker(cw.at->move(i), cw.spin);
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else for(int k: {-1, 1})
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if(i == flatspin(cw, k).spin)
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return cellwalker(cw.at->move(i), flatspin(flatspin(cw, k) + wstep, +k).spin);
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}
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if(euc::in())
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return cellwalker(cw.at->move(i), cw.spin);
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throw hr_exception("unknown gstrafe");
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}
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void make_plane(cellwalker cw, int d) {
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if(plane.count(cw)) return;
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plane[cw] = d;
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auto& ss = currentmap->get_cellshape(cw.at);
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for(int i=0; i<cw.at->type; i++)
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if(ss.dirdist[i][cw.spin] == 1)
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make_plane(gstrafe(cw, i), d+1);
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}
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void build_wall(cellwalker cw, color_t a, color_t b) {
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println(hlog, "trying to build wall in ", full_geometry_name());
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cw += wstep;
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plane.clear();
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make_plane(cw, 0);
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for(auto p: plane)
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set_wall(p.first.at, p. second & 1 ? a : b);
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println(hlog, "success, ", isize(plane));
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}
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void check_shape() {
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start_game();
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auto sh = currentmap->get_cellshape(cwt.at);
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int j = 0;
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for(auto f: sh.faces) {
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j++;
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for(int i=0; i<isize(f); i++) {
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ld d = hdist(f[i], f[(1+i)%isize(f)]);
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println(hlog, tie(j,i), " : ", fts_fixed(d, 20));
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}
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}
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ld edgelen = 2 * edge_of_triangle_with_angles(M_PI/S7, M_PI / S3, M_PI/2);
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println(hlog, "crossf = ", cgi.crossf);
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println(hlog, "hcrossf = ", cgi.hcrossf);
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println(hlog, "edgelen = ", edgelen);
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println(hlog, sh.faces);
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}
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void create_intra_floors() {
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if(intra::in) intra::become();
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else stop_game();
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set_geometry(gSpace534);
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field_quotient_3d(5, 0x72414D0C);
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start_game();
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build_wall(cwt, 0xFFFF40, 0xD0D000);
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become();
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hybrid::csteps = 6;
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set_geometry(gBring);
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set_variation(eVariation::pure);
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check_cgi();
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cgi.require_basics();
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vid.plevel_factor = cgi.edgelen / cgi.scalefactor;
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check_cgi();
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cgi.require_basics();
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set_geometry(gProduct);
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start_game();
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check_shape();
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cwt.spin = 0;
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build_wall(cwt, 0xC0FFC0, 0x80C080);
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become();
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auto& T0 = euc::eu_input.user_axes;
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for(int i=0; i<3; i++)
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for(int j=0; j<3; j++)
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T0[i][j] = i==j ? 6 : 0;
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euc::eu_input.twisted = 0;
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euc::build_torus3();
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set_geometry(gCubeTiling);
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start_game();
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build_wall(cwt, 0xC0FFFF, 0x40FFFF);
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become();
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hybrid::csteps = 6;
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set_geometry(gOctahedron);
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check_cgi();
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cgi.require_basics();
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vid.plevel_factor = cgi.edgelen / cgi.scalefactor;
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check_cgi();
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cgi.require_basics();
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set_variation(eVariation::pure);
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set_geometry(gProduct);
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start_game();
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cwt.spin = 0;
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build_wall(cwt, 0x8080FF, 0x0000FF);
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become();
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set_geometry(gCell16);
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start_game();
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build_wall(cwt, 0xFF80FF, 0xFF00FF);
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become();
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start();
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// rogueviz::rv_hook(hooks_handleKey, 150, intra_key);
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}
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void create_intra_solv() {
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if(intra::in) intra::become();
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else stop_game();
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arg::shift(); int x = arg::argi();
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arg::shift(); int y = arg::argi();
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println(hlog, "x=", x, " y=", y);
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vector<vector<cell*> > h(y), s(y);
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for(int i=0; i<y; i++) h[i].resize(x), s[i].resize(x);
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stop_game();
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set_geometry(gBinary3);
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start_game();
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h[0][0] = cwt.at;
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for(int i=1; i<y; i++) h[i][0] = h[i-1][0]->cmove(6);
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for(int i=0; i<y; i++) for(int j=1; j<x; j++)
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h[i][j] = h[i][j-1]->cmove(4);
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for(int i=0; i<y; i++)
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for(int j=0; j<x; j++) {
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setdist(h[i][j], 7, nullptr);
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h[i][j]->wall = waNone;
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forCellCM(c1, h[i][j]) {}
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set_wall(h[i][j]->cmove(0), 0xFF00FF ^ (hrand(0x1000000) & 0x1F1F1F));
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set_wall(h[i][j]->cmove(1), 0xC000FF ^ (hrand(0x1000000) & 0x1F1F1F));
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set_wall(h[i][j]->cmove(2), 0xFF00C0 ^ (hrand(0x1000000) & 0x1F1F1F));
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set_wall(h[i][j]->cmove(3), 0xC000C0 ^ (hrand(0x1000000) & 0x1F1F1F));
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set_wall(h[i][j]->cmove(8), 0xFF40FF ^ (hrand(0x1000000) & 0x1F1F1F));
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}
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become();
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set_geometry(gSol);
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start_game();
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s[0][0] = cwt.at;
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for(int i=1; i<y; i++) s[i][0] = s[i-1][0]->cmove(5);
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for(int i=0; i<y; i++) for(int j=1; j<x;j++)
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s[i][j] = s[i][j-1]->cmove(4);
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for(int i=0; i<y; i++)
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for(int j=0; j<x; j++) {
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setdist(s[i][j], 7, nullptr);
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s[i][j]->wall = waNone;
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forCellCM(c1, s[i][j]) {}
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set_wall(s[i][j]->cmove(2), 0xFFFFFF ^ (hrand(0x1000000) & 0x1F1F1F));
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set_wall(s[i][j]->cmove(3), 0xC0FFFF ^ (hrand(0x1000000) & 0x1F1F1F));
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set_wall(s[i][j]->cmove(6), 0xFFC0FF ^ (hrand(0x1000000) & 0x1F1F1F));
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set_wall(s[i][j]->cmove(7), 0xFFFFC0 ^ (hrand(0x1000000) & 0x1F1F1F));
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}
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become();
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start();
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println(hlog, "Started");
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for(int i=0; i<y; i++)
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connect_portal(cellwalker(h[i][0], 5), cellwalker(s[i][x-1], 4), 1);
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for(int i=0; i<y; i++)
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connect_portal(cellwalker(s[i][0], 0), cellwalker(h[i][x-1], 4), 1);
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for(int j=0; j<x; j++)
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connect_portal(cellwalker(h[0][j], 7), cellwalker(s[y-1][x-1-j], 5), 0);
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for(int j=0; j<x; j++)
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connect_portal(cellwalker(s[0][j], 1), cellwalker(h[y-1][x-1-j], 6), 0);
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set_wall(s[hrand(y)][hrand(x)], 0xA02020);
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set_wall(h[hrand(y)][hrand(x)], 0x2020A0);
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// rogueviz::rv_hook(hooks_handleKey, 150, intra_key);
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}
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void create_intra_120() {
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patterns::whichCanvas = 'r';
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patterns::rwalls = 0;
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if(intra::in) intra::become();
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else stop_game();
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arcm::current.parse("8,4,6");
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set_geometry(gArchimedean);
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// set_variation(eVariation::pure);
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set_variation(eVariation::dual);
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be_ratio_edge(0);
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for(cell *c: currentmap->allcells()) {
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println(hlog, currentmap->full_shvid(c), " : ", currentmap->get_corner(c, 0), currentmap->get_corner(c, 1), currentmap->get_corner(c, 2));
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}
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hybrid::csteps = 10;
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set_geometry(gProduct);
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start_game();
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vector<cell*> bound;
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PIU( [&] {
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cell *s = currentmap->gamestart();
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hyperpoint h = currentmap->get_corner(s, 1);
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for(cell *c: currentmap->allcells()) {
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hyperpoint j = currentmap->relative_matrix(c, s, C0) * C0;
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if(hdist(h, j) > M_PI/2) c->wall = waPalace;
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}
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for(cell *c: currentmap->allcells()) if(c->wall == waPalace) {
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int nei = 0;
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forCellCM(c1, c) if(c1->wall != waPalace) nei++;
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if(nei == 1) bound.push_back(c);
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}
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auto ang = [&] (cell *c) {
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hyperpoint j = currentmap->relative_matrix(c, s, C0) * C0;
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j = gpushxto0(h) * j;
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return atan2(j[0], j[1]);
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};
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for(cell *c: bound) println(hlog, "j= ", ang(c));
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sort(bound.begin(), bound.end(), [&] (cell *a, cell *b) { return ang(a) < ang(b); });
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int id = 0;
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for(auto b: bound) set_wall(b, ((id++)&1) ? 0xFFFFFF : 0x202020);
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} ());
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for(int i=0; i<isize(bound); i++)
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for(int j=0; j<hybrid::csteps-2; j++)
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set_wall(hybrid::get_at(bound[i], j), (i+j)&1 ? 0x8080FF : 0x00000FF);
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}
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void create_intra_1440() {
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patterns::whichCanvas = 'r';
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patterns::rwalls = 0;
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if(intra::in) intra::become();
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else stop_game();
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set_geometry(gCell8);
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// set_variation(eVariation::pure);
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set_variation(eVariation::coxeter);
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reg3::coxeter_param = 7;
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start_game();
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cell *s = currentmap->gamestart();
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auto vs = currentmap->get_cellshape(s).vertices_only_local;
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println(hlog, vs);
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hyperpoint h = vs[1];
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for(cell *c: currentmap->allcells()) {
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hyperpoint j = currentmap->relative_matrix(c, s, C0) * C0;
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// hyperpoint j = inverse(currentmap->relative_matrix(cwt.at, c, C0)) * C0;
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if(hdist(h, j) > M_PI/2)
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set_wall(c, (celldistance(c, s)&1) ? 0xFF80FF : 0xFF00FF);
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}
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}
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void recurse(int r, cell *c, int i, int j) {
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setdist(c, 7, nullptr);
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forCellCM(c1, c) setdist(c1, 7, nullptr);
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c->wall = waNone;
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if(r == 1) {
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if(sol) {
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int flip = (j&2)>>1;
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set_wall(c->cmove(6^flip), 0xC000C0);
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set_wall(c->cmove(7^flip), 0x800080);
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}
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else {
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set_wall(c->cmove((j&1)), 0x64BF95);
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set_wall(c->cmove(1-(j&1)), 0x449F75);
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}
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}
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else {
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if(sol) {
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recurse(r-1, c->cmove(6), 2*i, j>>1);
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recurse(r-1, c->cmove(7), 2*i+1, j>>1);
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}
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else {
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recurse(r-1, c->cmove(0), i, j);
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recurse(r-1, c->cmove(1), i, j);
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}
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}
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}
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void connect_portal_x(cellwalker cw1, cellwalker cw2, int spin) {
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setdist(cw1.cpeek(), 7, nullptr);
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setdist(cw2.cpeek(), 7, nullptr);
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set_wall(cw1.cpeek(), 0xFF0000);
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set_wall(cw2.cpeek(), 0xFF0000);
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connect_portal(cw1, cw2, spin);
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}
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void recurse_portal(int r, cell *cl, cell *cr) {
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connect_portal_x(cellwalker(cl, 6), cellwalker(cr, 5), 3);
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if(r > 1) {
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recurse_portal(r-1, cl->cmove(0), cr->cmove(0));
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recurse_portal(r-1, cl->cmove(1), cr->cmove(1));
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}
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}
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vector<reaction_t> portals;
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void create_intra_bxe() {
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println(hlog, "called create_intra_bxe");
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patterns::whichCanvas = 'r';
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patterns::rwalls = 100;
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if(intra::in) intra::become();
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else stop_game();
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hybrid::csteps = 0;
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arg::shift(); int x = arg::argi();
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arg::shift(); int y = arg::argi();
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arg::shift(); int z = arg::argi();
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vector<vector<cell*> > h(y);
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for(int i=0; i<y; i++) h[i].resize(x);
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stop_game();
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set_geometry(gBinary4);
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vid.plevel_factor = log(2);
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set_geometry(gProduct);
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start_game();
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h[0][0] = cwt.at;
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for(int i=1; i<y; i++) h[i][0] = h[i-1][0]->cmove(2);
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for(int i=0; i<y; i++) for(int j=1; j<x; j++)
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h[i][j] = h[i][j-1]->cmove(5);
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println(hlog, h);
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for(int i=0; i<y; i++)
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for(int j=0; j<x; j++) {
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setdist(h[i][j], 7, nullptr);
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}
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for(int i=0; i<y; i++)
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for(int j=0; j<x; j++) {
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set_wall(h[i][j]->cmove(3), ((j+(i>>1))&1) ? 0xA4FFD5 : 0x64BF95);
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recurse(z, h[i][j], i, j);
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}
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become();
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start(isize(intra::data)-1);
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for(int i=0; i<y; i++)
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recurse_portal(z, h[i][0], h[i][x-1]);
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for(int i=0; i<x; i++) {
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cell *cl = h[0][i];
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cell *cr = h[y-1][i];
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for(int j=0; j<z; j++) {
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connect_portal_x(cellwalker(cl, 4), cellwalker(cr, 2), 2);
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cl = cl->move(0);
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cr = cr->move(1);
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}
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}
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}
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void recurse_portal_solv1(int r, cell *cl, cell *cr) {
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connect_portal_x(cellwalker(cl, 0), cellwalker(cr, 4), 0);
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if(r > 1) {
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recurse_portal_solv1(r-1, cl->cmove(6), cr->cmove(6));
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recurse_portal_solv1(r-1, cl->cmove(7), cr->cmove(7));
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}
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}
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void recurse_portal_solv2(int r, cell *cl, cell *cr) {
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connect_portal_x(cellwalker(cl, 1), cellwalker(cr, 5), 0);
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if(r > 1) {
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recurse_portal_solv2(r-1, cl->cmove(7), cr->cmove(6));
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}
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}
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void create_intra_sol() {
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println(hlog, "called create_intra_sol");
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patterns::whichCanvas = 'r';
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patterns::rwalls = 100;
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if(intra::in) intra::become();
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else stop_game();
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arg::shift(); int x = arg::argi();
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arg::shift(); int y = arg::argi();
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arg::shift(); int z = arg::argi();
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vector<vector<cell*> > h(y);
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for(int i=0; i<y; i++) h[i].resize(x);
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stop_game();
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set_geometry(gSol);
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start_game();
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h[0][0] = cwt.at;
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for(int i=0; i<x-1; i++) h[0][0] = h[0][0]->cmove(0);
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for(int i=0; i<y-1; i++) h[0][0] = h[0][0]->cmove(1);
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for(int i=1; i<y; i++) h[i][0] = h[i-1][0]->cmove(5);
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for(int i=0; i<y; i++) for(int j=1; j<x; j++)
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h[i][j] = h[i][j-1]->cmove(4);
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for(int i=0; i<y; i++)
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for(int j=0; j<x; j++) {
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setdist(h[i][j], 7, nullptr);
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}
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for(int i=0; i<y; i++)
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for(int j=0; j<x; j++) {
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set_wall(h[i][j]->cmove(2^((i>>1)&1)), 0xFFFDD0);
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set_wall(h[i][j]->cmove(3^((i>>1)&1)), 0xFFE080);
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recurse(z, h[i][j], i, j);
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}
|
|
|
|
become();
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|
start(isize(intra::data)-1);
|
|
|
|
for(int i=0; i<y; i++)
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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);
|
|
+ arg::add3("-intra-demo-floors", [] {
|
|
walking::colors_of_floors = {
|
|
0xFFFF40, 0xD0D000,
|
|
0xC0FFC0, 0x80C080,
|
|
0xC0FFFF, 0x40FFFF,
|
|
0x8080FF, 0x0000FF,
|
|
0xFF80FF, 0xFF00FF,
|
|
0x64BF95, 0xA4FFD5,
|
|
0xFFFDD0, 0xFFD080
|
|
};
|
|
})
|
|
+ addHook_rvslides(10, ([] (string s, vector<tour::slide>& v) {
|
|
println(hlog, "called with s='", s, "'");
|
|
if(s != "portal") return;
|
|
|
|
using namespace tour;
|
|
auto load = [] (string s, ld x, int y) {
|
|
return [s, x, y] {
|
|
slide_backup(vid.cells_drawn_limit, 100);
|
|
slide_backup(smooth_scrolling, true);
|
|
slide_backup(ray::max_cells, 999999);
|
|
slide_backup(walking::on, true);
|
|
slide_backup(walking::eye_level, x);
|
|
mapstream::loadMap(s);
|
|
slide_backup(ray::fixed_map, true);
|
|
slide_backup(ray::max_iter_intra, y);
|
|
slide_backup(mapeditor::drawplayer, false);
|
|
slide_backup(playermoved, false);
|
|
#if CAP_VR
|
|
slide_backup(vrhr::hsm, vrhr::eHeadset::holonomy);
|
|
slide_backup(vrhr::eyes, vrhr::eEyes::truesim);
|
|
slide_backup(vrhr::cscr, vrhr::eCompScreen::eyes);
|
|
#endif
|
|
};
|
|
};
|
|
|
|
auto add = [&] (string s, string desc, string youtube, string twitter, reaction_t loader) {
|
|
v.push_back(tour::slide{
|
|
s, 10, tour::LEGAL::NONE | tour::QUICKSKIP | tour::QUICKGEO, desc,
|
|
[=] (tour::presmode mode) {
|
|
setCanvas(mode, '0');
|
|
if(youtube != "")
|
|
slide_url(mode, 'y', "YouTube link", youtube);
|
|
if(twitter != "")
|
|
slide_url(mode, 't', "Twitter link", twitter);
|
|
slide_action(mode, 'r', "run this visualization", loader);
|
|
slidecommand = "portal options";
|
|
if(mode == tour::pmKey) pushScreen(intra::show_portals);
|
|
}
|
|
});
|
|
};
|
|
|
|
add("inter-geometric portals",
|
|
"In this world we can find portals between six different geometries. The camera is in 'walking mode' i.e. restricted to keep close to the floor (this can be disabled with '5').",
|
|
"https://youtu.be/yqUv2JO2BCs", "https://twitter.com/ZenoRogue/status/1496867204419452935",
|
|
load("portalscene3.lev", 0.2174492, 600)
|
|
);
|
|
add("curved landscape",
|
|
"Here we create portals between Solv and H3 geometries, resulting in a scene looking a bit like a curved landscape.",
|
|
"", "https://twitter.com/ZenoRogue/status/1446127100516130826",
|
|
load("solv-h3-scene.lev", 0.05, 3000));
|
|
}));
|
|
|
|
}
|
|
|
|
}
|