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# vi:tw=0 syntax=perl: |
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package Games::RolePlay::MapGen::Generator::Perfect; |
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5535
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use common::sense; |
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69
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387
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use Carp; |
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574
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1557
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use parent q(Games::RolePlay::MapGen::Generator); |
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347
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57
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6728
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use Games::RolePlay::MapGen::Tools qw( _group _tile choice roll ); |
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28
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9906
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1; |
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# create_tiles {{{ |
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sub create_tiles { |
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0
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17
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my $this = shift; |
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8
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16
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my $opts = shift; |
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8
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24
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my @map = (); |
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18
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8
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49
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for my $i (0 .. $opts->{y_size}-1) { |
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170
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263
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my $a = []; |
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21
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170
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469
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for my $j (0 .. $opts->{x_size}-1) { |
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3800
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50
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8519
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$opts->{t_cb}->() if exists $opts->{t_cb}; |
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3800
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10015
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push @$a, &_tile(x=>$j, y=>$i); |
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} |
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170
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429
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push @map, $a; |
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} |
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104
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return @map; |
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} |
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# }}} |
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# generate_perfect_maze {{{ |
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sub generate_perfect_maze { |
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0
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my $this = shift; |
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8
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my $opts = shift; |
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91
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my $map = new Games::RolePlay::MapGen::_interconnected_map(shift); |
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# This object interconnects the map; but, also ensures that the self-refs are broken when it goes out of scope! |
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40
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8
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55
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my @dirs = (qw(n s e w)); |
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8
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60
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my $cur = &choice(map(@$_, @$map)); |
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339
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my @togo = @dirs; |
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50
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my $dir = &choice(@togo); |
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62
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my @visited = ( $cur ); |
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46
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8
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$cur->{type} = "corridor"; |
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48
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# open DEBUG, ">debug.log" or die $!; |
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50
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8
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for(;;) { |
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15203
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61433
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my $nex = $cur->{nb}{$dir}; |
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53
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15203
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0
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50673
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my $show = sub { my $n = shift; sprintf '(%2d, %2d)', $n->{x}, $n->{y} }; |
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0
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0
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0
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0
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54
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55
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15203
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50
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49995
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$opts->{t_cb}->() if exists $opts->{t_cb}; |
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56
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57
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# printf DEBUG '@visited=%3d; $cur=%s; $nex=%s;%s', int @visited, $show->($cur), $show->($nex); |
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58
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59
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15203
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100
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100
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106454
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if( $nex and not $nex->{visited} ) { |
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100
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60
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# print DEBUG " NEXT"; |
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61
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62
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3800
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14968
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$cur->{od}{$dir} = 1; |
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63
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64
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3800
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5050
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$cur = $nex; |
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65
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3800
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6844
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$cur->{visited} = 1; |
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66
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3800
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6364
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push @visited, $cur; |
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67
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68
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3800
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11063
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$cur->{od}{$Games::RolePlay::MapGen::opp{$dir}} = 1; |
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69
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3800
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17079
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$cur->{type} = 'corridor'; |
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70
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71
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3800
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100
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5680
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@togo = grep { !$cur->{od}{$_} and !$cur->{_pud}{$_} } @dirs; |
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15200
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80940
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72
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3800
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100
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12675
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$dir = &choice(@togo) if &roll(1, 100) > $opts->{same_way_percent}; |
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73
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# $opts->{same_way_percent} of the time, we won't change the direction |
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75
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} elsif( @togo ) { |
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# print DEBUG " TOGO"; |
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78
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7602
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22761
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$cur->{_pud}{$dir} = 1; # perfect's used dir |
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80
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# $opts->{same_node_percent} of the time, we try to use the same node |
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81
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7602
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100
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100
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32660
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if( @visited>1 and (&roll(1, 100) > $opts->{same_node_percent}) ) { |
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82
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# print DEBUG " SAME"; |
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83
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# Pick a new node with a random direction that makes sense. |
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84
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5239
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39456
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$cur = &choice(@visited); |
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85
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5239
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100
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10493
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@togo = grep { !$cur->{od}{$_} and !$cur->{_pud}{$_} } @dirs; |
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20956
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128177
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86
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5239
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15274
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$dir = &choice(@togo); # whenever we switch nodes, we pick a random direction though |
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87
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88
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} else { |
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89
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# print DEBUG " DIFF"; |
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90
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# Try a different direction at this same node. |
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2363
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100
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5677
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@togo = grep { !$cur->{od}{$_} and !$cur->{_pud}{$_} } @dirs; |
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9452
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48216
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92
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2363
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11870
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$dir = &choice(@togo); |
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93
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} |
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94
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95
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} else { |
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96
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# print DEBUG " DULL"; |
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97
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# This node is so boring, we don't want to accidentally try it again |
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98
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3801
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32421
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@visited = grep {$_ != $cur} @visited; |
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1005456
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2628639
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99
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100
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3801
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100
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50031
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last unless @visited; |
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101
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102
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# Pick a new node with a random direction that makes sense. |
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103
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3793
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27135
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$cur = &choice(@visited); |
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104
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3793
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100
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22196
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@togo = grep { !$cur->{od}{$_} and !$cur->{_pud}{$_} } @dirs; |
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15172
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81063
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105
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3793
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24809
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$dir = &choice(@togo); |
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106
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} |
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107
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108
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# print DEBUG "\n"; |
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109
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} |
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110
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111
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8
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96
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delete $_->{_pud} for (map(@$_, @$map)) |
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112
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113
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} |
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114
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# }}} |
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115
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116
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# genmap {{{ |
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117
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sub genmap { |
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118
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8
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8
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0
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31
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my $this = shift; |
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119
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8
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17
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my $opts = shift; |
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120
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8
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75
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my @map = $this->create_tiles( $opts ); |
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121
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8
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38
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my @groups = (); |
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122
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123
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8
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169
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$this->generate_perfect_maze($opts, \@map); |
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124
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125
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8
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5299
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return (\@map, \@groups); |
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126
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} |
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127
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# }}} |
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128
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129
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__END__ |