385 lines
No EOL
18 KiB
C#
385 lines
No EOL
18 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 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<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)
|
|
{
|
|
monsterRoom.AddAdjacentRoom(newRoom, side);
|
|
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
|
|
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<Room> 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<Room> entranceRooms = new List<Room>();
|
|
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 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);
|
|
}
|
|
}
|
|
} |