Esempio n. 1
0
        public override void RandomInitialization()
        {
            Gene          = new MapBlueprint();
            Gene.Encoding = new byte[Width, Height][];
            Rooms         = new Dictionary <byte, HashSet <Coords> >();
            RoomsOrdered  = new SortedSet <byte>(new RoomSizeComparer(Rooms));
            Random rnd        = new Random();
            byte   nextRoomId = 1;

            for (int x = 0; x < Width; x++)
            {
                for (int y = 0; y < Height; y++)
                {
                    Gene.Encoding[x, y] = new byte[3];
                }
            }

            for (int x = 0; x < Width - 1; x++)
            {
                for (int y = 0; y < Height - 1; y++)
                {
                    if (rnd.NextDouble() < WallProbability)
                    {
                        continue;
                    }

                    if (Gene.IsOnMap(x - 1, y) && Gene.Encoding[x - 1, y][0] > 0)
                    {
                        Gene.Encoding[x, y][0] = Gene.Encoding[x - 1, y][0];
                        AddTileToRoom(Gene.Encoding[x, y][0], new Coords(x, y));
                    }

                    else if (Gene.IsOnMap(x + 1, y) && Gene.Encoding[x + 1, y][0] > 0)
                    {
                        Gene.Encoding[x, y][0] = Gene.Encoding[x + 1, y][0];
                        AddTileToRoom(Gene.Encoding[x, y][0], new Coords(x, y));
                    }

                    else if (Gene.IsOnMap(x, y - 1) && Gene.Encoding[x, y - 1][0] > 0)
                    {
                        Gene.Encoding[x, y][0] = Gene.Encoding[x, y - 1][0];
                        AddTileToRoom(Gene.Encoding[x, y][0], new Coords(x, y));
                    }

                    else if (Gene.IsOnMap(x, y + 1) && Gene.Encoding[x, y + 1][0] > 0)
                    {
                        Gene.Encoding[x, y][0] = Gene.Encoding[x, y + 1][0];
                        AddTileToRoom(Gene.Encoding[x, y][0], new Coords(x, y));
                    }

                    else
                    {
                        Gene.Encoding[x, y][0] = nextRoomId;
                        Rooms.Add(nextRoomId, new HashSet <Coords>());
                        Rooms[nextRoomId].Add(new Coords(x, y));
                        RoomsOrdered.Add(nextRoomId++);
                    }
                }
            }
        }
Esempio n. 2
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    public void Save(MapBlueprint map)
    {
        string text = JsonConvert.SerializeObject(map);

        text = CompressionHelper.Compress(text);
        File.WriteAllText(map.MapPath, text);
    }
Esempio n. 3
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        static void FloodFillNeighbor(Coords start, Coords neighbor, MapBlueprint map, Stack <Coords> open, HashSet <byte> neighbors, HashSet <Coords> closed)
        {
            if (map.IsOnMap(neighbor.X, neighbor.Y) && !closed.Contains(neighbor))
            {
                if (map.Encoding[start.X, start.Y][0] == map.Encoding[neighbor.X, neighbor.Y][0])
                {
                    open.Push(neighbor);
                }

                else if (map.Encoding[start.X, start.Y][1] > 0 && map.Encoding[start.X, start.Y][1] == map.Encoding[neighbor.X, neighbor.Y][1])
                {
                    neighbors.Add(map.Encoding[neighbor.X, neighbor.Y][0]);
                }
            }
        }
Esempio n. 4
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        static void AddDoors(MapBlueprint map)
        {
            byte nextDoorId = 1;
            HashSet <Connection> existingConnections = new HashSet <Connection>();

            for (int x = 0; x < map.Encoding.GetLength(0) - 1; x++)
            {
                for (int y = 0; y < map.Encoding.GetLength(1) - 1; y++)
                {
                    if (!TryAddingDoor(x, y, x + 1, y, map, existingConnections, ref nextDoorId))
                    {
                        TryAddingDoor(x, y, x, y + 1, map, existingConnections, ref nextDoorId);
                    }
                }
            }
        }
Esempio n. 5
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    public void LoadMap(MapBlueprint map)
    {
        if (!IsConnected)
        {
            return;
        }

        lock (_scheduledMessages)
        {
            _scheduledMessages.Clear();
            _scheduledMessages.Enqueue(new MessageWithType
            {
                message      = JsonConvert.SerializeObject(map),
                message_type = nameof(MapBlueprint)
            });
        }
    }
Esempio n. 6
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        static bool TryAddingDoor(int x1, int y1, int x2, int y2, MapBlueprint map, HashSet <Connection> existingConnections, ref byte nextDoorId)
        {
            Connection connection = new Connection(map.Encoding[x1, y1][0], map.Encoding[x2, y2][0]);
            bool       added      = false;

            if (map.Encoding[x1, y1][0] > 0 && map.Encoding[x1, y1][1] == 0 &&
                map.Encoding[x2, y2][0] > 0 && map.Encoding[x2, y2][1] == 0 &&
                map.Encoding[x1, y1][0] != map.Encoding[x2, y2][0] &&
                !existingConnections.Contains(connection))
            {
                map.Encoding[x1, y1][1] = nextDoorId;
                map.Encoding[x2, y2][1] = nextDoorId++;

                existingConnections.Add(connection);
                added = true;
            }

            return(added);
        }
Esempio n. 7
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    public void Host(string key, MapBlueprint map, Position selectedPosition)
    {
        if (IsConnected)
        {
            return;
        }

        var matches = regex.Matches(key);

        _apiKey         = matches[0].Groups[1].Value;
        _chatId         = matches[0].Groups[2].Value;
        _sendingBlocked = false;

        IsHost = true;
        GetUpdatesMessage()
        .ContinueWith(_ =>
        {
            LoadMap(map);
            ClickOnPosition(selectedPosition);
            _timer.Start();
        });
    }
Esempio n. 8
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        void CreateMap()
        {
            MapBlueprint map = MapBlueprint.FromFile(@"..\..\..\..\..\map.bin");

            GameObject[,] tiles = new GameObject[map.Encoding.GetLength(0), map.Encoding.GetLength(1)];
            Dictionary <byte, Room> rooms = new Dictionary <byte, Room>();

            for (int x = 0; x < map.Encoding.GetLength(0); x++)
            {
                for (int y = 0; y < map.Encoding.GetLength(1); y++)
                {
                    byte roomID = map.Encoding[x, y][0];
                    byte doorID = map.Encoding[x, y][1];

                    if (!rooms.ContainsKey(roomID))
                    {
                        rooms.Add(roomID, new Room(roomID));
                    }

                    Room    room = rooms[roomID];
                    MapNode node = new MapNode(x, y, doorID, room);

                    tiles[x, y] = new GameObjectBuilder()
                                  .AddComponent(new Transform(new Vector2(x * Map.Size, y * Map.Size)))
                                  .AddComponent(new SpriteRenderer(Wall, .9f))
                                  .AddComponent(node)
                                  .AddComponent(new Dimentions(0, 0, Map.Size, Map.Size))
                                  .AddComponent(new Clickable(() => GlobalScripts.GetComponent <Player>().SelectNode(node)))
                                  //.AddComponent(new Hoverable(() => GlobalScripts.GetComponent<Player>().RequestInfoboxOverride("Room ID: " + node.Room.ID, node)))
                                  .Register(this);
                }
            }

            Map = new Map(tiles, rooms.Values);
            Map.SetupRooms(map.StartRoomId);
            Map.SetNeighbors();
            Map.SetTileGraphics(Floor, FloorDark, Wall);
            GlobalScripts.GetComponent <MapPanner>().Map = Map;
        }
Esempio n. 9
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        static HashSet <byte> FindNeighboringRooms(MapBlueprint map, Coords start)
        {
            // flood fill
            Stack <Coords>   open      = new Stack <Coords>();
            HashSet <Coords> closed    = new HashSet <Coords>();
            HashSet <byte>   neighbors = new HashSet <byte>();

            open.Push(start);

            while (open.Count > 0)
            {
                Coords tile = open.Pop();

                FloodFillNeighbor(tile, new Coords(tile.X - 1, tile.Y), map, open, neighbors, closed);
                FloodFillNeighbor(tile, new Coords(tile.X + 1, tile.Y), map, open, neighbors, closed);
                FloodFillNeighbor(tile, new Coords(tile.X, tile.Y - 1), map, open, neighbors, closed);
                FloodFillNeighbor(tile, new Coords(tile.X, tile.Y + 1), map, open, neighbors, closed);

                closed.Add(tile);
            }

            return(neighbors);
        }
Esempio n. 10
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 public void Delete(MapBlueprint selectedMap)
 {
     File.Delete(selectedMap.MapPath);
 }
Esempio n. 11
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        static void GenerateSmart(string filepath)
        {
            int       w = 30, h = 20, rooms = 20;
            const int numheroes = 5;

            MapBlueprint map = new MapBlueprint();

            map.StartRoomId = 1;
            map.Encoding    = new byte[w, h][];

            for (int x = 0; x < w; x++)
            {
                for (int y = 0; y < h; y++)
                {
                    map.Encoding[x, y] = new byte[3];
                }
            }

            Rectangle[] initialRooms = new Rectangle[rooms];
            Random      rnd          = new Random();

            /*int maxW = (int)(w * 2f / rooms);
            *  int maxH = (int)(h * 2f / rooms);*/
            int maxW = 7, maxH = 7;
            int index = 0;

            /*do
             *  initialRooms[index] = new Rectangle(rnd.Next(w - maxW), rnd.Next(h - maxH), rnd.Next(1, maxW), rnd.Next(1, maxH));
             * while (++attempts < 1000 && initialRooms[0].Width * initialRooms[0].Height >= numheroes &&
             *    (Overlaps(index, initialRooms) || ++index < rooms));*/

            do // FIXME: slow!
            {
                initialRooms = new Rectangle[rooms];
                index        = 0;
                int attempts = 0;

                do
                {
                    initialRooms[index] = new Rectangle(rnd.Next(w - maxW), rnd.Next(h - maxH), rnd.Next(1, maxW), rnd.Next(1, maxH));
                }while (++attempts < 1000 && (Overlaps(index, initialRooms) || ++index < rooms));

                if (attempts == 1000)
                {
                    Rectangle[] tmp = new Rectangle[index];
                    Array.Copy(initialRooms, tmp, index);
                    initialRooms = tmp;
                }
            }while (initialRooms[0].Width * initialRooms[0].Height < numheroes);

            for (int i = 0; i < initialRooms.Length; i++)
            {
                Rectangle r     = Rectangle.Zero;
                int       width = 1;

                do
                {
                    r = new Rectangle(initialRooms[i].X + initialRooms[i].Width,
                                      initialRooms[i].Y,
                                      width++,
                                      initialRooms[i].Height);

                    if (r.X + r.Width - 1 > w)
                    {
                        r.Width = 0;
                        break;
                    }
                }while (!Overlaps(r, initialRooms));

                initialRooms[i].Width += r.Width - 1;

                int height = 1;

                do
                {
                    r = new Rectangle(initialRooms[i].X,
                                      initialRooms[i].Y + initialRooms[i].Height,
                                      initialRooms[i].Width,
                                      height++);

                    if (r.Y + r.Height - 1 > h)
                    {
                        r.Height = 0;
                        break;
                    }
                }while (!Overlaps(r, initialRooms));

                initialRooms[i].Height += r.Height - 1;
            }

            for (int i = 0; i < initialRooms.Length; i++)
            {
                for (int x = initialRooms[i].X; x < initialRooms[i].X + initialRooms[i].Width; x++)
                {
                    for (int y = initialRooms[i].Y; y < initialRooms[i].Y + initialRooms[i].Height; y++)
                    {
                        if (map.Encoding[x, y][0] > 0)
                        {
                            Rectangle a = initialRooms[i];
                            Rectangle b = initialRooms[map.Encoding[x, y][0] - 1];

                            bool inter = a.Overlaps(b);
                            throw new InvalidOperationException("Overlap!");
                        }

                        map.Encoding[x, y][0] = (byte)(i + 1);
                    }
                }
            }

            byte          doors = 1;
            HashSet <int> doorsExistBetweenRooms = new HashSet <int>();

            for (int x = 0; x < w - 1; x++)
            {
                for (int y = 0; y < h - 1; y++)
                {
                    int  hash       = (851 + map.Encoding[x, y][0]) * 37 + map.Encoding[x + 1, y][0];
                    bool doorsAdded = false;

                    if (map.Encoding[x, y][0] > 0 &&
                        map.Encoding[x + 1, y][0] > 0 &&
                        map.Encoding[x, y][0] != map.Encoding[x + 1, y][0] &&
                        !doorsExistBetweenRooms.Contains(hash))
                    {
                        map.Encoding[x + 1, y][1] = doors;
                        map.Encoding[x, y][1]     = doors++;

                        doorsExistBetweenRooms.Add(hash);
                        doorsAdded = true;
                    }

                    if (!doorsAdded)
                    {
                        hash = (851 + map.Encoding[x, y][0]) * 37 + map.Encoding[x, y + 1][0];

                        if (map.Encoding[x, y][0] > 0 &&
                            map.Encoding[x, y + 1][0] > 0 &&
                            map.Encoding[x, y][0] != map.Encoding[x, y + 1][0] &&
                            !doorsExistBetweenRooms.Contains(hash))
                        {
                            map.Encoding[x, y][1]     = doors;
                            map.Encoding[x, y + 1][1] = doors++;

                            doorsExistBetweenRooms.Add(hash);
                        }
                    }
                }
            }

            map.SaveMapToFile(filepath + "map.bin");
            map.SaveImageToFile(filepath + "map.png", 1536, 1024);
        }