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1 | 1 | // Compile with:
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2 |
| -// ldc2 -O5 -check-printf-calls -fdata-sections -ffunction-sections -release -singleobj -strip-debug -wi -disable-boundscheck -L=--gc-sections -L=-s D.d |
3 |
| - |
4 |
| -@safe: |
| 2 | +// ldc2 -O5 -check-printf-calls -fdata-sections -ffunction-sections -release -singleobj -strip-debug -wi -disable-boundscheck -L=--gc-sections -L=-s PD.d |
| 3 | + |
5 | 4 | import std.conv, std.stdio, std.parallelism;
|
6 |
| - |
7 |
| -enum LEVEL_SIZE = 50; /// Width and height of a level |
8 |
| -enum ROOMS = 100; /// Maximum number of rooms in a level |
9 |
| -enum ROOM_SIZE_BASE = 2; /// Rooms will be at least this value plus one in size. |
10 |
| -enum ROOM_SIZE_MOD = 8; /// Random additional room size: [0 .. ROOM_SIZE_MOD) |
11 |
| - |
12 |
| -enum NUM_LEVS = 800; |
13 |
| -enum NUM_TRIES = 50000; |
14 |
| - |
15 |
| -struct Tile { |
16 |
| - uint x; |
17 |
| - uint y; |
18 |
| - uint t; |
19 |
| -} |
20 |
| - |
| 5 | + |
| 6 | +@safe: |
| 7 | + |
| 8 | +enum levelSize = 50; /// Width and height of a level. |
| 9 | +enum nRooms = 100; /// Maximum number of rooms in a level. |
| 10 | +enum roomSizeBase = 2; /// Rooms will be at least this value plus one in size. |
| 11 | +enum roomSizeMod = 8; /// Random additional room size: [0 .. roomSizeMod). |
| 12 | + |
| 13 | +enum nLevels = 800; |
| 14 | +enum nTries = 50_000; |
| 15 | + |
| 16 | +struct Tile { uint x, y, t; } |
| 17 | + |
21 | 18 | struct Room {
|
22 |
| - uint x; |
23 |
| - uint y; |
24 |
| - uint w; |
25 |
| - uint h; |
26 |
| - size_t number; |
| 19 | + uint x, y, w, h; |
| 20 | + size_t number; |
27 | 21 | }
|
28 |
| - |
| 22 | + |
29 | 23 | struct Level {
|
30 |
| - Tile[LEVEL_SIZE ^^ 2] tiles = void; |
31 |
| - Room[ROOMS] rooms = void; |
32 |
| - size_t roomCnt = 0; |
33 |
| - |
34 |
| - void makeRoom(ref Random rnd) nothrow { |
35 |
| - immutable x = rnd.next() % LEVEL_SIZE; |
36 |
| - immutable y = rnd.next() % LEVEL_SIZE; |
37 |
| - if (x == 0 || y == 0) return; |
38 |
| - |
39 |
| - immutable w = ROOM_SIZE_BASE + rnd.next() % ROOM_SIZE_MOD; |
40 |
| - immutable h = ROOM_SIZE_BASE + rnd.next() % ROOM_SIZE_MOD; |
41 |
| - if (x + w >= LEVEL_SIZE || y + h >= LEVEL_SIZE) return; |
42 |
| - if (checkColl( x, y, w, h )) return; |
43 |
| - |
44 |
| - Room* r = &this.rooms[this.roomCnt]; |
45 |
| - r.number = this.roomCnt++; |
46 |
| - r.x = x; |
47 |
| - r.y = y; |
48 |
| - r.w = w; |
49 |
| - r.h = h; |
50 |
| - } |
51 |
| - |
52 |
| - /// Returns true, when the given area collides with existing rooms. |
53 |
| - bool checkColl(in uint x, in uint y, in uint w, in uint h) const pure nothrow { |
54 |
| - foreach (ref r; this.rooms[0 .. this.roomCnt]) { |
55 |
| - if (r.x + r.w + 1 >= x && r.x <= x + w + 1 && |
56 |
| - r.y + r.h + 1 >= y && r.y <= y + h + 1) { |
57 |
| - return true; |
58 |
| - } |
59 |
| - } |
60 |
| - return false; |
61 |
| - } |
62 |
| - |
63 |
| - /// Initializes and then builds the tiles from the room definitions. |
64 |
| - void buildTiles() pure nothrow { |
65 |
| - foreach (uint i; 0 .. this.tiles.length) { |
66 |
| - this.tiles[i].x = i % LEVEL_SIZE; |
67 |
| - this.tiles[i].y = i / LEVEL_SIZE; |
68 |
| - this.tiles[i].t = 0; |
69 |
| - } |
70 |
| - foreach (ref r; this.rooms[0 .. this.roomCnt]) { |
71 |
| - foreach (xi; r.x .. r.x + r.w + 1) |
72 |
| - foreach (yi; r.y .. r.y + r.h + 1) { |
73 |
| - this.tiles[yi * LEVEL_SIZE + xi].t = 1; |
74 |
| - } |
75 |
| - } |
76 |
| - } |
77 |
| - |
78 |
| - void dump() const @trusted { |
79 |
| - foreach (row; 0 .. LEVEL_SIZE) { |
80 |
| - immutable offset = LEVEL_SIZE * row; |
81 |
| - foreach (col; 0 .. LEVEL_SIZE) { |
82 |
| - write( this.tiles[offset + col].t ); |
83 |
| - } |
84 |
| - writeln(); |
85 |
| - } |
86 |
| - } |
| 24 | + Tile[levelSize ^^ 2] tiles = void; |
| 25 | + Room[nRooms] rooms = void; |
| 26 | + size_t roomCnt = 0; |
| 27 | + |
| 28 | + void makeRoom(ref Random rnd) nothrow { |
| 29 | + immutable x = rnd.next % levelSize; |
| 30 | + if (x == 0) |
| 31 | + return; |
| 32 | + immutable y = rnd.next % levelSize; |
| 33 | + if (y == 0) |
| 34 | + return; |
| 35 | + |
| 36 | + immutable w = roomSizeBase + rnd.next % roomSizeMod; |
| 37 | + immutable h = roomSizeBase + rnd.next % roomSizeMod; |
| 38 | + if (x + w >= levelSize || y + h >= levelSize) |
| 39 | + return; |
| 40 | + if (checkColl(x, y, w, h)) |
| 41 | + return; |
| 42 | + |
| 43 | + this.rooms[this.roomCnt] = Room(x, y, w, h, this.roomCnt++); |
| 44 | + } |
| 45 | + |
| 46 | + /// Returns true, when the given area collides with existing rooms. |
| 47 | + bool checkColl(in uint x, in uint y, in uint w, in uint h) const pure nothrow { |
| 48 | + foreach (const ref r; this.rooms[0 .. this.roomCnt]) |
| 49 | + if (r.x + r.w + 1 >= x && r.x <= x + w + 1 && |
| 50 | + r.y + r.h + 1 >= y && r.y <= y + h + 1) |
| 51 | + return true; |
| 52 | + return false; |
| 53 | + } |
| 54 | + |
| 55 | + /// Initializes and then builds the tiles from the room definitions. |
| 56 | + void buildTiles() pure nothrow { |
| 57 | + foreach (immutable uint i, ref t; this.tiles) |
| 58 | + t = Tile(i % levelSize, i / levelSize, 0); |
| 59 | + |
| 60 | + foreach (const ref r; this.rooms[0 .. this.roomCnt]) |
| 61 | + foreach (immutable xi; r.x .. r.x + r.w + 1) |
| 62 | + foreach (immutable yi; r.y .. r.y + r.h + 1) |
| 63 | + this.tiles[yi * levelSize + xi].t = 1; |
| 64 | + } |
| 65 | + |
| 66 | + void dump() @system const { |
| 67 | + foreach (immutable row; 0 .. levelSize) { |
| 68 | + immutable offset = levelSize * row; |
| 69 | + foreach (immutable col; 0 .. levelSize) |
| 70 | + this.tiles[offset + col].t.write; |
| 71 | + writeln; |
| 72 | + } |
| 73 | + } |
87 | 74 | }
|
88 |
| - |
| 75 | + |
89 | 76 | struct Random {
|
90 |
| - uint current; |
91 |
| - |
92 |
| - uint next() nothrow { |
93 |
| - current += current; |
94 |
| - current ^= (current > int.max) ? 0x88888eee : 1; |
95 |
| - return current; |
96 |
| - } |
| 77 | + uint current; |
| 78 | + |
| 79 | + uint next() pure nothrow { |
| 80 | + current += current; |
| 81 | + current ^= (current > int.max) ? 0x88888eee : 1; |
| 82 | + return current; |
| 83 | + } |
97 | 84 | }
|
98 |
| - |
99 |
| -__gshared Level[NUM_LEVS] levels; |
100 |
| - |
101 |
| -void main(string[] args) @system { |
102 |
| - // Create a local random number generator |
103 |
| - immutable seed = (args.length > 1) ? args[1].to!uint() : 123; |
104 |
| - writefln( "The random seed is: %s", seed ); |
105 |
| - |
106 |
| - // Create several levels for benchmarking purposes |
107 |
| - foreach (levelIdx, ref level; parallel( levels[] )) { |
108 |
| - auto rnd = Random( cast(uint) (seed * (levelIdx+1) * (levelIdx+1)) ); |
109 |
| - foreach (i; 0 .. NUM_TRIES) { |
110 |
| - level.makeRoom(rnd); |
111 |
| - if (level.roomCnt == ROOMS) { |
112 |
| - break; |
113 |
| - } |
114 |
| - } |
115 |
| - level.buildTiles(); |
116 |
| - } |
117 |
| - |
118 |
| - // Select the level with the most rooms for printing |
119 |
| - Level* levelToPrint = &levels[0]; |
120 |
| - foreach (ref level; levels[1 .. $]) { |
121 |
| - if (level.roomCnt > levelToPrint.roomCnt) { |
122 |
| - levelToPrint = &level; |
123 |
| - } |
124 |
| - } |
125 |
| - levelToPrint.dump(); |
| 85 | + |
| 86 | + |
| 87 | +void main(in string[] args) @system { |
| 88 | + static __gshared Level[nLevels] levels; |
| 89 | + |
| 90 | + // Create a local random number generator. |
| 91 | + immutable seed = (args.length > 1) ? args[1].to!uint : 123; |
| 92 | + writefln("The random seed is: %s", seed); |
| 93 | + |
| 94 | + // Create several levels for benchmarking purposes. |
| 95 | + foreach (levelIdx, ref level; levels[].parallel) { |
| 96 | + auto rnd = Random(cast(uint)(seed * (levelIdx + 1) * (levelIdx + 1))); |
| 97 | + foreach (immutable i; 0 .. nTries) { |
| 98 | + level.makeRoom(rnd); |
| 99 | + if (level.roomCnt == nRooms) |
| 100 | + break; |
| 101 | + } |
| 102 | + level.buildTiles; |
| 103 | + } |
| 104 | + |
| 105 | + // Select the level with the most rooms for printing. |
| 106 | + auto levelToPrint = &levels[0]; |
| 107 | + foreach (ref level; levels[1 .. $]) |
| 108 | + if (level.roomCnt > levelToPrint.roomCnt) |
| 109 | + levelToPrint = &level; |
| 110 | + levelToPrint.dump; |
126 | 111 | }
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