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slime-blood-and-pain/Assets/Scripts/Map.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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[System.Serializable]
public class ImpossibleCorridorError : System.Exception
{
public ImpossibleCorridorError() { }
public ImpossibleCorridorError(string message) : base(message) { }
public ImpossibleCorridorError(string message, System.Exception inner) : base(message, inner) { }
protected ImpossibleCorridorError(
System.Runtime.Serialization.SerializationInfo info,
System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
}
public class MapRoom {
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public readonly Vector2Int start;
public readonly Vector2Int end;
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public readonly int mapSize;
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public MapRoom(int mapSize, int maxRoomSize, int minRoomSize) {
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this.mapSize = mapSize;
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start = new Vector2Int(Random.Range(1, mapSize-1), Random.Range(1, mapSize-1));
end = new Vector2Int(Random.Range(1, mapSize-1), Random.Range(1, mapSize-1));
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if(start.x > end.x) {
int swap = start.x;
start.x = end.x;
end.x = swap;
}
if(start.y > end.y) {
int swap = start.y;
start.y = end.y;
end.y = swap;
}
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while(end.x - start.x > maxRoomSize) {
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end.x--;
start.x++;
}
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while(end.y - start.y > maxRoomSize) {
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end.y--;
start.y++;
}
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while(end.x - start.x < minRoomSize) {
end.x++;
start.x--;
}
while(end.y - start.y < minRoomSize) {
end.y++;
start.y--;
}
start.Clamp(new Vector2Int(1, 1), new Vector2Int(mapSize-1, mapSize-1));
end.Clamp(new Vector2Int(1, 1), new Vector2Int(mapSize-1, mapSize-1));
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}
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public Vector2Int RandomPoint() {
return new Vector2Int(Random.Range(start.x, end.x+1), Random.Range(start.y, end.y+1));
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}
}
public class MapCorridor {
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public readonly Vector2Int start;
public readonly Vector2Int end;
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public readonly bool horizontal_priority;
public MapCorridor(MapRoom from, MapRoom to, int mapSize) {
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start = from.RandomPoint();
end = to.RandomPoint();
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//50%
horizontal_priority = Random.Range(0f, 1f) >= 0.5f;
}
}
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public class Map : MonoBehaviour
{
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[BeforeStartAttribute]
public int mapSize = 30;
[BeforeStartAttribute]
public int roomsToGenerate = 5;
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[BeforeStartAttribute]
public int minRoomSize = 2;
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[BeforeStartAttribute]
public int maxRoomSize = 6;
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[BeforeStartAttribute]
public int maxRoomIterations = 100;
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[BeforeStartAttribute]
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public List<Sprite> floorSprites;
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[BeforeStartAttribute]
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public List<Sprite> topWallSprites;
[BeforeStartAttribute]
public List<Sprite> botWallSprites;
[BeforeStartAttribute]
public List<Sprite> leftWallSprites;
[BeforeStartAttribute]
public List<Sprite> rightWallSprites;
[BeforeStartAttribute]
public List<Sprite> lCornerWallSprites;
[BeforeStartAttribute]
public List<Sprite> rCornerWallSprites;
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[BeforeStartAttribute]
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public GameObject tilePrefab;
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[BeforeStartAttribute]
public GameObject playerPrefab;
[BeforeStartAttribute]
public List<GameObject> enemyPrefabs;
[BeforeStartAttribute]
public int enemiesToSpawn = 10;
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private GameObject[,] tiles;
private List<MapRoom> rooms;
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private TurnHandler turnHandler;
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public MapTile GetTile(Vector2Int position) {
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try {
GameObject tileObject = tiles[position.x, position.y];
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return tileObject.GetComponent<MapTile>();
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}
catch(System.IndexOutOfRangeException) {
return null;
}
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}
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public bool CanMoveTo(Vector2Int position)
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{
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try {
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bool walkable = GetTile(position).walkable;
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List<Entity> entities = turnHandler.GetEntitiesAtPosition(position);
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bool free = true;
foreach(Entity entity in entities) {
free &= entity.overlappable;
}
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return walkable && free;
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}
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catch(System.IndexOutOfRangeException) {
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return false;
}
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}
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private void EditTile(Vector2Int position, bool walkable, bool roomPart) {
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MapTile tile = GetTile(position);
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tile.walkable = walkable;
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tile.roomPart |= roomPart;
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}
private void FillWithWalls() {
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for(int x = 0; x < mapSize; x++) {
for(int y = 0; y < mapSize; y++) {
GameObject tileObject = Instantiate(tilePrefab, transform);
tileObject.transform.position = new Vector3(x, y, 0);
tiles[x, y] = tileObject;
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tileObject.name = "Tile [" + x.ToString() + ", " + y.ToString() + "]";
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MapTile tile = tileObject.GetComponent<MapTile>();
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tile.walkable = false;
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}
}
}
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private void PlaceRoom(MapRoom mr) {
for(int x = mr.start.x; x <= mr.end.x; x++) {
for(int y = mr.start.y; y <= mr.end.y; y++) {
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EditTile(new Vector2Int(x, y), true, true);
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}
}
}
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private bool ScanRoom(MapRoom mr) {
//Returns true if the room can be safely placed
for(int x = Mathf.Clamp(mr.start.x-1, 0, mapSize-1); x <= Mathf.Clamp(mr.end.x+1, 0, mapSize-1); x++) {
for(int y = Mathf.Clamp(mr.start.y-1, 0, mapSize-1); y <= Mathf.Clamp(mr.end.y+1, 0, mapSize-1); y++) {
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if(GetTile(new Vector2Int(x, y)).roomPart) {
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return false;
}
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}
}
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return true;
}
private void PlaceCorridor(MapCorridor mc) {
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Vector2Int cursor = new Vector2Int(mc.start.x, mc.start.y);
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EditTile(cursor, true, false);
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if(mc.horizontal_priority) {
while(cursor.x != mc.end.x) {
if(cursor.x > mc.end.x) cursor.x--;
else cursor.x++;
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EditTile(cursor, true, false);
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}
while(cursor.y != mc.end.y) {
if(cursor.y > mc.end.y) cursor.y--;
else cursor.y++;
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EditTile(cursor, true, false);
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}
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}
else
{
while(cursor.y != mc.end.y) {
if(cursor.y > mc.end.y) cursor.y--;
else cursor.y++;
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EditTile(cursor, true, false);
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}
while(cursor.x != mc.end.x) {
if(cursor.x > mc.end.x) cursor.x--;
else cursor.x++;
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EditTile(cursor, true, false);
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}
}
}
private void GenerateMap() {
FillWithWalls();
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int roomIterations = 0;
while(rooms.Count < roomsToGenerate && roomIterations < maxRoomIterations) {
roomIterations++;
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MapRoom room = new MapRoom(mapSize, maxRoomSize, minRoomSize);
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if(ScanRoom(room)) {
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//Fill with the room
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PlaceRoom(room);
rooms.Add(room);
}
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//Place a corridor
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if(rooms.Count > 1) {
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MapRoom from = rooms[rooms.Count-2];
MapRoom to = rooms[rooms.Count-1];
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try {
MapCorridor corridor = new MapCorridor(from, to, mapSize);
PlaceCorridor(corridor);
}
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catch (ImpossibleCorridorError) {
}
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}
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}
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}
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private void PlacePlayer() {
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//Check for an existing player
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MapRoom room = rooms[Random.Range(0, rooms.Count)];
Vector2Int point = room.RandomPoint();
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GameObject playerObject = GameObject.FindGameObjectWithTag("Player");
if(playerObject == null) {
playerObject = Instantiate(playerPrefab, turnHandler.transform);
}
else {
playerObject.transform.parent = turnHandler.transform;
}
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playerObject.name = "Player";
playerObject.transform.position = new Vector3(point.x, point.y, 0);
}
private void PlaceEnemies() {
for(int i = 0; i < enemiesToSpawn; i++) {
MapRoom room = rooms[Random.Range(0, rooms.Count)];
Vector2Int point = room.RandomPoint();
GameObject enemyPrefab = enemyPrefabs[Random.Range(0, enemyPrefabs.Count)];
GameObject enemyObject = Instantiate(enemyPrefab, turnHandler.transform);
enemyObject.name = "Enemy " + i.ToString();
enemyObject.transform.position = new Vector3(point.x, point.y, 0);
}
}
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public static Sprite SampleSprite(List<Sprite> list) {
return list[Random.Range(0, list.Count)];
}
public void GenerateTileSprites() {
for(int x = 0; x < mapSize; x++) {
for(int y = 0; y < mapSize; y++) {
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MapTile tile = GetTile(new Vector2Int(x, y));
MapTile otherTile;
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if(tile.walkable) tile.sprite = SampleSprite(floorSprites);
else if((bool)(otherTile = GetTile(new Vector2Int(x, y+1))) && otherTile.walkable) tile.sprite = SampleSprite(botWallSprites);
else if((bool)(otherTile = GetTile(new Vector2Int(x, y+1))) && otherTile.walkable) tile.sprite = SampleSprite(topWallSprites);
//TODO: corners
}
}
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}
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private void Start()
{
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//Initialize everything
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tiles = new GameObject[mapSize, mapSize];
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rooms = new List<MapRoom>();
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turnHandler = GameObject.FindGameObjectWithTag("GameController").GetComponentInChildren<TurnHandler>();
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GenerateMap();
GenerateTileSprites();
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PlacePlayer();
PlaceEnemies();
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}
}