Example #1
0
    private bool CanCreateStairs(
        MazeCell cell,
        MazeCell otherCell,
        MazeDirection direction)
    {       // To create stairs, the strairs must have a altitude 0 low landing cell in the same
        // room as the stairs, and there must not be an existing cell at the location of the
        // future high landing cell.
        bool result = false;

        if (null != stairsPrefab && 0 == cell.altitude)
        {
            IntVector2 lowLandingCoordinates = cell.coordinates +
                                               direction.GetOpposite().ToIntVector2();
            IntVector2 highLandingCoordinates = otherCell.coordinates +
                                                direction.ToIntVector2();

            if (ContainsCoordinates(lowLandingCoordinates) &&
                ContainsCoordinates(highLandingCoordinates))
            {
                MazeCell lowLandingCell = GetCell(lowLandingCoordinates);
                if (null != lowLandingCell &&
                    cell.GetRoomNumber() == lowLandingCell.GetRoomNumber() &&
                    null == GetCell(highLandingCoordinates))
                {
                    result = true;
                }
            }
        }
        return(result);
    }
Example #2
0
    private void DoNextGenerationStep(
        List <MazeCell> activeCells)
    {
        int currentIndex = activeCells.Count - 1;

        Debug.Assert(currentIndex >= 0);

        MazeCell currentCell = activeCells [currentIndex];

        if (currentCell.IsFullyInitialized)
        {
            activeCells.RemoveAt(currentIndex);
            return;
        }

        MazeDirection direction   = currentCell.RandomUninitializedDirection;
        IntVector2    coordinates = currentCell.coordinates + direction.ToIntVector2();

        if (ContainsCoordinates(coordinates))
        {
            MazeCell neighbor = GetCell(coordinates);
            if (neighbor == null)
            {
                if (null != cellTreePrefab && 0 == Random.Range(0, 77))
                {
                    neighbor = CreateCell(coordinates, 0, cellTreePrefab);
                    activeCells.Add(neighbor);
                }
                else
                {
                    neighbor = CreateCell(coordinates, 0, cellPrefab);
                    activeCells.Add(neighbor);
                    CreatePassage(activeCells, currentCell, neighbor, direction);
                }
            }
            else if (currentCell.GetRoomNumber() == neighbor.GetRoomNumber() &&
                     doorProbability > 0 &&
                     currentCell.altitude == neighbor.altitude)
            {
                CreatePassageInSameRoom(currentCell, neighbor, direction);
            }
            else
            {
                CreateWall(currentCell, neighbor, direction);
            }
        }
        else
        {
            CreateWall(currentCell, null, direction);
        }
    }
Example #3
0
    private void CreatePassage(
        List <MazeCell> activeCells,
        MazeCell cell,
        MazeCell otherCell,
        MazeDirection direction)
    {                                       // Create one of the possible passable edges from one a cell in one
        // room to a cell in another.
        MazePassage prefab = passagePrefab; // generic passage

        if (cell.altitude == 0 &&
            Random.value < doorProbability)
        {
            // Possibly make a door from one room to the next
            prefab = doorPrefab;

            if (Random.value < doorProbability &&
                CanCreateStairs(cell, otherCell, direction))
            {
                // Instead of a door, let's try to make stairs. Stiars occupy
                // both cell and other cell and enforce constraints on
                // a low landing cell at the base of the stairs and a
                // high landing cell at the top of the stairs.
                prefab = passagePrefab;                 // Not a door after all!

                cell.accessory                         = Instantiate(stairsPrefab) as MazeCellAccessory;
                cell.accessory.cell                    = cell;
                cell.accessory.transform.parent        = cell.transform;
                cell.accessory.transform.localPosition = Vector3.zero;
                cell.accessory.transform.localRotation = direction.ToRotation();

                otherCell.Initialize(cell.GetRoomNumber());

                IntVector2 highLandingCoordinates = otherCell.coordinates +
                                                    direction.ToIntVector2();
                MazeCell highLandingCell = CreateCell(
                    highLandingCoordinates, 1, cellPrefab);
                activeCells.Add(highLandingCell);
                highLandingCell.Initialize(otherCell.GetRoomNumber() + 1);

                MazePassage landingPassage = Instantiate(prefab) as MazePassage;
                landingPassage.Initialize(otherCell, highLandingCell, direction);

                GameObject newColumn = Instantiate(columnPrefab) as GameObject;
                newColumn.transform.parent        = otherCell.transform;
                newColumn.transform.localPosition = Vector3.zero;
                newColumn.transform.localRotation = direction.ToRotation();

                if (null != railingColumnPrefab)
                {
                    GameObject newRailingColumn = Instantiate(railingColumnPrefab) as GameObject;
                    newRailingColumn.transform.parent        = highLandingCell.transform;
                    newRailingColumn.transform.localPosition = Vector3.zero;
                    newRailingColumn.transform.localRotation = direction.ToRotation();
                }
            }
            else
            {
                // Doors alsways change room numbers
                otherCell.Initialize(cell.GetRoomNumber() + 1);
            }
        }
        else
        {
            // This passage is neither door nor stair
            otherCell.Initialize(cell.GetRoomNumber());
            otherCell.altitude = cell.altitude;
            otherCell.transform.localPosition = new Vector3(otherCell.transform.localPosition.x,
                                                            otherCell.transform.localPosition.y + otherCell.altitude * 1.078f,
                                                            otherCell.transform.localPosition.z);
        }

        MazePassage passage = Instantiate(prefab) as MazePassage;

        passage.Initialize(cell, otherCell, direction);
    }