private bool[,] GetPathMapArray(ref PathMap pathMap, Point currentKeyPoint)
        {
            bool[,] mapArray = pathMap.PathMapArray;
            Point nextKeyPoint;

            SetEnterPass(pathMap, ref currentKeyPoint, ref mapArray);
            do
            {
                List <Point> nextKeyPoints = GetNextKeyPoints(pathMap, currentKeyPoint);
                if (IsExitPoint(pathMap))
                {
                    SetExit(pathMap, currentKeyPoint, ref nextKeyPoints);
                }
                if (IsImpasse(nextKeyPoints))
                {
                    currentKeyPoint = GetPreviousKeyPoint();
                }
                else
                {
                    nextKeyPoint = GetNextKeyPoint(nextKeyPoints);
                    SetPassesToKeyPoint(ref mapArray, pathMap, currentKeyPoint, nextKeyPoint);
                    currentKeyPoint = GetCurrentKeyPoint(nextKeyPoint);
                }
            } while (_keyPointsPath.Count > 0);
            return(mapArray);
        }
 private void SetExit(PathMap pathMap, Point currentKeyPoint, ref List <Point> nextKeyPoints)
 {
     nextKeyPoints = new List <Point>();
     _exitPoint    = GetMapPoint(pathMap.KeyPoints, currentKeyPoint);
     _isExitExists = true;
     _keyPointsPath.Pop();
     _currentPathLength -= 2;
 }
        private bool IsPassableVector(PathMap pathMap, Point currentKeyPoint, Point passVector)
        {
            Point nextKeyPoint = new Point(currentKeyPoint.X + passVector.X, currentKeyPoint.Y + passVector.Y);

            return
                (Mathf.Abs(passVector.Y) != Mathf.Abs(passVector.X) &&
                 IsInPointsRange(nextKeyPoint, pathMap.KeyPoints) &&
                 !IsPassedKeyPoint(pathMap, nextKeyPoint));
        }
 private bool[,] SetPassesToKeyPoint(
     ref bool[,] mapArray,
     PathMap pathMap,
     Point currentKeyPoint,
     Point nextKeyPoint
     )
 {
     SetPass(GetMapPoint(pathMap.KeyPoints, nextKeyPoint), ref mapArray);
     SetPass(GetNextMapPoint(pathMap.KeyPoints, nextKeyPoint, currentKeyPoint), ref mapArray);
     return(mapArray);
 }
 private Point[,] GetKeyPoints(PathMap pathMap)
 {
     Point[,] keyPoints = pathMap.KeyPoints;
     for (int row = 1; row < pathMap.PathMapArray.GetLength(0) - 1; row += 2)
     {
         for (int col = 1; col < pathMap.PathMapArray.GetLength(1) - 1; col += 2)
         {
             keyPoints[(row - 1) / 2, (col - 1) / 2] = new Point(col, row);
         }
     }
     return(keyPoints);
 }
        public PathMap GeneratePathMap(int height, int width, int pathLength)
        {
            PathMap pathMap = new PathMap(width, height, pathLength);

            pathMap.KeyPoints = GetKeyPoints(pathMap);
            Point enterKeyPoint = GetRandomPoint(pathMap.KeyPoints);

            pathMap.Enter        = GetMapPoint(pathMap.KeyPoints, enterKeyPoint);
            pathMap.PathMapArray = GetPathMapArray(ref pathMap, enterKeyPoint);
            pathMap.Exit         = _exitPoint;
            pathMap.isExitExists = _isExitExists;
            return(pathMap);
        }
        private List <Point> GetNextKeyPoints(PathMap pathMap, Point currentKeyPoint)
        {
            List <Point> nextKeyPoints = new List <Point>();

            for (int y = -1; y < 2; y++)
            {
                for (int x = -1; x < 2; x++)
                {
                    if (IsPassableVector(pathMap, currentKeyPoint, new Point(x, y)))
                    {
                        nextKeyPoints.Add(new Point(currentKeyPoint.X + x, currentKeyPoint.Y + y));
                    }
                }
            }
            return(nextKeyPoints);
        }
Exemple #8
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 private int[,] GanerateMapIds(PathMap pathMap, MapIds mapIds)
 {
     int[,] idsMap = new int[pathMap.PathMapArray.GetLength(0), pathMap.PathMapArray.GetLength(1)];
     for (int y = 0; y < pathMap.PathMapArray.GetLength(0); y++)
     {
         for (int x = 0; x < pathMap.PathMapArray.GetLength(1); x++)
         {
             if (pathMap.PathMapArray[y, x] == false)
             {
                 idsMap[y, x] = mapIds.WallsIds.ElementAt(UnityEngine.Random.Range(0, mapIds.WallsIds.Count() - 1));
             }
             else
             {
                 idsMap[y, x] = mapIds.PassId;
             }
         }
     }
     idsMap[pathMap.Enter.Y, pathMap.Enter.X] = mapIds.EnterId;
     idsMap[pathMap.Exit.Y, pathMap.Exit.X]   = mapIds.ExitId;
     return(idsMap);
 }
 private bool IsExitPoint(PathMap pathMap)
 {
     return(_currentPathLength >= pathMap.PathLength && !_isExitExists);
 }
 private void SetEnterPass(PathMap pathMap, ref Point currentKeyPoint, ref bool[,] mapArray)
 {
     SetPass(pathMap.KeyPoints[currentKeyPoint.Y, currentKeyPoint.X], ref mapArray);
     _keyPointsPath.Push(currentKeyPoint);
 }
        private bool IsPassedKeyPoint(PathMap pathMap, Point nextKeyPoint)
        {
            Point mapPoint = GetMapPoint(pathMap.KeyPoints, nextKeyPoint);

            return(pathMap.PathMapArray[mapPoint.Y, mapPoint.X] == true);
        }