Exemplo n.º 1
0
    void Generate()
    {
        //const float delay = .01f;

        var roomsToExpandFrom = new Queue <Room>();
        var room = CreateRoomAt(0, 0);

        roomsToExpandFrom.Enqueue(room);

        //yield return new WaitForSeconds(delay);

        while (roomsCreated < amountOfRooms)
        {
            if (roomsToExpandFrom.Count == 0)
            {
                // Just requeue 20 queues randomly.
                for (int i = 0; i < 20; i++)
                {
                    if ((room = map.rooms[Random.Range(0, GameManager.Instance.xRadius * 2 + 1), Random.Range(0, GameManager.Instance.yRadius * 2 + 1)]) != null &&
                        room.RandomEmptyDirection() != null)
                    {
                        roomsToExpandFrom.Enqueue(room);
                    }
                    continue;
                }
            }

            room = roomsToExpandFrom.Dequeue();

            // 50% chance to keep this in a corridor, unless it's the only room we have
//			if (roomsToExpandFrom.Count > 0 && Random.value < .5)
//				continue;

            var dirMaybe = room.RandomEmptyDirection();
            if (dirMaybe == null)
            {
                continue;
            }
            var dir = dirMaybe.Value;

            var coordinates = room.transform.position + Unit.Dir2Vector(dir);
            var x           = Mathf.RoundToInt(coordinates.x);
            var y           = Mathf.RoundToInt(coordinates.y);
            map.ShiftCoordinates(ref x, ref y);

            while (IsContained(coordinates) && map.GetRoomAt(coordinates) == null && ProbabilisticallySurrounded(coordinates))
            {
                var newRoom = CreateRoomAt(Mathf.RoundToInt(coordinates.x), Mathf.RoundToInt(coordinates.y));
                room.Connect(newRoom, dir);

                roomsToExpandFrom.Enqueue(newRoom);
                room = newRoom;

                dirMaybe = room.RandomEmptyDirection();
                if (dirMaybe == null)
                {
                    break;
                }
                dir = dirMaybe.Value;

                coordinates = room.transform.position + Unit.Dir2Vector(dir);
                x           = Mathf.RoundToInt(coordinates.x);
                y           = Mathf.RoundToInt(coordinates.y);
                map.ShiftCoordinates(ref x, ref y);

                //yield return new WaitForSeconds(delay);
            }
        }

        // Make spawn room as connected as possible
        var spawnRoom = map.GetRoomAt(Vector3.zero);

        for (int i = 0; i < 4; i++)
        {
            if (spawnRoom.connections[i] == null && (room = map.GetRoomAt(Unit.Dir2Vector(i))) != null)
            {
                spawnRoom.Connect(room, i);
            }
        }

        //yield return new WaitForSeconds(delay);

        // Connect dead ends to another room
        for (int j = 0; j < map.rooms.GetLength(1); j++)
        {
            for (int i = 0; i < map.rooms.GetLength(0); i++)
            {
                room = map.rooms[i, j];

                if (room == null)
                {
                    continue;
                }

                var count = room.connections.Count(r => r != null);

                if (count > 2 || (count > 1 && Random.value < .85))
                {
                    continue;
                }

                int tries = 10;
                while (tries-- > 0)
                {
                    var dir         = room.RandomEmptyDirection().Value;
                    var coordinates = room.transform.position + Unit.Dir2Vector(dir);
                    if (!IsContained(coordinates) || map.GetRoomAt(coordinates) == null)
                    {
                        continue;
                    }

                    room.Connect(map.GetRoomAt(coordinates), dir);
                    //yield return new WaitForSeconds(delay);
                    break;
                }
            }
        }

        Destroy(this);
    }