Implemented room generation around boss room.
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1 changed files with 75 additions and 64 deletions
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@ -42,88 +42,99 @@ namespace DungeonGenerator
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}
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AddNormalRoomsAroundMonsterRooms(dungeonMap);
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AddNormalRoomsAroundBossRoom(dungeonMap);
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return dungeonMap;
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}
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private void AddNormalRoomsAroundBossRoom(DungeonMap dungeon)
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{
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AddNormalRoomsAroundRoom(dungeon.GetBossRoom(), dungeon);
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}
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private void AddNormalRoomsAroundMonsterRooms(DungeonMap dungeon)
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{
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HashSet<Point> unoccupiedPoints = dungeon.GetUnoccupiedPoints();
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Random random = new Random();
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foreach (Room monsterRoom in dungeon.GetMonsterRooms())
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{
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var roomPoints = monsterRoom.GetPointsInRoom();
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int minX = roomPoints.Min(p => p.X);
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int maxX = roomPoints.Max(p => p.X);
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int minY = roomPoints.Min(p => p.Y);
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int maxY = roomPoints.Max(p => p.Y);
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AddNormalRoomsAroundRoom(monsterRoom, dungeon);
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}
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}
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List<Point> topUnoccupiedPoints = new List<Point>();
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List<Point> bottomUnoccupiedPoints = new List<Point>();
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List<Point> leftUnoccupiedPoints = new List<Point>();
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List<Point> rightUnoccupiedPoints = new List<Point>();
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private void AddNormalRoomsAroundRoom(Room room, DungeonMap dungeon)
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{
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Random random = new Random();
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for (int x = minX - SIDE_LENGTH_OF_NORMAL; x <= maxX + SIDE_LENGTH_OF_NORMAL; x++)
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var roomPoints = room.GetPointsInRoom();
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int minX = roomPoints.Min(p => p.X);
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int maxX = roomPoints.Max(p => p.X);
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int minY = roomPoints.Min(p => p.Y);
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int maxY = roomPoints.Max(p => p.Y);
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List<Point> topUnoccupiedPoints = new List<Point>();
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List<Point> bottomUnoccupiedPoints = new List<Point>();
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List<Point> leftUnoccupiedPoints = new List<Point>();
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List<Point> rightUnoccupiedPoints = new List<Point>();
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for (int x = minX - SIDE_LENGTH_OF_NORMAL; x <= maxX + SIDE_LENGTH_OF_NORMAL; x++)
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{
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Point point = new Point(x, minY - SIDE_LENGTH_OF_NORMAL);
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if (dungeon.GetUnoccupiedPoints().Contains(point))
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{
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Point point = new Point(x, minY - SIDE_LENGTH_OF_NORMAL);
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if (dungeon.GetUnoccupiedPoints().Contains(point))
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{
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topUnoccupiedPoints.Add(point);
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}
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point = new Point(x, maxY + SIDE_LENGTH_OF_NORMAL);
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if (dungeon.GetUnoccupiedPoints().Contains(point))
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{
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bottomUnoccupiedPoints.Add(point);
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}
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topUnoccupiedPoints.Add(point);
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}
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for (int y = minY - SIDE_LENGTH_OF_NORMAL; y <= maxY + SIDE_LENGTH_OF_NORMAL; y++)
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point = new Point(x, maxY + SIDE_LENGTH_OF_NORMAL);
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if (dungeon.GetUnoccupiedPoints().Contains(point))
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{
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Point point = new Point(minX - SIDE_LENGTH_OF_NORMAL, y);
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if (dungeon.GetUnoccupiedPoints().Contains(point))
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{
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leftUnoccupiedPoints.Add(point);
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}
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bottomUnoccupiedPoints.Add(point);
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}
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}
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point = new Point(maxX + SIDE_LENGTH_OF_NORMAL, y);
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if (dungeon.GetUnoccupiedPoints().Contains(point))
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{
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rightUnoccupiedPoints.Add(point);
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}
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for (int y = minY - SIDE_LENGTH_OF_NORMAL; y <= maxY + SIDE_LENGTH_OF_NORMAL; y++)
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{
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Point point = new Point(minX - SIDE_LENGTH_OF_NORMAL, y);
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if (dungeon.GetUnoccupiedPoints().Contains(point))
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{
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leftUnoccupiedPoints.Add(point);
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}
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int minNecessaryAvailablePoints = (SIDE_LENGTH_OF_MONSTER + SIDE_LENGTH_OF_NORMAL) / 2;
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List<RoomSide> availableSides = new List<RoomSide>();
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if (topUnoccupiedPoints.Count >= minNecessaryAvailablePoints){availableSides.Add(RoomSide.Top);}
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if (bottomUnoccupiedPoints.Count >= minNecessaryAvailablePoints){availableSides.Add(RoomSide.Bottom);}
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if (leftUnoccupiedPoints.Count >= minNecessaryAvailablePoints){availableSides.Add(RoomSide.Left);}
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if (rightUnoccupiedPoints.Count >= minNecessaryAvailablePoints){availableSides.Add(RoomSide.Right);}
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// Ensure between 3 and 4 rooms are added
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int numRoomsToAdd = Math.Min(availableSides.Count, random.Next(3, 5));
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// Randomly shuffle and take the required number of sides
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foreach (RoomSide side in availableSides.OrderBy(_ => random.Next()).Take(numRoomsToAdd))
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point = new Point(maxX + SIDE_LENGTH_OF_NORMAL, y);
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if (dungeon.GetUnoccupiedPoints().Contains(point))
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{
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// Select appropriate unoccupied points based on the side
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List<Point> unoccupiedPointsOnSide = side switch
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{
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RoomSide.Top => topUnoccupiedPoints,
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RoomSide.Bottom => bottomUnoccupiedPoints,
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RoomSide.Left => leftUnoccupiedPoints,
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RoomSide.Right => rightUnoccupiedPoints,
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_ => new List<Point>()
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};
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rightUnoccupiedPoints.Add(point);
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}
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}
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// Create room and add it if valid
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Room newRoom = CreateAdjacentRoom(RoomType.Normal, unoccupiedPointsOnSide, side, dungeon.GetOccupiedPoints());
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if (newRoom != null)
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{
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monsterRoom.AddAdjacentRoom(newRoom, side);
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dungeon.AddRoom(newRoom);
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}
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int minNecessaryAvailablePoints = (SIDE_LENGTH_OF_MONSTER + SIDE_LENGTH_OF_NORMAL) / 2;
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List<RoomSide> availableSides = new List<RoomSide>();
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if (topUnoccupiedPoints.Count >= minNecessaryAvailablePoints){availableSides.Add(RoomSide.Top);}
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if (bottomUnoccupiedPoints.Count >= minNecessaryAvailablePoints){availableSides.Add(RoomSide.Bottom);}
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if (leftUnoccupiedPoints.Count >= minNecessaryAvailablePoints){availableSides.Add(RoomSide.Left);}
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if (rightUnoccupiedPoints.Count >= minNecessaryAvailablePoints){availableSides.Add(RoomSide.Right);}
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// Ensure between 3 and 4 rooms are added
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int numRoomsToAdd = Math.Min(availableSides.Count, random.Next(3, 5));
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// Randomly shuffle and take the required number of sides
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foreach (RoomSide side in availableSides.OrderBy(_ => random.Next()).Take(numRoomsToAdd))
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{
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// Select appropriate unoccupied points based on the side
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List<Point> unoccupiedPointsOnSide = side switch
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{
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RoomSide.Top => topUnoccupiedPoints,
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RoomSide.Bottom => bottomUnoccupiedPoints,
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RoomSide.Left => leftUnoccupiedPoints,
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RoomSide.Right => rightUnoccupiedPoints,
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_ => new List<Point>()
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};
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// Create room and add it if valid
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Room newRoom = CreateAdjacentRoom(RoomType.Normal, unoccupiedPointsOnSide, side, dungeon.GetOccupiedPoints());
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if (newRoom != null)
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{
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room.AddAdjacentRoom(newRoom, side);
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dungeon.AddRoom(newRoom);
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}
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}
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}
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