// Returns true if this passage cell can be removed from the map (i.e. not shown) public bool IsPassageRemovable(CellLocation l) { VirtualCell cell = this.GetCell(l); if (cell.IsWall() || cell.IsEmpty()) { // We count how many valid neighs are floors, and how many are nones int validNeigh = 0; int floorCount = 0; int noneCount = 0; CellLocation n; foreach (DirectionType dir in directions) { n = GetNeighbourCellLocation(l, dir); if (!LocationIsOutsideBounds(n)) { validNeigh++; VirtualCell neigh_cell = GetCell(n); if (neigh_cell.IsFloor()) { floorCount++; } else if (neigh_cell.IsNone() || neigh_cell.IsRock()) { noneCount++; } } } //Debug.Log(l + " Valid neighs: " + validNeigh + " floorCount: " + floorCount + " noneCount: " + noneCount); return(floorCount == 0); } return(false); }
protected void ConvertFake3DEffect(VirtualMap map, VirtualCell conversion_cell) { CellLocation below_loc = map.GetNeighbourCellLocation(conversion_cell.location, VirtualMap.DirectionType.South); if ((conversion_cell.IsColumn() || conversion_cell.IsWall())) { // If we have a wall below and this is a wall, we transform this to a special wall bool isAbove = false; VirtualCell below_cell = null; if (!map.LocationIsOutsideBounds(below_loc)) { below_cell = map.GetCell(below_loc); if (below_cell.IsColumn() || below_cell.IsWall() || below_cell.IsRock()) { isAbove = true; } else { isAbove = false; } } else { isAbove = true; } if (isAbove) { if (conversion_cell.IsRoom()) { conversion_cell.Type = VirtualCell.CellType.Fake3D_Room_WallAbove; } else { conversion_cell.Type = VirtualCell.CellType.Fake3D_Corridor_WallAbove; } } else { if (conversion_cell.IsRoom()) { conversion_cell.Type = VirtualCell.CellType.Fake3D_Room_WallFront; // // Also, we add this to make sure the doors work correctly // if (below_cell.IsDoor()){ // conversion_cell.AddCellInstance(VirtualCell.CellType.DoorHorizontalTop,below_cell.Orientation); // } } else { conversion_cell.Type = VirtualCell.CellType.Fake3D_Corridor_WallFront; } } conversion_cell.Orientation = VirtualMap.DirectionType.West; // Force orientation } else if (conversion_cell.IsDoor()) { if (conversion_cell.IsHorizontal()) { conversion_cell.Type = VirtualCell.CellType.DoorHorizontalBottom; } else { conversion_cell.Type = VirtualCell.CellType.DoorVertical; } } }
public void ConvertDirectionalCorridorColumn(VirtualMap map, VirtualCell conversion_cell) { CellLocation l = conversion_cell.location; if (behaviour.useDirectionalFloors) { // Count how many border neighbours are walls int countWallNeighs = 0; bool[] validIndices = new bool[4]; // This was a 'tile', check neigh walls CellLocation[] border_neighs = map.GetAllNeighbours(l); for (int i = 0; i < border_neighs.Length; i++) { CellLocation other_l = border_neighs[i]; if (!map.LocationIsOutsideBounds(other_l) // && other_l.isValid() ) // TODO: Maybe isValid is not needed! { VirtualCell other_cell = map.GetCell(other_l); if (other_cell.IsWall() && !map.IsPassageRemovable(other_cell.location)) { countWallNeighs++; validIndices[i] = true; } } } // Define the advanced tile to use // TODO: merge this with the one for directional floors somehow! if (countWallNeighs == 0) { conversion_cell.Type = VirtualCell.CellType.CorridorWallO; } else if (countWallNeighs == 1) { conversion_cell.Type = VirtualCell.CellType.CorridorWallU; for (int i = 0; i < 4; i++) { if (validIndices[i]) { conversion_cell.Orientation = map.directions[(int)Mathf.Repeat(i + 3, 4)]; break; } } } else if (countWallNeighs == 2) { // Corridor I conversion_cell.Type = VirtualCell.CellType.CorridorWallI; for (int i = 0; i < 4; i++) { if (validIndices[i]) { conversion_cell.Orientation = map.directions[(int)Mathf.Repeat(i + 1, 4)]; break; } } // Corridor L for (int i = 0; i < 4; i++) { if (validIndices[i] && validIndices[(int)Mathf.Repeat(i + 1, 4)]) { // This and the next are valid: left turn (we consider all of them to be left turns( conversion_cell.Orientation = map.directions[(int)Mathf.Repeat(i + 3, 4)]; conversion_cell.Type = VirtualCell.CellType.CorridorWallL; break; } } } else if (countWallNeighs == 3) { conversion_cell.Type = VirtualCell.CellType.CorridorWallT; for (int i = 0; i < 4; i++) { if (validIndices[(int)Mathf.Repeat(i - 1, 4)] && validIndices[i] && validIndices[(int)Mathf.Repeat(i + 1, 4)]) { // This, the one before and the next are valid: T cross (with this being the middle road) conversion_cell.Orientation = map.directions[(int)Mathf.Repeat(i + 1, 4)]; break; } } } else if (countWallNeighs == 4) { conversion_cell.Type = VirtualCell.CellType.CorridorWallX; } } }