Post on 21-Dec-2015
transcript
Project OverviewProject Overview
Team: Ben Smith, Avrum Tilman, Josh Weinberg, Ron Weiss
Mapwad: A Maze Generation language
Overview and SummaryOverview and Summary
A high level language for creating mazes rendered in 3 dimensions using Quake.
Built in data structures and functions to naturally express a map.
Ability to define custom functions to ease implementation of maps
Java/C style syntax and semantics
MotivationMotivation
MotivationMotivation
Designing mazes by hand is tedious and error prone
Build large, complex mazes algorithmically
GoalsGoals
Easy to use - intuitive syntax, simple language constructs
Flexible - few constraints on maze - walls can be at any angle to each other, etc.
Concise - able to generate complex maze with few lines of code
Language DesignLanguage Design
The language is designed around high-level data types that offer an intuitive description of a map
Instead of dealing with planes you deal with rooms
Mapwad eliminates the need to specify coordinates– All objects are positioned relative to each
other
Mapwad syntaxMapwad syntax
Java/C– Whitespace ignored– Comments /**/ and //– Blocks enclosed in {}– Function default parameters:
• MyFunc(int a,int b=3,int c=4) {…}• MyFunc(1,,10);• MyFunc(1,2);
– “dot” operator (built-in types only):• myRoom.Walls[0].Length = 10;
Reserved WordsReserved Words
Control Flow– if, else, for, while, break, continue,
returnPrimitive Data Types– int, float, boolean, string
Values– true, false, null
Object Data TypesObject Data Types
Room– Walls - Super Data Structure
Wall Location Thing
Built inBuilt in
Functions– boolean Add(Room r, Wall newWall)– boolean AddAfter(Wall w, Wall newWall)– Remove(Wall w)– boolean Attach(Wall a, Wall b, string connectpoint)– boolean Close(Room r)– boolean IsClosed(Room r)– Math Functions
Variables– MapStart <Location>– MapHeight <float>– CeilingTexture <string>– FloorTexture <string>
SemanticsSemantics Scoping rules
– Global scope– {} blocks have own scope– Rooms and Things automatically added to map
Primitive Types– Passed by value– Instantiated when variable is created
• int x; //creates a variable and instantiates an int Object types
– Passed by reference– Object-typed variables are references– Must be explicitly instantiated
• Room r; //creates a reference to a Room• r = Room(); //instantiates a Room object
Compiler ComponentsCompiler Components
Lexer/Parser Tree Walker
– Walks the AST generated by the parser– Checks types, resolves symbols, etc.– Executes the code
Internal package– Contains code called by the tree walker to manipulate Mapwad
structures Code generator
– Creates Quake .map file - text file containing information about contents of map.
QBSP– Compiles .map file into Quake .bsp map file that the game
understands.
MapwadParser
MapwadLexer
MapwadWalker
Mapwad
Builtin Functions
Block DiagramBlock Diagram
MWMap qbsp
MWGui
Sample CodeSample Code//creates a regular polygon shaped roomRoom regularRoom(int walls, float length, string texture="BRICKA2_2") { Room newRoom = Room(); float angle = 180*(walls-2)/walls; int i; for(i=0;i < walls;i++) {
Wall w = Wall(length,angle,"",texture);Add(newRoom, w);
} Close(newRoom);
return newRoom;}
Map() { Room r = regularRoom(10, 15, "BRICKA2_4"); Room start = regularRoom(4, 5); Attach(r.Walls[0], start.Walls[0]);
Thing t = Thing("monster_army", Location(r.Walls[5], "center", 10));
MapStart = Location(start.Walls[3], "center", 2); CeilingTexture = "sky1";}
Compiler OutputCompiler Output
"sounds" "1" "classname" "worldspawn" "wad" "quake101.wad" "worldtype" "0" { ( 0 0 0 ) ( 100 0 0 ) ( 0 0 1 ) BRICKA2_4 0 0 0 1.0 1.0 ( 0 -1 0 ) ( 0 -1 1 ) ( 100 -1 0 ) BRICKA2_4 0 0 0 1.0 1.0 ( 0 0 0 ) ( 0 0 1 ) ( 0 -1 0 ) BRICKA2_4 0 0 0 1.0 1.0 ( 100 0 0 ) ( 100 -1 0 ) ( 100 0 1 ) BRICKA2_4 0 0 0 1.0 1.0 ( 0 0 0 ) ( 1 0 0 ) ( 0 1 0 ) BRICKA2_4 0 0 0 1.0 1.0 ( 0 0 100 ) ( 0 1 100 ) ( 1 0 100 ) BRICKA2_4 0 0 0 1.0 1.0 } { ( 100 0 0 ) ( 181 59 0 ) ( 100 0 1 ) BRICKA2_4 0 0 0 1.0 1.0 ( 101 -1 0 ) ( 101 -1 1 ) ( 181 58 0 ) BRICKA2_4 0 0 0 1.0 1.0
…
What does it look like?What does it look like?
Error CheckingError Checking
There are three types of error checking in Mapwad
Syntax Error– Caught by the lexer/parser
Semantic Error– Caught by the tree walker
• Incorrect types, wrong arguments, etc… Runtime Error/Warning– Caught during code generation
• Invalid Geometry• Locations outside of map
TestingTesting
Modular Testing– Each module was tested independently
Regression Testing– Basic test cases were reused as code evolved
Integration Testing– Modules were combined slowly and tested at
every stage
Lessons LearnedLessons Learned
Don’t overextend yourself– Our initial design was too ambitious for
a one semester project
Fully define interfaces early– We had to modify all our methods late in development
Generalize your code– When we found problems we they were resolved without
major code revisions
Future WorkFuture Work
Support more generalized 3D structures
More sophisticated error checkingSupport for more interactive objects– Doors, Elevators, Moving platforms
Integrate into a graphical level editor