feat(map): MapLayout BFS grid layout with fog of war
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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package thb.jeanluc.adventure.map;
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import lombok.extern.slf4j.Slf4j;
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import thb.jeanluc.adventure.io.text.CellState;
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import thb.jeanluc.adventure.io.text.Connection;
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import thb.jeanluc.adventure.io.text.MapView;
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import thb.jeanluc.adventure.io.text.RoomCell;
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import thb.jeanluc.adventure.model.Direction;
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import thb.jeanluc.adventure.model.Room;
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import thb.jeanluc.adventure.model.World;
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import java.util.ArrayDeque;
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import java.util.ArrayList;
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import java.util.Deque;
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import java.util.HashMap;
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import java.util.HashSet;
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import java.util.LinkedHashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.Set;
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/**
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* Computes a {@link MapView} from the room graph: BFS assigns grid coordinates
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* from exit directions, then fog-of-war keeps only visited rooms and their
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* directly-reachable (but unentered) neighbours.
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*/
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@Slf4j
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public final class MapLayout {
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private MapLayout() {
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}
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public static MapView compute(World world, Set<String> visited, Room current) {
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if (visited.isEmpty()) {
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return new MapView(List.of(), List.of());
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}
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String anchorId = visited.iterator().next();
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Room anchor = world.getRooms().get(anchorId);
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if (anchor == null) {
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return new MapView(List.of(), List.of());
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}
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Map<String, int[]> coords = bfs(anchor);
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// Determine which rooms are placed: visited (with coords) + their unentered neighbours.
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Map<String, CellState> placed = new LinkedHashMap<>();
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for (String id : visited) {
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if (coords.containsKey(id)) {
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placed.put(id, id.equals(current.getId()) ? CellState.CURRENT : CellState.VISITED);
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}
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}
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for (String id : visited) {
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Room r = world.getRooms().get(id);
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if (r == null) {
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continue;
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}
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for (Room nb : r.getExits().values()) {
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if (!placed.containsKey(nb.getId()) && coords.containsKey(nb.getId())) {
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placed.put(nb.getId(), CellState.KNOWN);
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}
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}
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}
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// Normalise coordinates to non-negative.
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int minX = Integer.MAX_VALUE;
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int minY = Integer.MAX_VALUE;
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for (String id : placed.keySet()) {
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int[] c = coords.get(id);
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minX = Math.min(minX, c[0]);
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minY = Math.min(minY, c[1]);
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}
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Map<String, RoomCell> cells = new LinkedHashMap<>();
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for (Map.Entry<String, CellState> e : placed.entrySet()) {
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int[] c = coords.get(e.getKey());
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String name = e.getValue() == CellState.KNOWN ? "?" : world.getRooms().get(e.getKey()).getName();
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cells.put(e.getKey(), new RoomCell(e.getKey(), name, c[0] - minX, c[1] - minY, e.getValue()));
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}
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// Connections: from each visited room to any placed neighbour, de-duplicated.
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List<Connection> connections = new ArrayList<>();
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Set<String> seen = new HashSet<>();
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for (String id : visited) {
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Room r = world.getRooms().get(id);
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RoomCell from = cells.get(id);
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if (r == null || from == null) {
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continue;
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}
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for (Room nb : r.getExits().values()) {
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RoomCell to = cells.get(nb.getId());
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if (to == null) {
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continue;
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}
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String key = id.compareTo(nb.getId()) < 0 ? id + "|" + nb.getId() : nb.getId() + "|" + id;
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if (seen.add(key)) {
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connections.add(new Connection(from, to));
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}
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}
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}
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return new MapView(List.copyOf(cells.values()), connections);
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}
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private static Map<String, int[]> bfs(Room anchor) {
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Map<String, int[]> coords = new HashMap<>();
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Deque<Room> queue = new ArrayDeque<>();
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coords.put(anchor.getId(), new int[]{0, 0});
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queue.add(anchor);
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while (!queue.isEmpty()) {
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Room r = queue.poll();
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int[] c = coords.get(r.getId());
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for (Map.Entry<Direction, Room> e : r.getExits().entrySet()) {
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Room nb = e.getValue();
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int[] d = delta(e.getKey());
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int[] nc = {c[0] + d[0], c[1] + d[1]};
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int[] existing = coords.get(nb.getId());
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if (existing == null) {
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coords.put(nb.getId(), nc);
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queue.add(nb);
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} else if (existing[0] != nc[0] || existing[1] != nc[1]) {
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log.warn("Map layout collision at room '{}' ({} vs {},{}); keeping first placement",
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nb.getId(), java.util.Arrays.toString(existing), nc[0], nc[1]);
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}
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}
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}
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return coords;
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}
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private static int[] delta(Direction d) {
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return switch (d) {
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case NORTH -> new int[]{0, -1};
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case SOUTH -> new int[]{0, 1};
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case EAST -> new int[]{1, 0};
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case WEST -> new int[]{-1, 0};
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};
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}
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}
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