private void GenerateDebugStructure(DungeonStructure dungeonStructure)
 {
     Destroy(_debugStructure);
     _debugStructure = new GameObject("DebugStructure");
     DungeonDebugger.GenerateDungeonDebugStructure(dungeonStructure, _debugStructure.transform);
     _debugStructure.SetActive(drawDebugView);
 }
예제 #2
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        public void Generate(string name, int itemId, int floorPlan)
        {
            var test = DungeonClass.LoadDungeonClass(TxtDungeonName.Text);

            if (test == null)
            {
                MessageBox.Show("Dungeon not found.", this.Text, MessageBoxButtons.OK, MessageBoxIcon.Error);
                return;
            }

            try
            {
                var dungeon = new DungeonStructure(name, 0, itemId, "", 0, floorPlan);
                if (!ChkImage.Checked)
                {
                    TxtDungeon.Text = GetMazeAsString(dungeon);

                    TxtDungeon.Visible = true;
                    ImgDungeon.Visible = false;
                }
                else
                {
                    ImgDungeon.Image = GetBitmap(dungeon);

                    TxtDungeon.Visible = false;
                    ImgDungeon.Visible = true;
                }
            }
            catch (Exception ex)
            {
                MessageBox.Show("Error: " + ex.Message + ".", this.Text, MessageBoxButtons.OK, MessageBoxIcon.Error);
            }
        }
 /// <summary>
 /// Draws the dungeon debug data in editor scene view
 /// Should only be called from OnDrawGizmos or OnDrawGizmosSelected unity functions
 /// </summary>
 public static void DrawDungeonDebugGizmos(DungeonStructure structure)
 {
     structure.StartElement.ForeachDepthFirst((n, d) =>
     {
         Gizmos.color = ElementColorBasedOnPath(n, d);
         var bounds   = n.Room.GetBounds();
         Gizmos.DrawCube(bounds.center, bounds.extents * 2.1f);
     });
 }
예제 #4
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        internal static DungeonStructure ConcretizeStructure(AbstractDungeonStructure inputStructure, Random random)
        {
            var structure = new DungeonStructure(ConcretizeDungeonTree(inputStructure.StartElement, random,
                                                                       new ReadOnlyDictionary <string, AbstractDungeonStructure>(inputStructure.EmbeddedDungeons)),
                                                 inputStructure.StructureMetaData,
                                                 inputStructure);

            structure.NodeMetaData.BranchDataWrapper = inputStructure.BranchDataWrapper;
            return(structure);
        }
예제 #5
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        static string GetMazeAsString(DungeonStructure dungeon)
        {
            var sw = new System.IO.StringWriter();

            for (int floorN = 0; floorN < dungeon.floors.Count; ++floorN)
            {
                var floor = dungeon.floors[floorN];
                var rooms = floor.maze_generator.rooms;

                sw.WriteLine("Floor {0}", floorN + 1);
                sw.WriteLine("  000102030405060708");
                for (int y = floor.maze_generator.height - 1; y >= 0; --y)
                {
                    var row = string.Format("{0,0:D2} ", y);
                    for (int x = 0; x < floor.maze_generator.width; ++x)
                    {
                        if (floor.maze_generator.start_pos.X == x && floor.maze_generator.start_pos.Y == y)
                        {
                            row += "S ";
                        }
                        else if (floor.maze_generator.end_pos.X == x && floor.maze_generator.end_pos.Y == y)
                        {
                            row += "B ";
                        }
                        else if (floor.maze_generator.rooms[x][y].isVisited > 0)
                        {
                            row += "X ";
                        }
                        else
                        {
                            row += "  ";
                        }
                    }
                    sw.WriteLine(row);
                }

                sw.WriteLine();
            }

            var result = sw.ToString();

            sw.Close();
            return(result.Trim());
        }
        private void BuildDungeon(
            AbstractDungeonStructure structure,
            int generationSeed,
            float branchPercent,
            float margin,
            PrototypeDungeonGenerator.GenerationParameters parameters)
        {
            if (structure.BranchDataWrapper != null)
            {
                structure.BranchDataWrapper.BranchPercentage = branchPercent;
            }

            structure.StructureMetaData.MarginUnit = margin;

            var generator        = new PrototypeDungeonGenerator(structure, generationSeed, parameters);
            var prototypeDungeon = generator.BuildPrototype();

            _actualStructure = prototypeDungeon.BuildDungeonInUnitySpace(transform);
            OnDungeonRebuilt?.Invoke(_actualStructure);
        }
        public PrototypeDungeonGenerator(AbstractDungeonStructure structure, int seed, GenerationParameters generationParameters = null)
        {
            _seed   = seed;
            _random = new Random(seed);
            _generationParameters = generationParameters;
            _loadedStructure      = DungeonStructureConcretizer.ConcretizeStructure(structure, _random);
            _loadedRooms          = RoomResourceLoader.LoadRoomPrototypes(_loadedStructure);
            _marginHalf           = structure.StructureMetaData.MarginUnit / 2f;
            CollectMetaData(_loadedStructure);

            if (_generationParameters != null)
            {
                ParameterizeDungeon();
            }

            if (_stepBackCounter == null)
            {
                _stepBackCounter = new StepBackCounter(DefaultMaxSteps);
            }
        }
예제 #8
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        internal static Dictionary <string, RoomCollection> LoadRoomPrototypes(DungeonStructure dungeonStructure, Func <string, RoomCollection> roomLoaderOverwrite = null)
        {
            var collector = new Dictionary <string, RoomCollection>();

            var roomLoader = roomLoaderOverwrite ?? LoadRoom;

            var startElement = dungeonStructure.StartElement;

            LoadRoomPrototypesRecur(startElement, collector, roomLoader);

            if (dungeonStructure.NodeMetaData.BranchDataWrapper != null)
            {
                foreach (var prototypeName in dungeonStructure.NodeMetaData.BranchDataWrapper.BranchPrototypeNames)
                {
                    LoadRoomPrototypesRecur(dungeonStructure.AbstractStructure.EmbeddedDungeons[prototypeName].StartElement, collector, roomLoader);
                }
            }

            return(collector);
        }
 private static void CollectMetaData(DungeonStructure dungeonStructure)
 {
     CollectMetaData(dungeonStructure.StartElement);
 }
 /// <summary>
 /// Builds an object structure around the dungeon with the debug informations
 /// Can be used in built games
 /// </summary>
 public static void GenerateDungeonDebugStructure(DungeonStructure structure, Transform parent = null)
 {
     structure.StartElement.ForeachDepthFirst((n, d) => { BuildDebugCube(parent, n, ElementColorBasedOnPath(n, d)); });
 }
예제 #11
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        private Bitmap GetBitmap(DungeonStructure dungeon)
        {
            var colorBackground = Color.FromArgb(0xf8, 0xdb, 0xb3);
            var colorPath       = Color.FromArgb(0x9e, 0x85, 0x67);
            var colorStart      = Color.FromArgb(0xff, 0xff, 0xff);
            var colorEnd        = Color.FromArgb(0x5b, 0x4d, 0x3b);
            var solidBlack      = new SolidBrush(Color.Black);

            var tileSize  = 20;
            var maxTilesX = 0;
            var maxTilesY = 0;
            var perLine   = 3;
            var fontSize  = 10;

            var font = new Font(FontFamily.GenericSansSerif, fontSize);

            var textHeight = 10;

            using (var bmp = new Bitmap(1, 1))
                using (var g = Graphics.FromImage(bmp))
                    textHeight = (int)g.MeasureString("test", font).Height;

            foreach (var floor in dungeon.floors)
            {
                if (floor.maze_generator.width > maxTilesX)
                {
                    maxTilesX = floor.maze_generator.width;
                }
                if (floor.maze_generator.height > maxTilesY)
                {
                    maxTilesY = floor.maze_generator.height;
                }
            }
            maxTilesX++;
            maxTilesY++;

            var imageW = (maxTilesX * tileSize) * (dungeon.floors.Count >= perLine ? perLine : dungeon.floors.Count) + tileSize * 2;
            var imageH = (maxTilesY * tileSize) * (int)Math.Ceiling(dungeon.floors.Count / (float)perLine) + tileSize * 2 + 10 + textHeight;

            var result = new Bitmap(imageW, imageH);

            using (var g = Graphics.FromImage(result))
            {
                g.FillRectangle(new SolidBrush(colorBackground), new Rectangle(0, 0, imageW, imageH));

                g.DrawString(dungeon.name, font, solidBlack, new PointF(10, 10));

                var xoff   = tileSize;
                var yoff   = tileSize + 10 + textHeight;
                var xcount = 0;

                for (int i = 0; i < dungeon.floors.Count; ++i)
                {
                    var floor = dungeon.floors[i];
                    var rooms = floor.maze_generator.rooms;

                    if (i > 0)
                    {
                        xoff += (maxTilesX * tileSize);
                        if (++xcount >= perLine)
                        {
                            xoff   = tileSize;
                            yoff  += (maxTilesY * tileSize);
                            xcount = 0;
                        }
                    }

                    for (int y = 0; y < floor.maze_generator.height; ++y)
                    {
                        for (int x = 0; x < floor.maze_generator.width; ++x)
                        {
                            var color = Color.Transparent;

                            if (floor.maze_generator.start_pos.X == x && floor.maze_generator.start_pos.Y == y)
                            {
                                color = colorStart;
                            }
                            else if (floor.maze_generator.end_pos.X == x && floor.maze_generator.end_pos.Y == y)
                            {
                                color = colorEnd;
                            }
                            else if (rooms[x][y].isVisited > 0)
                            {
                                color = colorPath;
                            }

                            if (color != Color.Transparent)
                            {
                                var brush = new SolidBrush(color);

                                var xp = x * tileSize + xoff;
                                var yp = (floor.maze_generator.height - y - 1) * tileSize + yoff;
                                var wp = tileSize;
                                var hp = tileSize;

                                if (color != colorPath)
                                {
                                    g.FillRectangle(new SolidBrush(color), new Rectangle(xp, yp, wp, hp));
                                }
                                else
                                {
                                    var subTileSize = (int)(tileSize / 4f);
                                    wp  = subTileSize * 2;
                                    hp  = subTileSize * 2;
                                    xp += subTileSize;
                                    yp += subTileSize;

                                    g.FillRectangle(new SolidBrush(color), new Rectangle(xp, yp, wp, hp));

                                    var code = 0;
                                    for (var d = 0; d < 4; ++d)
                                    {
                                        if (rooms[x][y].directions[d] > 0)
                                        {
                                            code |= 1 << d * 4;
                                        }
                                    }

                                    if ((code & 0x1000) != 0)
                                    {
                                        g.FillRectangle(brush, new Rectangle(xp - subTileSize, yp, wp, hp));
                                    }

                                    if ((code & 0x0100) != 0)
                                    {
                                        g.FillRectangle(brush, new Rectangle(xp, yp + subTileSize, wp, hp));
                                    }

                                    if ((code & 0x0010) != 0)
                                    {
                                        g.FillRectangle(brush, new Rectangle(xp + subTileSize, yp, wp, hp));
                                    }

                                    if ((code & 0x0001) != 0)
                                    {
                                        g.FillRectangle(brush, new Rectangle(xp, yp - subTileSize, wp, hp));
                                    }
                                }

                                //g.DrawString(x + "," + y, new Font(FontFamily.GenericSansSerif, 8), solidBlack, new PointF(x * tileSize + xoff, (floor.maze_generator.height - y - 1) * tileSize + yoff));
                                //g.DrawRectangle(new Pen(Color.Black), new Rectangle(x * tileSize + xoff, (floor.maze_generator.height - y - 1) * tileSize + yoff, tileSize, tileSize));
                            }
                        }
                    }
                }
            }

            return(result);
        }