using System.Collections; using System.Collections.Generic; using UnityEngine; [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 { public readonly Vector2Int start; public readonly Vector2Int end; public readonly int mapSize; public MapRoom(int mapSize, int maxRoomSize, int minRoomSize) { this.mapSize = mapSize; 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)); 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; } while(end.x - start.x > maxRoomSize) { end.x--; start.x++; } while(end.y - start.y > maxRoomSize) { end.y--; start.y++; } 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)); } public Vector2Int RandomPoint() { return new Vector2Int(Random.Range(start.x, end.x+1), Random.Range(start.y, end.y+1)); } } public class MapCorridor { public readonly Vector2Int start; public readonly Vector2Int end; public readonly bool horizontal_priority; public MapCorridor(MapRoom from, MapRoom to, int mapSize) { start = from.RandomPoint(); end = to.RandomPoint(); //50% horizontal_priority = Random.Range(0f, 1f) >= 0.5f; } } public class Map : MonoBehaviour { [BeforeStartAttribute] public int mapSize = 30; [BeforeStartAttribute] public int roomsToGenerate = 5; [BeforeStartAttribute] public int minRoomSize = 2; [BeforeStartAttribute] public int maxRoomSize = 6; [BeforeStartAttribute] public int maxRoomIterations = 100; [BeforeStartAttribute] public Sprite wallSprite; [BeforeStartAttribute] public List floorSprites; [BeforeStartAttribute] public GameObject tilePrefab; [BeforeStartAttribute] public GameObject playerPrefab; [BeforeStartAttribute] public List enemyPrefabs; [BeforeStartAttribute] public int enemiesToSpawn = 10; private GameObject[,] tiles; private List rooms; private TurnHandler turnHandler; public Tile GetTile(Vector2Int position) { GameObject tileObject = tiles[position.x, position.y]; return tileObject.GetComponent(); } public bool CanMoveTo(Vector2Int position) { try { bool walkable = GetTile(position).walkable; bool free = !(bool)turnHandler.GetEntityAtPosition(position); return walkable && free; } catch(System.IndexOutOfRangeException) { return false; } } private void InitTile(Vector2Int position, bool walkable, Sprite tileSprite, bool roomPart) { Tile tile = GetTile(position); tile.walkable = walkable; tile.sprite = tileSprite; tile.roomPart |= roomPart; } private void FillWithWalls() { 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; tileObject.name = "Tile [" + x.ToString() + ", " + y.ToString() + "]"; Tile tile = tileObject.GetComponent(); tile.walkable = false; tile.sprite = wallSprite; } } } 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(new Vector2Int(x, y), true, GetFloorTileSprite(), true); } } } 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++) { if(GetTile(new Vector2Int(x, y)).roomPart) { return false; } } } return true; } private void PlaceCorridor(MapCorridor mc) { Vector2Int cursor = new Vector2Int(mc.start.x, mc.start.y); InitTile(cursor, true, GetFloorTileSprite(), false); if(mc.horizontal_priority) { while(cursor.x != mc.end.x) { if(cursor.x > mc.end.x) cursor.x--; else cursor.x++; InitTile(cursor, true, GetFloorTileSprite(), false); } while(cursor.y != mc.end.y) { if(cursor.y > mc.end.y) cursor.y--; else cursor.y++; InitTile(cursor, true, GetFloorTileSprite(), false); } } else { while(cursor.y != mc.end.y) { if(cursor.y > mc.end.y) cursor.y--; else cursor.y++; InitTile(cursor, true, GetFloorTileSprite(), false); } while(cursor.x != mc.end.x) { if(cursor.x > mc.end.x) cursor.x--; else cursor.x++; InitTile(cursor, true, GetFloorTileSprite(), false); } } } private void GenerateMap() { FillWithWalls(); int roomIterations = 0; while(rooms.Count < roomsToGenerate && roomIterations < maxRoomIterations) { roomIterations++; MapRoom room = new MapRoom(mapSize, maxRoomSize, minRoomSize); if(ScanRoom(room)) { //Fill with the room PlaceRoom(room); rooms.Add(room); } //Place a corridor if(rooms.Count > 1) { MapRoom from = rooms[rooms.Count-2]; MapRoom to = rooms[rooms.Count-1]; try { MapCorridor corridor = new MapCorridor(from, to, mapSize); PlaceCorridor(corridor); } catch (ImpossibleCorridorError) { } } } } private void PlacePlayer() { MapRoom room = rooms[Random.Range(0, rooms.Count)]; Vector2Int point = room.RandomPoint(); GameObject playerObject = Instantiate(playerPrefab, turnHandler.transform); 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); } } private Sprite GetFloorTileSprite() { return floorSprites[Random.Range(0, floorSprites.Count)]; } private void Start() { //Initialize everything tiles = new GameObject[mapSize, mapSize]; rooms = new List(); turnHandler = GameObject.FindGameObjectWithTag("GameController").GetComponentInChildren(); GenerateMap(); PlacePlayer(); PlaceEnemies(); } }