PuzzleGame/DungeonMapGenerator/DungeonMapGenerator/DungeonLockPopulator.cs
2025-02-24 17:33:00 +01:00

221 lines
No EOL
8.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using DiceProbabilities;
using DungeonMapGenerator.Rooms;
namespace DungeonMapGenerator
{
public static class DungeonLockPopulator
{
private const float ACCEPTABLE_ERROR = .02f;
private const int MAX_HARD_LOCKS = 3;
public static void PopulateLocksOfDungeon(DungeonMap dungeon)
{
Random random = new Random();
float desiredSuccessChance = .995f;
List<Room> currentRooms = new List<Room>();
foreach (EntranceRoom entranceRoom in dungeon.GetEntranceRooms())
{
currentRooms.Add(entranceRoom);
}
HashSet<Room> seenRooms = new HashSet<Room>(currentRooms);
// Set entrance room locks to 2 - 12
Shuffle(currentRooms);
int entranceRoomLock = 1;
foreach (Room entranceRoom in currentRooms)
{
entranceRoomLock += 1;
entranceRoom.Lock = new Lock((entranceRoomLock.ToString()));
}
// Give the dead ends very hard locks
foreach (Room room in dungeon.GetAllRooms().Except(currentRooms))
{
if (room.GetAdjacentRooms().Count() == 1)
{
room.Lock = Lock.GetRandomVeryHardLock();
}
}
while (currentRooms.Count > 0)
{
List<Room> locklessRooms = new List<Room>();
List<Room> alreadyLockedRooms = new List<Room>();
List<Room> adjacentRooms = new List<Room>();
foreach (Room room in currentRooms.ToList())
{
foreach (Room adjacentRoom in room.GetAdjacentRooms())
{
if (!seenRooms.Contains(adjacentRoom))
{
adjacentRooms.Add(adjacentRoom);
seenRooms.Add(adjacentRoom);
}
}
}
// Sort locked and not locked rooms
foreach (Room adjacentRoom in adjacentRooms.ToList())
{
if (adjacentRoom.Lock != null)
{
alreadyLockedRooms.Add(adjacentRoom);
}
else
{
locklessRooms.Add(adjacentRoom);
}
}
// Get locks of locked rooms
List<Lock> pregeneratedLocks = new List<Lock>();
foreach (Room room in alreadyLockedRooms)
{
pregeneratedLocks.Add(room.Lock);
}
if (locklessRooms.Count > 3)
{
// Add locks to the rooms with odds adding to the desired success chance
List<Lock> locks = GenerateLocks(pregeneratedLocks, locklessRooms.Count, desiredSuccessChance);
for (int i = 0; i < locklessRooms.Count; i++)
{
locklessRooms[i].Lock = locks[i];
}
}
else if (locklessRooms.Count > 0)
{
foreach (Room room in locklessRooms)
{
room.Lock = Lock.NormalLocks[random.Next(0, Lock.NormalLocks.Count)];
}
}
currentRooms = adjacentRooms;
}
int hardLocksAdded = 0;
foreach (var room in dungeon.GetAllRooms())
{
// Check if all locks were set
if (room.Lock == null)
{
Console.WriteLine($"Room at {room.GetCenterOfRoom()} wasn't seen whilst populating locks");
room.Lock = Lock.NormalLocks[random.Next(0, Lock.NormalLocks.Count)];
}
// Add two hard locks
if (hardLocksAdded < MAX_HARD_LOCKS
&& room.TypeOfRoom == RoomType.Normal
&& room.GetAdjacentRooms().All(adjacent => adjacent.TypeOfRoom == RoomType.Normal)
&& (room.Lock.GetLock() == "4" || room.Lock.GetLock() == "10"))
{
room.Lock = Lock.GetRandomHardLock();
hardLocksAdded++;
}
}
}
public static void AddExtraLocksToMonsterRooms(List<MonsterRoom> monsterRooms)
{
int maxExtraMonsterRoomLocks = 2;
foreach (MonsterRoom monsterRoom in monsterRooms)
{
int extraLockCounter = 0;
foreach (Room adjacentRoom in monsterRoom.GetAdjacentRooms())
{
if (Lock.VeryHardLocks.All(l => l.GetLock() != adjacentRoom.Lock.GetLock()))
{
if (extraLockCounter < maxExtraMonsterRoomLocks)
{
monsterRoom.ExtraLocks.Add(new Lock(adjacentRoom.Lock.GetLock()));
monsterRoom.AddBlockingRoom(adjacentRoom);
extraLockCounter++;
}
}
}
}
}
public static void AddExtraLocksToBossRoom(BossRoom bossRoom)
{
int maxExtraBossRooms = 5;
int extraLockCounter = 0;
foreach (Room adjacentRoom in bossRoom.GetAdjacentRooms())
{
if (Lock.VeryHardLocks.All(l => l.GetLock() != adjacentRoom.Lock.GetLock()))
{
if (extraLockCounter < maxExtraBossRooms)
{
bossRoom.ExtraLocks.Add(new Lock(adjacentRoom.Lock.GetLock()));
bossRoom.AddBlockingRoom(adjacentRoom);
extraLockCounter++;
}
}
}
}
private static List<Lock> GenerateLocks(List<Lock> pregeneratedLocks, int numLocks, float successChance)
{
List<Lock> locks = new List<Lock>();
if (FindCombination(pregeneratedLocks, locks, numLocks, successChance, Lock.NormalLocks))
{
return locks;
}
return null;
}
private static bool FindCombination(List<Lock> pregeneratedLocks, List<Lock> generatedLocks, int numLocks, float successChance, List<Lock> lockOptions)
{
if (generatedLocks.Count == numLocks)
{
List<Lock> allLocks = new List<Lock>(pregeneratedLocks);
allLocks.AddRange(generatedLocks);
List<string> locksAsStrings = allLocks.Select(_lock => _lock.GetLock()).ToList();
// Return true if given the current locks the chance of being able to open one is close to difficulty
float probalityOfAtleastOneUnlocking = RollFourSumTwo.GetProbalityOfAtleastOneUnlocking(locksAsStrings);
return probalityOfAtleastOneUnlocking >= successChance - ACCEPTABLE_ERROR
&& probalityOfAtleastOneUnlocking <= successChance + ACCEPTABLE_ERROR;
}
Shuffle(lockOptions);
foreach (Lock _lock in lockOptions.ToList())
{
// if adding the lock won't bring us over the threshold difficulty.
List<string> locksAsStrings = generatedLocks.Select(l => l.GetLock()).ToList();
locksAsStrings.Add(_lock.GetLock());
if (RollFourSumTwo.GetProbalityOfAtleastOneUnlocking(locksAsStrings) <= successChance)
{
generatedLocks.Add(new Lock(_lock.GetLock()));
if (FindCombination(pregeneratedLocks, generatedLocks, numLocks, successChance, lockOptions))
{
return true;
}
// This combination didn't work. Remove the last one and try the next lock.
generatedLocks.RemoveAt(generatedLocks.Count - 1);
}
}
return false;
}
private static void Shuffle<T>(List<T> list)
{
Random random = new Random();
int n = list.Count;
for (int i = n - 1; i > 0; i--)
{
int j = random.Next(i + 1);
(list[i], list[j]) = (list[j], list[i]);
}
}
}
}