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Bildschirmflausch-LD41/Assets/Scripts/Generation/DungeonGenerator.cs

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C#
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using System;
using System.Collections.Generic;
using UnityEngine;
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public class DungeonGenerator {
public DungeonGenerator() {
}
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public const int TUNNEL_THICKNESS = 4;
// The first and starting room
public GenRoom start;
// The room with the finishing flag
public GenRoom end;
// The room containing all the paths connecting normal rooms
public GenRoom path;
// All rooms except the three above
public HashSet<GenRoom> rooms;
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public void Generate() {
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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);
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}
while ( true ) {
outest:
foreach ( GenRoom r1 in rooms ) {
foreach ( GenRoom r2 in rooms ) {
if ( r1 == r2 )
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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 );
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goto outest;
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}
}
}
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;
}
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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 ) {
outer:
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));
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}
}
F.Add(root);
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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;
}
}
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}
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 );
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}
}
// G list of edges
// rooms list of rooms
HashSet<GenRoom> rooms2 = new HashSet<GenRoom>();
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foreach ( GenEdge ed in G ) {
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// 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 ) {
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AddStraightHorizontal(rooms2, ed);
} else if ( diff3 < 0 && diff4 < 0 ) {
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AddStraightVertical(rooms2, ed);
} else
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AddCurve(rooms2, ed);
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}
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++ ) {
path.tiles.Add(new Vector2Int(x1, y1), Room.TileType.GROUND);
for ( int x2 = x1 - 1; x2 <= x1 + 1; x2++ )
for ( int y2 = y1 - 1; y2 <= y1 + 1; y2++ ) {
if ( !path.tiles.ContainsKey(new Vector2Int(x2, y2)) )
path.tiles.Add(new Vector2Int(x2, y2), Room.TileType.WALL);
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}
}
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foreach ( Vector2Int v in r.AllDoors() )
r.tiles.Add(v, Room.TileType.DOOR);
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}
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++ ) {
r.tiles.Add(new Vector2Int(x1, y1), Room.TileType.WALL);
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}
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.Add(new Vector2Int(x1, y1), Room.TileType.GROUND);
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}
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foreach ( Vector2Int v in r.AllDoors() )
r.tiles.Add(v, Room.TileType.DOOR);
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}
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start = root.r;
end = null; foreach ( GenRoom r in rooms ) {
if ( end == null || r.bounds.x > end.bounds.x )
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end = r;
}
rooms.Remove(start);
rooms.Remove(end);
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}
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public static void AddStraightHorizontal(HashSet<GenRoom> rooms, GenEdge ed) {
GenRoom righter = ed.r1.r.GetCenter().x > ed.r2.r.GetCenter().x ? ed.r1.r : ed.r2.r;
GenRoom lefter = ed.r1.r.GetCenter().x > ed.r2.r.GetCenter().x ? ed.r2.r : ed.r1.r;
GenRoom tunnel = new GenRoom();
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int minX = Math.Min(ed.r1.r.bounds.x + ed.r1.r.bounds.width, ed.r2.r.bounds.x + ed.r2.r.bounds.width);
int minY = Math.Max(ed.r1.r.bounds.y, ed.r2.r.bounds.y);
int maxX = Math.Max(ed.r1.r.bounds.x, ed.r2.r.bounds.x);
int maxY = Math.Min(ed.r1.r.bounds.y + ed.r1.r.bounds.height, ed.r2.r.bounds.y + ed.r2.r.bounds.height);
tunnel.bounds.x = minX;
tunnel.bounds.y = ( minY + maxY ) / 2 - TUNNEL_THICKNESS / 2;
tunnel.bounds.width = ( maxX - minX );
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tunnel.bounds.height = TUNNEL_THICKNESS;
rooms.Add(tunnel);
for ( int i = 0; i < TUNNEL_THICKNESS; i++ ) {
lefter.doorsRight.Add(new Vector2Int(tunnel.bounds.x - 1, tunnel.bounds.y + i));
righter.doorsLeft.Add(new Vector2Int(tunnel.bounds.x + tunnel.bounds.width, tunnel.bounds.y + i));
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}
}
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public static void AddStraightVertical(HashSet<GenRoom> rooms, GenEdge ed) {
GenRoom higher = ed.r1.r.GetCenter().y > ed.r2.r.GetCenter().y ? ed.r1.r : ed.r2.r;
GenRoom lower = ed.r1.r.GetCenter().y > ed.r2.r.GetCenter().y ? ed.r2.r : ed.r1.r;
GenRoom tunnel = new GenRoom();
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int minX = Math.Max(ed.r1.r.bounds.x, ed.r2.r.bounds.x);
int minY = Math.Min(ed.r1.r.bounds.y + ed.r1.r.bounds.height, ed.r2.r.bounds.y + ed.r2.r.bounds.height);
int maxX = Math.Min(ed.r1.r.bounds.x + ed.r1.r.bounds.width, ed.r2.r.bounds.x + ed.r2.r.bounds.width);
int maxY = Math.Max(ed.r1.r.bounds.y, ed.r2.r.bounds.y);
tunnel.bounds.x = ( minX + maxX ) / 2 - TUNNEL_THICKNESS / 2;
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tunnel.bounds.y = minY;
tunnel.bounds.width = TUNNEL_THICKNESS;
tunnel.bounds.height = ( maxY - minY );
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rooms.Add(tunnel);
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for ( int i = 0; i < TUNNEL_THICKNESS; i++ ) {
lower.doorsUp.Add(new Vector2Int(tunnel.bounds.x + i, tunnel.bounds.y + tunnel.bounds.height));
higher.doorsDown.Add(new Vector2Int(tunnel.bounds.x + i, tunnel.bounds.y - 1));
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}
}
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public static void AddCurve(HashSet<GenRoom> rooms, GenEdge ed) {
GenRoom higher = ed.r1.r.GetCenter().y > ed.r2.r.GetCenter().y ? ed.r1.r : ed.r2.r;
GenRoom lower = ed.r1.r.GetCenter().y > ed.r2.r.GetCenter().y ? ed.r2.r : ed.r1.r;
GenRoom righter = ed.r1.r.GetCenter().x > ed.r2.r.GetCenter().x ? ed.r1.r : ed.r2.r;
GenRoom lefter = ed.r1.r.GetCenter().x > ed.r2.r.GetCenter().x ? ed.r2.r : ed.r1.r;
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RectInt r = new RectInt(lefter.GetCenter().x, lower.GetCenter().y, righter.GetCenter().x - lefter.GetCenter().x, higher.GetCenter().y - lower.GetCenter().y);
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GenRoom verticalLefter = new GenRoom();
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verticalLefter.bounds.x = r.x - TUNNEL_THICKNESS / 2;
verticalLefter.bounds.y = r.y - TUNNEL_THICKNESS / 2;
verticalLefter.bounds.width = TUNNEL_THICKNESS;
verticalLefter.bounds.height = r.height + TUNNEL_THICKNESS;
GenRoom horizontalLower = new GenRoom();
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horizontalLower.bounds.x = r.x - TUNNEL_THICKNESS / 2;
horizontalLower.bounds.y = r.y - TUNNEL_THICKNESS / 2;
horizontalLower.bounds.width = r.width + TUNNEL_THICKNESS;
horizontalLower.bounds.height = TUNNEL_THICKNESS;
GenRoom verticalRighter = new GenRoom();
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verticalRighter.bounds.x = r.x + r.width - TUNNEL_THICKNESS / 2;
verticalRighter.bounds.y = r.y - TUNNEL_THICKNESS / 2;
verticalRighter.bounds.width = TUNNEL_THICKNESS;
verticalRighter.bounds.height = r.height + TUNNEL_THICKNESS;
GenRoom horizontalHigher = new GenRoom();
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horizontalHigher.bounds.x = r.x - TUNNEL_THICKNESS / 2;
horizontalHigher.bounds.y = r.y + r.height - TUNNEL_THICKNESS / 2;
horizontalHigher.bounds.width = r.width + TUNNEL_THICKNESS;
horizontalHigher.bounds.height = TUNNEL_THICKNESS;
if ( lower == lefter ) {
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horizontalLower.bounds.x = r.x + lower.bounds.width / 2;
horizontalLower.bounds.width = r.width - lower.bounds.width / 2 + TUNNEL_THICKNESS / 2;
horizontalHigher.bounds.width = r.width - higher.bounds.width / 2 + TUNNEL_THICKNESS / 2;
verticalLefter.bounds.y = r.y + lower.bounds.height / 2;
verticalLefter.bounds.height = r.height - lower.bounds.height / 2 + TUNNEL_THICKNESS / 2;
verticalRighter.bounds.height = r.height - higher.bounds.height / 2 + TUNNEL_THICKNESS / 2;
}
if ( lower == righter ) {
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horizontalHigher.bounds.x = r.x + higher.bounds.width / 2;
horizontalHigher.bounds.width = r.width - higher.bounds.width / 2 + TUNNEL_THICKNESS / 2;
horizontalLower.bounds.width = r.width - lower.bounds.width / 2 + TUNNEL_THICKNESS / 2;
verticalRighter.bounds.y = r.y + lower.bounds.height / 2;
verticalRighter.bounds.height = r.height - lower.bounds.height / 2 + TUNNEL_THICKNESS / 2;
verticalLefter.bounds.height = r.height - higher.bounds.height / 2 + TUNNEL_THICKNESS / 2;
}
bool flip = UnityEngine.Random.value > 0.5;
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bool diffX = ed.r2.r.GetCenter().x - ed.r1.r.GetCenter().x > 0;
bool diffY = ed.r2.r.GetCenter().y - ed.r1.r.GetCenter().y > 0;
bool addHorizontal1 = false, addHorizontal2 = false, addVertical1 = false, addVertical2 = false;
if ( diffX && diffY ) {
if ( flip ) {
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addVertical1 = true;
addHorizontal2 = true;
} else {
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addVertical2 = true;
addHorizontal1 = true;
}
} else if ( diffX && !diffY ) {
if ( flip ) {
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addVertical2 = true;
addHorizontal2 = true;
} else {
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addVertical1 = true;
addHorizontal1 = true;
}
} else if ( !diffX && diffY ) {
if ( flip ) {
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addVertical1 = true;
addHorizontal1 = true;
} else {
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addVertical2 = true;
addHorizontal2 = true;
}
} else if ( !diffX && !diffY ) {
if ( flip ) {
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addVertical2 = true;
addHorizontal1 = true;
} else {
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addVertical1 = true;
addHorizontal2 = true;
}
}
if ( addHorizontal1 ) {
rooms.Add(horizontalLower);
if ( lower == lefter )
for ( int i = 0; i < TUNNEL_THICKNESS; i++ ) {
lower.doorsRight.Add(new Vector2Int(horizontalLower.bounds.x - 1, horizontalLower.bounds.y + i));
} else
for ( int i = 0; i < TUNNEL_THICKNESS; i++ ) {
lower.doorsLeft.Add(new Vector2Int(horizontalLower.bounds.x + horizontalLower.bounds.width, horizontalLower.bounds.y + i));
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}
}
if ( addHorizontal2 ) {
rooms.Add(horizontalHigher);
if ( lower == righter )
for ( int i = 0; i < TUNNEL_THICKNESS; i++ ) {
higher.doorsRight.Add(new Vector2Int(horizontalHigher.bounds.x - 1, horizontalHigher.bounds.y + i));
} else
for ( int i = 0; i < TUNNEL_THICKNESS; i++ ) {
higher.doorsLeft.Add(new Vector2Int(horizontalHigher.bounds.x + horizontalHigher.bounds.width, horizontalHigher.bounds.y + i));
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}
}
if ( addVertical1 ) {
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rooms.Add(verticalLefter);
if ( lower == lefter )
for ( int i = 0; i < TUNNEL_THICKNESS; i++ ) {
lower.doorsDown.Add(new Vector2Int(verticalLefter.bounds.x + i, verticalLefter.bounds.y - 1));
} else
for ( int i = 0; i < TUNNEL_THICKNESS; i++ ) {
lower.doorsUp.Add(new Vector2Int(verticalLefter.bounds.x + i, verticalLefter.bounds.y + verticalLefter.bounds.height));
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}
}
if ( addVertical2 ) {
rooms.Add(verticalRighter);
if ( lower == righter )
for ( int i = 0; i < TUNNEL_THICKNESS; i++ ) {
higher.doorsDown.Add(new Vector2Int(verticalRighter.bounds.x + i, verticalRighter.bounds.y - 1));
} else
for ( int i = 0; i < TUNNEL_THICKNESS; i++ ) {
higher.doorsUp.Add(new Vector2Int(verticalRighter.bounds.x + i, verticalRighter.bounds.y + verticalRighter.bounds.height));
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}
}
}
}