Increased desired chance of success for lock population
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03f0f7859e
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13 changed files with 34 additions and 15 deletions
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@ -7,11 +7,11 @@ namespace DungeonMapGenerator
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{
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public static class DungeonLockPopulator
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{
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private const float ACCEPTABLE_ERROR = .1319f;
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private const float ACCEPTABLE_ERROR = .02f;
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public static void PopulateLocksOfDungeon(DungeonMap dungeon)
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{
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Random random = new Random();
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float desiredSuccessChance = .80f;
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float desiredSuccessChance = .995f;
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List<Room> currentRooms = dungeon.GetEntranceRooms();
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HashSet<Room> seenRooms = new HashSet<Room>(currentRooms);
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@ -21,12 +21,14 @@ namespace DungeonMapGenerator
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int entranceRoomLock = 1;
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foreach (Room entranceRoom in currentRooms)
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{
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entranceRoom.Lock = new Lock((entranceRoomLock + 1.ToString()));
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entranceRoomLock += 1;
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entranceRoom.Lock = new Lock((entranceRoomLock.ToString()));
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}
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while (currentRooms.Count > 0)
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{
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List<Room> locklessRooms = new List<Room>();
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List<Room> alreadyLockedRooms = new List<Room>();
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List<Room> adjacentRooms = new List<Room>();
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// Get all adjacent rooms that haven't been locked at
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@ -42,24 +44,30 @@ namespace DungeonMapGenerator
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}
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}
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// Get the odds of locks already set.
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// Sort locked and not locked rooms
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foreach (Room adjacentRoom in adjacentRooms.ToList())
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{
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List<float> odds = new List<float>();
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if (adjacentRoom.Lock != null)
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{
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odds.Add(adjacentRoom.Lock.GetOdds());
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alreadyLockedRooms.Add(adjacentRoom);
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}
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else
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{
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locklessRooms.Add(adjacentRoom);
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}
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}
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// Get locks of locked rooms
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List<Lock> pregeneratedLocks = new List<Lock>();
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foreach (Room room in alreadyLockedRooms)
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{
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pregeneratedLocks.Add(room.Lock);
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}
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if (locklessRooms.Count > 0)
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{
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// Add locks to the rooms with odds adding to within the difficulty range
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List<Lock> locks = GenerateLocks(locklessRooms.Count, desiredSuccessChance);
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List<Lock> locks = GenerateLocks(pregeneratedLocks, locklessRooms.Count, desiredSuccessChance);
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for (int i = 0; i < locklessRooms.Count; i++)
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{
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locklessRooms[i].Lock = locks[i];
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@ -70,10 +78,10 @@ namespace DungeonMapGenerator
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}
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}
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private static List<Lock> GenerateLocks(int numLocks, float successChance)
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private static List<Lock> GenerateLocks(List<Lock> pregeneratedLocks, int numLocks, float successChance)
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{
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List<Lock> locks = new List<Lock>();
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if (FindCombination(locks, numLocks, successChance, Lock.PossibleLocks))
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if (FindCombination(pregeneratedLocks, locks, numLocks, successChance, Lock.PossibleLocks))
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{
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return locks;
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}
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@ -81,11 +89,13 @@ namespace DungeonMapGenerator
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return null;
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}
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private static bool FindCombination(List<Lock> generatedLocks, int numLocks, float successChance, List<Lock> lockOptions)
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private static bool FindCombination(List<Lock> pregeneratedLocks, List<Lock> generatedLocks, int numLocks, float successChance, List<Lock> lockOptions)
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{
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if (generatedLocks.Count == numLocks)
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{
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List<string> locksAsStrings = generatedLocks.Select(_lock => _lock.GetLock()).ToList();
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List<Lock> allLocks = new List<Lock>(pregeneratedLocks);
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allLocks.AddRange(generatedLocks);
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List<string> locksAsStrings = allLocks.Select(_lock => _lock.GetLock()).ToList();
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// Return true if given the current locks the chance of being able to open one is close to difficulty
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float probalityOfAtleastOneUnlocking = RollFourSumTwo.GetProbalityOfAtleastOneUnlocking(locksAsStrings);
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@ -94,7 +104,7 @@ namespace DungeonMapGenerator
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}
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Shuffle(lockOptions);
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foreach (Lock _lock in lockOptions.ToList())
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{
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// if adding the lock won't bring us over the threshold difficulty.
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@ -103,7 +113,7 @@ namespace DungeonMapGenerator
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if (RollFourSumTwo.GetProbalityOfAtleastOneUnlocking(locksAsStrings) <= successChance)
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{
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generatedLocks.Add(new Lock(_lock.GetLock()));
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if (FindCombination(generatedLocks, numLocks, successChance, lockOptions))
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if (FindCombination(pregeneratedLocks, generatedLocks, numLocks, successChance, lockOptions))
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{
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return true;
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}
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