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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 IntVector2 {
public int x;
public int y;
public IntVector2(int x, int y) {
this.x = x;
this.y = y;
}
}
public class MapRoom {
public readonly IntVector2 start;
public readonly IntVector2 end;
public readonly int mapSize;
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public MapRoom(int mapSize, int maxRoomSize) {
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this.mapSize = mapSize;
start = new IntVector2(Random.Range(0, mapSize), Random.Range(0, mapSize));
end = new IntVector2(Random.Range(0, mapSize), Random.Range(0, mapSize));
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++;
}
}
public bool RightCheck() {
return end.x < mapSize-1;
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}
public IntVector2 RightCorridorAttachment() {
return new IntVector2(end.x+1, Random.Range(start.y, end.y+1));
}
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public bool LeftCheck() {
return start.x > 0;
}
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public IntVector2 LeftCorridorAttachment() {
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return new IntVector2(start.x-1, Random.Range(start.y, end.y+1));
}
public bool TopCheck() {
return end.y < mapSize-1;
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}
public IntVector2 TopCorridorAttachment() {
return new IntVector2(Random.Range(start.x, end.x+1), end.y+1);
}
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public bool BottomCheck() {
return start.y > 0;
}
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public IntVector2 BottomCorridorAttachment() {
return new IntVector2(Random.Range(start.x, end.x+1), start.y-1);
}
}
public enum CorridorModes {
bottomToTop,
topToBottom,
rightToLeft,
leftToRight
}
public class MapCorridor {
public readonly IntVector2 start;
public readonly IntVector2 end;
public readonly bool horizontal_priority;
public MapCorridor(MapRoom from, MapRoom to, int mapSize) {
List<CorridorModes> corridorModes = new List<CorridorModes>();
//Find allowed CorridorModes
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if(from.end.y <= to.start.y && from.BottomCheck() && to.TopCheck()) corridorModes.Add(CorridorModes.bottomToTop);
if(from.start.y >= to.end.y && from.TopCheck() && to.BottomCheck()) corridorModes.Add(CorridorModes.topToBottom);
if(from.end.x <= to.start.y && from.RightCheck() && to.LeftCheck()) corridorModes.Add(CorridorModes.rightToLeft);
if(from.start.y >= to.end.y && from.LeftCheck() && to.RightCheck()) corridorModes.Add(CorridorModes.leftToRight);
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//Select and use a corridor mode
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if(corridorModes.Count < 1) throw new ImpossibleCorridorError();
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CorridorModes corridorMode = corridorModes[Random.Range(0, corridorModes.Count)];
if(corridorMode == CorridorModes.bottomToTop) {
start = from.BottomCorridorAttachment();
end = to.TopCorridorAttachment();
}
if(corridorMode == CorridorModes.topToBottom) {
start = from.TopCorridorAttachment();
end = to.BottomCorridorAttachment();
}
if(corridorMode == CorridorModes.rightToLeft) {
start = from.RightCorridorAttachment();
end = to.LeftCorridorAttachment();
}
if(corridorMode == CorridorModes.leftToRight) {
start = from.LeftCorridorAttachment();
end = to.RightCorridorAttachment();
}
//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 maxRoomSize = 6;
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[BeforeStartAttribute]
public int maxRoomIterations = 100;
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[BeforeStartAttribute]
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public Sprite wallSprite;
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[BeforeStartAttribute]
public Sprite roomSprite;
[BeforeStartAttribute]
public Sprite corridorSprite;
[BeforeStartAttribute]
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public GameObject tilePrefab;
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private GameObject[,] tiles;
private List<MapRoom> rooms;
private System.Random rnd;
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public Tile GetTile(int x, int y) {
GameObject tileObject = tiles[x, y];
Tile tile = tileObject.GetComponent<Tile>();
return tile;
}
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private void InitTile(int x, int y, bool walkable, Sprite tileSprite, bool roomPart) {
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Tile tile = GetTile(x, y);
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tile.walkable = walkable;
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tile.sprite = tileSprite;
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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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Tile tile = tileObject.GetComponent<Tile>();
tile.walkable = false;
tile.sprite = wallSprite;
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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++) {
InitTile(x, y, true, roomSprite, 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(x, y).roomPart) {
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return false;
}
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}
}
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return true;
}
private void PlaceCorridor(MapCorridor mc) {
IntVector2 cursor = new IntVector2(mc.start.x, mc.start.y);
InitTile(cursor.x, cursor.y, true, corridorSprite, false);
if(mc.horizontal_priority) {
while(cursor.x != mc.end.x) {
if(cursor.x > mc.end.x) cursor.x--;
else cursor.x++;
InitTile(cursor.x, cursor.y, true, corridorSprite, false);
}
while(cursor.y != mc.end.y) {
if(cursor.y > mc.end.y) cursor.y--;
else cursor.y++;
InitTile(cursor.x, cursor.y, true, corridorSprite, 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++;
InitTile(cursor.x, cursor.y, true, corridorSprite, false);
}
while(cursor.x != mc.end.x) {
if(cursor.x > mc.end.x) cursor.x--;
else cursor.x++;
InitTile(cursor.x, cursor.y, true, corridorSprite, 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);
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if(ScanRoom(room)) {
PlaceRoom(room);
rooms.Add(room);
}
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);
}
catch (ImpossibleCorridorError) {}
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}
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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>();
rnd = new System.Random();
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//Generate the map
GenerateMap();
}
}