Beispiel #1
0
 public static bool Extend(ref FloorType[,] blocks, Room room)
 {
     Direction[] dirs = GetExtendDirections(room.dir);
     dirs = RandomSort(dirs, FakeRandom.Range(0, 6));
     for (int i = 0; i < 3; i++)
     {
         Direction dir = dirs[i];
         if (dir == Direction.Left)
         {
             RectInt range = new RectInt(room.range.x - 1, room.range.y, 1, room.range.h);
             if (range.x >= Gap && Array2DTool.RangeIsAll(blocks, range, FloorType.Out))  //边上留空Gap空隙,为了计算方便
             {
                 room.range.x -= 1;
                 room.range.w += 1;
                 Array2DTool.SetRange(blocks, range, room.type);
                 return(true);
             }
         }
         else if (dir == Direction.Right)
         {
             RectInt range = new RectInt(room.range.x + room.range.w, room.range.y, 1, room.range.h);
             if (range.x < blocks.GetLength(0) - Gap && Array2DTool.RangeIsAll(blocks, range, FloorType.Out))
             {
                 room.range.w += 1;
                 Array2DTool.SetRange(blocks, range, room.type);
                 return(true);
             }
         }
         else if (dir == Direction.Down)
         {
             RectInt range = new RectInt(room.range.x, room.range.y - 1, room.range.w, 1);
             if (range.y >= Gap && Array2DTool.RangeIsAll(blocks, range, FloorType.Out))
             {
                 room.range.y -= 1;
                 room.range.h += 1;
                 Array2DTool.SetRange(blocks, range, room.type);
                 return(true);
             }
         }
         else if (dir == Direction.Up)
         {
             RectInt range = new RectInt(room.range.x, room.range.y + room.range.h, room.range.w, 1);
             if (range.y < blocks.GetLength(1) - Gap && Array2DTool.RangeIsAll(blocks, range, FloorType.Out))
             {
                 room.range.h += 1;
                 Array2DTool.SetRange(blocks, range, room.type);
                 return(true);
             }
         }
     }
     return(false);
 }
Beispiel #2
0
    public static List <Room> CreateChildren(ref FloorType[,] blocks, Room room, BlueprintNode blueprint)
    {
        List <Room> children = new List <Room>();

        for (int i = 0; i < blueprint.children.Count; i++)
        {
            BlueprintNode childBlueprint = blueprint.children[i];
            VecInt2       childDoorPos   = new VecInt2(0, 0);
            Direction     childDoorDir   = Direction.Left;
            bool          bValid         = false;
            Direction[]   dirs           = GetExtendDirections(room.dir); //得到可以产生门的方向
            dirs = RandomSort(dirs, FakeRandom.Range(0, 10000));          //打乱顺序
            foreach (Direction d in dirs)
            {
                for (int t = 0; t < 5; t++)
                {
                    childDoorPos = GetRandomChildDoorPos(room.range, d);//在随机位置生生成一个门
                    childDoorDir = d;
                    RectInt childMinRange = GetRange(childDoorPos, childBlueprint.edgeLenghtMin, childBlueprint.edgeLenghtMin, d);
                    if (Array2DTool.RangeIsAll(blocks, childMinRange, FloorType.Out)) //如果是空地
                    {
                        bValid = true;                                                //则找到了一个有效位置
                        break;
                    }
                }
                if (bValid)
                {
                    break;
                }
            }
            if (bValid)                                                                                 //如果找到了一个有效的位置
            {
                Room childRoom = CreateMinRoom(ref blocks, childBlueprint, childDoorPos, childDoorDir); //在此位置生成一个最小房间
                if (childRoom != null)
                {
                    childRoom.blueprint = childBlueprint;
                    children.Add(childRoom);
                }
            }
        }

        while (true)
        {
            bool bExtendOne = false;
            for (int i = 0; i < children.Count; i++)
            {
                if (children[i].GetCurrentSize() < children[i].targetSize) //如果房间大小还没到期望值
                {
                    bool bExtendOk = Extend(ref blocks, children[i]);      //则往随机方向扩大一格
                    bExtendOne |= bExtendOk;
                }
            }
            if (!bExtendOne)  //如果没有任何房间被扩大过,则退出循环
            {
                break;
            }
        }

        //给扩展过的子房间产生下一级房间
        for (int i = 0; i < children.Count; i++)
        {
            children[i].children = CreateChildren(ref blocks, children[i], children[i].blueprint);
        }

        return(children);
    }