Esempio n. 1
0
File: Room.cs Progetto: JvJ/CotWM
        public static Room RoomFromMaze(Maze m)
        {
            Room ret = new Room(m.Width, m.Height);

            for (int x = 0; x < ret.Width; x++){
                for (int y = 0; y < ret.Height; y++){
                    switch(m[x,y]){
                    case MazeTileType.WALL:
                        ret[x,y] = new Tile(TileType.ROCK);
                        break;
                    case MazeTileType.SPACE:
                        ret[x,y] = new Tile(TileType.BLANK);
                        break;
                    default:
                        ret[x,y] = new Tile(TileType.BLANK);
                        break;
                    }
                }
            }

            return ret;
        }
Esempio n. 2
0
File: Room.cs Progetto: JvJ/CotWM
        /// <summary>
        /// 
        /// </summary>
        /// <param name="m">
        /// A <see cref="Maze"/>
        /// </param>
        /// <param name="rand">
        /// A <see cref="System.Random"/>
        /// </param>
        /// <returns>
        /// A <see cref="Room"/>
        /// </returns>
        public static Room ChambersFromMaze(Maze m, ChamberMap cm, System.Random rand, coords StartPosition, coords EndPosition)
        {
            // LEFTOFF: Here!
            Room ret = new Room(m.Width * Chambers.CHAMBER_WIDTH, m.Height  * Chambers.CHAMBER_HEIGHT);

            for (int x = 0; x < m.Width; x++){
                for (int y = 0; y < m.Height; y++){

                    // Select a random chamber type
                    ChamberType ct;

                    if (new coords(x,y) == EndPosition){
                        ct = ChamberType.TYPE_BOSS;
                    }
                    else{
                        ct = (ChamberType)(rand.Next() % (int)ChamberType.NumElements);
                        if (ct == ChamberType.TYPE_BOSS){
                            ct = ChamberType.TYPE_5;
                        }
                    }

                    cm[x,y] = ct;

                    Room r = Chambers.Rooms(ct).Clone() as Room;

                    switch(m[x,y]){
                    case MazeTileType.SPACE:

                        // Handle the door carving
                        // Left and Right
                        if (x > 0){
                            if (m[x-1,y] == MazeTileType.SPACE){
                                Chambers.LeftDoor(r, TileType.SNOW);
                            }
                        }
                        if (x < m.Width-1){
                            if (m[x+1,y] == MazeTileType.SPACE){
                                Chambers.RightDoor(r, TileType.SNOW);
                            }
                        }
                        // Bottom and Top
                        if (y > 0){
                            if (m[x,y-1] == MazeTileType.SPACE){
                                Chambers.BottomDoor(r, TileType.SNOW);
                            }
                        }
                        if (y < m.Height-1){
                            if (m[x,y+1] == MazeTileType.SPACE){
                                Chambers.TopDoor(r, TileType.SNOW);
                            }
                        }

                        ret.CopyRoom(r, x * Chambers.CHAMBER_WIDTH, y * Chambers.CHAMBER_HEIGHT);
                        break;
                    }

                }
            }

            return ret;
        }
Esempio n. 3
0
File: Maze.cs Progetto: JvJ/CotWM
        /// <summary>
        /// Based on the Growing Tree algorithm.
        /// </summary>
        /// <param name="branchRate">
        /// Zero is unbiased, positive will make branches more frequent, negative will cause long passages.
        /// This controls the position in the list chosen: positive makes the start of the list more likely.
        /// Negative makes the end of the list more likely.
        /// Large negative values make the original point obvious.
        /// Try values between -10 and 10.
        /// </param>
        /// <param name="rand">
        /// A <see cref="System.Random"/>
        /// </param>
        /// <returns>
        /// A <see cref="Room"/>
        /// </returns>
        public static Maze GrowingTree(int width, int height, int branchRate, bool nDiag, System.Random rand, out coords StartLocation, out coords EndLocation)
        {
            // The return value
            Maze ret = new Maze(width, height);

            // Initialize the grid to contain UU tiles
            for (int x = 0; x < width; x++){
                for (int y = 0; y < height; y++){
                    ret[x,y] = MazeTileType.UU;
                }
            }

            // List of coordinates of unexposed but undetermined cells
            var frontier = new List<coords>();

            // Functions

            #region Carve

            // This one makes the cell at (x,y) a space
            Action<int, int> carve
                = (int x, int y ) =>
            {
                var extra = new List<coords>();

                ret[x,y] = MazeTileType.SPACE;

                if (x > 0){
                    if (ret[x-1,y] == MazeTileType.UU){
                        ret[x-1,y] = MazeTileType.XU;
                        extra.Add(new coords(x-1,y));
                    }
                }
                if (x < width-1){
                    if (ret[x+1,y] == MazeTileType.UU){
                        ret[x+1,y] = MazeTileType.XU;
                        extra.Add(new coords(x+1,y));
                    }
                }
                if (y > 0){
                    if (ret[x,y-1] == MazeTileType.UU){
                        ret[x,y-1] = MazeTileType.XU;
                        extra.Add(new coords(x,y-1));
                    }
                }
                if (y < height - 1){
                    if (ret[x,y+1] == MazeTileType.UU){
                        ret[x,y+1] = MazeTileType.XU;
                        extra.Add(new coords(x,y+1));
                    }
                }

                // Add the shuffled list to the frontier
                frontier.AddRange(Misc.ShuffleList<coords>(extra, rand));
            };

            #endregion

            #region Harden
            Action<int,int> harden =
                (int x, int y)=>
            {
                ret[x,y] = MazeTileType.WALL;
            };

            #endregion

            #region Check
            // Test cell at (x,y) : can this become a space?
            // True indicates it should become a space, false indicates
            // it should become a wall
            Func<int, int, bool, bool> check =
                (int x, int y, bool nodiagonals) =>
            {
                int edgeState = 0;

                if (x > 0){
                    if (ret[x-1, y] == MazeTileType.SPACE){
                        edgeState += 1;
                    }
                }
                if (x < width - 1){
                    if (ret[x+1, y] == MazeTileType.SPACE){
                        edgeState += 2;
                    }
                }
                if (y > 0){
                    if (ret[x, y-1] == MazeTileType.SPACE){
                        edgeState += 4;
                    }
                }
                if (y < height - 1){
                    if (ret[x,y+1] == MazeTileType.SPACE){
                        edgeState += 8;
                    }
                }

                // If this would make a diagonal connection, forbid it
                if (nodiagonals){
                    if (edgeState == 1){
                        if (x < width-1){
                            if (y > 0){
                                if (ret[x+1,y-1] == MazeTileType.SPACE){
                                    return false;
                                }
                            }
                            if (y < height-1){
                                if (ret[x+1,y+1] == MazeTileType.SPACE){
                                    return false;
                                }
                            }
                        }
                        return true;
                    }
                    if (edgeState == 2){
                        if (x > 0){
                            if (y > 0){
                                if (ret[x-1, y-1] == MazeTileType.SPACE){
                                    return false;
                                }
                            }
                            if (y < height-1){
                                if (ret[x-1,y+1] == MazeTileType.SPACE){
                                    return false;
                                }
                            }
                        }
                        return true;
                    }
                    if (edgeState == 4){
                        if (y < height-1){
                            if (x > 0){
                                if (ret[x-1,y+1] == MazeTileType.SPACE){
                                    return false;
                                }
                            }
                            if (x < width-1){
                                if (ret[x+1,y+1] == MazeTileType.SPACE){
                                    return false;
                                }
                            }
                        }
                        return true;
                    }
                    if (edgeState == 8){
                        if (y > 0){
                            if (x > 0){
                                if (ret[x-1, y-1] == MazeTileType.SPACE){
                                    return false;
                                }
                            }
                            if (x < width-1){
                                if (ret[x+1,y-1] == MazeTileType.SPACE){
                                    return false;
                                }
                            }
                        }
                        return true;
                    }

                    return false;
                }
                else{
                    if (edgeState == 1 || edgeState == 2 || edgeState == 4 || edgeState == 8){
                        return true;
                    }
                    return false;
                }

            };

            #endregion

            // Now that the function definitions are over, the algorithm starts

            // Choose an original point at random and carve it out
            int xChoice = rand.Next(0, width);
            int yChoice = rand.Next(0, height);
            coords tempEnd;
            StartLocation = tempEnd = new coords(xChoice, yChoice);
            carve(xChoice, yChoice);

            while (frontier.Count > 0){
                // Select a random edge
                double pos = rand.NextDouble();
                pos = Math.Pow(pos, Math.Exp(-branchRate));

                int rIdx = (int)(pos * frontier.Count);
                coords choice = frontier[rIdx];

                if (check(choice.X, choice.Y, nDiag)){
                    carve(choice.X, choice.Y);
                    tempEnd = choice;
                }
                else{
                    harden(choice.X, choice.Y);
                }

                frontier.RemoveAt(rIdx);
            }

            // Set unexposed cells to be walls
            for (int x = 0; x < width; x++){
                for (int y = 0; y < height; y++){
                    if (ret[x,y] == MazeTileType.UU){
                        ret[x,y] = MazeTileType.WALL;
                    }
                }
            }

            EndLocation = tempEnd;

            return ret;
        }