예제 #1
0
파일: Generate.cs 프로젝트: hnjm/TileMap2D
        public static Graph2d CreateRoutingCostMap(List <Room> _exclude, IVector2 _size, int _roomBuffer,
                                                   int _tunnelMagBuffer, double _tunnelRoutingStrength)
        {
            var defCost = _tunnelRoutingStrength * 2d + 1;

            var routingGraph = new Graph2d(_size, defCost, false);


            foreach (var room in m_Tilemap.m_Rooms)
            {
                if (_exclude.Contains(room))
                {
                    //Add special case routing per room shape
                    switch (room.Shape)
                    {
                    //Rect rooms add corners as impassable
                    case Room.ShapeType.Rectangle:
                        foreach (var corner in room.Corners)
                        {
                            routingGraph.SetNodeWeight(corner, double.MaxValue);
                        }
                        break;

                    default:
                        break;
                    }
                    continue;
                }

                //Add room walls as impassable with specified buffer
                List <IVector2> bufferPoly;

                //Pre-calculate costs for room buffer
                var cost = new double[_roomBuffer + 1];
                for (var buffer = _roomBuffer; buffer > 0; --buffer)
                {
                    cost[buffer] = defCost + defCost * (_roomBuffer - buffer);
                }
                cost[0] = double.MaxValue;

                //Add room buffer costs
                for (var buffer = _roomBuffer; buffer >= 0; --buffer)
                {
                    if (buffer != 0)
                    {
                        var co         = new ClipperOffset();
                        var wallCoords = room.GetWallCoords(true);
                        co.AddPath(Support2D.ToIntPoint(wallCoords), JoinType.jtMiter,
                                   EndType.etClosedPolygon);
                        var pt = new PolyTree();
                        co.Execute(ref pt, buffer);

                        bufferPoly = Support2D.ToIVector2(pt.Childs[0].Contour);

                        var path = Support2D.CreatePath(bufferPoly, true);

                        foreach (var coord in path)
                        {
                            routingGraph.SetNodeWeight(coord, cost[buffer] + routingGraph.GetNodeWeight(coord));
                        }
                    }
                    else
                    {
                        foreach (var coord in room.GetWallCoords(true))
                        {
                            routingGraph.SetNodeWeight(coord, cost[0]);
                        }
                    }
                }
            }


            if (_tunnelMagBuffer >= 0 && Settings.CalcRoutingStrength != 0)
            {
                //Pre-calcluate costs for tunnel magnetism
                var tunnelCost = new double[_tunnelMagBuffer + 1];
                tunnelCost[0] = 1d;
                for (var tScaleIdx = 1; tScaleIdx <= _tunnelMagBuffer; ++tScaleIdx)
                {
                    tunnelCost[tScaleIdx] = tunnelCost[0] + _tunnelRoutingStrength +
                                            (tScaleIdx - 1) * (defCost - 1 - _tunnelRoutingStrength) / _tunnelMagBuffer;
                }
                foreach (var tunnel in m_Tilemap.m_Tunnels)
                {
                    for (var tOffset = _tunnelMagBuffer; tOffset >= 0; --tOffset)
                    {
                        //double cost = _defaultCost - _defaultCost/(tOffset + 1);
                        foreach (var path in tunnel.Paths)
                        {
                            if (tOffset > 0)
                            {
                                var solution = new PolyTree();
                                var co       = new ClipperOffset();
                                co.AddPath(Support2D.ToIntPoint(path.Points), JoinType.jtMiter,
                                           EndType.etOpenButt);
                                //co.AddPath(Support2D.ToIntPoint(path.PointsReverse), JoinType.jtSquare,
                                //    EndType.etOpenButt);
                                co.Execute(ref solution, tOffset);


                                foreach (var child in solution.Childs)
                                {
                                    var tunnelPath = Support2D.CreatePath(Support2D.ToIVector2(child.Contour), true);


                                    foreach (var coord in tunnelPath)
                                    {
                                        if (!routingGraph.IsImpassable(coord))
                                        {
                                            var curCost = routingGraph.GetNodeWeight(coord);
                                            if (curCost <= defCost && curCost > tunnelCost[tOffset])
                                            {
                                                routingGraph.SetNodeWeight(coord, tunnelCost[tOffset]);
                                            }
                                        }
                                    }
                                }
                            }
                            else
                            {
                                foreach (var coord in path.Points)
                                {
                                    if (!routingGraph.IsImpassable(coord))
                                    {
                                        routingGraph.SetNodeWeight(coord, tunnelCost[0]);
                                    }
                                }
                                //routingGraph.ScaleNodeWeight(coord, 0.1f * (float)_defaultCost);
                            }
                        }
                    }
                }
            }
            return(routingGraph);
        }
예제 #2
0
파일: Generate.cs 프로젝트: hnjm/TileMap2D
        //private static IEnumerator Dungeon()  //UNITY
        public static void Dungeon()
        {
            GenerateDone = false;
            m_Generating = true;
            //TileMap2D.meshRenderer.material.mainTexture = null;

            //Set Logging action
            Msg.CreateLog(LOGKEY_MESSAGES, LogVerbosity.HIGH, LogStyle.MESSAGE_ONLY, Settings.ActionForUserMessages);


            //Set random seed
            if (Settings.RndSeed == 0)
            {
                byte[] rngCont = { 0, 0, 0, 0 };
                var    rng     = RandomNumberGenerator.Create();
                rng.GetBytes(rngCont);
                if (BitConverter.IsLittleEndian)
                {
                    Array.Reverse(rngCont);
                }

                Settings.RndSeed = BitConverter.ToInt32(rngCont, 0);
            }
            m_Random = new Random(Settings.RndSeed);

            var timeStamp = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;

            Msg.LogDebug(TAG_DEBUG, DebugSettingsToString(), MsgPriLvl.HIGH);


            var logMsg = "Creating Dungeon... (Seed [ " + Settings.RndSeed + " ])\n  Generating Rooms...";

            Msg.Log(LOGKEY_MESSAGES, LOGKEY_MESSAGES, logMsg, MsgPriLvl.HIGH);

            //1.  Generate and place rooms ===========================================================================

            //Set "aspect ratio" of entire dungeon space.
            var tarAspect = Settings.AspectRatio;

            if (tarAspect > MAX_ASPECT || tarAspect < 1f / MAX_ASPECT)
            {
                //invalid target aspect
                if (FlipCoin())
                {
                    tarAspect = m_Random.NextDouble() * (MAX_ASPECT - 1) + 1;
                }
                else
                {
                    tarAspect = (m_Random.NextDouble() * 1 / MAX_ASPECT) + 1 / MAX_ASPECT;
                }
            }

            Msg.LogDebug(TAG_DEBUG, "Dungeon Map Aspect Ratio: " + tarAspect, MsgPriLvl.HIGH);

            //Create rooms and place in map
            m_Tilemap = CreateMapAndPlaceRooms();

            logMsg = "Done placing rooms.  Creating Tunnels.";
            Msg.Log(LOGKEY_MESSAGES, LOGKEY_MESSAGES, logMsg, MsgPriLvl.HIGH);

            //2.  Add connectors/Tunnels and Draw to map ====================================================================
            m_Tilemap.m_EntryPoint = new IVector2(m_Random.Next(Settings.MapOuterBuffer, m_Tilemap.Dims.x),
                                                  m_Random.Next(Settings.MapOuterBuffer, m_Tilemap.Dims.y));

            //Check special case entry points
            foreach (var room in m_Tilemap.m_Rooms)
            {
                if (room.Shape != Room.ShapeType.Ellipse)
                {
                    continue;
                }
                while (true)
                {
                    if (room.Bounds.Encapsulates(m_Tilemap.m_EntryPoint) &&
                        !room.ContainsCoord(m_Tilemap.m_EntryPoint, true))
                    {
                        m_Tilemap.m_EntryPoint = new IVector2(m_Random.Next(Settings.MapOuterBuffer, m_Tilemap.Dims.x),
                                                              m_Random.Next(Settings.MapOuterBuffer, m_Tilemap.Dims.y));
                    }
                    else
                    {
                        break;
                    }
                }
            }

            Msg.LogDebug(TAG_DEBUG, "Entry point created at " + m_Tilemap.EntryPoint, MsgPriLvl.MED);

            //yield return TileMap2D.instance.StartCoroutine(CreateTunnels(m_Tilemap.EntryPoint));  //UNITY
            CreateTunnels(m_Tilemap.EntryPoint);

            if (m_Tilemap.m_Tunnels == null)
            {
                var newSeed = (int)Math.Pow(Settings.RndSeed, 2);
                Msg.LogDebug(TAG_DEBUG,
                             "Bad Triangulation restarting Dungeon Thread with Seed " + Settings.RndSeed + " trying Seed " +
                             newSeed,
                             MsgPriLvl.HIGH);
                Settings.RndSeed = newSeed;
                //yield return Dungeon(); //UNITY
                //yield break; //UNITY
                Dungeon();
            }

            //Draw Tunnel walls
            foreach (var tunnelNet in m_Tilemap.m_Tunnels)
            {
                foreach (var path in tunnelNet.Paths)
                {
                    var solution = new PolyTree();
                    var co       = new ClipperOffset();
                    co.AddPath(Support2D.ToIntPoint(path.Points), JoinType.jtMiter, EndType.etOpenButt);
                    co.Execute(ref solution, 1);

                    m_Tilemap.m_MapData.DrawClosedPoly(Support2D.ToIVector2(solution.Childs[0].Contour), WallMaterial);
                }
            }

            //Draw Entry Point Walls
            foreach (var neighbor in m_Tilemap.EntryPoint.Neighbors(true))
            {
                if (m_Tilemap.m_MapData.InBounds(neighbor))
                {
                    m_Tilemap.m_MapData[neighbor] = WallMaterial;
                }
            }

            //Draw room walls and floors
            DrawRooms(m_Tilemap.m_Rooms, ref m_Tilemap.m_MapData);


            //Draw Tunnel Floor
            foreach (var tunnel in m_Tilemap.m_Tunnels)
            {
                foreach (var path in tunnel.Paths)
                {
                    m_Tilemap.m_MapData.DrawPath(path.Points, FloorMaterial);
                }
            }

            //Draw Entry Point Floor (in case it landed on a Wall/Corner)
            m_Tilemap.m_MapData[m_Tilemap.EntryPoint] = FloorMaterial;
            var wallCount = 0;

            foreach (var neighbor in m_Tilemap.EntryPoint.Neighbors(false))
            {
                if (m_Tilemap.m_MapData[neighbor] == WallMaterial)
                {
                    wallCount++;
                }
            }
            if (wallCount == 4)
            {
                foreach (var neighbor in m_Tilemap.EntryPoint.Neighbors(false))
                {
                    foreach (var wallNeighbor in neighbor.Neighbors(false))
                    {
                        if (wallNeighbor != m_Tilemap.EntryPoint && m_Tilemap.m_MapData[wallNeighbor] == FloorMaterial)
                        {
                            m_Tilemap.m_MapData[neighbor] = FloorMaterial;
                            goto GoodEntry;
                        }
                    }
                }
            }
GoodEntry:

            //Add Doorways
            CreateDoorways();

            var timeStampEnd = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;

            logMsg = "Dungeon Created in " + (timeStampEnd - timeStamp) + "ms";
            //Log(logMsg);
            Msg.LogDebug(TAG_DEBUG, logMsg, MsgPriLvl.HIGH);

            GenerateDone = true;
            m_Generating = false;
            //m_MapHolder.m_MapData.Compressed = true;
            Msg.DeleteLog(LOGKEY_MESSAGES);
        }