示例#1
0
    public void CreateDungeon(int room_number)
    {
        //Construct Spawn Room.
        InstantiateIRoom(RoomFactory.Build("SpawningRoom", PrefabManager.GetInstance().GetAllRoomTiles(), 5, 5), new Vector3(0, 0, 0), PrefabManager.GetInstance().GetAllRoomTiles());
        //TO BE REMOVED! TESTING CODE.
        allrooms[0].RoomObject.AddComponent <SpawnRoomScript>();
        allrooms[0].RoomObject.AddComponent <BoxCollider>();                                                                                                                            //Create new collider for the room.
        allrooms[0].RoomObject.GetComponent <BoxCollider>().size      = new Vector3(allrooms[0].Tiles_number_x * Tile.X_length - 2, 5, allrooms[0].Tiles_number_z * Tile.Z_length - 2); //Set the size of the collider to cover all the room.
        allrooms[0].RoomObject.GetComponent <BoxCollider>().isTrigger = true;                                                                                                           //Set collider to trigger.
        //TO BE REMOVED!
        bool foundcorridor, foundroom;

        while (true)
        {
            int openroomindex = -1;
            foundcorridor = false;
            foundroom     = false;
            //Used to find corridor with available sides.
            for (int i = 0; i < allrooms.Count; i++)
            {
                if (allrooms[i].Available_Sides.Count > 0)
                {
                    if (allrooms[i].Category == "Corridor")
                    {
                        foundcorridor = true;
                        openroomindex = i;
                        break;
                    }
                }
            }
            //Gives priority to available corridors.
            //Used to find available room.
            if (!foundcorridor)
            {
                for (int i = 0; i < allrooms.Count; i++)
                {
                    if (allrooms[i].Available_Sides.Count > 0)
                    {
                        if (allrooms[i].Category == "Room")
                        {
                            foundroom     = true;
                            openroomindex = i;
                            break;
                        }
                    }
                }
            }
            //Something went wrong and there is no available side to none of the rooms.
            if (!foundcorridor && !foundroom)
            {
                Debug.LogError("Finished dungeon generator without reaching the room goal.");
                break;
            }
            (IRoom newroom, Vector3 newroomloc) = allrooms[openroomindex].CreateAdjacentRoom();
            if (newroom != null)
            {
                if (allrooms[openroomindex].Category == "Room")
                {
                    InstantiateIRoom(newroom, newroomloc, PrefabManager.GetInstance().GetAllRoomTiles());

                    if (newroom.Category == "Room")
                    {
                        roomsPlaced++;
                    }
                }
                else if (allrooms[openroomindex].Category == "Corridor")
                {
                    InstantiateIRoom(newroom, newroomloc, PrefabManager.GetInstance().GetAllRoomTiles());
                    if (newroom.Category == "Room")
                    {
                        roomsPlaced++;
                    }
                }
                if (roomsPlaced >= RoomNumber)
                {
                    break;
                }
            }
        }
    }
示例#2
0
    /// <summary>
    /// Create an adjacent room on selected side.
    /// </summary>
    /// <param name="side"></param>
    /// <param name="opening_location"></param>
    /// <returns></returns>
    public (IRoom, Vector3) CreateAdjacentRoom()
    {
        //Chose if next room is gonna be corridor or room.
        string        room_corridor   = RandomnessMaestro.GetInstance().Choose_Room_Or_Corridor();
        List <string> available_rooms = new List <string>();

        //Get all the available rooms based on the available sides of the current room.
        foreach (string availableSide in Available_Sides)
        {
            available_rooms.AddRange(ValidationMaestro.GetAppropriateRooms(room_corridor, GetAdjacentSide(availableSide)));
        }
        available_rooms = available_rooms.Distinct().ToList();//Remove duplicates.
        if (room_corridor == "Room")
        {
            string roomsize = RandomnessMaestro.GetInstance().Choose_Room_Size();                                                                                                      //Select the room size.
            (int sizex, int sizez) = DataManager.GetInstance().Search_Sizes_Dictionary(roomsize);                                                                                      //Get the room size data.
            IRoom  new_room       = RoomFactory.Build(RandomnessMaestro.GetInstance().Choose_Room_Type(available_rooms), PrefabManager.GetInstance().GetAllRoomTiles(), sizex, sizez); //Construct the new room.
            string connectionSide = "";
            foreach (string avside in Available_Sides)
            {
                if (new_room.Available_Sides.Contains(GetAdjacentSide(avside)))
                {
                    connectionSide = avside;
                    break;
                }
            }//Find the connection side between the current room and the new one.
            string  adjside           = GetAdjacentSide(connectionSide);//Get the side that the new room needs to have available.
            int     openindex         = CalculateOpening(connectionSide);
            Vector3 opening_location  = Instantiated_Tiles[openindex].transform.position; //Location of the tile that the opening is gonna be.
            int     new_opening_index = new_room.CalculateOpening(adjside);               //Calculate the opening of the new room.
            //Place new adjacent room appropriately.
            Vector3 new_placed_location = LocationManager.GetApropriateLocationForRoom(connectionSide, opening_location, new_opening_index, new_room.Tiles_number_x, new_room.Tiles_number_z);
            bool    end = false;
            //While location is taken by another object.
            while (!ValidationMaestro.IsNotClaimed(new_placed_location, new_room.Tiles_number_x, new_room.Tiles_number_z) && !end)
            {
                //If the smallest room doesn't fit, stop.
                if (roomsize == "Small")
                {
                    end = true;
                }
                //Return a smaller size.
                (roomsize, sizex, sizez) = DataManager.GetInstance().ReturnSmallerSize(roomsize, 1);
                //Re-Construct the room.
                new_room = RoomFactory.Build(RandomnessMaestro.GetInstance().Choose_Room_Type(available_rooms), PrefabManager.GetInstance().GetAllRoomTiles(), sizex, sizez);
                //Re-Calculate opening.
                new_opening_index = new_room.CalculateOpening(adjside);
                //Re-Place the room appropriately.
                new_placed_location = LocationManager.GetApropriateLocationForRoom(connectionSide, opening_location, new_opening_index, new_room.Tiles_number_x, new_room.Tiles_number_z);
            }
            if (end)//if smaller doesn't fit.
            {
                this.Available_Sides.Remove(connectionSide);
                return(null, new Vector3(0, 0, 0));
            }
            if (new_room.Type.Equals("EndRoom"))//Check if the floor end room is placed.
            {
                new_room.Available_Sides.Clear();
                RandomnessMaestro.GetInstance().endRoomPlaced = true;
                Debug.LogError("Placed end room at: " + DungeonGenerator.GetInstance().roomsPlaced);
            }
            //If everything is okay, place the room normally.
            this.Available_Sides.Remove(connectionSide);
            new_room.Available_Sides.Remove(adjside);
            if (this.Category.Equals("Room"))
            {
                CreateOpening(openindex, connectionSide);                            //Create opening if this is a room.
            }
            Vector3 newopenloc = new_room.CreateOpening(new_opening_index, adjside); //Create opening to the adjacent room.
            //Make this room parent of the new one.
            if (this.Category == "Room")
            {
                switch (connectionSide)
                {
                case "Left":
                    this.AdjRoomLeft = new_room;
                    break;

                case "Top":
                    this.AdjRoomTop = new_room;
                    break;

                case "Right":
                    this.AdjRoomRight = new_room;
                    break;

                case "Bottom":
                    this.AdjRoomBottom = new_room;
                    break;
                }
            }
            else
            {
                ((Basic_Corridor)this).Child = new_room;
            }
            switch (adjside)
            {
            case "Left":
                ((Basic_Room)new_room).AdjRoomLeft = this;
                break;

            case "Top":
                ((Basic_Room)new_room).AdjRoomTop = this;
                break;

            case "Right":
                ((Basic_Room)new_room).AdjRoomRight = this;
                break;

            case "Bottom":
                ((Basic_Room)new_room).AdjRoomBottom = this;
                break;
            }
            return(new_room, new_placed_location);
        }
        else
        {
            //Choose randomly the type of corridor.
            string corridor_chosen_type = RandomnessMaestro.GetInstance().Choose_Corridor_Type();
            //Choose only corridors that match the type
            List <string> proper_rooms   = available_rooms.Where(x => x.Contains(corridor_chosen_type)).ToList();
            IRoom         new_room       = RoomFactory.Build(proper_rooms[Random.Range(0, proper_rooms.Count - 1)], PrefabManager.GetInstance().GetAllCorridorTiles(), 1, 1);
            string        connectionSide = "";
            foreach (string avside in Available_Sides)
            {
                if (new_room.Available_Sides.Contains(GetAdjacentSide(avside)))
                {
                    connectionSide = avside;
                    break;
                }
            }
            string  adjside          = GetAdjacentSide(connectionSide);
            int     openindex        = CalculateOpening(connectionSide);
            Vector3 opening_location = Instantiated_Tiles[openindex].transform.position;
            //Calculate the opening of the new room.
            int new_opening_index = new_room.CalculateOpening(adjside);
            //Place new adjacent room appropriately.
            Vector3 new_placed_location = LocationManager.GetApropriateLocationForRoom(connectionSide, opening_location, new_opening_index, new_room.Tiles_number_x, new_room.Tiles_number_z);
            //If location is taken by another object.
            if (!ValidationMaestro.IsNotClaimed(new_placed_location, new_room.Tiles_number_x, new_room.Tiles_number_z))
            {
                this.Available_Sides.Remove(connectionSide);
                return(null, new Vector3(0, 0, 0));
            }
            else
            {
                if (this.Category.Equals("Room"))
                {
                    CreateOpening(openindex, connectionSide);
                }
                this.Available_Sides.Remove(connectionSide);
                new_room.Available_Sides.Remove(adjside);
                if (this.Category == "Room")
                {
                    switch (connectionSide)
                    {
                    case "Left":
                        this.AdjRoomLeft = new_room;
                        break;

                    case "Top":
                        this.AdjRoomTop = new_room;
                        break;

                    case "Right":
                        this.AdjRoomRight = new_room;
                        break;

                    case "Bottom":
                        this.AdjRoomBottom = new_room;
                        break;
                    }
                }
                else
                {
                    ((Basic_Corridor)this).Child = new_room;
                }

                ((Basic_Corridor)new_room).Parent = this;
                return(new_room, new_placed_location);
            }
        }
    }