public List <EnumDirection> GetEmptySides(MazeMap map, MapPos pos, EnumDirection?lastDir) { List <EnumDirection> list = new List <EnumDirection>(); int curMask = map.GetSegment(pos); Predicate <EnumDirection> dirPre = delegate(EnumDirection d) { MapPos off = pos.Offset(d); if ((curMask & d.BitMask()) != 0) { return(false); } else if (map.IsValid(off) && (map.GetSegment(off) <= 0 || rand.NextDouble() < lpChance)) { return(true); } return(false); }; list.AddAll(MethodExtensions.AllDirections(), dirPre); if (lastDir.HasValue && rand.NextDouble() < strBias && list.Contains(lastDir.Value)) { for (int n = list.Count - 1; n >= 0; n--) { list[n] = lastDir.Value; } } return(list); }
public MazeMap Generate(int sizeX, int sizeY) { MazeMap map = new MazeMap(sizeX, sizeY); List <MapPos> pending = new List <MapPos>(); pending.Add(new MapPos(map.Width() / 2, map.Height() / 2)); EnumDirection?lastDir = null; while (pending.Count > 0) { MapPos curPos = pending[0]; int curSeg = map.GetSegment(curPos); List <EnumDirection> dirs = GetEmptySides(map, curPos, lastDir); if (lastDir.HasValue) { curSeg |= lastDir.Value.Opposite().BitMask(); map.SetSegment(curPos, curSeg); } if (dirs.Count <= 0) { lastDir = null; pending.RemoveAt(0); pending.Shuffle(rand); } else { EnumDirection nxtDir = dirs[rand.Next(dirs.Count)]; curSeg |= nxtDir.BitMask(); map.SetSegment(curPos, curSeg); lastDir = nxtDir; if (dirs.Count == 1) { pending.RemoveAt(0); } pending.Insert(0, curPos.Offset(nxtDir)); } } return(map); }
private int GetNeighbours(CellMap map, MapPos pos) { int total = 0; for (int i = -1; i <= 1; i++) { for (int j = -1; j <= 1; j++) { MapPos p2 = pos.Offset(i, j); if (!map.IsValid(p2)) { continue; } else if (!map.GetSegment(p2).SimpleState()) { total++; } } } return(total); }