/// <summary> /// Generate the dungeon graph and layout /// </summary> /// <param name="totalTrials">number of trials used if any of the graph or map generation fails</param> /// <param name="graphTrials">number of trials to generate graph before consider it a fail</param> /// <param name="mapTrials">number of trials to generate the layout before consider it a fail</param> /// <returns>the generated graph and layout</returns> public static DungeonResult GenerateDungeon(int totalTrials = 100, int graphTrials = 100, int mapTrials = 100, int recipeLength = 1, Random randomGen = null, string recipeName = "graphRecipe") { Graph resultGraph = null; LayoutGrammar.Map resultMap = null; for (int i = 0; i < totalTrials; i++) { var grammarPath = "FloorGeneration/"; Generator mg = CreateGenerator(grammarPath, randomGen); for (int j = 0; j < graphTrials; j++) { TextAsset graphStartAsset = Resources.Load <TextAsset>(grammarPath + "graphStart"); TextAsset graphRecipeAsset = Resources.Load <TextAsset>(grammarPath + recipeName); const int numNodes = 4; resultGraph = mg.GenerateDungeonFromString(graphStartAsset.text, graphRecipeAsset.text, numNodes, recipeLength); if (resultGraph != null && Helper.CheckIsSolvable(resultGraph, resultGraph.nodes[0])) { break; } resultGraph = null; } if (resultGraph == null) { continue; } LayoutGrammar.Generator lg = new LayoutGrammar.Generator(randomGen); for (int j = 0; j < mapTrials; j++) { resultMap = lg.GenerateDungeon(resultGraph); if (resultMap != null && Helper.CheckIsSolvable(resultMap.Get2DMap(), resultMap.GetCell(0))) { break; } resultMap = null; } if (resultMap == null) { continue; } break; } return(new DungeonResult(resultGraph, resultMap)); }
/// <summary> /// Generate a map layout that correspond to the input mission graph /// </summary> /// <param name="graph">the mission graph that need to be mapped to a 2D layout</param> /// <returns>a 2D layout of the mission graph</returns> public Map GenerateDungeon(MissionGraph.Graph graph) { Map result = new Map(this.random); result.InitializeCell(graph.nodes[0]); #region make initial dungeon List <MissionGraph.Node> open = new List <MissionGraph.Node>(); Dictionary <MissionGraph.Node, int> parentIDs = new Dictionary <MissionGraph.Node, int>(); foreach (MissionGraph.Node child in graph.nodes[0].GetChildren()) { open.Add(child); parentIDs.Add(child, 0); } HashSet <MissionGraph.Node> nodes = new HashSet <MissionGraph.Node>(); nodes.Add(graph.nodes[0]); while (open.Count > 0) { MissionGraph.Node current = open[0]; open.RemoveAt(0); if (nodes.Contains(current)) { continue; } nodes.Add(current); if (!result.AddCell(current, parentIDs[current])) { return(null); } foreach (MissionGraph.Node child in current.GetChildren()) { if (!parentIDs.ContainsKey(child)) { if (current.type == MissionGraph.NodeType.Lock || current.type == MissionGraph.NodeType.Puzzle) { parentIDs.Add(child, current.id); } else { parentIDs.Add(child, parentIDs[current]); } } open.Add(child); } } #endregion #region make lever connections open.Clear(); nodes.Clear(); open.Add(graph.nodes[0]); while (open.Count > 0) { MissionGraph.Node current = open[0]; open.RemoveAt(0); if (nodes.Contains(current)) { continue; } nodes.Add(current); foreach (MissionGraph.Node child in current.GetChildren()) { Cell from = result.GetCell(current.id); Cell to = result.GetCell(child.id); if (current.type == MissionGraph.NodeType.Lever) { if (!result.MakeConnection(from, to, nodes.Count * nodes.Count)) { return(null); } } open.Add(child); } } #endregion return(result); }