Пример #1
0
 /// <summary>
 /// Check if a position is inside a room and not a wall or invalid
 /// </summary>
 /// <param name="gx"></param>
 /// <param name="gy"></param>
 /// <param name=""></param>
 /// <returns></returns>
 public bool IsInsideRoom(int gx, int gy, GenRoom room = null)
 {
     if (room == null)
     {
         GenTile tile = GetTile(gx, gy);
         if (tile != null)
         {
             return(tile.NonTypes(GenDetail.DetailType.Wall));
         }
         return(false);
     }
     else
     {
         GenTile tile = room.GetAtWorldspaceG(gx, gy);
         if (!(room.Inner.MinX <= gx && room.Inner.MaxX >= gx && room.Inner.MinY <= gy && room.Inner.MaxY >= gy))
         {
             return(false);
         }
         if (tile != null)
         {
             return(tile.NonTypes(GenDetail.DetailType.Wall));
         }
         return(false);
     }
 }
Пример #2
0
    private GenTile[,] GeneticCopy(int numCopies)
    {
        CalculateDepthForEachTile();
        int totalNumEle = (int)Mathf.Pow(gridAPI.GridSize(), 2);

        GenTile[,] strands = new GenTile[totalNumEle, numCopies];

        Tile tempTile;

        for (int i = 0; i < totalNumEle; i++)
        {
            tempTile = gridAPI.ListEleByIndex(i);

            for (int j = 0; j < numCopies; j++)
            {
                strands[i, j]           = new GenTile();
                strands[i, j].numMoves  = tempTile.GetNumMoves();
                strands[i, j].tileDepth = tempTile.GetTileDepth();
                strands[i, j].x         = tempTile.x;
                strands[i, j].y         = tempTile.y;
                strands[i, j].index     = i;
            }
        }

        return(strands);
    }
Пример #3
0
    public void AddDetails(int gx, int gy, GenTile tile)
    {
        GenTile t = GetAtWorldspaceG(gx, gy);

        if (t != null && tile != null)
        {
            t.Details.AddRange(tile.Details);
        }
    }
Пример #4
0
    public void AddDetail(int gx, int gy, GenDetail detail)
    {
        GenTile t = GetAtWorldspaceG(gx, gy);

        if (t != null)
        {
            t.Details.Add(detail);
        }
    }
Пример #5
0
    public static GenTile Copy(GenTile tile)
    {
        GenTile newTile = new GenTile();

        foreach (var detail in tile.Details)
        {
            newTile.Details.Add(detail.Clone());
        }
        return(newTile);
    }
Пример #6
0
 public void SetTileAtG(int gx, int gy, GenTile tile)
 {
     if (Data.Exists(gx - PosX, gy - PosY))
     {
         if (tile != null)
         {
             Data[gx - PosX, gy - PosY] = tile;
         }
     }
 }
Пример #7
0
    public     GenTile[,] ResizeTiles(GenTile[,] original, ref int gx, ref int gy)
    {
        GenTile[,] empty = new GenTile[WidthT, HeightT];

        empty.Place(gx - MinX, gy - MinY, original);

        gx = MinX;
        gy = MinY;

        return(empty);
    }
Пример #8
0
 public static GenTile[,] Fill(int width, int height, GenTile tile)
 {
     GenTile[,] result = new GenTile[width, height];
     for (int x = 0; x < width; x++)
     {
         for (int y = 0; y < height; y++)
         {
             result[x, y] = GenTile.Copy(tile);
         }
     }
     return(result);
 }
Пример #9
0
 public GenTile GetTile(int gx, int gy)
 {
     foreach (var item in Rooms)
     {
         GenTile tile = item.GetAtWorldspaceG(gx, gy);
         if (tile != null)
         {
             return(tile);
         }
     }
     return(null);
 }
Пример #10
0
 public GenTile[,] GetTiles(GenRect rect)
 {
     GenTile[,] tiles = new GenTile[rect.WidthT, rect.HeightT];
     for (int x = 0; x < tiles.GetLength(0); x++)
     {
         for (int y = 0; y < tiles.GetLength(1); y++)
         {
             tiles[x, y] = GetTile(rect.MinX + x, rect.MinY + y);
         }
     }
     return(tiles);
 }
Пример #11
0
 public static GenTile GetTileAtG(int gx, int gy, params GenRoom[] rooms)
 {
     for (int i = 0; i < rooms.Length; i++)
     {
         var     room = rooms[i];
         GenTile t    = room.GetAtWorldspaceG(gx, gy);
         if (t != null)
         {
             return(t);
         }
     }
     return(null);
 }
Пример #12
0
    public bool CanBeDoor(int gx, int gy, params GenDetail.DetailType[] checkFor)
    {
        if (checkFor.Length == 0)
        {
            checkFor = new GenDetail.DetailType[] { GenDetail.DetailType.Wall };
        }
        bool horizontal = false;
        bool vertical   = false;

        int walls = 0;



        GenTile r = GetTile(gx + 1, gy);

        if (r == null || r.AnyTypes(checkFor))
        {
            walls++;
        }
        GenTile l = GetTile(gx - 1, gy);

        if (l == null || l.AnyTypes(checkFor))
        {
            walls++;
        }

        if ((r == null || r.AnyTypes(checkFor)) && (l == null || l.AnyTypes(checkFor)))
        {
            horizontal = true;
        }
        GenTile t = GetTile(gx, gy - 1);

        if (t == null || t.AnyTypes(checkFor))
        {
            walls++;
        }
        GenTile b = GetTile(gx, gy + 1);

        if (b == null || b.AnyTypes(checkFor))
        {
            walls++;
        }

        if ((t == null || t.AnyTypes(checkFor)) && (b == null || b.AnyTypes(checkFor)))
        {
            vertical = true;
        }


        return(walls % 2 == 0 && (horizontal ^ vertical));
    }
Пример #13
0
    public List <GenRoom> GetOccupyingRooms(int gx, int gy)
    {
        List <GenRoom> tiles = new List <GenRoom>();

        foreach (var room in Rooms)
        {
            GenTile tile = room.GetAtWorldspaceG(gx, gy);
            if (tile != null)
            {
                tiles.Add(room);
            }
        }
        return(tiles);
    }
Пример #14
0
        public bool  MakeRoom(int x, int y, int xlength, int ylength, Direction direction)
        {
            // define the dimensions of the room, it should be at least 4x4 tiles (2x2 for walking on, the rest is walls)
            int xlen = this.GetRand(4, xlength);
            int ylen = this.GetRand(4, ylength);

            // the tile type it's going to be filled with
            const GenTile Floor = GenTile.DirtFloor;

            const GenTile Wall = GenTile.DirtWall;
            // choose the way it's Vector2Intng at

            var points = GetRoomPoints(x, y, xlen, ylen, direction).ToArray();

            // Check if there's enough space left for it
            if (
                points.Any(
                    s =>
                    s.y < 0 || s.y > this._ysize || s.x < 0 || s.x > this._xsize || this.GetCellTypeNoOffset(s.x, s.y) != GenTile.Unused))
            {
                return(false);
            }
            _logger(
                string.Format(
                    "Making room:int x={0}, int y={1}, int xlength={2}, int ylength={3}, int direction={4}",
                    x,
                    y,
                    xlength,
                    ylength,
                    direction));

            foreach (var p in points)
            {
                this.SetCell(p.x, p.y, IsWall(x, y, xlen, ylen, p.x, p.y, direction) ? Wall : Floor);
            }
            Vector2Int minPoint = points.Aggregate((previous, current) => previous.x + previous.y < current.x + current.y ? previous : current);
            Vector2Int maxPoint = points.Aggregate((previous, current) => previous.x + previous.y > current.x + current.y ? previous : current);

            BoundsInt roomBoundsAfterOffset =
                new BoundsInt
            {
                min = new Vector3Int(minPoint.x, minPoint.y, 0) + _offset,
                max = new Vector3Int(maxPoint.x + 1, maxPoint.y + 1, 1) + _offset
            };

            Rooms.Add(roomBoundsAfterOffset);

            // yay, all done
            return(true);
        }
Пример #15
0
    public List <GenTile> GetAllTiles(int gx, int gy)
    {
        List <GenTile> tiles = new List <GenTile>();

        foreach (var room in Rooms)
        {
            GenTile tile = room.GetAtWorldspaceG(gx, gy);
            if (tile != null)
            {
                tiles.Add(tile);
            }
        }
        return(tiles);
    }
Пример #16
0
 public static GenTile[,] GetCopy(this GenTile[,] target)
 {
     GenTile[,] result = new GenTile[target.GetLength(0), target.GetLength(1)];
     for (int x = 0; x < target.GetLength(0); x++)
     {
         for (int y = 0; y < target.GetLength(1); y++)
         {
             if (target[x, y] != null)
             {
                 result[x, y] = GenTile.Copy(target[x, y]);
             }
         }
     }
     return(result);
 }
Пример #17
0
 public void FillFloor(char c = '.')
 {
     for (int x = 0; x < Width; x++)
     {
         for (int y = 0; y < Height; y++)
         {
             GenTile t = GenTile.GetEmpty();
             t.Details.Add(new GenDetail()
             {
                 Char = c, Type = GenDetail.DetailType.Floor,
             });
             Data[x, y] = t;
         }
     }
 }
Пример #18
0
    /// <summary>
    /// checks if Position is in the corner (floor, not wall)
    /// </summary>
    public bool IsCornerG(int gx, int gy, params GenDetail.DetailType[] checkFor)
    {
        if (checkFor.Length == 0)
        {
            checkFor = new GenDetail.DetailType[] { GenDetail.DetailType.Wall };
        }


        GenTile tile = GetTile(gx, gy);

        // if it is a wall we dont need to bother as it is never a corner
        if (tile == null || tile.AnyTypes(checkFor))
        {
            return(false);
        }

        int horizontal = 0;
        int vertical   = 0;


        GenTile r = GetTile(gx + 1, gy);

        if (r.AnyTypes(checkFor))
        {
            horizontal++;
        }
        GenTile l = GetTile(gx - 1, gy);

        if (l.AnyTypes(checkFor))
        {
            horizontal++;
        }

        GenTile t = GetTile(gx, gy - 1);

        if (t.AnyTypes(checkFor))
        {
            vertical++;
        }
        GenTile b = GetTile(gx, gy + 1);

        if (b.AnyTypes(checkFor))
        {
            vertical++;
        }

        return(horizontal > 0 && vertical > 0);
    }
Пример #19
0
 public static bool TouchesWall(GenRect rect, GenRoom room)
 {
     for (int x = rect.MinX; x <= rect.MaxX; x++)
     {
         for (int y = rect.MinY; y <= rect.MaxY; y++)
         {
             GenTile check = room.GetAtWorldspaceG(x, y);
             if (check != null)
             {
                 if (check.AnyTypes(GenDetail.DetailType.Wall))
                 {
                     return(true);
                 }
             }
         }
     }
     return(false);
 }
Пример #20
0
    public static string Print(this GenData target, bool simple = true)
    {
        if (simple)
        {
            PrintCount++;
            GenTile[,] tile = target.TileMap;
            StringBuilder sb = new StringBuilder();

            for (int y = 0; y < tile.GetLength(1); y++)
            {
                for (int x = 0; x < tile.GetLength(0); x++)
                {
                    if (tile[x, y] == null)
                    {
                        sb.Append(' ');
                        continue;
                    }
                    int       max    = tile[x, y].Details.Max(d => d.Priority);
                    GenDetail toDraw = tile[x, y].Details.Where(d => d.Priority == max).First();

                    sb.Append(toDraw.Char);
                }
                //sb.Append('\n');
            }

            return(sb.ToString());
        }
        else
        {
            GenTile[,] work = new GenTile[target.Width, target.Height];

            foreach (var room in target.Rooms)
            {
                work.Place(room.PosX, room.PosY, room.Data);
            }

            target.TileMap = work;
            return(Print(target));
        }
    }
Пример #21
0
 public GenPositionTile(GenTile tile, Vector2Int positionG)
 {
     Tile      = tile;
     PositionG = positionG;
 }
Пример #22
0
        public bool MakeCorridor(int x, int y, int length, Direction direction)
        {
            // define the dimensions of the corridor (er.. only the width and height..)
            int           len   = this.GetRand(2, length);
            const GenTile Floor = GenTile.Corridor;

            int xtemp;
            int ytemp = 0;

            switch (direction)
            {
            case Direction.North:
                // north
                // check if there's enough space for the corridor
                // start with checking it's not out of the boundaries
                if (x < 0 || x > this._xsize)
                {
                    return(false);
                }
                xtemp = x;

                // same thing here, to make sure it's not out of the boundaries
                for (ytemp = y; ytemp > (y - len); ytemp--)
                {
                    if (ytemp < 0 || ytemp > this._ysize)
                    {
                        return(false);                                                              // oh boho, it was!
                    }
                    if (GetCellTypeNoOffset(xtemp, ytemp) != GenTile.Unused)
                    {
                        return(false);
                    }
                }

                // if we're still here, let's start building
                Corridors++;
                for (ytemp = y; ytemp > (y - len); ytemp--)
                {
                    this.SetCell(xtemp, ytemp, Floor);
                }

                break;

            case Direction.East:
                // east
                if (y < 0 || y > this._ysize)
                {
                    return(false);
                }
                ytemp = y;

                for (xtemp = x; xtemp < (x + len); xtemp++)
                {
                    if (xtemp < 0 || xtemp > this._xsize)
                    {
                        return(false);
                    }
                    if (GetCellTypeNoOffset(xtemp, ytemp) != GenTile.Unused)
                    {
                        return(false);
                    }
                }

                Corridors++;
                for (xtemp = x; xtemp < (x + len); xtemp++)
                {
                    this.SetCell(xtemp, ytemp, Floor);
                }

                break;

            case Direction.South:
                // south
                if (x < 0 || x > this._xsize)
                {
                    return(false);
                }
                xtemp = x;

                for (ytemp = y; ytemp < (y + len); ytemp++)
                {
                    if (ytemp < 0 || ytemp > this._ysize)
                    {
                        return(false);
                    }
                    if (GetCellTypeNoOffset(xtemp, ytemp) != GenTile.Unused)
                    {
                        return(false);
                    }
                }

                Corridors++;
                for (ytemp = y; ytemp < (y + len); ytemp++)
                {
                    this.SetCell(xtemp, ytemp, Floor);
                }

                break;

            case Direction.West:
                // west
                if (ytemp < 0 || ytemp > this._ysize)
                {
                    return(false);
                }
                ytemp = y;

                for (xtemp = x; xtemp > (x - len); xtemp--)
                {
                    if (xtemp < 0 || xtemp > this._xsize)
                    {
                        return(false);
                    }
                    if (GetCellTypeNoOffset(xtemp, ytemp) != GenTile.Unused)
                    {
                        return(false);
                    }
                }

                Corridors++;
                for (xtemp = x; xtemp > (x - len); xtemp--)
                {
                    this.SetCell(xtemp, ytemp, Floor);
                }

                break;
            }

            // woot, we're still here! let's tell the other guys we're done!!
            return(true);
        }
Пример #23
0
        //and here's the one generating the whole map
        public bool CreateDungeon(Vector3Int gridBoundsMin, int inx, int iny, int inobj)
        {
            _offset       = gridBoundsMin;
            this._objects = inobj < 1 ? 10 : inobj;

            // adjust the size of the map, if it's smaller or bigger than the limits
            if (inx < 3)
            {
                this._xsize = 3;
            }
            else if (inx > xmax)
            {
                this._xsize = xmax;
            }
            else
            {
                this._xsize = inx;
            }

            if (iny < 3)
            {
                this._ysize = 3;
            }
            else if (iny > ymax)
            {
                this._ysize = ymax;
            }
            else
            {
                this._ysize = iny;
            }

            Console.WriteLine(MsgXSize + this._xsize);
            Console.WriteLine(MsgYSize + this._ysize);
            Console.WriteLine(MsgMaxObjects + this._objects);

            // redefine the map var, so it's adjusted to our new map size
            this._dungeonMap = new GenTile[this._xsize * this._ysize];

            // start with making the "standard stuff" on the map
            this.Initialize();

            /*******************************************************************************
            *  And now the code of the random-map-generation-algorithm begins!
            *******************************************************************************/

            // start with making a room in the middle, which we can start building upon
            this.MakeRoom(this._xsize / 2, this._ysize / 2, _roomSizeMaxX, _roomSizeMaxY, RandomDirection());             // getrand saken f????r att slumpa fram riktning p?? rummet

            // keep count of the number of "objects" we've made
            int currentFeatures = 1;             // +1 for the first room we just made

            // then we sart the main loop
            for (int countingTries = 0; countingTries < 1000; countingTries++)
            {
                // check if we've reached our quota
                if (currentFeatures == this._objects)
                {
                    break;
                }

                // start with a random wall
                int       newx      = 0;
                int       xmod      = 0;
                int       newy      = 0;
                int       ymod      = 0;
                Direction?validTile = null;

                // 1000 chances to find a suitable object (room or corridor)..
                for (int testing = 0; testing < 1000; testing++)
                {
                    newx = this.GetRand(1, this._xsize - 1);
                    newy = this.GetRand(1, this._ysize - 1);

                    if (GetCellTypeNoOffset(newx, newy) == GenTile.DirtWall || GetCellTypeNoOffset(newx, newy) == GenTile.Corridor)
                    {
                        var surroundings = this.GetSurroundings(new Vector2Int(newx, newy));

                        // check if we can reach the place
                        var canReach =
                            surroundings.FirstOrDefault(s => s.Item2.Item2 == GenTile.Corridor || s.Item2.Item2 == GenTile.DirtFloor);
                        if (canReach == null)
                        {
                            continue;
                        }
                        validTile = canReach.Item2.Item1;
                        switch (canReach.Item2.Item1)
                        {
                        case Direction.North:
                            xmod = 0;
                            ymod = -1;
                            break;

                        case Direction.East:
                            xmod = 1;
                            ymod = 0;
                            break;

                        case Direction.South:
                            xmod = 0;
                            ymod = 1;
                            break;

                        case Direction.West:
                            xmod = -1;
                            ymod = 0;
                            break;

                        default:
                            throw new InvalidOperationException();
                        }


                        // check that we haven't got another door nearby, so we won't get alot of openings besides
                        // each other

                        if (GetCellTypeNoOffset(newx, newy + 1) == GenTile.Door)                         // north
                        {
                            validTile = null;
                        }

                        else if (GetCellTypeNoOffset(newx - 1, newy) == GenTile.Door)                         // east
                        {
                            validTile = null;
                        }
                        else if (GetCellTypeNoOffset(newx, newy - 1) == GenTile.Door)                         // south
                        {
                            validTile = null;
                        }
                        else if (GetCellTypeNoOffset(newx + 1, newy) == GenTile.Door)                         // west
                        {
                            validTile = null;
                        }


                        // if we can, jump out of the loop and continue with the rest
                        if (validTile.HasValue)
                        {
                            break;
                        }
                    }
                }

                if (validTile.HasValue)
                {
                    // choose what to build now at our newly found place, and at what direction
                    int feature = this.GetRand(0, 100);
                    if (feature <= ChanceRoom)
                    {                     // a new room
                        if (this.MakeRoom(newx + xmod, newy + ymod, 8, 6, validTile.Value))
                        {
                            currentFeatures++;                             // add to our quota

                            // then we mark the wall opening with a door
                            this.SetCell(newx, newy, GenTile.Door);

                            // clean up infront of the door so we can reach it
                            this.SetCell(newx + xmod, newy + ymod, GenTile.DirtFloor);
                        }
                    }
                    else if (feature >= ChanceRoom)
                    {                     // new corridor
                        if (this.MakeCorridor(newx + xmod, newy + ymod, 6, validTile.Value))
                        {
                            // same thing here, add to the quota and a door
                            currentFeatures++;

                            this.SetCell(newx, newy, GenTile.Door);
                        }
                    }
                }
            }

            /*******************************************************************************
            *  All done with the building, let's finish this one off
            *******************************************************************************/
            AddSprinkles();

            // all done with the map generation, tell the user about it and finish
            Console.WriteLine(MsgNumObjects + currentFeatures);

            for (int y = 0; y < this._ysize; y++)
            {
                for (int x = 0; x < this._xsize; x++)
                {
                    if (GetCellTypeNoOffset(x, y) == GenTile.Corridor)
                    {
                        List <Vector2Int> neighbours = Vector2IntUtilities.Neighbours8(new Vector2Int(x, y));
                        foreach (Vector2Int neighbour in neighbours)
                        {
                            GenTile neighbourCell = GetCellTypeNoOffset(neighbour.x, neighbour.y);
                            if (neighbourCell == GenTile.Unused)
                            {
                                SetCell(neighbour.x, neighbour.y, GenTile.StoneWall);
                            }
                        }
                    }
                }
            }

            return(true);
        }
Пример #24
0
 // setting a tile's type
 void SetCell(int x, int y, GenTile celltype)
 {
     this._dungeonMap[x + this._xsize * y] = celltype;
 }
Пример #25
0
    void Start()
    {
        //Overworld Generation
        #region Biome Generation
        //Biome Generation
        //Calculates each tiles biome values for the entire world

        //Options:
        // World can be re-created using seeds only on load
        // The big float map could be saved and then manually loaded? - not sure how much more effective this will be than doing simple math of perlin noise maps
        // ?

        //Value 1: HEIGHT
        GenerateOverworldBlock();

        float[,] height = NoiseMap.GeneratePerlinNoiseMap(WorldSize, WorldSize, levelScale, 0, 0, heightWaves);

        //Value 2: HEAT
        float[,] temperature       = NoiseMap.GenerateUniformNoiseMap(WorldSize, WorldSize, WorldSize / 2, WorldSize / 2, 0);
        float[,] randomTemperature = NoiseMap.GeneratePerlinNoiseMap(WorldSize, WorldSize, levelScale, WorldSize, 0, temperatureWaves);
        float[,] heatMap           = new float[WorldSize, WorldSize];

        for (int yIndex = 0; yIndex < WorldSize; yIndex++)
        {
            for (int xIndex = 0; xIndex < WorldSize; xIndex++)
            {
                heatMap[xIndex, yIndex]  = temperature[xIndex, yIndex] * randomTemperature[xIndex, yIndex];
                heatMap[xIndex, yIndex] += temperatureCurve.Evaluate(height[xIndex, yIndex]) * heatMap[xIndex, yIndex];

                heatMap[xIndex, yIndex] = Mathf.Clamp(heatMap[xIndex, yIndex], 0f, 1f);
            }
        }

        //Value 3: MOISTURE
        float[,] moistureMap = NoiseMap.GeneratePerlinNoiseMap(WorldSize, WorldSize, levelScale, 0, 0, moistureWaves);
        for (int yIndex = 0; yIndex < WorldSize; yIndex++)
        {
            for (int xIndex = 0; xIndex < WorldSize; xIndex++)
            {
                moistureMap[xIndex, yIndex] -= this.moistureCurve.Evaluate(height[xIndex, yIndex]) * moistureMap[xIndex, yIndex];

                moistureMap[xIndex, yIndex] = Mathf.Clamp(moistureMap[xIndex, yIndex], 0f, 1f);
            }
        }

        //Fill placeholder tile map
        GenTile[,] generatedtiles = new GenTile[WorldSize, WorldSize];
        for (int i = 0; i < WorldSize; i++)
        {
            for (int j = 0; j < WorldSize; j++)
            {
                Biome chosenBio = BiomeData.Instance.GetBiome(height[i, j], heatMap[i, j], moistureMap[i, j]);
                generatedtiles[i, j] = new GenTile(i, j, chosenBio);
            }
        }
        #endregion
        #region Feature Generation
        //Feature Generation
        //TODO: this feature generation will need to be chunk related

        //Tree generation
        float[,] trees = NoiseMap.GeneratePerlinNoiseMap(WorldSize, WorldSize, 1.1f, 0, 0, NoiseMap.DefaultWaves);
        for (int i = 0; i < WorldSize; i++)
        {
            for (int j = 0; j < WorldSize; j++)
            {
                if (generatedtiles[i, j].tileBiome.SpawnTrees)
                {
                    if (trees[i, j] >= 0.8)
                    {
                        ObjectManager.Instance.AddObjectToGrid(generatedtiles[i, j].tileBiome.Treefab, new Vector3(i, j, 0));
                    }
                }
            }
        }


        //Apply features to biome tiles
        // e.g. village, well, etc.
        #endregion

        //TODO: add functionality for a second layer (i.e. a cave layer) with different generation
        //float[,] caveMap = GenerateCaveBlock();


        //Generate
        for (int i = 0; i < numChunks; i++)
        {
            for (int j = 0; j < numChunks; j++)
            {
                //gen chunk
                GenTile[,] chunkMap = new GenTile[Chunk.size, Chunk.size];
                for (int k = 0; k < Chunk.size; k++)
                {
                    for (int z = 0; z < Chunk.size; z++)
                    {
                        chunkMap[k, z] = generatedtiles[k + i * Chunk.size, z + j * Chunk.size];
                    }
                }

                fullchunkmap.Add(new System.Tuple <int, int>(i, j), chunkMap);
            }
        }

        //Save all chunks to disk? i.e. out of ram?
        //Load current nearby chunks

        LoadAllChunks();
    }
Пример #26
0
    /// <summary>
    /// checks if Position is in the corner (floor, not wall)
    /// </summary>
    public bool IsCornerGR(int gx, int gy, GenRoom room, GenDetail.DetailType[] checkFor = null, GenDetail.DetailType[] noWall = null)
    {
        if (checkFor == null)
        {
            checkFor = new GenDetail.DetailType[] { GenDetail.DetailType.Wall };
        }
        if (noWall == null)
        {
            noWall = new GenDetail.DetailType[] { GenDetail.DetailType.Door };
        }

        bool    vertical   = false;
        bool    horizontal = false;
        GenTile tile;

        if (room != null)
        {
            tile = room.GetAtWorldspaceG(gx, gy);
            if (tile != null)
            {
                GenTile check = room.GetAtWorldspaceG(gx + 1, gy);
                if (check != null && check.AnyTypes(checkFor) && check.NonTypes(noWall))
                {
                    horizontal = true;
                }
                check = room.GetAtWorldspaceG(gx - 1, gy);
                if (check != null && check.AnyTypes(checkFor) && check.NonTypes(noWall))
                {
                    horizontal = true;
                }
                check = room.GetAtWorldspaceG(gx, gy + 1);
                if (check != null && check.AnyTypes(checkFor) && check.NonTypes(noWall))
                {
                    vertical = true;
                }
                check = room.GetAtWorldspaceG(gx, gy - 1);
                if (check != null && check.AnyTypes(checkFor) && check.NonTypes(noWall))
                {
                    vertical = true;
                }
                return(horizontal && vertical);
            }
            return(false);
        }
        else
        {
            tile = GetTile(gx, gy);
            if (tile != null)
            {
                GenTile check = GetTile(gx + 1, gy);
                if (check != null && check.AnyTypes(GenDetail.DetailType.Wall))
                {
                    horizontal = true;
                }
                check = GetTile(gx - 1, gy);
                if (check != null && check.AnyTypes(GenDetail.DetailType.Wall))
                {
                    horizontal = true;
                }
                check = GetTile(gx, gy + 1);
                if (check != null && check.AnyTypes(GenDetail.DetailType.Wall))
                {
                    vertical = true;
                }
                check = GetTile(gx, gy - 1);
                if (check != null && check.AnyTypes(GenDetail.DetailType.Wall))
                {
                    vertical = true;
                }
                return(horizontal && vertical);
            }
            return(false);
        }
    }
Пример #27
0
        private void PlaceTilesBasingOnDungeon(BoundsInt gridBounds, Dungeon generator)
        {
            bool stairsGenerated = false;

            foreach (Vector3Int position in gridBounds.allPositionsWithin)
            {
                Vector2Int position2D = position.ToVector2Int();
                GenTile    genTile    = generator.GetCellType(position2D.x, position2D.y);
                switch (genTile)
                {
                case GenTile.DirtFloor:
                {
                    _gameContext.DirtTilemap.SetTile(position, Dirt);
                    if (_rng.Check(0.03f))
                    {
                        _gameContext.EnvironmentTilemap.SetTile(position, _rng.Choice(FloorEnvironmetals));
                    }
                    if (_rng.Check(0.06f))
                    {
                        if (Vector2IntUtilities.Neighbours8(position2D).All(n => generator.GetCellType(n.x, n.y) == GenTile.DirtFloor))
                        {
                            _gameContext.ObjectsTilemap.SetTile(position, _rng.Choice(WallEnvironmetals));
                        }
                    }
                    break;
                }

                case GenTile.Corridor:
                {
                    _gameContext.DirtTilemap.SetTile(position, Dirt);
                    break;
                }

                case GenTile.StoneWall:
                case GenTile.DirtWall:
                {
                    _gameContext.WallsTilemap.SetTile(position, Wall);
                    if (_rng.Check(0.04f))
                    {
                        _gameContext.EnvironmentTilemap.SetTile(position, _rng.Choice(WallAttachmentEnvironmetals));
                    }
                    break;
                }

                case GenTile.Upstairs:
                {
                    _gameContext.DirtTilemap.SetTile(position, Dirt);
                    _gameContext.EnvironmentTilemap.SetTile(position, StairsUp);
                    _gameContext.WallsTilemap.SetTile(position, null);
                    stairsGenerated = true;
                    break;
                }

                case GenTile.Downstairs:
                {
                    _gameContext.DirtTilemap.SetTile(position, Dirt);
                    break;
                }

                case GenTile.Door:
                {
                    _gameContext.DirtTilemap.SetTile(position, Dirt);
                    GenTile tileToRight      = generator.GetCellType(position.x + 1, position.y);
                    bool    isHorizontalDoor = tileToRight == GenTile.Corridor || tileToRight == GenTile.DirtFloor;
                    bool    doorsAreOpen     = _rng.Check(0.3f);
                    if (doorsAreOpen)
                    {
                        _gameContext.EnvironmentTilemap.SetTile(position, isHorizontalDoor ? DoorsHorizontalOpen : DoorsVerticalOpen);
                    }
                    else
                    {
                        _gameContext.WallsTilemap.SetTile(position, isHorizontalDoor ? DoorsHorizontalClosed : DoorsVerticalClosed);
                    }
                    break;
                }

                default:
                {
                    break;
                }
                }
            }
            if (!stairsGenerated)
            {
                BoundsInt  randomRoom = _rng.Choice(generator.Rooms);
                Vector3Int center     = BoundsIntUtilities.Center(randomRoom).ToVector3Int();
                _gameContext.DirtTilemap.SetTile(center, Dirt);
                _gameContext.EnvironmentTilemap.SetTile(center, StairsUp);
                _gameContext.WallsTilemap.SetTile(center, null);
                Debug.Log("Missing stairs in dungeon! Generating in random room on position: " + center);
            }
        }
Пример #28
0
    public static IEnumerator GetSimpleTemple()
    {
        GenData temple = new GenData(Random.Range(TempleWidth.start, TempleWidth.end), Random.Range(TempleHeight.start, TempleHeight.end));

        List <GenRoom> AutoFillRoom = new List <GenRoom>();

        // list of all rooms that are not allowed to be used for door placement
        List <GenRoom> NoAutoDoor  = new List <GenRoom>();
        List <GenRoom> SecretRooms = new List <GenRoom>();

        GenTile Chest = GenTile.GetEmpty();

        Chest.Details.Add(new GenDetail()
        {
            Char = '=', Type = GenDetail.DetailType.Entity, Entity = GenDetail.EntityType.Chest
        });

        GenTile pillar = GenTile.GetEmpty();

        //pillar.Details.Add(new GenDetail() { Char = '\u01C1', Type = GenDetail.DetailType.Decoration });
        pillar.Details.Add(new GenDetail()
        {
            Char = 'O', Type = GenDetail.DetailType.Decoration
        });

        GenTile[,] pillars = new GenTile[, ]
        {
            { GenTile.Copy(pillar), GenTile.Copy(pillar) },
            { GenTile.Copy(pillar), GenTile.Copy(pillar) }
        };

        GenTile Door = GenTile.GetEmpty();

        Door.Details.Add(new GenDetail()
        {
            Char = '+', Type = GenDetail.DetailType.Door, Entity = GenDetail.EntityType.Door
        });


        GenRoom outer = GenRoom.Sized(temple.Width, temple.Height);

        outer.FillFloor('+');
        outer.SpacePriority = -2;
        temple.PlaceRoom(0, 0, outer);
        temple.EdgeWalls('#', outer);


        // -----------
        Log(temple);
        if (Logging != null)
        {
            yield return(new WaitForSeconds(0.25f));
        }
        // -----------


        int w = Random.Range(9, 12);
        int h = Random.Range(10, 16);

        // EntryHall
        temple.TryGrowRect(1, outer.Outer.GetCenter().y, w, h, out GenRect EntrySize, false);
        GenRoom EntryHall = GenRoom.At(EntrySize.MinX, EntrySize.MinY, EntrySize.WidthT, EntrySize.HeightT);

        EntryHall.FillFloor('.');
        temple.PlaceRoom(EntrySize.MinX, EntrySize.MinY, EntryHall);
        temple.EdgeWalls('#');
        EntryHall.GetAtWorldspaceG(
            EntrySize.MinX + 1, EntrySize.GetCenter().y)
        .Details
        .Add(new GenDetail()
        {
            Char = '>', Type = GenDetail.DetailType.Entity, Entity = GenDetail.EntityType.StairsDown
        });


        int posX = EntrySize.MinX + 2;
        int posy = EntrySize.MinY + 2;

        GenTile[,] sym = GenUtil.GetSymetry(pillars.GetCopy(), ref posX, ref posy, EntryHall, GenUtil.Axis.Horizontal | GenUtil.Axis.Vertical);

        EntryHall.PlaceDetailsAt(posX, posy, sym);
        temple.FixOverlap();

        // -----------
        Log(temple);
        if (Logging != null)
        {
            yield return(new WaitForSeconds(0.25f));
        }
        // -----------

        // hall to big thing
        int whall = Random.Range(10, 25);
        int hhall = Random.Range(5, 7);
        int space = Random.Range(2, 4);

        temple.TryGrowRect(EntrySize.MaxX + 1, EntrySize.GetCenter().y, whall, hhall, out GenRect HallSize);
        GenRoom PillarHall = GenRoom.Sized(HallSize.WidthT, HallSize.HeightT);

        PillarHall.FillFloor('.');
        PillarHall.SpacePriority = 3;
        temple.PlaceRoom(HallSize.MinX, HallSize.MinY, PillarHall);
        temple.EdgeWalls('#', PillarHall);

        NoAutoDoor.Add(PillarHall);

        // place doors to the entry
        if (hhall == 5)
        {
            // a single door in the middle
            PillarHall.AddDetails(HallSize.MinX, HallSize.MinY + 2, GenTile.Copy(Door));
            PillarHall.AddDetails(HallSize.MaxX, HallSize.MinY + 2, GenTile.Copy(Door));
        }
        else
        {
            // place symetric doors
            PillarHall.AddDetails(HallSize.MinX, HallSize.MinY + 2, GenTile.Copy(Door));
            PillarHall.AddDetails(HallSize.MinX, HallSize.MinY + 3, GenTile.Copy(Door));

            PillarHall.AddDetails(HallSize.MaxX, HallSize.MinY + 2, GenTile.Copy(Door));
            PillarHall.AddDetails(HallSize.MaxX, HallSize.MinY + 3, GenTile.Copy(Door));
        }

        int currBar = HallSize.MinX + space;

        GenTile[,] singlePillar = new GenTile[, ] {
            { GenTile.Copy(pillar) }
        };
        while (temple.IsInsideRoom(currBar, HallSize.MinY + 1, PillarHall))
        {
            int fx = currBar;
            int fy = HallSize.MinY + 1;
            GenTile[,] feature = GenUtil.GetSymetry(singlePillar, ref fx, ref fy, PillarHall, GenUtil.Axis.Vertical);
            PillarHall.PlaceDetailsAt(fx, fy, feature);
            currBar += space;
        }
        temple.FixOverlap();

        // -----------
        Log(temple);
        if (Logging != null)
        {
            yield return(new WaitForSeconds(0.25f));
        }
        // -----------

        // holy water or something

        int waterHeight      = Random.Range(2, 4);
        int waterWidth       = Random.Range(2, 4);
        int waterPillarWidth = Random.Range(2, 3);

        int waterRoomHeight = waterHeight + 4 + waterPillarWidth * 2;
        int waterRoomWidth  = waterWidth + 6 + waterPillarWidth * 2;

        temple.TryGrowRect(HallSize.MaxX + 1, HallSize.GetCenter().y, waterRoomWidth, waterRoomHeight, out GenRect WaterSize, false, GenUtil.Direction4.Top);

        GenRoom waterRoom = GenRoom.Sized(WaterSize.WidthT, WaterSize.HeightT);

        waterRoom.FillFloor();
        waterRoom.SpacePriority = 2;
        temple.PlaceRoom(WaterSize.MinX, WaterSize.MinY, waterRoom);
        temple.EdgeWalls('#', waterRoom);


        int BackDoorWater = Random.Range(1, waterRoom.Height / 2);

        waterRoom.AddDetails(WaterSize.MaxX, WaterSize.MinY + BackDoorWater, GenTile.Copy(Door));
        waterRoom.AddDetails(WaterSize.MaxX, WaterSize.MaxY - BackDoorWater, GenTile.Copy(Door));


        GenTile waterSingle = GenTile.GetEmpty();

        waterSingle.Details.Add(new GenDetail()
        {
            Char = '~', Type = GenDetail.DetailType.Background
        });
        GenTile[,] water = GenUtil.Fill(waterWidth, waterHeight, waterSingle);

        waterRoom.PlaceDetailsAt(WaterSize.MinX + 3 + waterPillarWidth, WaterSize.MinY + 2 + waterPillarWidth, water);

        int waterPX = WaterSize.MinX + 3;
        int waterPY = WaterSize.MinY + 2;

        GenTile[,] waterPillarPlace = GenUtil.GetSymetry(pillars.GetCopy(), ref waterPX, ref waterPY, waterRoom, GenUtil.Axis.Horizontal | GenUtil.Axis.Vertical);
        waterRoom.PlaceDetailsAt(waterPX, waterPY, waterPillarPlace);


        temple.FixOverlap();

        // -----------
        Log(temple);
        if (Logging != null)
        {
            yield return(new WaitForSeconds(0.25f));
        }
        // -----------

        // pillar spam
        int spamWidth  = Random.Range(10, 20);
        int spamHeight = WaterSize.HeightT + Random.Range(8, 15);

        temple.TryGrowRect(WaterSize.MaxX + 1, WaterSize.GetCenter().y, spamWidth, spamHeight, out GenRect SpamSize, true, GenUtil.Direction4.Top);
        GenRoom Spam = GenRoom.Sized(SpamSize.WidthT, SpamSize.HeightT);

        Spam.FillFloor();
        Spam.SpacePriority = 1;
        temple.PlaceRoom(SpamSize.MinX, SpamSize.MinY, Spam);
        temple.EdgeWalls('#', Spam);

        int spamPX = SpamSize.MinX + 2;
        int spamPY = SpamSize.MinY + 2;

        for (int x = spamPX; temple.IsInsideRoom(x, spamPY, Spam); x += 2)
        {
            for (int y = spamPY; temple.IsInsideRoom(x, y, Spam); y += 2)
            {
                GenTile p = GenTile.Copy(pillar);
                Spam.AddDetails(x, y, p);
            }
        }
        Spam.AddDetail(
            SpamSize.MaxX - 1,
            SpamSize.GetCenter().y,
            new GenDetail()
        {
            Char = '<', Type = GenDetail.DetailType.Entity, Entity = GenDetail.EntityType.StairsUp
        });

        temple.FixOverlap();

        // -----------
        Log(temple);
        if (Logging != null)
        {
            yield return(new WaitForSeconds(0.25f));
        }
        // -----------

        //temple.Rooms.Remove(outer); // we dont have boundries
        for (int x = outer.Inner.MinX; x < outer.Outer.MaxX; x++)
        {
            for (int y = outer.Inner.MinY; y < outer.Outer.MaxY; y++)
            {
                outer.RemoveTileAtG(x, y);
            }
        }


        //GenRoom Mark = GenRoom.Sized(0, 0);
        //Mark.FillFloor('X');
        //Mark.SpacePriority = 100;


        // lets go ham with randomly sized rooms
        int spawnAttemptsRemaining = 1000;

        while (spawnAttemptsRemaining-- > 0)// lol the arrow
        {
            int rWidth  = Random.Range(RandomWidth.start, RandomWidth.end);
            int rHeight = Random.Range(RandomHeight.start, RandomHeight.end);

            int     rX        = Random.Range(2, temple.Width - 2);
            int     rY        = Random.Range(2, temple.Height - 2);
            GenRect rHopeSize = new GenRect(rX, rX + rWidth + 1, rY, rY + rWidth - 1);


            if (temple.IsInsideRoom(rX, rY) || temple.GetTile(rX, rY) != null)
            {
                continue;
            }

            temple.TryGrowRect(rX, rY, rWidth, rHeight, out GenRect rSize, true);

            GenRoom add = GenRoom.Sized(rSize.WidthT, rSize.HeightT);
            add.FillFloor();
            add.SpacePriority = 01;

            temple.PlaceRoom(rSize.MinX, rSize.MinY, add);

            AutoFillRoom.Add(add);

            temple.EdgeWalls('#', add);

            temple.FixOverlap();

            /*
             * if (rWidth * 2 < rHeight || rHeight * 2 < rWidth)
             * {
             *  if (Random.Range(0,10)>4)
             *  {
             *      // we are making a hallway
             *
             *      //TODO: hallway
             *
             *      temple.PlaceRoom(rX, rY, Mark);
             *      Log(temple);
             *      if (Logging!=null)
             *  {
             *      yield return new WaitForSeconds(0.25f);
             *  }
             *      temple.Rooms.Remove(Mark);
             *      continue;
             *  }
             * }
             */

            /*
             * int randomChance = Random.Range(0, 4);
             * switch (randomChance)
             * {
             *  case 0:
             *      // random pillars in the room
             *
             *      for (int i = 0; i < 7 + (rSize.WidthT + rSize.HeightT)/5; i++)
             *      {
             *          int px = Random.Range(rSize.MinX + 1, rSize.MaxX);
             *          int py = Random.Range(rSize.MinY + 1, rSize.MaxY);
             *          add.AddDetails(px, py, pillar);
             *      }
             *
             *      break;
             *  case 1:
             *      // random water
             *      for (int i = 0; i < 15 + (rSize.WidthT + rSize.HeightT)/3; i++)
             *      {
             *          int px = Random.Range(rSize.MinX + 1, rSize.MaxX);
             *          int py = Random.Range(rSize.MinY + 1, rSize.MaxY);
             *          GenDetail littleWater= new GenDetail() { Char = '~', Type = GenDetail.DetailType.Background};
             *          add.AddDetail(px, py, littleWater);
             *      }
             *      break;
             *  case 2:
             *      // random room inside if possible else empty
             *      if (rSize.WidthT>=7&& rSize.HeightT >= 7)
             *      {
             *          int insideX = rSize.GetCenter().x;
             *          int insideY = rSize.GetCenter().y;
             *
             *          temple.TryGrowRect(insideX, insideY, 100, 100, out GenRect insideSize, false);
             *          GenRoom inside = GenRoom.Sized(insideSize.WidthT, insideSize.HeightT);
             *          inside.FillFloor();
             *          inside.SpacePriority = 2;
             *          temple.PlaceRoom(insideSize.MinX, insideSize.MinY, inside);
             *          temple.EdgeWalls('#',inside);
             *          temple.FixOverlap();
             *
             *      }
             *      else
             *      {
             *          for (int i = 0; i < 7; i++)
             *          {
             *              int px = Random.Range(rSize.MinX + 1, rSize.MaxX);
             *              int py = Random.Range(rSize.MinY + 1, rSize.MaxY);
             *              add.AddDetails(px, py, pillar);
             *          }
             *      }
             *      break;
             *  default:
             *      break;
             * }
             *
             * Log(temple);
             * if (Logging!=null)
             *  {
             *      yield return new WaitForSeconds(0.25f);
             *  }
             */
        }

        // -----------
        Log(temple);
        if (Logging != null)
        {
            yield return(new WaitForSeconds(0.25f));
        }
        // -----------

        // now fill the rooms with things

        var adjList = temple.GetAdjacentRoomMap();
        // remove any Room that is too small and have no connections

        List <GenRoom> tooSmall = new List <GenRoom>();

        foreach (var room in temple.Rooms)
        {
            if (room.Width >= 5 && room.Height == 3)
            {
                tooSmall.Add(room);
                continue;
            }
            if (room.Height >= 5 && room.Width == 3)
            {
                tooSmall.Add(room);
                continue;
            }
            if (room.Height <= 3 && room.Width <= 3)
            {
                tooSmall.Add(room);
                continue;
            }
            if (adjList[room].Count == 0)
            {
                tooSmall.Add(room);
                continue;
            }
        }
        foreach (var room in tooSmall)
        {
            temple.Rooms.Remove(room);
        }

        // -----------
        Log(temple);
        if (Logging != null)
        {
            yield return(new WaitForSeconds(0.25f));
        }
        // -----------

        List <GenRoom> PotentialSecret = new List <GenRoom>();

        foreach (var room in temple.Rooms)
        {
            if (room.Width + room.Height <= 12)
            {
                PotentialSecret.Add(room);
            }
        }

        Debug.Log("potential " + PotentialSecret.Count + "Secret rooms");

        // 1 room --> 0,1,2,3
        // 2 room --> 4,5
        int SecretCount = Mathf.Min(Mathf.FloorToInt(Mathf.Sqrt(Random.Range(1, 6))), PotentialSecret.Count); // this goes to 5

        Debug.Log(SecretCount + " Secret rooms chosen");
        foreach (var secret in PotentialSecret.GetRandom(SecretCount))
        {
            // we get random door
            // add a chest
            // remove it from door spawn
            GenPositionTile entry = temple.GetDoorableTiles(secret.GetAllTiles()).GetRandom();
            secret.AddDetail(entry.PositionG.x, entry.PositionG.y,
                             new GenDetail()
            {
                Char = '*', Entity = GenDetail.EntityType.Door, Type = GenDetail.DetailType.Door
            });

            GenPositionTile myChest = secret
                                      .GetAllTiles()
                                      .Where(t => temple.IsInsideRoom(t.PositionG.x, t.PositionG.y, secret) && temple.IsCornerGR(t.PositionG.x, t.PositionG.y, secret))
                                      .ToList()
                                      .GetRandom();
            secret.AddDetails(myChest.PositionG.x, myChest.PositionG.y, GenTile.Copy(Chest));

            AutoFillRoom.Remove(secret);
            SecretRooms.Add(secret);
            NoAutoDoor.Add(secret);
        }
        // -----------
        Log(temple);
        if (Logging != null)
        {
            yield return(new WaitForSeconds(0.25f));
        }
        // -----------

        // go through all other rooms and determin what they are

        foreach (GenRoom room in AutoFillRoom)
        {
            // -----------
            Log(temple);
            if (Logging != null)
            {
                yield return(new WaitForSeconds(0.25f));
            }
            // -----------

            // pillar hallway
            if (room.Height <= 7 && room.Height >= 5 && room.Width > 6)
            {
                // potential horizontal hallway
                if (Random.value < 0.4f)
                {
                    // hallway confirmed
                    // left to right

                    GenTile[,] p = new GenTile[, ]
                    {
                        { GenTile.Copy(pillar) }
                    };
                    int spacing = Random.Range(2, 5);

                    int tmpX = room.Outer.MinX + spacing;
                    int tmpY = room.Outer.MinY + 1;


                    p = GenUtil.GetSymetry(p, ref tmpX, ref tmpY, room, GenUtil.Axis.Vertical);

                    while (temple.IsInsideRoom(tmpX, tmpY, room))
                    {
                        room.PlaceDetailsAt(tmpX, tmpY, p);

                        tmpX = tmpX + spacing;
                    }
                    int enemyCount = Random.Range(0, 4);
                    for (int i = 0; i < enemyCount; i++)
                    {
                        SpawnEnemy(temple, room);
                    }
                    int itemCount = Random.Range(-1, 3);
                    for (int i = 0; i < itemCount; i++)
                    {
                        SpawnItem(temple, room, true);
                    }
                    int chestCount = Random.Range(-2, 2);
                    for (int i = 0; i < chestCount; i++)
                    {
                        SpawnChest(temple, room, true);
                    }
                    continue;
                }
            }
            if (room.Width <= 7 && room.Width >= 5 && room.Height > 6)
            {
                // potential horizontal hallway
                if (Random.value < 0.4f)
                {
                    // hallway confirmed
                    // left to right

                    GenTile[,] p = new GenTile[, ]
                    {
                        { GenTile.Copy(pillar) }
                    };
                    int spacing = Random.Range(2, 5);

                    int tmpX = room.Outer.MinX + 1;
                    int tmpY = room.Outer.MinY + spacing;


                    p = GenUtil.GetSymetry(p, ref tmpX, ref tmpY, room, GenUtil.Axis.Horizontal);

                    while (temple.IsInsideRoom(tmpX, tmpY, room))
                    {
                        room.PlaceDetailsAt(tmpX, tmpY, p);

                        tmpY = tmpY + spacing;
                    }
                    int enemyCount = Random.Range(0, 4);
                    for (int i = 0; i < enemyCount; i++)
                    {
                        SpawnEnemy(temple, room);
                    }
                    int itemCount = Random.Range(-1, 3);
                    for (int i = 0; i < itemCount; i++)
                    {
                        SpawnItem(temple, room, true);
                    }
                    int chestCount = Random.Range(-2, 2);
                    for (int i = 0; i < chestCount; i++)
                    {
                        SpawnChest(temple, room, true);
                    }
                    continue;
                }
            }

            if (room.Height >= 8 && room.Width >= 8)
            {
                // can either be pillar spam or room in room

                if (Random.value < 0.6f)
                {
                    if (Random.value < 0.7f && room.Width % 2 == 1 && room.Height % 2 == 1)
                    {
                        // pillar spam

                        for (int x = 2; x < room.Width - 2; x += 2)
                        {
                            for (int y = 2; y < room.Height - 2; y += 2)
                            {
                                room.AddDetails(room.PosX + x, room.PosY + y, GenTile.Copy(pillar));
                            }
                        }
                        int enemyCount = Random.Range(0, 5);
                        for (int i = 0; i < enemyCount; i++)
                        {
                            SpawnEnemy(temple, room);
                        }
                        int itemCount = Random.Range(-1, 3);
                        for (int i = 0; i < itemCount; i++)
                        {
                            SpawnItem(temple, room, true);
                        }
                        int chestCount = Random.Range(-3, 3);
                        for (int i = 0; i < chestCount; i++)
                        {
                            SpawnChest(temple, room, true);
                        }
                    }
                    else
                    {
                        // room in room

                        // find where to put the inner room
                        temple.TryGrowRect(room.Inner.GetCenter().x, room.Inner.GetCenter().y, 100, 100, out GenRect InnerSize);


                        if (InnerSize.WidthT >= 4 && InnerSize.HeightT >= 4)
                        {
                            if (InnerSize.WidthT >= 10 || InnerSize.HeightT >= 10)
                            {
                                if (Mathf.Abs(InnerSize.WidthT - InnerSize.HeightT) > 3)
                                {
                                    // we want to divide
                                    if (InnerSize.WidthT > InnerSize.HeightT)
                                    {
                                        // divide left and right
                                        int singleWidth = InnerSize.WidthT / 2 - 2;
                                        // left
                                        GenRect LeftRoom = new GenRect(InnerSize.MinX, InnerSize.MinX + singleWidth, InnerSize.MinY, InnerSize.MaxY);
                                        // right
                                        GenRect RightRoom = new GenRect(InnerSize.MaxX - singleWidth, InnerSize.MaxX, InnerSize.MinY, InnerSize.MaxY);

                                        GenRoom left = GenRoom.Sized(LeftRoom.WidthT, LeftRoom.HeightT);
                                        left.FillFloor();
                                        left.SpacePriority = 4;
                                        GenRoom right = GenRoom.Sized(RightRoom.WidthT, RightRoom.HeightT);
                                        right.FillFloor();
                                        right.SpacePriority = 4;
                                        temple.PlaceRoom(LeftRoom.MinX, LeftRoom.MinY, left);
                                        temple.PlaceRoom(RightRoom.MinX, RightRoom.MinY, right);

                                        NoAutoDoor.Add(left);
                                        NoAutoDoor.Add(right);

                                        temple.EdgeWalls('#', left);
                                        temple.EdgeWalls('#', right);

                                        temple.FixOverlap();
                                        // -----------
                                        Log(temple);
                                        if (Logging != null)
                                        {
                                            yield return(new WaitForSeconds(0.25f));
                                        }
                                        // -----------

                                        var leftDoor  = temple.GetDoorableTiles(left.GetAllTiles()).GetRandom(1);
                                        var rightDoor = temple.GetDoorableTiles(right.GetAllTiles()).GetRandom(1);

                                        for (int i = 0; i < leftDoor.Count; i++)
                                        {
                                            left.AddDetails(leftDoor[i].PositionG.x, leftDoor[i].PositionG.y, GenTile.Copy(Door));
                                        }
                                        for (int i = 0; i < rightDoor.Count; i++)
                                        {
                                            right.AddDetails(rightDoor[i].PositionG.x, rightDoor[i].PositionG.y, GenTile.Copy(Door));
                                        }
                                        SpawnItem(temple, left);
                                        SpawnItem(temple, right);
                                        if (Random.value < 0.4f)
                                        {
                                            SpawnItem(temple, right);
                                        }
                                        if (Random.value < 0.4f)
                                        {
                                            SpawnItem(temple, left);
                                        }
                                        if (Random.value < 0.2f)
                                        {
                                            SpawnChest(temple, left, true);
                                        }
                                        if (Random.value < 0.2f)
                                        {
                                            SpawnChest(temple, left, true);
                                        }
                                    }
                                    else
                                    {
                                        // divide top bot
                                        Debug.Log("currently not implemented, sorry");
                                    }
                                }
                            }
                            else
                            {
                                // one single room
                                if (InnerSize.WidthT > 5)
                                {
                                    InnerSize = InnerSize.Transform(-1, 0, -1, 0);
                                }
                                if (InnerSize.HeightT > 5)
                                {
                                    InnerSize = InnerSize.Transform(0, -1, 0, -1);
                                }

                                Debug.Log("HERE");

                                GenRoom single = GenRoom.Sized(InnerSize.WidthT, InnerSize.HeightT);
                                single.SpacePriority = 4;
                                single.FillFloor();
                                NoAutoDoor.Add(single);

                                temple.PlaceRoom(InnerSize.MinX, InnerSize.MinY, single);
                                temple.EdgeWalls('#', single);
                                temple.FixOverlap();
                                // -----------
                                Log(temple);
                                if (Logging != null)
                                {
                                    yield return(new WaitForSeconds(0.25f));
                                }
                                // -----------



                                // double doors
                                var doorables = single.GetAllTiles();// single.GetEdge().ToList();
                                var theDoors  = temple.GetDoorableTiles(doorables).GetRandom(2);

                                for (int i = 0; i < theDoors.Count; i++)
                                {
                                    single.AddDetails(theDoors[i].PositionG.x, theDoors[i].PositionG.y, GenTile.Copy(Door));
                                }

                                SpawnItem(temple, single);

                                if (Random.value < 0.2f)
                                {
                                    SpawnChest(temple, single, true);
                                }
                                if (Random.value < 0.2f)
                                {
                                    SpawnChest(temple, single, true);
                                }
                            }
                        }

                        SpawnEnemy(temple, room);
                        if (Random.value < 0.5f)
                        {
                            SpawnEnemy(temple, room);
                        }
                        if (Random.value < 0.2f)
                        {
                            SpawnEnemy(temple, room);
                        }
                    }
                    continue;
                }
            }
            // something random
            //room.FillFloor('~');

            SpawnEnemy(temple, room);
            SpawnEnemy(temple, room);

            if (Random.value < 0.5f)
            {
                SpawnEnemy(temple, room);
            }
            if (Random.value < 0.2f)
            {
                SpawnEnemy(temple, room);
            }
            SpawnItem(temple, room);
            if (Random.value < 0.3f)
            {
                SpawnItem(temple, room);
            }
            if (Random.value < 0.3f)
            {
                SpawnItem(temple, room);
            }
            if (Random.value < 0.4f)
            {
                SpawnChest(temple, room);
            }
            if (Random.value < 0.1f)
            {
                SpawnChest(temple, room);
            }
        }


        List <GenRoom> RequireDoor = new List <GenRoom>(temple.Rooms);

        foreach (var doo in NoAutoDoor)
        {
            RequireDoor.Remove(doo);
        }
        List <GenRoom> DoorIteration = new List <GenRoom>(RequireDoor);
        GenRoom        start         = EntryHall;

        Dictionary <GenRoom, List <GenRoom> > adj = temple.GetAdjacentRoomMap();

        void RandomDoorTo(GenRoom a, GenRoom b)
        {
            var tiles    = temple.GetDoorableTiles(temple.GetConnectingTiles(a, b));
            var location = tiles.GetRandom();

            a.AddDetails(location.PositionG.x, location.PositionG.y, GenTile.Copy(Door));
        }

        while (RequireDoor.Count > 0)
        {
            DoorIteration.Clear();
            DoorIteration.AddRange(RequireDoor);
            foreach (var room in DoorIteration)
            {
                if (temple.IsReachable(start, room))
                {
                    // reachable so we dont have to do a thing
                    RequireDoor.Remove(room);
                }
                else
                {
                    // place random door
                    var available = adj[room];
                    RandomDoorTo(room, available.GetRandom());
                }
                // -----------
                Log(temple);
                if (Logging != null)
                {
                    yield return(new WaitForSeconds(0.1f));
                }

                // -----------
            }
        }


        foreach (var room in adj[Spam].GetRandom(2))
        {
            RandomDoorTo(Spam, room);
        }

        Log(temple);
        Debug.Log("Done");


        LastOutput = GenUtil.Print(temple, false);
        Done?.Invoke();
    }
Пример #29
0
    public void Generate()
    {
        int minRoomSize = 50;

        rooms = new HashSet <GenRoom>();
        for (int i = 0; i < 7 + ( int )(UnityEngine.Random.value * 4); i++)
        {
            GenRoom room = new GenRoom();
            room.bounds.width  = ((15 + ( int )(UnityEngine.Random.value * 20)) / 2) * 2;
            room.bounds.height = ((15 + ( int )(UnityEngine.Random.value * 20)) / 2) * 2;
            rooms.Add(room);
        }

        while (true)
        {
            bool changed = false;
            foreach (GenRoom r1 in rooms)
            {
                foreach (GenRoom r2 in rooms)
                {
                    if (r1 == r2)
                    {
                        continue;
                    }
                    Vector2Int p1 = new Vector2Int(r1.bounds.x + r1.bounds.width / 2, r1.bounds.y + r1.bounds.height / 2);
                    Vector2Int p2 = new Vector2Int(r2.bounds.x + r2.bounds.width / 2, r2.bounds.y + r2.bounds.height / 2);
                    if (Math.Pow(Vector2Int.Distance(p1, p2), 2) < 2 * minRoomSize * minRoomSize + 2)
                    {
                        r2.bounds.x += ( int )((UnityEngine.Random.value - 0.5) * 5);
                        r2.bounds.y += ( int )((UnityEngine.Random.value - 0.5) * 2.5);
                        changed      = true;
                        break;
                    }
                }
                if (changed)
                {
                    break;
                }
            }
            if (!changed)
            {
                break;
            }
        }

        HashSet <GenVertex> Q = new HashSet <GenVertex>();

        foreach (GenRoom r in rooms)
        {
            Q.Add(new GenVertex(r));
        }
        GenVertex root = null;

        foreach (GenVertex v in Q)
        {
            if (root == null || v.r.bounds.x < root.r.bounds.x)
            {
                root = v;
            }
        }
        root.value = 0;

        HashSet <GenEdge>   E = new HashSet <GenEdge>();
        HashSet <GenEdge>   G = new HashSet <GenEdge>();
        HashSet <GenVertex> F = new HashSet <GenVertex>();

        foreach (GenVertex r1 in Q)
        {
            foreach (GenVertex r2 in Q)
            {
                if (r1 == r2)
                {
                    goto outer;
                }
                foreach (GenEdge e in E)
                {
                    if (e.r2 == r1 && e.r1 == r2)
                    {
                        goto outer;
                    }
                }
                E.Add(new GenEdge(r1, r2));
            }
            outer :;
        }
        F.Add(root);
        Q.Remove(root);

        while (Q.Count > 0)
        {
            GenEdge start2 = null;
            foreach (GenEdge e in E)
            {
                if (F.Contains(e.r1) ^ F.Contains(e.r2))
                {
                    if (start2 == null || e.dist < start2.dist)
                    {
                        start2 = e;
                    }
                }
            }
            Q.Remove(start2.r2);
            Q.Remove(start2.r1);
            F.Add(start2.r2);
            F.Add(start2.r1);
            E.Remove(start2);
            G.Add(start2);
            if (start2.r1.value < start2.r2.value)
            {
                start2.r2.value = ( float )(start2.r1.value + start2.dist);
            }
            else
            {
                start2.r1.value = ( float )(start2.r2.value + start2.dist);
            }
        }

        // G list of edges
        // rooms list of rooms

        HashSet <GenRoom> rooms2 = new HashSet <GenRoom>();

        foreach (GenEdge ed in G)
        {
            // horizontal
            float diff1 = ed.r1.r.bounds.y - ed.r2.r.bounds.y - ed.r2.r.bounds.height + TUNNEL_THICKNESS;
            float diff2 = ed.r2.r.bounds.y - ed.r1.r.bounds.y - ed.r1.r.bounds.height + TUNNEL_THICKNESS;

            // vertical
            float diff3 = ed.r1.r.bounds.x - ed.r2.r.bounds.x - ed.r2.r.bounds.width + TUNNEL_THICKNESS;
            float diff4 = ed.r2.r.bounds.x - ed.r1.r.bounds.x - ed.r1.r.bounds.width + TUNNEL_THICKNESS;

            if (diff1 < 0 && diff2 < 0)
            {
                AddStraightHorizontal(rooms2, ed);
            }
            else if (diff3 < 0 && diff4 < 0)
            {
                AddStraightVertical(rooms2, ed);
            }
            else
            {
                AddCurve(rooms2, ed);
            }
        }

        HashSet <Vector2Int> allDoors = new HashSet <Vector2Int>();

        foreach (GenRoom r in rooms)
        {
            for (int x1 = r.bounds.x; x1 < r.bounds.x + r.bounds.width; x1++)
            {
                for (int y1 = r.bounds.y; y1 < r.bounds.y + r.bounds.height; y1++)
                {
                    int xMode = (x1 == r.bounds.x) ? -1 : (x1 == r.bounds.x + r.bounds.width - 1) ? 1 : 0;
                    int yMode = (y1 == r.bounds.y) ? -1 : (y1 == r.bounds.y + r.bounds.height - 1) ? 1 : 0;
                    r.tiles.Add(new Vector2Int(x1, y1), new GenTile(Room.TileType.WALL, GenTile.GetPosition(xMode, yMode)));
                }
            }
            for (int x1 = r.bounds.x + 1; x1 < r.bounds.x + r.bounds.width - 1; x1++)
            {
                for (int y1 = r.bounds.y + 1; y1 < r.bounds.y + r.bounds.height - 1; y1++)
                {
                    r.tiles[new Vector2Int(x1, y1)].type = Room.TileType.GROUND;
                }
            }
            allDoors.UnionWith(r.AllDoors());
            foreach (Vector2Int v in r.doorsDown)
            {
                r.tiles[v].type     = Room.TileType.DOOR;
                r.tiles[v].position = GenTile.Position.BOTTOM;
            }
            foreach (Vector2Int v in r.doorsUp)
            {
                r.tiles[v].type     = Room.TileType.DOOR;
                r.tiles[v].position = GenTile.Position.TOP;
            }
            foreach (Vector2Int v in r.doorsLeft)
            {
                r.tiles[v].type     = Room.TileType.DOOR;
                r.tiles[v].position = GenTile.Position.LEFT;
            }
            foreach (Vector2Int v in r.doorsRight)
            {
                r.tiles[v].type     = Room.TileType.DOOR;
                r.tiles[v].position = GenTile.Position.RIGHT;
            }
        }

        path = new GenRoom();
        foreach (GenRoom r in rooms2)
        {
            for (int x1 = r.bounds.x; x1 < r.bounds.x + r.bounds.width; x1++)
            {
                for (int y1 = r.bounds.y; y1 < r.bounds.y + r.bounds.height; y1++)
                {
                    Vector2Int pos1 = new Vector2Int(x1, y1);
                    if (path.tiles.ContainsKey(pos1))
                    {
                        path.tiles[pos1].type = Room.TileType.GROUND;
                    }
                    else
                    {
                        path.tiles.Add(pos1, new GenTile(Room.TileType.GROUND));
                    }

                    Vector2Int pos2 = new Vector2Int(x1 + 1, y1);
                    if (!path.tiles.ContainsKey(pos2) && !allDoors.Contains(pos2))
                    {
                        path.tiles.Add(pos2, new GenTile(Room.TileType.WALL, GenTile.Position.RIGHT));
                    }
                    pos2 = new Vector2Int(x1 - 1, y1);
                    if (!path.tiles.ContainsKey(pos2) && !allDoors.Contains(pos2))
                    {
                        path.tiles.Add(pos2, new GenTile(Room.TileType.WALL, GenTile.Position.LEFT));
                    }
                    pos2 = new Vector2Int(x1, y1 + 1);
                    if (!path.tiles.ContainsKey(pos2) && !allDoors.Contains(pos2))
                    {
                        path.tiles.Add(pos2, new GenTile(Room.TileType.WALL, GenTile.Position.TOP));
                    }
                    pos2 = new Vector2Int(x1, y1 - 1);
                    if (!path.tiles.ContainsKey(pos2) && !allDoors.Contains(pos2))
                    {
                        path.tiles.Add(pos2, new GenTile(Room.TileType.WALL, GenTile.Position.BOTTOM));
                    }
                }
            }
            for (int x1 = r.bounds.x; x1 < r.bounds.x + r.bounds.width; x1++)
            {
                for (int y1 = r.bounds.y; y1 < r.bounds.y + r.bounds.height; y1++)
                {
                    Vector2Int pos2 = new Vector2Int(x1 + 1, y1 + 1);
                    if (!path.tiles.ContainsKey(pos2) && !allDoors.Contains(pos2))
                    {
                        path.tiles.Add(pos2, new GenTile(Room.TileType.WALL, GenTile.Position.TOP_RIGHT));
                    }
                    pos2 = new Vector2Int(x1 - 1, y1 + 1);
                    if (!path.tiles.ContainsKey(pos2) && !allDoors.Contains(pos2))
                    {
                        path.tiles.Add(pos2, new GenTile(Room.TileType.WALL, GenTile.Position.TOP_LEFT));
                    }
                    pos2 = new Vector2Int(x1 + 1, y1 - 1);
                    if (!path.tiles.ContainsKey(pos2) && !allDoors.Contains(pos2))
                    {
                        path.tiles.Add(pos2, new GenTile(Room.TileType.WALL, GenTile.Position.BOTTOM_RIGHT));
                    }
                    pos2 = new Vector2Int(x1 - 1, y1 - 1);
                    if (!path.tiles.ContainsKey(pos2) && !allDoors.Contains(pos2))
                    {
                        path.tiles.Add(pos2, new GenTile(Room.TileType.WALL, GenTile.Position.BOTTOM_LEFT));
                    }
                }
            }
            if (r.AllDoors().Count > 0)
            {
                throw new NotSupportedException("Paths should not have any doors");
            }
        }

        start = root.r;
        end   = null;
        foreach (GenRoom r in rooms)
        {
            if (end == null || r.bounds.x > end.bounds.x)
            {
                end = r;
            }
        }

        rooms.Remove(start);
        rooms.Remove(end);

        foreach (GenRoom r in rooms)
        {
            GenerateInterior(r);
        }

        start.spawnpoints.Add(start.GetCenter());
        end.spawnpoints.Add(end.GetCenter());

        foreach (Vector2Int v in allDoors)
        {
            foreach (GenRoom r in rooms)
            {
                for (int x = -TUNNEL_THICKNESS; x < TUNNEL_THICKNESS; x++)
                {
                    for (int y = -TUNNEL_THICKNESS; y < TUNNEL_THICKNESS; y++)
                    {
                        if (r.tiles.ContainsKey(v + new Vector2Int(x, y)) && r.tiles[v + new Vector2Int(x, y)].type == Room.TileType.ROCK)
                        {
                            r.tiles[v + new Vector2Int(x, y)].type = Room.TileType.GROUND;
                        }
                    }
                }
            }
            {
                GenRoom r = path;
                if (r.tiles.ContainsKey(v + new Vector2Int(0, 1)) && r.tiles[v + new Vector2Int(0, 1)].type == Room.TileType.WALL)
                {
                    r.tiles.Remove(v + new Vector2Int(0, 1));
                }
                if (r.tiles.ContainsKey(v + new Vector2Int(0, -1)) && r.tiles[v + new Vector2Int(0, -1)].type == Room.TileType.WALL)
                {
                    r.tiles.Remove(v + new Vector2Int(0, -1));
                }
                if (r.tiles.ContainsKey(v + new Vector2Int(1, 0)) && r.tiles[v + new Vector2Int(1, 0)].type == Room.TileType.WALL)
                {
                    r.tiles.Remove(v + new Vector2Int(1, 0));
                }
                if (r.tiles.ContainsKey(v + new Vector2Int(-1, 0)) && r.tiles[v + new Vector2Int(-1, 0)].type == Room.TileType.WALL)
                {
                    r.tiles.Remove(v + new Vector2Int(-1, 0));
                }
            }
        }

        foreach (GenRoom r in rooms)
        {
            MakeRoomRelative(r);
        }
        MakeRoomRelative(start);
        MakeRoomRelative(end);
        MakeRoomRelative(path);
    }
Пример #30
0
    public IEnumerator RunGenerationTest()
    {
        GenUtil.PrintCount = 0;
        GenData sym = new GenData(20, 15);

        GenRoom Hallway = GenRoom.Sized(15, 5);

        Hallway.FillFloor('.');
        Hallway.SpacePriority = 2;
        sym.PlaceRoom(1, 1, Hallway);

        TestDrawer.text = sym.Print(false);
        yield return(new WaitForSeconds(1f));


        GenRoom OtherRooom = GenRoom.Sized(8, 10);

        OtherRooom.FillFloor('.');
        OtherRooom.SpacePriority = 3;
        sym.PlaceRoom(11, 3, OtherRooom);

        TestDrawer.text = sym.Print(false);
        yield return(new WaitForSeconds(1f));

        sym.EdgeWalls('#');

        TestDrawer.text = sym.Print(false);
        yield return(new WaitForSeconds(1f));

        OtherRooom.SpacePriority = 1;
        sym.FixOverlap();

        TestDrawer.text = sym.Print(false);
        yield return(new WaitForSeconds(1f));



        int wantX = 3;
        int wantY = 2;

        bool done = false;

        while (!done)
        {
            var got = Hallway.GetAtWorldspaceG(wantX, wantY);

            if (!sym.IsInsideRoom(wantX, wantY))
            {
                done = true;
            }
            else
            {
                GenTile tile = GenTile.GetEmpty();
                tile.Details.Add(new GenDetail()
                {
                    Type = GenDetail.DetailType.Decoration, Char = 'O'
                });
                GenTile[,] feature = new GenTile[, ]
                {
                    { tile }
                };

                int fposX = wantX;
                int fposY = wantY;

                GenTile[,] final = GenUtil.GetSymetry(feature, ref fposX, ref fposY, Hallway, GenUtil.Axis.Vertical);

                Hallway.SetTilesAtG(fposX, fposY, final);

                TestDrawer.text = sym.Print(false);
                yield return(new WaitForSeconds(0.5f));


                wantX += 2;
            }
        }

        for (int x = 0; x < 20; x++)
        {
            for (int y = 0; y < 15; y++)
            {
                if (sym.IsCornerG(x, y, GenDetail.DetailType.Wall, GenDetail.DetailType.Decoration))
                {
                    GenRoom corner = GenRoom.Sized(1, 1);
                    corner.FillFloor('X');
                    sym.PlaceRoom(x, y, corner);

                    TestDrawer.text = sym.Print(false);
                    yield return(new WaitForSeconds(0.25f));
                }
            }
        }



        /*
         * GenData data = new GenData(40, 20);
         *
         * GenRoom startRoom = GenRoom.Sized(5,8,true);
         * startRoom.SpacePriority = 0;
         *
         * GenRoom room2 = GenRoom.Sized(8, 8, true);
         * room2.FillFloor('a');
         *
         * GenRoom room3 = GenRoom.Sized(5, 5, true);
         * room3.FillFloor('b');
         * room3.SpacePriority = 2;
         *
         * GenRoom room4 = GenRoom.Sized(10, 10, true);
         * room4.FillFloor('c');
         *
         * data.PlaceRoom(1, 0, startRoom);
         * data.PlaceRoom(4, 1, room2);
         * data.PlaceRoom(25, 11, room3);
         * data.PlaceRoom(23, 3, room4);
         *
         * data.FixOverlap();
         * data.EdgeWalls('#');
         *
         * data.Print(false);
         */
    }