Пример #1
0
        // Try to flood fill the map. Each seperate contigious spot gets a different scratch number.
        protected int FloodFillWithContigiousNumbers(Map map)
        {
            ResetScratch(map);
            byte currentScratchNumber = 1;

            // First we walk the entire map, flood filling each 
            for (int i = 0; i < map.Width; ++i)
            {
                for (int j = 0; j < map.Height; ++j)
                {
                    if (map.GetTerrainAt(i, j) == TerrainType.Floor && map.GetScratchAt(i, j) == 0)
                    {
                        FloodFill(map, i, j, currentScratchNumber);
                        currentScratchNumber++;
                    }
                }
            }

            // If we didn't scratch any tiles, the map must be all walls, bail
            if (currentScratchNumber == 1)
                throw new MapGenerationFailureException("FillAllSmallerUnconnectedRooms came to a level with all walls?");
            return currentScratchNumber;
        }
Пример #2
0
        // Make sure map has one connected area
        protected bool CheckConnectivity(Map map)
        {
            const int CheckConnectivityScratchValue = 42;

            // Find a clear point
            Point clearPoint = GetFirstClearPoint(map);

            // Flood fill all connected tiles
            FloodFill(map, clearPoint.X, clearPoint.Y, CheckConnectivityScratchValue);

            // See if any floor tiles don't have our scratch, if so they are not connected
            for (int i = 0; i < map.Width; ++i)
            {
                for (int j = 0; j < map.Height; ++j)
                {
                    if (map.GetTerrainAt(i, j) == TerrainType.Floor && map.GetScratchAt(i, j) != CheckConnectivityScratchValue)
                        return false;
                }
            }

            return true;
        }
Пример #3
0
        protected void FillAllSmallerUnconnectedRooms(Map map)
        {
            int currentScratchNumber = FloodFillWithContigiousNumbers(map);

            // Walk each tile, and count up the different groups.
            int[] numberOfTilesWithThatScratch = new int[currentScratchNumber];
            numberOfTilesWithThatScratch.Initialize();

            for (int i = 0; i < map.Width; ++i)
            {
                for (int j = 0; j < map.Height; ++j)
                {
                    if (map.GetTerrainAt(i, j) == TerrainType.Floor)
                        numberOfTilesWithThatScratch[map.GetScratchAt(i, j)]++;
                }
            }

            if (numberOfTilesWithThatScratch[0] != 0)
                throw new MapGenerationFailureException("Some valid tiles didn't get a scratch during FillAllSmallerRooms.");
            
            // Find the largest collection
            int biggestNumber = 1;
            for (int i = 2; i < currentScratchNumber; ++i)
            {
                if (numberOfTilesWithThatScratch[i] > numberOfTilesWithThatScratch[biggestNumber])
                    biggestNumber = i;
            }

            // Now walk level, and turn every floor tile without that scratch into a wall
            for (int i = 0; i < map.Width; ++i)
            {
                for (int j = 0; j < map.Height; ++j)
                {
                    if (map.GetTerrainAt(i, j) == TerrainType.Floor && map.GetScratchAt(i, j) != biggestNumber)
                        map.SetTerrainAt(i, j, TerrainType.Wall);

                    // And reset the scratch while we're here
                    map.SetScratchAt(i, j, 0);
                }
            }

            if (!CheckConnectivity(map))
                throw new MapGenerationFailureException("FillAllSmallerUnconnectedRooms produced a non-connected map.");
        }
Пример #4
0
        protected void FloodFill(Map map, int x, int y, byte scratchValue)
        {
            if (!map.IsPointOnMap(x, y))
                return;

            if (map.GetTerrainAt(x, y) == TerrainType.Floor && map.GetScratchAt(x, y) == 0)
            {
                map.SetScratchAt(x, y, scratchValue);
                FloodFill(map, x + 1, y, scratchValue);
                FloodFill(map, x - 1, y, scratchValue);
                FloodFill(map, x, y + 1, scratchValue);
                FloodFill(map, x, y - 1, scratchValue);
            }       
        }