Implemented generation of normal rooms around monster rooms. They still collid with each other.

This commit is contained in:
Max 2025-02-06 14:47:35 +01:00
parent 2cd9df5652
commit e0c65bd66e
3 changed files with 256 additions and 6 deletions

View file

@ -11,7 +11,8 @@ namespace DungeonGenerator
public class DungeonGenerator
{
private const int SIDE_LENGTH_OF_MONSTER = 4;
private const int SIDE_LENGTH_OF_NORMAL = 2;
private const int SIDE_LENGTH_OF_NORMAL = 2;
private const int SIDE_LENGTH_OF_ENTRANCE = 2;
private const int WIDTH_OF_BOSS = 10;
private const int HEIGHT_OF_BOSS = 6;
@ -40,11 +41,193 @@ namespace DungeonGenerator
RoomType.Monster));
}
AddNormalRoomsAroundMonsterRooms(dungeonMap);
return dungeonMap;
}
enum RoomSide
{
Top,
Bottom,
Left,
Right
}
private void AddNormalRoomsAroundMonsterRooms(DungeonMap dungeon)
{
HashSet<Point> unoccupiedPoints = dungeon.GetUnoccupiedPoints();
Random random = new Random();
foreach (Room monsterRoom in dungeon.GetMonsterRooms())
{
var roomPoints = monsterRoom.GetPointsInRoom();
int minX = roomPoints.Min(p => p.X);
int maxX = roomPoints.Max(p => p.X);
int minY = roomPoints.Min(p => p.Y);
int maxY = roomPoints.Max(p => p.Y);
List<Point> topUnoccupiedPoints = new List<Point>();
List<Point> bottomUnoccupiedPoints = new List<Point>();
List<Point> leftUnoccupiedPoints = new List<Point>();
List<Point> rightUnoccupiedPoints = new List<Point>();
for (int x = minX - SIDE_LENGTH_OF_NORMAL; x <= maxX + SIDE_LENGTH_OF_NORMAL; x++)
{
Point point = new Point(x, minY - SIDE_LENGTH_OF_NORMAL);
if (unoccupiedPoints.Contains(point))
{
topUnoccupiedPoints.Add(point);
}
point = new Point(x, maxY + SIDE_LENGTH_OF_NORMAL);
if (unoccupiedPoints.Contains(point))
{
bottomUnoccupiedPoints.Add(point);
}
}
for (int y = minY - SIDE_LENGTH_OF_NORMAL; y <= maxY + SIDE_LENGTH_OF_NORMAL; y++)
{
Point point = new Point(minX - SIDE_LENGTH_OF_NORMAL, y);
if (unoccupiedPoints.Contains(point))
{
leftUnoccupiedPoints.Add(point);
}
point = new Point(maxX + SIDE_LENGTH_OF_NORMAL, y);
if (unoccupiedPoints.Contains(point))
{
rightUnoccupiedPoints.Add(point);
}
}
int minNecessaryAvailablePoints = (SIDE_LENGTH_OF_MONSTER + SIDE_LENGTH_OF_NORMAL) / 2;
List<RoomSide> availableSides = new List<RoomSide>();
if (topUnoccupiedPoints.Count >= minNecessaryAvailablePoints){availableSides.Add(RoomSide.Top);}
if (bottomUnoccupiedPoints.Count >= minNecessaryAvailablePoints){availableSides.Add(RoomSide.Bottom);}
if (leftUnoccupiedPoints.Count >= minNecessaryAvailablePoints){availableSides.Add(RoomSide.Left);}
if (rightUnoccupiedPoints.Count >= minNecessaryAvailablePoints){availableSides.Add(RoomSide.Right);}
// Ensure between 3 and 4 rooms are added
int numRoomsToAdd = Math.Min(availableSides.Count, random.Next(3, 5));
// Randomly shuffle and take the required number of sides
List<Room> newRooms = new List<Room>();
foreach (RoomSide side in availableSides.OrderBy(_ => random.Next()).Take(numRoomsToAdd))
{
// Select appropriate unoccupied points based on the side
List<Point> unoccupiedPointsOnSide = side switch
{
RoomSide.Top => topUnoccupiedPoints,
RoomSide.Bottom => bottomUnoccupiedPoints,
RoomSide.Left => leftUnoccupiedPoints,
RoomSide.Right => rightUnoccupiedPoints,
_ => new List<Point>()
};
// Create room and add it if valid
Room newRoom = CreateAdjacentRoom(RoomType.Normal, unoccupiedPointsOnSide, side);
if (newRoom != null)
{
newRooms.Add(newRoom);
}
}
dungeon.AddRooms(newRooms);
}
}
private Room CreateAdjacentRoom(RoomType type, List<Point> unoccupiedPointsOnSide, RoomSide side)
{
int sizeOfNewRoom = GetRoomSizeByType(type);
Random random = new Random();
// Sort points by their coordinate based on the side of placement
var orderedPoints = side == RoomSide.Left || side == RoomSide.Right
? unoccupiedPointsOnSide.OrderBy(p => p.Y).ToList() // Sort by Y for vertical placement
: unoccupiedPointsOnSide.OrderBy(p => p.X).ToList();
// List to store possible valid room placements (top-left points of the room)
List<Point> validPlacements = new List<Point>();
// Iterate over the ordered points to find potential placements
for (int i = 0; i < orderedPoints.Count - sizeOfNewRoom + 1; i++)
{
// Get a sequence of SIZE_OF_ROOM points starting from index i
var potentialPoints = orderedPoints.Skip(i).Take(sizeOfNewRoom).ToList();
// Check if all points are consecutive and fit within the range
if (IsRoomWideEnough(potentialPoints, side))
{
Point firstPoint = potentialPoints.First();
// Adjust the first point for different sides
Point adjustedPoint = side switch
{
RoomSide.Top => new Point(firstPoint.X, firstPoint.Y), // Move up for top side
RoomSide.Bottom => new Point(firstPoint.X, firstPoint.Y - 1), // Move down for bottom side
RoomSide.Left => new Point(firstPoint.X, firstPoint.Y), // Move left for left side
RoomSide.Right => new Point(firstPoint.X - 1, firstPoint.Y), // Move right for right side
_ => firstPoint // Default case (shouldn't happen)
};
// If the points are wide enough, store the top-left point for the room
validPlacements.Add(adjustedPoint); // First point is the top-left point of the room
}
}
// If there are valid placements, select a random one and create the room
if (validPlacements.Any())
{
Point randomPlacement = validPlacements[random.Next(validPlacements.Count)];
return new Room(type, sizeOfNewRoom, sizeOfNewRoom, randomPlacement);
}
// If no valid placements are found, return null or handle it as necessary
return null;
}
// Helper method to check if a sequence of points is wide enough (consecutive points)
private bool IsRoomWideEnough(List<Point> points, RoomSide side)
{
for (int i = 1; i < points.Count; i++)
{
if (side == RoomSide.Left || side == RoomSide.Right)
{
// Check if points are consecutive along the Y-axis for left/right side
if (points[i].Y != points[i - 1].Y + 1)
{
return false;
}
}
else
{
// Check if points are consecutive along the X-axis for top/bottom side
if (points[i].X != points[i - 1].X + 1)
{
return false;
}
}
}
return true;
}
private int GetRoomSizeByType(RoomType type)
{
switch (type)
{
case RoomType.Entrance:
return SIDE_LENGTH_OF_ENTRANCE;
case RoomType.Monster:
return
SIDE_LENGTH_OF_MONSTER;
case RoomType.Normal:
return SIDE_LENGTH_OF_NORMAL;
default:
return SIDE_LENGTH_OF_NORMAL;
}
}
private Room GenerateOnlyBossRoom(int xLengthOfDungeon, int yLengthOfDungeon, int width, int heigth)
{
// Place monster room in the middle third

View file

@ -13,6 +13,7 @@ namespace DungeonGenerator
private int _height;
private List<Room> _monsterRooms = new List<Room>();
private List<Room> _entranceRooms = new List<Room>();
private List<Room> _normalRooms = new List<Room>();
private Room _bossRoom;
private HashSet<Point> _unoccupiedPoints = new HashSet<Point>();
@ -35,6 +36,9 @@ namespace DungeonGenerator
case RoomType.Entrance:
_entranceRooms.Add(room);
break;
case RoomType.Normal:
_normalRooms.Add(room);
break;
case RoomType.Boss:
_bossRoom = room;
break;
@ -47,6 +51,8 @@ namespace DungeonGenerator
public void AddRooms(List<Room> rooms)
{
if (rooms.Count == 0) return;
switch (rooms[0].TypeOfRoom)
{
case RoomType.Monster:
@ -55,6 +61,9 @@ namespace DungeonGenerator
case RoomType.Entrance:
_entranceRooms.AddRange(rooms);
break;
case RoomType.Normal:
_normalRooms.AddRange(rooms);
break;
default:
return;
}
@ -77,6 +86,11 @@ namespace DungeonGenerator
return _entranceRooms;
}
public List<Room> GetNormalRooms()
{
return _normalRooms;
}
public HashSet<Point> GetUnoccupiedPoints()
{
return new HashSet<Point>(_unoccupiedPoints);
@ -86,23 +100,29 @@ namespace DungeonGenerator
{
List<Point> monsterRoomPoints = _monsterRooms.SelectMany(room => room.GetPointsInRoom()).ToList();
List<Point> entranceRoomPoints = _entranceRooms.SelectMany(room => room.GetPointsInRoom()).ToList();
List<Point> normalRoomPoints = _normalRooms.SelectMany(room => room.GetPointsInRoom()).ToList();
char[,] mapMatrix = new Char[_width, _height];
for (int x = 0; x < _width; x++)
{
for (int y = 0; y < _height; y++)
{
if (entranceRoomPoints.Contains(new Point(x, y)))
Point point = new Point(x, y);
if (entranceRoomPoints.Contains(point))
{
mapMatrix[x, y] = '*';
}
else if (monsterRoomPoints.Contains(new Point(x,y)))
else if (monsterRoomPoints.Contains(point))
{
mapMatrix[x, y] = 'X';
}
else if (_bossRoom.GetPointsInRoom().Contains(new Point(x, y)))
else if (_bossRoom.GetPointsInRoom().Contains(point))
{
mapMatrix[x, y] = 'B';
}
else if (normalRoomPoints.Contains(point))
{
mapMatrix[x, y] = 'N';
}
else
{
mapMatrix[x, y] = '-';

View file

@ -1,4 +1,6 @@
using System.Collections.Generic;
using NUnit.Framework;
using Unity.VisualScripting;
namespace DungeonGenerator
{
@ -20,6 +22,11 @@ namespace DungeonGenerator
PositionOfTopLeft = positionOfTopLeft;
}
private List<Room> _topAdjacentRooms = new List<Room>();
private List<Room> _bottomAdjacentRooms = new List<Room>();
private List<Room> _leftAdjacentRooms = new List<Room>();
private List<Room> _rightAdjacentRooms = new List<Room>();
public RoomType TypeOfRoom { get; set; }
public int Height { get; set; }
public int Width { get; set; }
@ -50,5 +57,45 @@ namespace DungeonGenerator
{
return new Point(PositionOfTopLeft.X + Width / 2, PositionOfTopLeft.Y + Height / 2);
}
public void AddTopAdjacentRoom(Room room)
{
_topAdjacentRooms.Add(room);
}
public List<Room> GetTopAdjaceRooms()
{
return _topAdjacentRooms;
}
public void AddBottomAdjacentRoom(Room room)
{
_bottomAdjacentRooms.Add(room);
}
public List<Room> GetBottomAdjaceRooms()
{
return _bottomAdjacentRooms;
}
public void AddLeftAdjacentRoom(Room room)
{
_leftAdjacentRooms.Add(room);
}
public List<Room> GetLeftAdjaceRooms()
{
return _leftAdjacentRooms;
}
public void AddRightAdjacentRoom(Room room)
{
_rightAdjacentRooms.Add(room);
}
public List<Room> GetRightAdjaceRooms()
{
return _rightAdjacentRooms;
}
}
}