Esempio n. 1
0
        private LabyrinthDungeon CreateDenseMaze(int rows, int columns, double changeDirectionModifier)
        {
            var map = new LabyrinthDungeon(rows, columns);

            map.MarkCellsUnvisited();
            var currentLocation   = map.PickRandomCellAndMarkItVisited(_random);
            var previousDirection = Direction.North;

            while (!map.AllCellsVisited)
            {
                var directionPicker = new DirectionPicker(_random, previousDirection, changeDirectionModifier);
                var direction       = directionPicker.GetNextDirection();

                while (!map.HasAdjacentCellInDirection(currentLocation, direction) || map.AdjacentCellInDirectionIsVisited(currentLocation, direction))
                {
                    if (directionPicker.HasNextDirection)
                    {
                        direction = directionPicker.GetNextDirection();
                    }
                    else
                    {
                        currentLocation = map.GetRandomVisitedCell(currentLocation, _random);                       // get a new previously visited location
                        directionPicker = new DirectionPicker(_random, previousDirection, changeDirectionModifier); // reset the direction picker
                        direction       = directionPicker.GetNextDirection();                                       // get a new direction.
                    }
                }

                currentLocation = map.CreateCorridor(currentLocation, direction);

                map.FlagCellAsVisited(currentLocation);
                previousDirection = direction;
            }

            return(map);
        }
Esempio n. 2
0
        /// <param name="deadEndRemovalModifier">Percentage value (0.0 - 1.0) of dead ends to convert into loops.</param>
        private void RemoveDeadEnds(LabyrinthDungeon map, double deadEndRemovalModifier)
        {
            var noOfDeadEndCellsToRemove = (int)System.Math.Ceiling(deadEndRemovalModifier * map.Rows * map.Columns);
            var deadEndLocations         = map.DeadEndCellLocations;

            for (var i = 0; i < noOfDeadEndCellsToRemove; i++)
            {
                if (deadEndLocations.Count == 0)
                {
                    break;
                }

                var index           = _random.Next(0, deadEndLocations.Count);
                var deadEndLocation = deadEndLocations[index];
                deadEndLocations.RemoveAt(index);
                if (map[deadEndLocation].IsDeadEnd)
                {
                    var currentLocation = deadEndLocation;

                    do
                    {
                        // Initialize the direction picker not to select the dead-end corridor direction.
                        var directionPicker = new DirectionPicker(_random, map[currentLocation].CalculateDeadEndCorridorDirection(), 1);
                        var direction       = directionPicker.GetNextDirection();

                        while (!map.HasAdjacentCellInDirection(currentLocation, direction))
                        {
                            if (directionPicker.HasNextDirection)
                            {
                                direction = directionPicker.GetNextDirection();
                            }
                            else
                            {
                                throw new InvalidOperationException("This should not happen.");
                            }
                        }

                        // Create a corridor in the selected direction:
                        currentLocation = map.CreateCorridor(currentLocation, direction);
                    }while (map[currentLocation].IsDeadEnd);                    // stop when you intersect an existing corridor
                }
            }
        }
		private LabyrinthDungeon CreateDenseMaze(int rows, int columns, double changeDirectionModifier)
		{
			var map = new LabyrinthDungeon(rows, columns);
			map.MarkCellsUnvisited();
			var currentLocation = map.PickRandomCellAndMarkItVisited(_random);
			var previousDirection = Direction.North;

			while (!map.AllCellsVisited)
			{
				var directionPicker = new DirectionPicker(_random, previousDirection, changeDirectionModifier);
				var direction = directionPicker.GetNextDirection();

				while (!map.HasAdjacentCellInDirection(currentLocation, direction) || map.AdjacentCellInDirectionIsVisited(currentLocation, direction))
				{
					if (directionPicker.HasNextDirection)
					{
						direction = directionPicker.GetNextDirection();
					}
					else
					{
						currentLocation = map.GetRandomVisitedCell(currentLocation, _random); // get a new previously visited location
						directionPicker = new DirectionPicker(_random, previousDirection, changeDirectionModifier); // reset the direction picker
						direction = directionPicker.GetNextDirection(); // get a new direction.
					}
				}

				currentLocation = map.CreateCorridor(currentLocation, direction);

				map.FlagCellAsVisited(currentLocation);
				previousDirection = direction;
			}

			return map;
		}
		/// <param name="deadEndRemovalModifier">Percentage value (0.0 - 1.0) of dead ends to convert into loops.</param>
		private void RemoveDeadEnds(LabyrinthDungeon map, double deadEndRemovalModifier)
		{
			var noOfDeadEndCellsToRemove = (int)System.Math.Ceiling(deadEndRemovalModifier * map.Rows * map.Columns);
			var deadEndLocations = map.DeadEndCellLocations;

			for (var i = 0; i < noOfDeadEndCellsToRemove; i++)
			{
				if (deadEndLocations.Count == 0)
				{
					break;
				}

				var index = _random.Next(0, deadEndLocations.Count);
				var deadEndLocation = deadEndLocations[index];
				deadEndLocations.RemoveAt(index);
				if (map[deadEndLocation].IsDeadEnd)
				{
					var currentLocation = deadEndLocation;

					do
					{
						// Initialize the direction picker not to select the dead-end corridor direction.
						var directionPicker = new DirectionPicker(_random, map[currentLocation].CalculateDeadEndCorridorDirection(), 1);
						var direction = directionPicker.GetNextDirection();

						while (!map.HasAdjacentCellInDirection(currentLocation, direction))
						{
							if (directionPicker.HasNextDirection)
							{
								direction = directionPicker.GetNextDirection();
							}
							else
							{
								throw new InvalidOperationException("This should not happen.");
							}
						}

						// Create a corridor in the selected direction:
						currentLocation = map.CreateCorridor(currentLocation, direction);
					}
					while (map[currentLocation].IsDeadEnd); // stop when you intersect an existing corridor
				}
			}
		}