Esempio n. 1
0
        public void ComputeRoom(Room room, List<Room> visitedRooms, Stack<Room> computationStack, Random rand)
        {
            // mark room as visited
            visitedRooms.Add(room);

            // has unvisited neighbor?
            List<Connection> connections = room.GetUnvisitedNeighbors(visitedRooms);
            if (connections.Count > 0)
            {
                // choose random neighbor
                int randomIndex = rand.Next(connections.Count);
                Room neighbor = connections[randomIndex].Neighbor;

                // add room to stack
                computationStack.Push(room);

                // remove walls between room and neighbor
                int direction = connections[randomIndex].Direction;
                room.Walls[direction] = false;
                neighbor.Walls[(direction + 2) % 4] = false;

                // computer neighbor room
                this.ComputeRoom(neighbor, visitedRooms, computationStack, rand);
            }
            else
            {
                if (computationStack.Count > 0)
                {
                    // remove first stack room
                    room = computationStack.Pop();
                    // backtrack
                    this.ComputeRoom(room, visitedRooms, computationStack, rand);
                }
            }
        }
Esempio n. 2
0
        public static Maze CreateMaze()
        {
            Room room1 = new Room(1);
            Room room2 = new Room(2);
            Door door = new Door(room1, room2);

            room1.SetSide(Direction.North, new Wall());
            room1.SetSide(Direction.East, door);
            room1.SetSide(Direction.South, new Wall());
            room1.SetSide(Direction.West, new Wall());

            room2.SetSide(Direction.North, new Wall());
            room2.SetSide(Direction.East, new Wall());
            room2.SetSide(Direction.South, new Wall());
            room2.SetSide(Direction.West, door);

            Maze maze = new Maze();
            maze.AddRoom(room1);
            maze.AddRoom(room2);

            return maze;
        }
Esempio n. 3
0
 public Connection(Room neighbor, int direction)
 {
     this.Neighbor = neighbor;
     this.Direction = direction;
 }
Esempio n. 4
0
 private void CreateRooms()
 {
     for (int i = 0; i < _width * _height; ++i)
     {
         _rooms[i] = new Room();
     }
 }
Esempio n. 5
0
        public static void Generate(int width, int height)
        {
            int NumberOfCells,
                        NumberOfWalls,
                        NumberOfSets;
            int         i,
                        j,
                        z,
                        w;
            Cell[] cells;
            Wall[] walls;
            Room[] rooms;

            NumberOfCells = width * height;
            NumberOfWalls = ((width * (height - 1)) + (height * (width - 1)));
            NumberOfSets = NumberOfCells;

            cells = new Cell[NumberOfCells];
            walls = new Wall[NumberOfWalls];
            rooms = new Room[NumberOfSets];

            // Create each Cell with its default ID in the Cells array
            for (i = 0; i < NumberOfCells; i++)
            {
                cells[i] = new Cell(i);
                //debug
                // Console.WriteLine(cells[i]);
            }

            // Create each with its default ID in the Sets array
            for (i = 0; i < NumberOfSets; i++)
            {
                rooms[i] = new Room(i, NumberOfCells);
                rooms[i].Cells[0] = cells[i];
                // debug
                // Console.WriteLine(rooms[i]);
            }

            // Create each wall with its default ID in the walls array
            for (i = 0; i < NumberOfWalls; i++)
            {
                walls[i] = new Wall(i);
            }

            // Algorithm discovers if a wall is vertical
            // based on that each row starts by a multiple
            // of (width * 2) - 1
            for (i = 0; i < NumberOfWalls; i++)
            {
                if (i == 0 || (i % ((width * 2) - 1) == 0))
                {
                    for (j = 0; j < (width - 1); j++)
                    {
                        walls[i + j].isFloor = false;
                    }
                }
                // debug
                // Console.WriteLine(walls[i]);
            }

            // Now add two rooms to each wall
            // based on if it's a floor or not
            // need refactoring
            for (i = 0, z = 0, j = 0, w = width; i < NumberOfWalls; i++)
            {
                // Checks if it's a floor
                // and then, floor walls will begin
                // to increase from 0 and width
                // by 1 each time (width = 4 -> 0,4 (+1,+1) -> 1,5)
                if (walls[i].isFloor)
                {
                    walls[i].Cells[0] = cells[j];
                    walls[i].Cells[1] = cells[w];
                    // debug
                    // Console.WriteLine(walls[i] + " received " + j + " and " + w);
                    j++;
                    w++;
                }

                // And if it's not
                // it starts as 0 and 0+1
                // but on the beginning of it each new row
                // (multiple of width*2 -1)
                // it increases +1
                else
                {
                    if (i != 0 && (i % ((width * 2) - 1) == 0))
                    {
                        z++;
                    }
                    walls[i].Cells[0] = cells[z];
                    walls[i].Cells[1] = cells[z + 1];
                    // debug
                    // Console.WriteLine(walls[i] + " received " + z + " and " + (z + 1));
                    z++;
                }
            }

            for (i = 0; i < width; i++)
            {
                Console.Write(" " + "_");
            }

            foreach (Cell cell in cells)
            {
                if (cell.id % width == 0)
                {
                    Console.WriteLine(" ");
                    Console.Write("|");
                }
                if (cell.id > (width * (height - 1)) || cell.id == NumberOfCells - 1)
                {
                    Console.Write("_");
                }
                foreach (Wall wall in walls)
                {
                    if (wall.Contains(cell))
                    {
                        if (wall.isFloor)
                        {
                            Console.Write("_");
                        }
                        else
                        {
                            Console.Write("|");
                        }
                    }
                }
                //if (cell.id % width == 1)
                //{
                //    Console.Write("|");
                //}
            }
        }