using System; using System.Collections.Generic; using System.Linq; using System.Text; using Unity.VisualScripting; using UnityEngine; using Random = System.Random; 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_ENTRANCE = 2; private const int WIDTH_OF_BOSS = 10; private const int HEIGHT_OF_BOSS = 6; private int _xLength = 40; private int _yLength = 28; public DungeonMap GenerateDungeon(int length, float monsterRoomRatio) { _xLength = 40; _yLength = 28; Random random = new Random(); DungeonMap dungeonMap = new DungeonMap(_xLength, _yLength); dungeonMap.AddRooms(GenerateEntranceRooms(_xLength, _yLength, random.Next(1,4))); dungeonMap.AddRoom(GenerateOnlyBossRoom(_xLength, _yLength, WIDTH_OF_BOSS, HEIGHT_OF_BOSS)); EvenDisperser disperser = new EvenDisperser(_xLength, _yLength, dungeonMap.GetUnoccupiedPoints()); //TODO calculate L and W from length int numberOfMonsterRooms = 7; // TODO: Calculate from ratio for (var i = 0; i < numberOfMonsterRooms; i ++) { dungeonMap.AddRoom(disperser.GenerateAndPlaceRoom( SIDE_LENGTH_OF_MONSTER, SIDE_LENGTH_OF_MONSTER, RoomType.Monster)); } AddNormalRoomsAroundMonsterRooms(dungeonMap); return dungeonMap; } private void AddNormalRoomsAroundMonsterRooms(DungeonMap dungeon) { HashSet 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 topUnoccupiedPoints = new List(); List bottomUnoccupiedPoints = new List(); List leftUnoccupiedPoints = new List(); List rightUnoccupiedPoints = new List(); 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 (dungeon.GetUnoccupiedPoints().Contains(point)) { topUnoccupiedPoints.Add(point); } point = new Point(x, maxY + SIDE_LENGTH_OF_NORMAL); if (dungeon.GetUnoccupiedPoints().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 (dungeon.GetUnoccupiedPoints().Contains(point)) { leftUnoccupiedPoints.Add(point); } point = new Point(maxX + SIDE_LENGTH_OF_NORMAL, y); if (dungeon.GetUnoccupiedPoints().Contains(point)) { rightUnoccupiedPoints.Add(point); } } int minNecessaryAvailablePoints = (SIDE_LENGTH_OF_MONSTER + SIDE_LENGTH_OF_NORMAL) / 2; List availableSides = new List(); 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 foreach (RoomSide side in availableSides.OrderBy(_ => random.Next()).Take(numRoomsToAdd)) { // Select appropriate unoccupied points based on the side List unoccupiedPointsOnSide = side switch { RoomSide.Top => topUnoccupiedPoints, RoomSide.Bottom => bottomUnoccupiedPoints, RoomSide.Left => leftUnoccupiedPoints, RoomSide.Right => rightUnoccupiedPoints, _ => new List() }; // Create room and add it if valid Room newRoom = CreateAdjacentRoom(RoomType.Normal, unoccupiedPointsOnSide, side, dungeon.GetOccupiedPoints()); if (newRoom != null) { monsterRoom.AddAdjacentRoom(newRoom, side); dungeon.AddRoom(newRoom); } } } } private Room CreateAdjacentRoom(RoomType type, List unoccupiedPointsOnSide, RoomSide side, HashSet occupiedPoints) { 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 validPlacements = new List(); // 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 (!potentialPoints.Any(occupiedPoints.Contains)) { 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)]; Room newRoom = new Room(type, sizeOfNewRoom, sizeOfNewRoom, randomPlacement); return newRoom; } // 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 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 int middleAreaX = xLengthOfDungeon / 3; int middleAreaY = yLengthOfDungeon / 3; Random random = new Random(); int bossX = middleAreaX + random.Next(0, middleAreaX - width); int bossY = middleAreaY + random.Next(0, middleAreaY - heigth); return new Room(RoomType.Boss, width, heigth, new Point(bossX, bossY)); } private enum Side { Top, Right, Bottom, Left } private List GenerateEntranceRooms(int xLengthOfDungeon, int yLengthOfDungeon, int numberOfEntranceLines) { if (numberOfEntranceLines > 4) { throw new Exception("Number of entrance lines cannot be greater than 4"); } const int numEntranceRooms = 12; List entranceRooms = new List(); Random random = new Random(); Dictionary sidesToEnterOn = new() { { Side.Top, 0}, { Side.Right, 0}, { Side.Bottom, 0}, { Side.Left, 0} }; // Randomly assign starting lines to sides of dungeon for (var i = 0; i < numberOfEntranceLines; i++) { while (true) { Side side = (Side)random.Next(0, 4); if (sidesToEnterOn[side] < 2) { sidesToEnterOn[side] += 1; break; } } } int roomsPerLine = numEntranceRooms / numberOfEntranceLines; int bottom = yLengthOfDungeon - SIDE_LENGTH_OF_NORMAL; int oneRoomFromBottom = bottom - SIDE_LENGTH_OF_NORMAL; int right = xLengthOfDungeon - SIDE_LENGTH_OF_NORMAL; // Generate entrance lines on each side switch (sidesToEnterOn[Side.Top]) { case 2: // Add half of points for this entrance line to the top left side for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL) { entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(i,0))); } // Add the rest of the points for this entrance line to the top right side. for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL) { entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(right - i,0))); } break; case 1: int startOfLine = GetStartOfCenteredLine(xLengthOfDungeon, roomsPerLine, SIDE_LENGTH_OF_NORMAL); for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL) { entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL,new Point(startOfLine + i, 0))); } break; } switch (sidesToEnterOn[Side.Right]) { case 2: // Add points for this entrance line to the top right side for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL) { entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(right, i + SIDE_LENGTH_OF_NORMAL))); } // Add the rest of the points for this entrance line to the bottom right side. for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL) { entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(right, oneRoomFromBottom - i))); } break; case 1: int startOfLine = GetStartOfCenteredLine(yLengthOfDungeon, roomsPerLine, SIDE_LENGTH_OF_NORMAL); for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL) { entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(right, startOfLine + i))); } break; } switch (sidesToEnterOn[Side.Bottom]) { case 2: // Add half of points for this entrance line to the bottom left side for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL) { entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(i, bottom))); } // Add the rest of the points for this entrance line to the bottom right side. for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL) { entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point((xLengthOfDungeon - 1) - i, bottom))); } break; case 1: int startOfLine = GetStartOfCenteredLine(xLengthOfDungeon, roomsPerLine, SIDE_LENGTH_OF_NORMAL); for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL) { entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(startOfLine + i, bottom))); } break; } switch (sidesToEnterOn[Side.Left]) { case 2: // Add half of points for this entrance line to the top left side for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL) { entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(0, i + SIDE_LENGTH_OF_NORMAL))); } // Add the rest of the points for this entrance line to the bottom left side. for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL) { entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(0, oneRoomFromBottom - i))); } break; case 1: int startOfLine = GetStartOfCenteredLine(yLengthOfDungeon, roomsPerLine, SIDE_LENGTH_OF_NORMAL); for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL) { entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(0, startOfLine + i))); } break; } return entranceRooms; } private int GetStartOfCenteredLine(int length, int numberOfRooms, int sizeOfRoom) { int midpoint = length / 2; return midpoint - (numberOfRooms * sizeOfRoom / 2); } } }