private void GenerateMapNodeListCore(MapNode currentNode, List<MapNode> nodeList)
 {
     if (nodeList.Contains(currentNode))
         return;
     nodeList.Add(currentNode);
     foreach (MapNode n in currentNode.Neighbors)
         GenerateMapNodeListCore(n, nodeList);
 }
        internal void PrintMapGraph(MapNode current, int indent)
        {
            if (current.Scratch == 3)
                return;

            current.Scratch = 3;

            StringBuilder tabString = new StringBuilder();
            tabString.Append('\t', indent);
            System.Console.Out.WriteLine(tabString + current.Type.ToString() + " " + current.UniqueID.ToString());

            foreach (MapNode n in current.Neighbors)
                PrintMapGraph(n, indent + 1);
        }
        internal MapNode GenerateMapGraph()
        {
            MapNode graphHead = new MapNode(MapNodeType.Entrance);

            Queue<MapNode> nodesToHandle = new Queue<MapNode>();
            nodesToHandle.Enqueue(graphHead);

            while (nodesToHandle.Count > 0)
            {
                MapNode currentNode = nodesToHandle.Dequeue();

                for (int i = 0; i < NumberOfNeighborsToGenerate(currentNode.Type); ++i)
                {
                    MapNodeType nodeTypeToGenerate = m_stitchRatio.GetNewNode(currentNode.Type);
                    AddNeighborsToNode(currentNode, nodeTypeToGenerate, nodesToHandle);
                }
            }

            ClearMapNodeScratch(graphHead);
            StripEmptyHallWays(graphHead);

            return graphHead;
        }
        private void StripEmptyHallWays(MapNode graphHead)
        {
            bool anyRemoved;
            do
            {
                anyRemoved = false;

                List<MapNode> nodeList = GenerateMapNodeList(graphHead);
                foreach (MapNode n in nodeList)
                {
                    if (n.Type == MapNodeType.Hall)
                    {
                        MapNode neightborOne = n.Neighbors[0];
                        MapNode neightborTwo = n.Neighbors[1];
                        if (neightborOne.Type == MapNodeType.None)
                        {
                            neightborTwo.RemoveNeighbor(n);
                            neightborTwo.AddNeighbor(new MapNode(MapNodeType.None));
                            anyRemoved = true;
                        }
                        else if (neightborTwo.Type == MapNodeType.None)
                        {
                            neightborOne.RemoveNeighbor(n);
                            neightborOne.AddNeighbor(new MapNode(MapNodeType.None));
                            anyRemoved = true;
                        }
                    }
                }
            }
            while (anyRemoved);
        }
 public void ClearMapNodeScratch(MapNode graphHead)
 {
     foreach (MapNode n in GenerateMapNodeList(graphHead))
         n.Scratch = 0;
 }
 private List<MapNode> GenerateMapNodeList(MapNode headNode)
 {
     List<MapNode> nodeList = new List<MapNode>();
     GenerateMapNodeListCore(headNode, nodeList);
     return nodeList;
 }
 private static void AddNeighborsToNode(MapNode parent, MapNodeType type, Queue<MapNode> nodeQueue)
 {
     MapNode neightbor = new MapNode(type);
     parent.AddNeighbor(neightbor);
     neightbor.AddNeighbor(parent);
     nodeQueue.Enqueue(neightbor);
 }
 private void WalkNeighbors(MapNode currentNode, MapChunk currentChunk, Map map, Point upperLeft, ParenthoodChain parentChain)
 {
     while (currentNode.Neighbors.Count > 0)
     {
         MapNode nextNode = currentNode.Neighbors[0];
         nextNode.RemoveNeighbor(currentNode);
         currentNode.RemoveNeighbor(nextNode);
         Point seam = currentChunk.Seams[0];
         currentChunk.Seams.Remove(seam);
         GenerateMapFromGraph(nextNode, map, seam + upperLeft, parentChain);
     }
 }
 // Returns true if placed, false if we walled off seam
 private bool PlaceMapNode(MapNode current, MapChunk mapChunk, Map map, Point seam, ParenthoodChain parentChain)
 {
     Point placedUpperLeftCorner = mapChunk.PlaceChunkOnMap(map, seam, m_level);
     if (placedUpperLeftCorner == Point.Invalid)
     {
         map.SetTerrainAt(seam, TerrainType.Wall);
         return false;
     }
     else
     {
         PossiblyUpdateLargestSmallestPoint(placedUpperLeftCorner, mapChunk);
         map.SetTerrainAt(seam, TerrainType.Floor);
         parentChain.Push(mapChunk, placedUpperLeftCorner, seam);
         WalkNeighbors(current, mapChunk, map, placedUpperLeftCorner, parentChain);
         parentChain.Pop();
         return true;
     }
 }
        private void GenerateMapFromGraph(MapNode current, Map map, Point seam, ParenthoodChain parentChain)
        {
            if (current.Generated)
                return;

            current.Generated = true;
            bool placed = false;

            switch (current.Type)
            {
                case MapNodeType.Entrance:
                {
                    placed = true;
                    MapChunk entranceChunk = GetRandomChunkFromList(m_entrances);

                    // We need to place entrace so it's at our expected location
                    Point randomCenter = new Point(m_random.getInt(100, 150), m_random.getInt(100, 150));
                    Point entraceUpperLeftCorner = randomCenter - entranceChunk.PlayerPosition;

                    parentChain.Push(entranceChunk, entraceUpperLeftCorner, Point.Invalid);

                    entranceChunk.PlaceChunkOnMapAtPosition(map, entraceUpperLeftCorner, m_random);
                    PossiblyUpdateLargestSmallestPoint(entraceUpperLeftCorner, entranceChunk);
                    map.AddMapItem(MapObjectFactory.Instance.CreateMapObject("StairsUp", entranceChunk.PlayerPosition + entraceUpperLeftCorner));

                    if (current.Neighbors.Count != entranceChunk.Seams.Count)
                        throw new InvalidOperationException("Number of neighbors should equal number of seams.");
                    WalkNeighbors(current, entranceChunk, map, entraceUpperLeftCorner, parentChain);

                    parentChain.Pop();

                    break;
                }
                case MapNodeType.Hall:
                {
                    for (int i = 0; i < 10; i++)
                    {
                        placed = PlaceMapNode(current, GetRandomChunkFromList(m_halls), map, seam, parentChain);
                        if (placed)
                            break;
                    }
                    break;
                }
                case MapNodeType.None:
                {
                    // If we have nothing, see if we have any orphan nodes to try to place
                    if (m_unplacedDueToSpace.Count > 0)
                    {
                        // Grab the first unplaced node, and try again.
                        MapNode treeToGraphOn = m_unplacedDueToSpace.Dequeue();
                        treeToGraphOn.Generated = false;
                        GenerateMapFromGraph(treeToGraphOn, map, seam, parentChain);
                    }
                    else
                    {
                        map.SetTerrainAt(seam, TerrainType.Wall);
                        if (current.Neighbors.Count != 0)
                            throw new InvalidOperationException("None Node types should only have no neighbors");
                    }
                    placed = true;
                    break;
                }
                case MapNodeType.MainRoom:
                {
                    placed = PlaceMapNode(current, GetRandomChunkFromList(m_mainRooms), map, seam, parentChain);
                    break;
                }
                case MapNodeType.TreasureRoom:
                {
                    placed = PlaceMapNode(current, GetRandomChunkFromList(m_treasureRooms), map, seam, parentChain);
                    break;
                }
                case MapNodeType.SideRoom:
                {
                    placed = PlaceMapNode(current, GetRandomChunkFromList(m_sideRooms), map, seam, parentChain);
                    break;
                }
                case MapNodeType.NoneGivenYet:
                default:
                    throw new InvalidOperationException("Trying to generate MapNode from invalid node.");
            }
            if (!placed)
            {
                UnplacePossibleHallwayToNowhere(map, parentChain);
                m_unplacedDueToSpace.Enqueue(current);
            }
        }
Beispiel #11
0
 internal void RemoveNeighbor(MapNode neighbor)
 {
     Neighbors.Remove(neighbor);
 }
Beispiel #12
0
 internal void AddNeighbor(MapNode neighbor)
 {
     Neighbors.Add(neighbor);
 }