Merge pull request 'Implements cellular automata, closes #13' (#16) from feature/rla-13_CellularAutomata into master

Reviewed-on: #16
This commit was merged in pull request #16.
This commit is contained in:
2023-07-23 17:45:59 +00:00
6 changed files with 87 additions and 7 deletions

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@@ -1,11 +1,83 @@
CellularAutomata = {}
CellularAutomata = {
map_w = 0,
map_h = 0,
iterations = 0,
}
function CellularAutomata.get_neighbors(map, x, y)
local min_x = math.max(0, x-1)
local min_y = math.max(0, y-1)
local max_x = math.min(x+1, map:get_width()-1)
local max_y = math.min(y+1, map:get_height()-1)
local result = {}
for mx = min_x, max_x do
for my = min_y, max_y do
table.insert(result, {x = mx, y = my})
end
end
return result
end
function CellularAutomata:initialize(w, h)
self.map_w = w
self.map_h = h
self.iterations = 3
math.randomseed()
for mx = 0, w-1 do
for my = 0, h-1 do
local is_wall = math.random(0, 1) == 1
if is_wall then
visualizer.map:draw_wall(mx, my)
else
visualizer.map:draw_floor(mx, my)
end
end
end
end
function CellularAutomata:update()
return true
if self.iterations <= 0 then
return true
end
local old_map = visualizer.map
local new_map = old_map:clone()
for mx = 0, self.map_w - 1 do
for my = 0, self.map_h - 1 do
local neighbors = self.get_neighbors(old_map, mx, my)
local walls = 0
local required_walls = 5
--print(old_map:is_wall(mx, my))
--print(new_map:is_wall(mx, my))
for k,v in ipairs(neighbors) do
if old_map:is_wall(v.x, v.y) then
walls = walls + 1
end
end
if walls >= required_walls then
new_map:draw_wall(mx, my)
else
new_map:draw_floor(mx, my)
end
--print(old_map:is_wall(mx, my))
--print(new_map:is_wall(mx, my))
end
end
-- Now draw the new map onto the existing one
for mx = 0, self.map_w - 1 do
for my = 0, self.map_h - 1 do
if new_map:is_wall(mx, my) then
old_map:draw_wall(mx, my)
else
old_map:draw_floor(mx, my)
end
end
end
self.iterations = self.iterations - 1
return false
end
visualizer.algorithm_manager:register_algorithm("Cellular Automata", function (w, h) CellularAutomata:initialize() end, function () return CellularAutomata:update() end, 1)
visualizer.algorithm_manager:register_algorithm("Cellular Automata", function (w, h) CellularAutomata:initialize(w, h) end, function () return CellularAutomata:update() end, 1)

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@@ -1,4 +1,3 @@
require "math"
DrunkenWalk = {
curr_x = 0,
curr_y = 0,
@@ -8,9 +7,10 @@ DrunkenWalk = {
}
function DrunkenWalk:initialize(w, h)
math.randomseed(os.time())
math.randomseed()
self.map_w = w
self.map_h = h
self.iterations = 30
visualizer.map:fill(true)
self.curr_x = math.random(0, w-1)
self.curr_y = math.random(0, h-1);

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@@ -11,6 +11,6 @@ std::string LuaContextManager::get_key(std::string args) {
// TODO: Switch the arg to a struct and use that to init libraries
std::shared_ptr<sol::state> LuaContextManager::load_resource(std::string args) {
auto lua = std::make_shared<sol::state>();
lua->open_libraries(sol::lib::base, sol::lib::package, sol::lib::math, sol::lib::os);
lua->open_libraries(sol::lib::base, sol::lib::package, sol::lib::math, sol::lib::table);
return lua;
}

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@@ -45,3 +45,7 @@ int TileMap::get_width() {
int TileMap::get_height() {
return grid.get_height();
}
TileMap TileMap::clone() {
return {this->get_width(), this->get_height(), this->wall_tile, this->floor_tile};
}

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@@ -21,6 +21,7 @@ public:
bool is_wall(int x, int y);
int get_width();
int get_height();
TileMap clone();
TileMap(int width, int height, char wall_tile, char floor_tile) {
this->grid = Grid2D<char>(width, height);

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@@ -104,6 +104,9 @@ void Visualizer::initialize_context() {
tilemap_lua["draw_wall"] = &TileMap::draw_wall;
tilemap_lua["fill"] = &TileMap::fill;
tilemap_lua["is_wall"] = &TileMap::is_wall;
tilemap_lua["clone"] = &TileMap::clone;
tilemap_lua["get_width"] = &TileMap::get_width;
tilemap_lua["get_height"] = &TileMap::get_height;
auto algo_manager_lua = lua->new_usertype<AlgorithmManager>("AlgorithmManager", sol::no_constructor);
algo_manager_lua["register_algorithm"] = &AlgorithmManager::register_algorithm;