Ejemplo n.º 1
0
    public List <Encounter> GenerateEncounters(int level)
    {
        //int targetDanger;
        //if (level < firstLevelDangerOverrides.Count) {
        //    targetDanger = firstLevelDangerOverrides[level];
        //} else {
        //    targetDanger = baseDanger + level * dangerPerLevel;
        //}

        List <Encounter> results = new List <Encounter>();
        int added  = 0;
        int target = Random.Range(enemiesLow, enemiesHigh);

        while (results.Count < target)
        {
            RandUtils.Shuffle(encounters);
            Encounter toAdd = null;
            foreach (Encounter encounter in encounters)
            {
                if (level >= encounter.levelMin &&
                    level <= encounter.levelMax &&
                    RandUtils.Chance(encounter.rarity / 100.0f))
                {
                    toAdd  = encounter;
                    added += 1;
                    break;
                }
            }
            if (toAdd != null)
            {
                results.Add(toAdd);
            }
        }
        return(results);
    }
Ejemplo n.º 2
0
    public void GenerateMesh(MapGenerator lastMap = null)
    {
        TacticsTerrainMesh mesh = GetComponent <TacticsTerrainMesh>();

        // copy oldbie values if needed
        if (lastMap != null)
        {
            sizeInRoomsMin    = lastMap.sizeInRoomsMin;
            sizeInRoomsMax    = lastMap.sizeInRoomsMax;
            stairLength       = lastMap.stairLength;
            startEventPrefab  = lastMap.startEventPrefab;
            endEventPrefab    = lastMap.endEventPrefab;
            impassEventPrefab = lastMap.impassEventPrefab;
            defaultImpassTile = lastMap.defaultImpassTile;
            chestEventPrefab  = lastMap.chestEventPrefab;
            targetPrefab      = lastMap.targetPrefab;
            finalLevel        = lastMap.finalLevel;
            finalLevelPrefab  = lastMap.finalLevelPrefab;
            table             = lastMap.table;
            level             = lastMap.level + 1;
        }

        if (level == finalLevel)
        {
            Map other = Instantiate(finalLevelPrefab);
            Global.Instance().Maps.activeMap = other;
            return;
        }

        // wipe what's already there

        mesh.ClearTiles();
        foreach (MapEvent toRemove in GetComponent <Map>().GetEvents <MapEvent>())
        {
            if (toRemove.GetComponent <PCEvent>() == null)
            {
                if (toRemove.GetComponent <BattleEvent>() && Application.isPlaying)
                {
                    GetComponent <BattleController>().RemoveUnit(toRemove.GetComponent <BattleEvent>().unit);
                }
                GetComponent <Map>().RemoveEvent(toRemove, true);
            }
        }

        // work out some constants
        if (Flip())
        {
            sizeInRooms = new Vector2Int(sizeInRoomsMin.x, sizeInRoomsMax.y);
        }
        else
        {
            sizeInRooms = new Vector2Int(sizeInRoomsMax.x, sizeInRoomsMin.y);
        }
        int seed = (int)DateTime.Now.Ticks;

        Random.InitState(seed);
        Debug.Log("using seed " + seed);
        rooms       = new RoomInfo[sizeInRooms.x, sizeInRooms.y];
        sizeInCells = sizeInRooms * 2 - new Vector2Int(1, 1);
        cells       = new CellInfo[sizeInCells.x, sizeInCells.y];

        // are we going to add the starting stairwell on the left or right?
        if (lastMap != null)
        {
            if (lastMap.endStairsNW)
            {
                entryRoomCoords = new Vector2Int(Random.Range(0, 2), 0);
                startStairsSW   = false;
            }
            else
            {
                entryRoomCoords = new Vector2Int(0, Random.Range(0, 2));
                startStairsSW   = true;
            }
            exitRoomCoords = new Vector2Int(sizeInRooms.x - 1, sizeInRooms.y - 1);
            if (Flip())
            {
                exitRoomCoords.x -= Random.Range(0, 2);
            }
            else
            {
                exitRoomCoords.y -= Random.Range(0, 2);
            }
        }
        else
        {
            if (entryRoomCoords == Vector2Int.zero)
            {
                startStairsSW = Flip();
            }
            else if (entryRoomCoords.y > 0)
            {
                startStairsSW = true;
            }
            else
            {
                startStairsSW = false;
            }
        }
        if (exitRoomCoords == new Vector2Int(sizeInRooms.x - 1, sizeInRooms.y - 1))
        {
            endStairsNW = Flip();
        }
        else if (exitRoomCoords.x < sizeInRooms.x - 1)
        {
            endStairsNW = true;
        }
        else
        {
            endStairsNW = false;
        }

        // set the size and start of each room and hallway
        cells   = new CellInfo[sizeInCells.x, sizeInCells.y];
        widths  = new int[sizeInCells.x];
        heights = new int[sizeInCells.y];
        for (int y = 0; y < sizeInCells.y; y += 1)
        {
            if (y % 2 == 1)
            {
                heights[y] = RandomHallSize();
            }
            else
            {
                heights[y] = RandomRoomSize();
            }
        }
        for (int x = 0; x < sizeInCells.x; x += 1)
        {
            if (x % 2 == 1)
            {
                widths[x] = RandomHallSize();
            }
            else
            {
                widths[x] = RandomRoomSize();
            }
        }
        for (int y = 0; y < sizeInCells.y; y += 1)
        {
            for (int x = 0; x < sizeInCells.x; x += 1)
            {
                cells[x, y] = new CellInfo(x, y, widths[x], heights[y]);
                if (x % 2 == 1 || y % 2 == 1)
                {
                    if (x % 2 == 1 && y % 2 == 1)
                    {
                        cells[x, y].type = CellInfo.CellType.Pillar;
                    }
                    else
                    {
                        cells[x, y].type = CellInfo.CellType.Hall;
                    }
                }
                else
                {
                    cells[x, y].type = CellInfo.CellType.Room;
                }
                if (x == 0)
                {
                    cells[x, y].startX = startStairsSW ? stairLength : 0;
                }
                else
                {
                    cells[x, y].startX = cells[x - 1, y].startX + widths[x - 1];
                }
                if (y == 0)
                {
                    cells[x, y].startY = startStairsSW ? 0 : stairLength;
                }
                else
                {
                    cells[x, y].startY = cells[x, y - 1].startY + heights[y - 1];
                }
            }
        }

        // set the elevation of each room
        for (int diag = 0; diag < sizeInRooms.x + sizeInRooms.y; diag += 1)
        {
            int x = diag;
            int y = 0;
            while (x >= 0)
            {
                if (x < sizeInRooms.x && y < sizeInRooms.y)
                {
                    float z;
                    if (x == 0 && y == 0)
                    {
                        z = stairLength / 2.0f + 0.5f;
                    }
                    else
                    {
                        float oldZ;
                        if (y == 0)
                        {
                            oldZ = rooms[x - 1, y].z;
                        }
                        else if (x == 0)
                        {
                            oldZ = rooms[x, y - 1].z;
                        }
                        else
                        {
                            oldZ = Math.Max(rooms[x, y - 1].z, rooms[x - 1, y].z);
                        }
                        z = RandomNewZ(oldZ);
                    }
                    rooms[x, y] = new RoomInfo(cells[x * 2, y * 2], z);
                }
                x -= 1;
                y += 1;
            }
        }

        // determine the initial passability map
        cells[0, 0].connected = true;
        UpdatePassability();

        // knock down walls until all rooms are accessible
        List <RoomInfo> roomsToGo = new List <RoomInfo>();

        for (int x = 0; x < sizeInRooms.x; x += 1)
        {
            for (int y = 0; y < sizeInRooms.y; y += 1)
            {
                roomsToGo.Add(rooms[x, y]);
            }
        }
        while (roomsToGo.Count > 0)
        {
            int      index = Random.Range(0, roomsToGo.Count);
            RoomInfo room  = roomsToGo[index];
            if (room.cell.connected)
            {
                roomsToGo.RemoveAt(index);
                continue;
            }
            List <RoomInfo> adjacents = room.cell.AdjacentRooms(this);
            RandUtils.Shuffle(adjacents);
            RoomInfo adj = null;
            foreach (RoomInfo adj2 in adjacents)
            {
                if (!adj2.cell.connected)
                {
                    continue;
                }
                CellInfo connector = cells[(room.cell.x + adj2.cell.x) / 2, (room.cell.y + adj2.cell.y) / 2];
                if (Mathf.Abs(adj2.z - room.z) / (widths[connector.x] * heights[connector.y]) > 2)
                {
                    continue;
                }
                adj = adj2;
                break;
            }
            if (adj == null)
            {
                continue;
            }
            roomsToGo.RemoveAt(index);
            cells[(room.cell.x + adj.cell.x) / 2, (room.cell.y + adj.cell.y) / 2].connected = true;
            room.cell.connected = adj.cell.connected;

            if (adj.cell.connected)
            {
                UpdatePassability();
            }
        }

        // convert halls into stairways as needed
        for (int y = 0; y < sizeInCells.y; y += 1)
        {
            for (int x = 0; x < sizeInCells.x; x += 1)
            {
                CellInfo cell = cells[x, y];
                if (cell.type == CellInfo.CellType.Hall && cell.connected)
                {
                    List <RoomInfo> rooms  = cell.AdjacentRooms(this);
                    float           deltaZ = Math.Abs(rooms[0].z - rooms[1].z);
                    if (deltaZ > 1)
                    {
                        if (deltaZ > cell.sizeX / 2 && deltaZ > cell.sizeY / 2)
                        {
                            cell.type = CellInfo.CellType.Switchback;
                        }
                        else
                        {
                            cell.type = CellInfo.CellType.Stairway;
                        }
                    }
                }
            }
        }

        // set pillar heights to sane values
        for (int y = 0; y < sizeInCells.y; y += 1)
        {
            for (int x = 0; x < sizeInCells.x; x += 1)
            {
                CellInfo cell = cells[x, y];
                if (cell.type == CellInfo.CellType.Pillar)
                {
                    CellInfo n = cells[x, y + 1];
                    CellInfo e = cells[x + 1, y];
                    CellInfo s = cells[x, y - 1];
                    CellInfo w = cells[x - 1, y];
                    if (n.type == CellInfo.CellType.Stairway && e.type == CellInfo.CellType.Stairway)
                    {
                        cell.pillarZ        = rooms[(x + 1) / 2, (y + 1) / 2].z;
                        e.stairAnchoredHigh = true;
                        n.stairAnchoredHigh = true;
                    }
                    else if (s.type == CellInfo.CellType.Switchback && s.sizeX > 1)
                    {
                        cell.pillarZ = (s.AdjacentRooms(this)[0].z + s.AdjacentRooms(this)[1].z) / 2.0f;
                    }
                    else if (w.type == CellInfo.CellType.Switchback && s.sizeY > 1)
                    {
                        cell.pillarZ = (w.AdjacentRooms(this)[0].z + w.AdjacentRooms(this)[1].z) / 2.0f;
                    }
                    else
                    {
                        cell.pillarZ = rooms[(x - 1) / 2, (y - 1) / 2].z;
                    }
                }
            }
        }

        // decorator fringe
        RoomInfo cornerRoom = rooms[sizeInRooms.x - 1, sizeInRooms.y - 1];
        int      wallX      = cornerRoom.cell.startX + cornerRoom.cell.sizeX + 1;
        int      wallY      = cornerRoom.cell.startY + cornerRoom.cell.sizeY + 1;

        mesh.Resize(new Vector2Int(
                        wallX + (endStairsNW ? 0 : stairLength),
                        wallY + (endStairsNW ? stairLength : 0)),
                    0.0f);
        for (int x = startStairsSW ? stairLength : 0; x < wallX; x += 1)
        {
            mesh.SetHeight(x, wallY - 1, cornerRoom.z + MaxHeightDelta + 1);
            mesh.SetTile(x, wallY - 1, defaultImpassTile);
        }
        for (int y = startStairsSW ? 0 : stairLength; y < wallY; y += 1)
        {
            mesh.SetHeight(wallX - 1, y, cornerRoom.z + MaxHeightDelta + 1);
            mesh.SetTile(wallX - 1, y, defaultImpassTile);
        }

        // render terrain
        for (int y = 0; y < sizeInCells.y; y += 1)
        {
            for (int x = 0; x < sizeInCells.x; x += 1)
            {
                CellInfo cell = cells[x, y];
                if (cell.type != CellInfo.CellType.Pillar)
                {
                    cell.RenderTerrain(this, mesh);
                }
            }
        }
        for (int y = 0; y < sizeInCells.y; y += 1)
        {
            for (int x = 0; x < sizeInCells.x; x += 1)
            {
                CellInfo cell = cells[x, y];
                if (cell.type == CellInfo.CellType.Pillar)
                {
                    cell.RenderTerrain(this, mesh);
                }
            }
        }

        // render rooms
        for (int x = 0; x < sizeInRooms.x; x += 1)
        {
            for (int y = 0; y < sizeInRooms.y; y += 1)
            {
                rooms[x, y].FillWithVault(mesh);
            }
        }

        // add the starter stairs
        RoomInfo startRoom = rooms[entryRoomCoords.x, entryRoomCoords.y];
        int      stairX, stairZ;

        if (startStairsSW)
        {
            stairX = startRoom.cell.startX - 1;
            stairZ = startRoom.cell.startY + (startRoom.cell.sizeY / 2);
        }
        else
        {
            stairX = startRoom.cell.startX + (startRoom.cell.sizeX / 2);
            stairZ = startRoom.cell.startY - 1;
        }
        float stairY = startRoom.z - 0.5f;

        for (int i = 0; i < stairLength; i += 1)
        {
            mesh.SetHeight(stairX, stairZ, stairY);
            MapEvent3D ev;
            if (i == 0)
            {
                ev = Instantiate(startEventPrefab);
            }
            else
            {
                ev = Instantiate(impassEventPrefab);
            }
            GetComponent <Map>().AddEvent(ev);
            ev.SetLocation(new Vector2Int(stairX, stairZ));
            stairY -= 0.5f;
            stairX += startStairsSW ? -1 : 0;
            stairZ += startStairsSW ? 0 : -1;
        }

        // add the end stairs
        RoomInfo endRoom = rooms[exitRoomCoords.x, exitRoomCoords.y];

        if (endStairsNW)
        {
            stairX = endRoom.cell.startX + (endRoom.cell.sizeX / 2);
            stairZ = endRoom.cell.startY + endRoom.cell.sizeY;
        }
        else
        {
            stairX = endRoom.cell.startX + endRoom.cell.sizeX;
            stairZ = endRoom.cell.startY + (endRoom.cell.sizeY / 2);
        }
        stairY = endRoom.z + 0.5f;
        for (int i = 0; i < stairLength; i += 1)
        {
            MapEvent3D ev;
            if (i == 0)
            {
                ev = Instantiate(endEventPrefab);
            }
            else
            {
                ev = Instantiate(impassEventPrefab);
            }
            GetComponent <Map>().AddEvent(ev);
            ev.SetLocation(new Vector2Int(stairX, stairZ));
            mesh.SetHeight(stairX, stairZ, stairY);
            stairY += 0.5f;
            stairX += endStairsNW ? 0 : 1;
            stairZ += endStairsNW ? 1 : 0;
        }

        // add the zoom target
        MapEvent3D zoom = Instantiate(targetPrefab);

        GetComponent <Map>().AddEvent(zoom);
        zoom.SetLocation(new Vector2Int(mesh.size.x / 2, mesh.size.y / 2));

        // generate the encounters
        List <RoomInfo> validRooms = new List <RoomInfo>();

        for (int x = 0; x < sizeInRooms.x; x += 1)
        {
            for (int y = 0; y < sizeInRooms.y; y += 1)
            {
                if (x != entryRoomCoords.x || y != entryRoomCoords.y)
                {
                    validRooms.Add(rooms[x, y]);
                }
            }
        }
        List <Encounter> encounters = table.GenerateEncounters(level);

        foreach (Encounter encounter in encounters)
        {
            RoomInfo   room = validRooms[Random.Range(0, validRooms.Count)];
            Vector2Int loc  = new Vector2Int(
                Random.Range(room.cell.startX, room.cell.startX + room.cell.sizeX),
                Random.Range(room.cell.startY, room.cell.startY + room.cell.sizeY));
            encounter.PlaceAt(GetComponent <Map>(), loc);
        }

        // generate the chests
        List <Item> items = table.GenerateItems(level);

        foreach (Item item in items)
        {
            ChestEvent chest = Instantiate(chestEventPrefab);
            GetComponent <Map>().AddEvent(chest.GetComponent <MapEvent>());
            Vector2Int loc;
            do
            {
                RoomInfo room = validRooms[Random.Range(0, validRooms.Count)];
                loc = new Vector2Int(
                    Random.Range(room.cell.startX + 1, room.cell.startX + room.cell.sizeX - 1),
                    Random.Range(room.cell.startY + 1, room.cell.startY + room.cell.sizeY - 1));
            } while (!chest.GetComponent <MapEvent>().CanPassAt(loc));
            chest.PopulateAndPlace(item, loc);
        }

        mesh.Rebuild(true);
    }