Commit graph

4 commits

Author SHA1 Message Date
7621ae35bb Add MCRF_HEADLESS compile-time build option for #158
This commit enables McRogueFace to compile without SFML dependencies
when built with -DMCRF_HEADLESS, a prerequisite for Emscripten/WebAssembly
support.

Changes:
- Add src/platform/HeadlessTypes.h (~900 lines of SFML type stubs)
- Consolidate all SFML includes through src/Common.h (15 files fixed)
- Wrap ImGui-SFML with #ifndef MCRF_HEADLESS guards
- Disable debug console/explorer in headless builds
- Add comprehensive research document: docs/EMSCRIPTEN_RESEARCH.md

The headless build compiles successfully but uses stub implementations
that return failure/no-op. This proves the abstraction boundary is clean
and enables future work on alternative backends (VRSFML, Emscripten).

What still works in headless mode:
- Python interpreter and script execution
- libtcod integrations (pathfinding, FOV, noise, BSP, heightmaps)
- Timer system and scene management
- All game logic and data structures

Build commands:
  Normal:   make
  Headless: cmake .. -DCMAKE_CXX_FLAGS="-DMCRF_HEADLESS" && make

Addresses #158

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-30 23:09:07 -05:00
8628ac164b BSP: add room adjacency graph for corridor generation (closes #210)
New features:
- bsp.adjacency[i] returns tuple of neighbor leaf indices
- bsp.get_leaf(index) returns BSPNode by leaf index (O(1) lookup)
- node.leaf_index returns this leaf's index (0..n-1) or None
- node.adjacent_tiles[j] returns tuple of Vector wall tiles bordering neighbor j

Implementation details:
- Lazy-computed adjacency cache with generation-based invalidation
- O(n²) pairwise adjacency check on first access
- Wall tiles computed per-direction (not symmetric) for correct perspective
- Supports 'in' operator: `5 in leaf.adjacent_tiles`

Code review fixes applied:
- split_once now increments generation to invalidate cache
- Wall tile cache uses (self, neighbor) key, not symmetric
- Added sq_contains for 'in' operator support
- Documented wall tile semantics (tiles on THIS leaf's boundary)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 23:43:57 -05:00
6caf3dcd05 BSP: add safety features and API improvements (closes #202, #203, #204, #205, #206)
Safety improvements:
- Generation counter detects stale BSPNode references after clear()/split_recursive()
- GRID_MAX validation prevents oversized BSP trees
- Depth parameter capped at 16 to prevent resource exhaustion
- Iterator checks generation to detect invalidation during mutation

API improvements:
- Changed constructor from bounds=((x,y),(w,h)) to pos=(x,y), size=(w,h)
- Added pos and size properties alongside bounds
- BSPNode __eq__ compares underlying pointers for identity
- BSP __iter__ as shorthand for leaves()
- BSP __len__ returns leaf count

Tests:
- Added tests for stale node detection, GRID_MAX validation, depth cap
- Added tests for __len__, __iter__, and BSPNode equality

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:59:31 -05:00
8699bba9e6 BSP: add Binary Space Partitioning for procedural dungeon generation
Implements #202, #203, #204, #205; partially implements #206:
- BSP class: core tree structure with bounds, split_once, split_recursive, clear
- BSPNode class: lightweight node reference with bounds, level, is_leaf,
  split_horizontal, split_position; navigation via left/right/parent/sibling;
  contains() and center() methods
- Traversal enum: PRE_ORDER, IN_ORDER, POST_ORDER, LEVEL_ORDER, INVERTED_LEVEL_ORDER
- BSP iteration: leaves() for leaf nodes only, traverse(order) for all nodes
- BSP query: find(pos) returns deepest node containing position
- BSP.to_heightmap(): converts BSP to HeightMap with select, shrink, value options

Note: #206's BSPMap subclass deferred - to_heightmap returns plain HeightMap.
The HeightMap already has all necessary operations (inverse, threshold, etc.)
for procedural generation workflows.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-12 07:02:54 -05:00