PuzzleGame/PuzzleGameProject/Assets/Scripts/DungeonGenerator/DungeonGenerator.cs

227 lines
No EOL
8.4 KiB
C#

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 List<Room> _monsterRooms = new List<Room>();
private int _xLength = 40;
private int _yLength = 28;
private List<Point> _entrancePoints;
public void GenerateDungeon(int length, float monsterRoomRatio)
{
_xLength = 40;
_yLength = 28;
Random random = new Random();
_entrancePoints = GenerateEntrancePoints(_xLength, _yLength, random.Next(1,4));
EvenDisperser disperser = new EvenDisperser(_xLength, _yLength, _entrancePoints); //TODO calculate L and W from length
int numberOfMonsterRooms = 7; // TODO: Calculate from ratio
for (var i = 0; i < numberOfMonsterRooms; i ++)
{
Point newSpot = disperser.GetPoint(SIDE_LENGTH_OF_MONSTER, SIDE_LENGTH_OF_MONSTER);
_monsterRooms.Add(new Room(
RoomType.Monster,
SIDE_LENGTH_OF_MONSTER,
SIDE_LENGTH_OF_MONSTER,
newSpot));
}
}
public void PrintMap()
{
char[,] mapMatrix = new Char[_xLength, _yLength];
for (int x = 0; x < _xLength; x++)
{
for (int y = 0; y < _yLength; y++)
{
if (_entrancePoints.Contains(new Point(x, y)))
{
mapMatrix[x, y] = '*';
}
else if (_monsterRooms.Any(room => room.PositionOfTopLeft.Equals(new Point(x,y))))
{
mapMatrix[x, y] = 'X';
}
else
{
mapMatrix[x, y] = 'O';
}
}
}
StringBuilder sb = new StringBuilder();
for (int j = 0; j < mapMatrix.GetLength(1); j++)
{
for (int i = 0; i < mapMatrix.GetLength(0); i++)
{
sb.Append(mapMatrix[i, j] + " ");
}
sb.Append(Environment.NewLine);
}
Debug.Log($"{DateTime.Now}{Environment.NewLine}" +
$"X Length: {_xLength}{Environment.NewLine}" +
$"Y Length: {_yLength}{Environment.NewLine}" +
$"Monster Rooms: {_monsterRooms.Count}{Environment.NewLine}" +
sb.ToString());
}
private enum Side
{
Top,
Right,
Bottom,
Left
}
private List<Point> GenerateEntrancePoints(int xLengthOfDungeon, int yLengthOfDungeon, int numberOfEntranceLines)
{
if (numberOfEntranceLines > 4)
{
throw new Exception("Number of entrance lines cannot be greater than 4");
}
const int entranceSpaces = 12;
List<Point> entrancePoints = new List<Point>();
Random random = new Random();
Dictionary<Side, int> 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 pointsPerLine = entranceSpaces / numberOfEntranceLines;
// 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 < pointsPerLine; i++)
{
entrancePoints.Add(new Point(i,0));
}
// Add the rest of the points for this entrance line to the top right side.
int pointsRemaining = pointsPerLine;
for (var i = 0; i < pointsRemaining; i++)
{
entrancePoints.Add(new Point((xLengthOfDungeon - 1) - i,0));
}
break;
case 1:
int midpoint = xLengthOfDungeon / 2;
int startOfLine = midpoint - (pointsPerLine / 2);
for (var i = 0; i < pointsPerLine; i++)
{
entrancePoints.Add(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 < pointsPerLine; i++)
{
entrancePoints.Add(new Point(xLengthOfDungeon - 1, i + 1));
}
// Add the rest of the points for this entrance line to the bottom right side.
for (var i = 0; i < pointsPerLine; i++)
{
entrancePoints.Add(new Point(xLengthOfDungeon - 1, (yLengthOfDungeon - 2) - i));
}
break;
case 1:
int midpoint = yLengthOfDungeon / 2;
int startOfLine = midpoint - (pointsPerLine / 2);
for (int i = 0; i < pointsPerLine; i++)
{
entrancePoints.Add(new Point(xLengthOfDungeon - 1, 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 < pointsPerLine; i++)
{
entrancePoints.Add(new Point(i, yLengthOfDungeon - 1));
}
// Add the rest of the points for this entrance line to the bottom right side.
for (var i = 0; i < pointsPerLine; i++)
{
entrancePoints.Add(new Point((xLengthOfDungeon - 1) - i, yLengthOfDungeon - 1));
}
break;
case 1:
int midpoint = xLengthOfDungeon / 2;
int startOfLine = midpoint - (pointsPerLine / 2);
for (var i = 0; i < pointsPerLine; i++)
{
entrancePoints.Add(new Point(startOfLine + i, yLengthOfDungeon - 1));
}
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 < pointsPerLine; i++)
{
entrancePoints.Add(new Point(0, i + 1));
}
// Add the rest of the points for this entrance line to the bottom left side.
for (var i = 0; i < pointsPerLine; i++)
{
entrancePoints.Add(new Point(0, (yLengthOfDungeon - 1) - i));
}
break;
case 1:
int midpoint = yLengthOfDungeon / 2;
int startOfLine = midpoint - (pointsPerLine / 2);
for (int i = 0; i < pointsPerLine; i++)
{
entrancePoints.Add(new Point(0, startOfLine + i));
}
break;
}
return entrancePoints;
}
}
}