Esempio n. 1
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        private bool ParentIsValidForBlocker(RoomNode pNode, EdgeNode pBlocker)
        {
            if (pNode.Children.Count == 0)
            {
                return(false);
            }

            List <RoomNode> ancestors = AncestorsOf(Root, pNode);

            switch ((NodeType)pBlocker[Data.Type])
            {
            case NodeType.Barrier:
                int numSwitches = 0;
                foreach (RoomNode n in ancestors)
                {
                    numSwitches += (NodeType)n[Data.Type] == NodeType.Switch && (char)n[Data.ID] == (char)pBlocker[Data.ID] ? 1 : 0;
                }

                return(numSwitches == ((List <Node>)pBlocker[Data.Switches]).Count);

            case NodeType.Door:
                int numKeys = 0;
                foreach (RoomNode n in ancestors)
                {
                    numKeys += (NodeType)n[Data.Type] == NodeType.Key ? 1 : 0;
                }

                return(numKeys > NumOfTypeInGraph(NodeType.Door, Root));
            }

            return(false);
        }
Esempio n. 2
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        public int NumOfTypeInGraph(NodeType pType, RoomNode pNode)
        {
            foreach (RoomNode n in pNode.Children)
            {
                return(NumOfTypeInGraph(pType, n) + (NodeType)pNode[Data.Type] == pType ? 1 : 0);
            }

            return((NodeType)pNode[Data.Type] == pType ? 1 : 0);
        }
Esempio n. 3
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        // Create a node with data as a lsit of key value pairs
        public Node(RoomNode pParent, params KeyValuePair <Data, object>[] pData)
        {
            Parent = pParent;

            Data = new Dictionary <Data, object>();
            foreach (KeyValuePair <Data, object> d in pData)
            {
                SetData(d.Key, d.Value);
            }
        }
Esempio n. 4
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        // Add an edge node between this node and a child of this node
        // Returns whether the operation succeeded.
        public bool AddEdgeNode(RoomNode pChild, EdgeNode pEdge)
        {
            if (!Children.Contains(pChild))
            {
                return(false);
            }

            Edges[Children.IndexOf(pChild)] = pEdge;
            pEdge.Parent = this;
            pEdge.Child  = pChild;
            return(true);
        }
Esempio n. 5
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        // Add a child to this node.
        // Returns whether the operation succeeded.
        public bool AddChild(RoomNode pChild)
        {
            if (Children.Contains(pChild) || !CanAcceptChildren)
            {
                return(false);
            }

            Children.Add(pChild);
            pChild.Parent = this;
            Edges.Add(null);
            return(true);
        }
Esempio n. 6
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        private List <RoomNode> DescendantsOf(RoomNode pNode)
        {
            List <RoomNode> nodes = new List <RoomNode>();

            nodes.Add(pNode);

            foreach (RoomNode n in pNode.Children)
            {
                nodes.AddRange(DescendantsOf(n));
            }

            return(nodes);
        }
Esempio n. 7
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        // Return a list of the ancestors of a given node.
        private List <RoomNode> AncestorsOf(RoomNode pNode, RoomNode pTarget)
        {
            List <RoomNode> descendants = DescendantsOf(pTarget);
            List <RoomNode> allNodes    = DescendantsOf(Root);
            List <RoomNode> ascendants  = new List <RoomNode>();

            foreach (RoomNode n in allNodes)
            {
                if (!descendants.Contains(n))
                {
                    ascendants.Add(n);
                }
            }

            return(ascendants);
        }
Esempio n. 8
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        // Generate a list of all the nodes in the graph.
        public List <Node> GenerateNodeList(int pComplexity, GaussianParam[] pGaussianParams)
        {
            UnityEngine.Random.InitState(Seed);

            if (pGaussianParams.Length < REQUIRED_PARAM_COUNT)
            {
                UnityEngine.Debug.LogWarningFormat("Node generation failed! Required {0} gaussian params, but received {1}", REQUIRED_PARAM_COUNT, pGaussianParams.Length);
                return(new List <Node>());
            }

            // Generate a list of all the nodes in this dungeon graph.
            List <Node> nodes = new List <Node>();

            // There is always one entrance, one big key, and one boss
            nodes.Add(new RoomNode(null, NodeData.Item(Data.Type, NodeType.Entrance)));
            nodes.Add(new RoomNode(null, NodeData.Item(Data.Type, NodeType.Boss)));
            nodes.Add(new RoomNode(null, NodeData.Item(Data.Type, NodeType.BigKey)));
            nodes.Add(new EdgeNode(null, null, NodeData.Item(Data.Type, NodeType.BigDoor)));

            // There are a number of keys. There is an equal number of doors.
            int numDoors = NumRooms(pGaussianParams, pComplexity, 0);

            for (int i = 0; i < numDoors; i++)
            {
                nodes.Add(new EdgeNode(null, null, NodeData.Item(Data.Type, NodeType.Door)));
                nodes.Add(new RoomNode(null, NodeData.Item(Data.Type, NodeType.Key)));
            }

            // There are a number of switches, each group of which corresponds to one barrier.
            int numSwitchGroups = NumRooms(pGaussianParams, pComplexity, 1);

            for (int i = 0; i < numSwitchGroups; i++)
            {
                // Add the barrier that corresponds with the switches.
                char id = (char)(i % 25 + 65);

                Node        nBarrier   = new EdgeNode(null, null, NodeData.Item(Data.Type, NodeType.Barrier), NodeData.Item(Data.ID, id), NodeData.Item(Data.Switches, new List <Node>()));
                List <Node> switchList = new List <Node>();

                nodes.Add(nBarrier);

                // Add a number of switches that correspond to the barrier
                int numSwitches = UnityEngine.Mathf.Clamp(NumRooms(pGaussianParams, pComplexity, 2), 2, int.MaxValue);
                for (int j = 0; j < numSwitches; j++)
                {
                    Node nSwitch = new RoomNode(null, NodeData.Item(Data.Type, NodeType.Switch), NodeData.Item(Data.ID, id));

                    nodes.Add(nSwitch);
                    switchList.Add(nSwitch);
                }

                // Set the barrier's switch list
                nBarrier.SetData(Data.Switches, new List <Node>(switchList));
            }

            // There are a number of filler rooms.
            int numFillerRooms = NumRooms(pGaussianParams, pComplexity, 3);

            for (int i = 0; i < numFillerRooms; i++)
            {
                nodes.Add(new Node(null, NodeData.Item(Data.Type, NodeType.Fill)));
            }

            // There are a small number of minibosses.
            int numBonusRooms = NumRooms(pGaussianParams, pComplexity, 4);

            for (int i = 0; i < numBonusRooms; i++)
            {
                nodes.Add(new Node(null, NodeData.Item(Data.Type, NodeType.Bonus)));
            }

            // There are a small number of bonus rooms.
            int numMinibosses = NumRooms(pGaussianParams, pComplexity, 5);

            for (int i = 0; i < numMinibosses; i++)
            {
                nodes.Add(new Node(null, NodeData.Item(Data.Type, NodeType.Miniboss)));
            }

            return(nodes);
        }
Esempio n. 9
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        // Set the parent/child relationships of each node in the given list.
        public void ArrangeNodes(List <Node> pNodeList)
        {
            UnityEngine.Random.InitState(Seed);

            Root = pNodeList[0].ToRoomNode;
            RoomNode bossNode    = pNodeList[1].ToRoomNode;
            RoomNode bigKeyNode  = pNodeList[2].ToRoomNode;
            EdgeNode bigDoorNode = pNodeList[3].ToEdgeNode;

            List <RoomNode> parents = new List <RoomNode>();
            List <RoomNode> rooms   = new List <RoomNode>();
            List <EdgeNode> edges   = new List <EdgeNode>();

            // Remove the saved nodes.
            pNodeList.RemoveRange(0, 4);
            parents.Add(Root);

            // Organize the remaining nodes by behavior
            foreach (Node n in pNodeList)
            {
                if (n.IsBlocker)
                {
                    edges.Add(n.ToEdgeNode);
                }
                else
                {
                    rooms.Add(n.ToRoomNode);
                }
            }

            // For the rooms, assign them as parents if necessary and set each node's parent.
            foreach (RoomNode n in rooms)
            {
                parents[UnityEngine.Random.Range(0, parents.Count)].AddChild(n);

                if (n.IsValidParent)
                {
                    parents.Add(n);
                }
            }

            // Assign the remaining special room/edge nodes.
            parents[UnityEngine.Random.Range(0, parents.Count)].AddChild(bigKeyNode);
            parents[parents.Count - 1].AddChild(bossNode);
            parents[parents.Count - 1].AddEdgeNode(bossNode, bigDoorNode);

            // For the edges, assign their children and parents in a valid way
            foreach (EdgeNode n in edges)
            {
                List <RoomNode> children     = new List <RoomNode>();
                List <RoomNode> validParents = new List <RoomNode>();
                int             parentIndex  = -1;

                foreach (RoomNode p in parents)
                {
                    if (ParentIsValidForBlocker(p, n))
                    {
                        validParents.Add(p);
                    }
                }

                parentIndex = UnityEngine.Random.Range(0, validParents.Count - 1);


                if (validParents.Count > 0)
                {
                    for (int i = 0; i < validParents[parentIndex].Children.Count; i++)
                    {
                        if (validParents[parentIndex].Edges[i] == null)
                        {
                            children.Add(validParents[parentIndex].Children[i]);
                        }
                    }
                }

                validParents[parentIndex].AddEdgeNode(children[UnityEngine.Random.Range(0, children.Count)], n);
            }
        }
Esempio n. 10
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 // Create a new room node with data as dictionary.
 public EdgeNode(RoomNode pParent, RoomNode pChild, Dictionary <Data, object> pData) : base(pParent, pData)
 {
     Child = pChild;
 }
Esempio n. 11
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 // Create an edge node with data as params
 public EdgeNode(RoomNode pParent, RoomNode pChild, params KeyValuePair <Data, object>[] pData) : base(pParent, pData)
 {
     Child = pChild;
 }
Esempio n. 12
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 // Create a new room node with data as dictionary.
 public RoomNode(RoomNode pParent, Dictionary <Data, object> pData) : base(pParent, pData)
 {
     Children = new List <RoomNode>();
     Edges    = new List <EdgeNode>();
 }
Esempio n. 13
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 // Create a new room node with data as params.
 public RoomNode(RoomNode pParent, params KeyValuePair <Data, object>[] pData) : base(pParent, pData)
 {
     Children = new List <RoomNode>();
     Edges    = new List <EdgeNode>();
 }
Esempio n. 14
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        // Create a node with data as a dictionary
        public Node(RoomNode pParent, Dictionary <Data, object> pData)
        {
            Parent = pParent;

            Data = pData;
        }