更新maze数据结构

remote
InkSoul 2025-10-26 14:30:03 +08:00
parent 71d17de0e7
commit 678655ef5d
9 changed files with 274 additions and 25 deletions

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@ -0,0 +1,8 @@
BasedOnStyle: Microsoft
AccessModifierOffset: -4
AlignConsecutiveMacros: true
AlignTrailingComments: true
AllowShortFunctionsOnASingleLine: Inline
AllowShortIfStatementsOnASingleLine: false
BreakBeforeBraces: Allman
ColumnLimit: 0

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@ -23,3 +23,7 @@ ConfigData::~ConfigData()
void ConfigData::setSymbol(char wall, char empty, char player, char monster, char trap, char exit)
{
}
void ConfigData::getSymbol(char& wall, char& empty, char& player, char& monster, char& trap, char& exit)
{
}

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@ -1,6 +1,7 @@
#pragma once
#include<string>
#include "MazeSymbol.h"
#include <string>
class ConfigReader
{
@ -8,10 +9,13 @@ public:
ConfigReader();
~ConfigReader();
void load(std::string& path);
void load(std::string &path);
private:
MazeSymbol symbols; // 存放迷宫符号
int difficulty = 0; // 怪物AI难度
int mazeWidth = 21;
int mazeHeight = 21;
};
class ConfigData
@ -20,18 +24,14 @@ public:
ConfigData();
~ConfigData();
void setSymbol(char wall, char empty, char player, char monster,char trap, char exit);
void getSymbol(char& wall, char& empty, char& player, char& monster, char& trap, char& exit);
void setSymbol(char wall, char empty, char player, char monster, char trap, char exit);
void getSymbol(char &wall, char &empty, char &player, char &monster, char &trap, char &exit);
void setDiffculty(int level);
int getDiffculty();
private:
char m_wall, m_empty, m_player, m_monster, m_trap, m_exit;
int m_monsterAILevel;
};

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@ -8,7 +8,4 @@ Game::~Game()
{
}
void Game::loadConfig(const std::string& filePath)
{
}

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@ -1,9 +1,19 @@
#include "Maze.h"
Maze::Maze()
:width(0),height(0)
{
#include <algorithm>
#include <iostream>
#include <random>
#include <stack>
struct Cell
{
int x, y;
bool visited;
};
Maze::Maze()
: m_width(0), m_height(0)
{
}
Maze::~Maze()
@ -12,5 +22,125 @@ Maze::~Maze()
void Maze::setMazeSymbols(char wall, char empty, char player, char monster, char trap, char exit)
{
}
void Maze::generate(int w, int h, const MazeSymbols &sym)
{
m_symbols = sym;
m_width = (w % 2 == 0) ? w + 1 : w;
m_height = (h % 2 == 0) ? h + 1 : h;
m_grid.assign(m_height, std::string(m_width, m_symbols.wall));
std::vector<std::vector<Cell>> cells(m_height, std::vector<Cell>(m_width));
for (int y = 0; y < m_height; ++y)
for (int x = 0; x < m_width; ++x)
cells[y][x] = {x, y, false};
auto inside = [&](int x, int y)
{
return x > 0 && y > 0 && x < m_width - 1 && y < m_height - 1;
};
std::stack<Cell> st;
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_int_distribution<> startX(1, m_width - 2);
std::uniform_int_distribution<> startY(1, m_height - 2);
// 起点设为奇数坐标
int sx = (startX(gen) / 2) * 2 + 1;
int sy = (startY(gen) / 2) * 2 + 1;
st.push({sx, sy, true});
m_grid[sy][sx] = m_symbols.empty;
// DFS生成
while (!st.empty())
{
Cell c = st.top();
std::vector<std::pair<int, int>> dirs = {{2, 0}, {-2, 0}, {0, 2}, {0, -2}};
std::shuffle(dirs.begin(), dirs.end(), gen);
bool moved = false;
for (auto [dx, dy] : dirs)
{
int nx = c.x + dx, ny = c.y + dy;
if (inside(nx, ny) && !cells[ny][nx].visited)
{
cells[ny][nx].visited = true;
m_grid[ny][nx] = m_symbols.empty;
m_grid[c.y + dy / 2][c.x + dx / 2] = m_symbols.empty;
st.push({nx, ny, true});
moved = true;
break;
}
}
if (!moved)
st.pop();
}
// 放置出口与陷阱
m_grid[1][1] = m_symbols.empty; // 起点
m_grid[m_height - 2][m_width - 2] = m_symbols.exit; // 出口
// 随机放置陷阱
std::uniform_int_distribution<> tx(1, m_width - 2), ty(1, m_height - 2);
for (int i = 0; i < (m_width * m_height) / 80; ++i)
{
int x = tx(gen), y = ty(gen);
if (m_grid[y][x] == m_symbols.empty)
m_grid[y][x] = m_symbols.trap;
}
}
void Maze::draw(const Position &playerPos, const std::vector<Position> &monsterPos) const
{
for (int y = 0; y < m_height; ++y)
{
for (int x = 0; x < m_width; ++x)
{
bool drawn = false;
// 绘制玩家
if (playerPos.x == x && playerPos.y == y)
{
std::cout << m_symbols.player;
continue;
}
// 绘制怪物
for (auto &m : monsterPos)
{
if (m.x == x && m.y == y)
{
std::cout << m_symbols.monster;
drawn = true;
break;
}
}
if (drawn)
continue;
std::cout << m_grid[y][x];
}
std::cout << "\n";
}
}
bool Maze::isWalkable(const Position &p) const
{
if (p.x < 0 || p.x >= m_width || p.y < 0 || p.y >= m_height)
return false;
char c = m_grid[p.y][p.x];
return (c == m_symbols.empty || c == m_symbols.trap || c == m_symbols.exit);
}
bool Maze::isExit(const Position &p) const
{
return m_grid[p.y][p.x] == m_symbols.exit;
}
bool Maze::checkTrap(const Position &p) const
{
return m_grid[p.y][p.x] == m_symbols.trap;
}

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@ -3,6 +3,7 @@
#include <vector>
#include<string>
struct Position {
int x, y;
bool operator==(const Position& other) const {
@ -33,4 +34,5 @@ public:
private:
int m_width, m_height;
std::vector<std::string> m_grid;
MazeSymbols m_symbols;
};

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@ -0,0 +1,65 @@
#include "MazeSymbol.h"
MazeSymbol::MazeSymbol() {}
MazeSymbol::~MazeSymbol() {}
char MazeSymbol::getWall() const
{
return wall;
}
void MazeSymbol::setWall(char value)
{
wall = value;
}
char MazeSymbol::getEmpty() const
{
return empty;
}
void MazeSymbol::setEmpty(char value)
{
empty = value;
}
char MazeSymbol::getPlayer() const
{
return player;
}
void MazeSymbol::setPlayer(char value)
{
player = value;
}
char MazeSymbol::getMonster() const
{
return monster;
}
void MazeSymbol::setMonster(char value)
{
monster = value;
}
char MazeSymbol::getStrap() const
{
return strap;
}
void MazeSymbol::setStrap(char value)
{
strap = value;
}
char MazeSymbol::getExit() const
{
return exit;
}
void MazeSymbol::setExit(char value)
{
exit = value;
}

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@ -0,0 +1,43 @@
#pragma once
class MazeSymbol
{
public:
MazeSymbol();
~MazeSymbol();
char getWall() const;
void setWall(char value);
char getEmpty() const;
void setEmpty(char value);
char getPlayer() const;
void setPlayer(char value);
char getMonster() const;
void setMonster(char value);
char getStrap() const;
void setStrap(char value);
char getExit() const;
void setExit(char value);
private:
char wall;
char empty;
char player;
char monster;
char strap;
char exit;
};

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@ -4,7 +4,7 @@ Player = @
Monster = M
Trap = X
Exit = E
Empty = .
Empty =
[Difficulty]
# 0: 随机移动1: BFS偏向2: A*精确追踪