Change lua selection floodfill and add some tests
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@@ -40,8 +40,7 @@ des.map([[
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-- Dungeon Description
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--REGION:(00,00,75,20),lit,"ordinary"
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local streets = selection.floodfill(selection.new(), 0,12)
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local streets = selection.floodfill(0,12)
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-- The down stairs is at one of the 4 "exits". The others are mimics,
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-- mimicing stairwells.
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@@ -39,7 +39,7 @@ for i=1,2 do
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-- 3.6.[01]: 75% chance that both sides opened up, 25% that neither did;
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-- 3.6.2: 60% twice == 36% chance that both sides open up, 24% left side
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-- only, 24% right side only, 16% that neither side opens up
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local hall = selection.new()
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local hall;
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if math.random(0, 99) < 60 then
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if i == 1 then
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des.terrain(selection.area(17,14, 30,18),".")
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@@ -47,14 +47,14 @@ for i=1,2 do
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-- temporarily close off the area to be filled so that it doesn't cover
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-- the entire entry area
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des.terrain(33,18, "|")
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hall:floodfill(30,16)
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hall = selection.floodfill(30,16)
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-- re-connect the opened wing with the rest of the map
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des.terrain(33,18, ".")
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else
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des.terrain(selection.area(44,14, 57,18),".")
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des.wallify()
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des.terrain(41,18, "|")
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hall:floodfill(44,16)
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hall = selection.floodfill(44,16)
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des.terrain(41,18, ".")
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end
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-- extra monsters; was [6 + 3d4] when both wings were opened up at once
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@@ -115,8 +115,8 @@ des.object({ id = "magic missile", coord = place[5], buc="uncursed", spe=0 })
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-- the Orcish Army
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local inside = selection.floodfill(selection.new(), 18,8)
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local near_temple = selection.area(selection.new(), 17,8, 23,14) & inside
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local inside = selection.floodfill(18,8)
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local near_temple = selection.area(17,8, 23,14) & inside
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for i=1,5 + math.random(1 - 1,1*10) do
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if math.random(0, 99) < 50 then
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@@ -568,7 +568,6 @@ lua_State *L;
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}
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/* local s = selection.floodfill(sel, x, y); */
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/* local s = selection.floodfill(x,y); */
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static int
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l_selection_flood(L)
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@@ -578,11 +577,7 @@ lua_State *L;
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struct selectionvar *sel = (struct selectionvar *) 0;
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schar x, y;
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if (argc == 3) {
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sel = l_selection_check(L, 1);
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x = (schar) luaL_checkinteger(L, 2);
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y = (schar) luaL_checkinteger(L, 3);
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} else if (argc == 2) {
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if (argc == 2) {
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x = (schar) luaL_checkinteger(L, 1);
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y = (schar) luaL_checkinteger(L, 2);
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lua_pop(L, 2);
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@@ -600,7 +595,6 @@ lua_State *L;
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set_floodfillchk_match_under(levl[x][y].typ);
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selection_floodfill(sel, x, y, FALSE);
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}
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lua_settop(L, 1);
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return 1;
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}
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@@ -70,7 +70,6 @@ function test_selection_params()
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sel:area(1,2, 7,8);
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sel:grow();
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sel:filter_mapchar(' ');
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sel:floodfill(1,1);
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sel:circle(40, 10, 9);
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sel:circle(40, 10, 9, 1);
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sel:ellipse(40, 10, 20, 8);
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@@ -89,7 +88,6 @@ function test_selection_params()
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selection.area(sel, 1,2, 7,8);
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selection.grow(sel);
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selection.filter_mapchar(sel, ' ');
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selection.floodfill(sel, 1,1);
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selection.circle(sel, 40, 10, 9);
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selection.circle(sel, 40, 10, 9, 1);
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selection.ellipse(sel, 40, 10, 20, 8);
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@@ -338,6 +336,25 @@ function test_sel_filter_mapchar()
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sel_pt_ne(selb, 15,10, 1, __func__);
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end -- test_sel_filter_mapchar
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function test_sel_flood()
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local __func__ = "test_sel_flood";
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local sela = selection.new();
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local sela_clone = sela:clone();
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des.terrain(selection.negate(), ".");
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des.terrain(5,5, "L");
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des.terrain(6,5, "L");
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des.terrain(7,5, "L");
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des.terrain(8,6, "L");
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local selb = selection.floodfill(6,5);
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sel_has_n_points(selb, 3, __func__);
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sel_pt_ne(selb, 5,5, 1, __func__);
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sel_pt_ne(selb, 6,5, 1, __func__);
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sel_pt_ne(selb, 7,5, 1, __func__);
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end -- test_sel_flood
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test_selection_params();
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test_sel_negate();
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test_sel_logical_and();
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@@ -350,3 +367,4 @@ test_sel_fillrect();
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test_sel_randline();
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test_sel_grow();
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test_sel_filter_mapchar();
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test_sel_flood();
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