Exemple #1
0
        public void LCorridorGeneration()
        {
            int i = 0;

            foreach (RoomConnectionLib rcl in roomPossibleConnections)
            {
                //Create the letter L corridor
                rcl.corridorDir = CorridorDir.L;
                if (rcl.lConnections.Count != 0)
                {
                    int choosenIndex = Random.Range(0, rcl.lConnections.Count);
                    RoomConnectionLib.LConnection lcon = rcl.lConnections[choosenIndex];
                    Door dr1 = new Door();
                    Door dr2 = new Door();

                    CalcDoorLocation(ref dr1, ref dr2, lcon.l1, lcon.l2);

                    dr1.corridor = new Rect(lcon.l1.v1, (lcon.l1.v1.x == lcon.l1.v2.x ? new Vector2(corridorWidth, lcon.l1.v2.y - lcon.l1.v1.y) : new Vector2(lcon.l1.v2.x - lcon.l1.v1.x, corridorWidth)));
                    dr2.corridor = new Rect(lcon.l2.v1, (lcon.l2.v1.x == lcon.l2.v2.x ? new Vector2(corridorWidth, lcon.l2.v2.y - lcon.l2.v1.y) : new Vector2(lcon.l2.v2.x - lcon.l2.v1.x, corridorWidth)));

                    //Fix the minor bug
                    // |__
                    // will result colliding within corridor
                    if (lcon.l1.v1.y > lcon.l1.v2.y && lcon.l2.v1.x > lcon.l2.v2.x)
                    {
                        Rect r = dr1.corridor;
                        r.height    += corridorWidth;
                        dr1.corridor = r;
                    }
                    else if (lcon.l2.v1.y > lcon.l2.v2.y && lcon.l1.v1.x > lcon.l1.v2.x)
                    {
                        Rect r = dr2.corridor;
                        r.height    += corridorWidth;
                        dr2.corridor = r;
                    }
                    //  __
                    // |
                    // will result no connection
                    if (lcon.l1.v1.x < lcon.l1.v2.x && lcon.l2.v1.y < lcon.l2.v2.y)
                    {
                        Rect r = dr1.corridor;
                        r.width     += corridorWidth;
                        dr1.corridor = r;
                    }
                    else if (lcon.l2.v1.x < lcon.l2.v2.x && lcon.l1.v1.y < lcon.l1.v2.y)
                    {
                        Rect r = dr2.corridor;
                        r.width     += corridorWidth;
                        dr2.corridor = r;
                    }

                    dr1.corridorDir = rcl.corridorDir;
                    dr2.corridorDir = rcl.corridorDir;

                    rcl.r1.doorPositions.Add(dr1);
                    rcl.r2.doorPositions.Add(dr2);

                    /*
                     * if (corridors.Count != roomPossibleConnections.Count)
                     *      corridors.Add(corridor);
                     * else
                     *      corridors[i] = corridor;
                     */
                }
                i++;
            }
        }
Exemple #2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="r1">Room 1</param>
        /// <param name="r2">Room 2</param>
        /// <param name="width">Max Line Width</param>
        /// <param name="height">Max Line Height</param>
        /// <param name="_rooms"></param>
        /// <param name="rcl"></param>
        void CreateLConnectionLib(Room r1, Room r2, float width, float height, List <Room> _rooms, ref RoomConnectionLib rcl)
        {
            int startIndex = rcl.lConnections.Count;

            List <int> sizeEachColumn = new List <int>();

            //loop vertical (height from room 1)
            for (int y = 0; y < r1.rect.height; y++)
            {
                Vector2 start = new Vector2(r1.rect.x, y + r1.rect.y + 0.1f);
                if (width > 0)
                {
                    start.x = r1.rect.x + r1.rect.width - 0.1f;
                }
                Vector2 end = new Vector2(start.x + width + 0.5f * Mathf.Sign(width), start.y);
                RoomConnectionLib.Line l1;
                if (IsLineCollideWithRoomsOrCorridor(start, end, out l1, _rooms, r1, false, corridorWidth))
                {
                    //Make it imposible to do corridor
                    if (l1.Length < corridorWidth)
                    {
                        l1.v2 = l1.v1;
                    }
                    //if length less than 0.3f, just let it go
                    if (l1.Length < 0.3f)
                    {
                        continue;
                    }
                }
                else
                {
                    l1 = new RoomConnectionLib.Line(start, end);
                }
                l1.direction = (end - start).normalized;

                int w = 0;
                //loop horizontal (width from room 2)
                //find connection
                for (int x = 0; x < r2.rect.width; x++)
                {
                    start.x = r2.rect.x + x + 0.1f;
                    start.y = r2.rect.y + 0.1f;
                    if (height > 0)
                    {
                        start.y = r2.rect.y + r2.rect.height - 0.1f;
                    }
                    end.x = start.x;
                    end.y = start.y + height + 0.5f * Mathf.Sign(height);
                    RoomConnectionLib.Line l2;
                    if (IsLineCollideWithRoomsOrCorridor(start, end, out l2, _rooms, r2, false, corridorWidth))
                    {
                        //Make it imposible to do corridor
                        if (l2.Length < corridorWidth)
                        {
                            l2.v2 = l2.v1;
                        }
                        //if length less than 0.3f, just let it go
                        if (l2.Length < 0.3f)
                        {
                            continue;
                        }
                    }
                    else
                    {
                        l2 = new RoomConnectionLib.Line(start, end);
                    }
                    l2.direction = (end - start).normalized;

                    //if ((r1.id == 7 || r1.id == 26) && (r2.id == 7 || r2.id == 26))
                    //{
                    //	debugLine.Add(l1);
                    //	//debugLine.Add(l2);
                    //}

                    //if 2 line intersection, then this will become corridor
                    Vector2 itsc;
                    if (LineSegmentsIntersection.Math2d.LineSegmentsIntersection(l2.v1, l2.v2, l1.v1, l1.v2, out itsc))
                    {
                        //ignore first connection, it will result good connection
                        if (w != 0)
                        {
                            RoomConnectionLib.LConnection lCon = new RoomConnectionLib.LConnection();
                            l1.v1.x = Mathf.Round(l1.v1.x);
                            l1.v1.y = Mathf.Round(l1.v1.y);
                            l2.v1.x = Mathf.Round(l2.v1.x);
                            l2.v1.y = Mathf.Round(l2.v1.y);
                            itsc.x  = Mathf.Round(itsc.x);
                            itsc.y  = Mathf.Round(itsc.y);

                            lCon.l1           = new RoomConnectionLib.Line(l1.v1, itsc);
                            lCon.l2           = new RoomConnectionLib.Line(l2.v1, itsc);
                            lCon.l1.direction = l1.direction;
                            lCon.l2.direction = l2.direction;
                            rcl.lConnections.Add(lCon);
                        }
                        w++;
                    }
                }
                //remove the last possible connection(width)
                for (int i = 0; i < corridorWidth; i++)
                {
                    if (rcl.lConnections.Count == 0 || w <= 1)
                    {
                        break;
                    }
                    rcl.lConnections.RemoveAt(rcl.lConnections.Count - 1);
                    w--;
                }
                if (w != 0)
                {
                    sizeEachColumn.Add(w - 1);
                }
            }

            //remove the last possible connection(height)
            for (int i = 0; i < corridorWidth; i++)
            {
                if (sizeEachColumn.Count - 1 - i < 0)
                {
                    break;
                }
                int del = sizeEachColumn[sizeEachColumn.Count - 1 - i];
                for (int j = 0; j < del; j++)
                {
                    if (rcl.lConnections.Count == 0)
                    {
                        break;
                    }
                    rcl.lConnections.RemoveAt(rcl.lConnections.Count - 1);
                }
            }

            //remove the first row, this will be resulting good connection
            if (sizeEachColumn.Count > 0)
            {
                for (int i = 0; i < sizeEachColumn[0]; i++)
                {
                    if (rcl.lConnections.Count <= startIndex)
                    {
                        break;
                    }
                    rcl.lConnections.RemoveAt(startIndex);
                }
            }
        }