using System; using System.Collections.Generic; using UnityEngine; public class DungeonGenerator { public DungeonGenerator() { } public const int TUNNEL_THICKNESS = 4; public void generate() { int minRoomSize = 50; HashSet rooms = new HashSet(); 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); } outest: while (true) { foreach (GenRoom r1 in rooms) { foreach (GenRoom r2 in rooms) { if (r1 == r2) 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); continue outest; } } } break; } HashSet Q = new HashSet(); foreach (GenRoom r in rooms) Q.Add(new GenVertex(r)); GenVertex root = Q.stream().min(Comparator.comparing(v->v.r.bounds.x)).get(); root.value = 0; HashSet E = new HashSet(); HashSet G = new HashSet(); HashSet F = new HashSet(); foreach (GenVertex r1 in Q) { outer: foreach (GenVertex r2 in Q) { if (r1 == r2) continue outer; foreach (GenEdge e in E) if (e.r2 == r1 && e.r1 == r2) continue outer; E.Add(new GenEdge(r1, r2)); } } F.Add(root); Q.Remove(root); while (Q.Count > 0) { GenEdge start = E.stream() .filter(e-> (F.Contains(e.r1) ^ F.Contains(e.r2))) .min(Comparator.comparing(e->e.dist)).get(); Q.Remove(start.r2); Q.Remove(start.r1); F.Add(start.r2); F.Add(start.r1); E.Remove(start); G.Add(start); if (start.r1.value < start.r2.value) { start.r2.value = (float)(start.r1.value + start.dist); } else { start.r1.value = (float)(start.r2.value + start.dist); } } // G list of edges // rooms list of rooms HashSet rooms2 = new HashSet(); foreach (GenEdge ed in G) { // 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) { addStraightHorizontal(rooms2, ed); } else if (diff3 < 0 && diff4 < 0) { addStraightVertical(rooms2, ed); } else addCurve(rooms2, ed); } GenRoom 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); } } foreach (Vector2Int v in r.allDoors()) r.tiles.Add(v, Room.TileType.DOOR); } 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); } 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); } foreach (Vector2Int v in r.allDoors()) r.tiles.Add(v, Room.TileType.DOOR); } rooms.Add(path); } public static void addStraightHorizontal(HashSet 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(); 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); 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)); } } public static void addStraightVertical(HashSet 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(); 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; tunnel.bounds.y = minY; tunnel.bounds.width = TUNNEL_THICKNESS; tunnel.bounds.height = (maxY - minY); rooms.Add(tunnel); 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)); } } public static void addCurve(HashSet 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; RectInt r = new RectInt(lefter.getCenter().x, lower.getCenter().y, righter.getCenter().x - lefter.getCenter().x, higher.getCenter().y - lower.getCenter().y); GenRoom verticalLefter = new GenRoom(); 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(); 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(); 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(); 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) { 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) { 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; 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) { addVertical1 = true; addHorizontal2 = true; } else { addVertical2 = true; addHorizontal1 = true; } } else if (diffX && !diffY) { if (flip) { addVertical2 = true; addHorizontal2 = true; } else { addVertical1 = true; addHorizontal1 = true; } } else if (!diffX && diffY) { if (flip) { addVertical1 = true; addHorizontal1 = true; } else { addVertical2 = true; addHorizontal2 = true; } } else if (!diffX && !diffY) { if (flip) { addVertical2 = true; addHorizontal1 = true; } else { 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)); } } 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)); } } if (addVertical1) { 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)); } } 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)); } } } }