//Specialized FindDirections for specialRooms. Because it's a specialroom, its algorithm is simpler public static bool[] FindDirections(int x, int y, Room[,] floorLayout, bool[] constraints) { bool[] exits = new bool[4]; bool noExit = true; List <int> goingDirections = new List <int> { 0, 1, 2, 3 }; for (int i = 0; i < 4; i++) { if (constraints[i] == false) { goingDirections.Remove(i); } } do { foreach (int i in goingDirections) { int _x = x + DirectionUtility.getX(i); int _y = y + DirectionUtility.getY(i); //Make sure we're inside the bounds of the loop and not overlapping with an already existing room if (_x < floorLayout.GetLength(0) && _x >= 0 && _y < floorLayout.GetLength(1) && _y >= 0) { if (floorLayout[_x, _y] == null) { //Randomize whether this exit will be used if (Random.Range(0, 100) < ROOM_CHANCE) { exits[i] = true; noExit = false; } } else { //If the room seen is opening into this room, it's OK! if (floorLayout[_x, _y].CheckExit(DirectionUtility.opposite(i))) { exits[i] = true; noExit = false; } else { //Otherwise, yeah, remove it goingDirections.Remove(i); break; } } } else { //Remove directions that are blocked off by other walls goingDirections.Remove(i); break; } } } while(noExit && goingDirections.Count > 0); return(exits); }
public virtual void BuildTowards(Room target, Room _source, Room[,] floorLayout) { List <int> goingDirections = new List <int> { 0, 1, 2, 3 }; foreach (int i in goingDirections) { int _x = x + DirectionUtility.getX(i); int _y = y + DirectionUtility.getY(i); int dist = Mathf.Abs(x - target.x) + Mathf.Abs(y - target.y); int directDist = Mathf.Abs(_x - target.x) + Mathf.Abs(_y - target.y); if (directDist < dist && _x < floorLayout.GetLength(0) && _x >= 0 && _y < floorLayout.GetLength(1) && _y >= 0) { //Build Towards that direction if (floorLayout[_x, _y] == null) { Debug.Log("Tunneling " + x + ", " + y + " into " + _x + ", " + _y); //If there is no room here, Tunnel! RoomManager.instance.Tunnel(_x, _y, floorLayout, DirectionUtility.opposite(i), _source); bool status = AddExit(DirectionUtility.getDirection(i), floorLayout); if (status == true) { return; } } else if (TestExit(i) == true) { Debug.Log("Building towards " + _x + ", " + _y); floorLayout[_x, _y].BuildTowards(target, _source, floorLayout); return; } else { //If there is a room there, connect them! if (floorLayout[_x, _y].getBaseRoom() != _source) { floorLayout[_x, _y].Connect(_source); } RoomManager.instance.FuseRooms(this, floorLayout[_x, _y], floorLayout); return; } //End return; } } //If we've made it here, no direction is closer to the target, which means THIS IS THE TARGET! _source.Connect(target); }
public void FuseRooms(Room roomA, Room roomB, Room[,] floorLayout) { Debug.Log("Fusing " + roomA.x + ", " + roomA.y + " and " + roomB.x + ", " + roomB.y); List <int> goingDirections = new List <int> { 0, 1, 2, 3 }; foreach (int i in goingDirections) { if (roomA.x + DirectionUtility.getX(i) == roomB.x && roomA.y + DirectionUtility.getY(i) == roomB.y) { bool[] roomAexits = roomA.getExits(); roomAexits[i] = true; bool[] roomBexits = roomB.getExits(); roomBexits[DirectionUtility.getIndex(DirectionUtility.opposite(i))] = true; ReplaceRoom(roomA, roomAexits, floorLayout); ReplaceRoom(roomB, roomBexits, floorLayout); return; } } }
//The Tunnel method will decide what kind of room is needed and call getCorridor to make rooms public void Tunnel(int x, int y, Room[,] floorLayout, Direction from, Room _room) { //Decide directions this room will go to bool[] exits = FindDirections(x, y, floorLayout, _room); exits[DirectionUtility.getIndex(from)] = true; //Once all exits have been found, ask for a room to fill in this one if (x >= 0 && y >= 0 && x < floorLayout.GetLength(0) && y < floorLayout.GetLength(1)) { if (floorLayout[x, y] == null) { Room createdRoom = GetCorridor(exits); createdRoom.x = x; createdRoom.y = y; GameObject madeRoom = Instantiate(createdRoom.gameObject, new Vector3(x * ROOM_SIZE_X, y * -ROOM_SIZE_Y, 0), Quaternion.identity); //Set baseRoom floorLayout[x, y] = madeRoom.GetComponent <Room>(); floorLayout[x, y].setBase(_room); order++; floorLayout[x, y].setOrder(order); //Call Tunnel on each room this one can go to for (int i = 0; i < 4; i++) { if (exits[i] == true && i != DirectionUtility.getIndex(from)) { if (floorLayout[x + DirectionUtility.getX(i), y + DirectionUtility.getY(i)] == null) { //if(CheckPoint(x+Direction.getX(i),y+Direction.getY(i), floorLayout)) { Tunnel(x + DirectionUtility.getX(i), y + DirectionUtility.getY(i), floorLayout, DirectionUtility.opposite(i), _room); //} } } } } } }
public void createFloor(Floor thisFloor) { //Get RoomTemplate that is part of the MazeGenerator Object //roomList = GameObject.FindWithTag("Rooms").GetComponent<RoomTemplate>(); roomList = gameObject.GetComponent <RoomTemplate>(); //roomList = this.gameObject.GetComponent<RoomTemplate>(); if (!roomList) { Debug.LogException(new Exception("Could not find RoomTemplate object!")); } //Get the full list of rooms from floor class mainRooms = thisFloor.GetRooms(); mainRooms.Add(thisFloor.GetEntrance()); List <SpecialRoom> createdMainRooms = new List <SpecialRoom>(); //Declare for layout of this floor Room[,] floorLayout = new Room[thisFloor.xSize, thisFloor.ySize]; //Place each importantRoom in a random place on the floor foreach (SpecialRoom _room in mainRooms) { bool repeat = false; do { _room.x = (int)Random.Range(0, thisFloor.xSize - 1); _room.y = (int)Random.Range(0, thisFloor.ySize - 1); repeat = CheckSpot(_room.x, _room.y, floorLayout); if (repeat == false) { //After going through exits, create this mainRoom SpecialRoom tempScript = Instantiate(_room.gameObject, new Vector3(_room.x * ROOM_SIZE_X, _room.y * -ROOM_SIZE_Y, 0), Quaternion.identity).GetComponent <SpecialRoom>(); floorLayout[_room.x, _room.y] = tempScript; if (tempScript) { tempScript.Initialize(); createdMainRooms.Add(tempScript); } } } while(repeat); } //Create Connections //Go through each reqired room that was placed and build a graph to connect them all to each other foreach (SpecialRoom _room in createdMainRooms) { //Debug.Log("Connecting room " + _room.gameObject.name); bool[] exits = FindDirections(_room.x, _room.y, floorLayout, _room.getExits()); //Go through each exit for (int i = 0; i < 4; i++) { //Debug.Log("Direction " + i); //yield return 0; //_room.setExit(i, exits[i]); if (exits[i]) { //Check if a room has somehow been created in the interim if (floorLayout[_room.x + DirectionUtility.getX(i), _room.y + DirectionUtility.getY(i)] == null) { //Call recursive algorithm that begins making corridor rooms starting from each exit Tunnel(_room.x + DirectionUtility.getX(i), _room.y + DirectionUtility.getY(i), floorLayout, DirectionUtility.opposite(i), _room); //Make this mainRoom open or close walls depending on which exits have been set to open _room.DisableWall(DirectionUtility.getDirection(i)); //Debug.Log("Cleanedup"); //yield return 0; }/* else { * //Check if the wall doesn't open to this room * bool[] roomExits = floorLayout[_room.x + DirectionUtility.getX(i), _room.y + DirectionUtility.getY(i)].getExits(); * if(roomExits[DirectionUtility.getIndex(DirectionUtility.opposite(i))] == false) { * //If the room doesn't open up, block it off * _room.EnableWall(DirectionUtility.getDirection(i)); * } * }*/ } } } //Go through all SpecialRooms and check if any are not connected foreach (SpecialRoom _room in createdMainRooms) { for (int attempt = 0; attempt < 3; attempt++) { if (_room.isConnected() == false) { // Force a connection by calling tunnel on an outskirt room //Build towards a random room SpecialRoom targetRoom = null; for (int index = 0; index < createdMainRooms.Count && targetRoom == _room; index++) { targetRoom = createdMainRooms[index]; } _room.BuildTowards(targetRoom, _room, floorLayout); } } } Player.GetPlayer(). SetPosition((Vector2)(GameObject.FindWithTag("SpawnPoint").transform.position), 0); }
public static bool[] FindDirections(int x, int y, Room[,] floorLayout, Room _baseRoom) { bool[] exits = new bool[4]; List <int> goingDirections = new List <int> { 0, 1, 2, 3 }; do { foreach (int i in goingDirections) { //Make sure we're inside the bounds of the loop int _x = x + DirectionUtility.getX(i); int _y = y + DirectionUtility.getY(i); if (_x < floorLayout.GetLength(0) && _x >= 0 && _y < floorLayout.GetLength(1) && _y >= 0) { if (floorLayout[_x, _y] == null) { //Randomize whether this exit will be used if (Random.Range(0, 100) < ROOM_CHANCE) { exits[i] = true; } } else { //Check if this this room is connected to an UNCONNECTED MAINROOM if ((floorLayout[_x, _y].isConnected() == false || _baseRoom.isConnected() == false) && floorLayout[_x, _y].getBaseRoom() != _baseRoom) { //Open this entrance of the mainRoom //_checkedRoom.DisableWall(DirectionUtility.opposite(i)); bool addStatus = floorLayout[_x, _y].AddExit(DirectionUtility.opposite(i), floorLayout); if (addStatus == true) { //Flag connection _baseRoom.Connect(floorLayout[_x, _y]); exits[i] = true; } } //Make sure we're not dealing with a special room (that only opens up IF we're not connected, so get with the program!) SpecialRoom tempRoom = floorLayout[_x, _y] as SpecialRoom; if (tempRoom == null) { //Check if room this one is facing is already open to this room bool[] roomExits = floorLayout[_x, _y].getExits(); if (roomExits[DirectionUtility.getIndex(DirectionUtility.opposite(i))] == true) { exits[i] = true; } } /* * foreach(SpecialRoom _checkedRoom in mainRooms) { * if(floorLayout[_x,_y]==((Room) _checkedRoom) && ((Room) _checkedRoom) != _baseRoom) { * //If it is, check if this mainRoom is connected to another room yet * //if((!_checkedRoom.isConnected() || !_baseRoom.isConnected()) && roomExits[DirectionUtility.getIndex(DirectionUtility.opposite(i))] == true) { * if(!_checkedRoom.isConnected() || !_baseRoom.isConnected() || roomExits[DirectionUtility.getIndex(DirectionUtility.opposite(i))] == true) { * //If it isn't, connect it * _baseRoom.Connect(_checkedRoom); * exits[i] = true; * noExit = false; * //Open this entrance of the mainRoom * _checkedRoom.DisableWall(DirectionUtility.opposite(i)); * } * } * }*/ } } //Now that everything has been checked, remove this direction goingDirections.Remove(i); break; } // End of for loop } while(goingDirections.Count > 0); return(exits); }