243 lines
7.7 KiB
C#
243 lines
7.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[System.Serializable]
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public class ImpossibleCorridorError : System.Exception
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{
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public ImpossibleCorridorError() { }
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public ImpossibleCorridorError(string message) : base(message) { }
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public ImpossibleCorridorError(string message, System.Exception inner) : base(message, inner) { }
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protected ImpossibleCorridorError(
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System.Runtime.Serialization.SerializationInfo info,
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System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
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}
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public class IntVector2 {
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public int x;
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public int y;
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public IntVector2(int x, int y) {
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this.x = x;
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this.y = y;
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}
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}
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public class MapRoom {
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public readonly IntVector2 start;
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public readonly IntVector2 end;
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public readonly int mapSize;
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public MapRoom(int mapSize) {
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this.mapSize = mapSize;
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start = new IntVector2(Random.Range(0, mapSize), Random.Range(0, mapSize));
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end = new IntVector2(Random.Range(0, mapSize), Random.Range(0, mapSize));
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if(start.x > end.x) {
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int swap = start.x;
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start.x = end.x;
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end.x = swap;
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}
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if(start.y > end.y) {
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int swap = start.y;
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start.y = end.y;
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end.y = swap;
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}
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}
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public IntVector2 RightCorridorAttachment() {
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if(end.x+1 >= mapSize) {
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throw new ImpossibleCorridorError();
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}
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return new IntVector2(end.x+1, Random.Range(start.y, end.y+1));
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}
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public IntVector2 LeftCorridorAttachment() {
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if(start.x-1 <= 0) {
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throw new ImpossibleCorridorError();
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}
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return new IntVector2(start.x-1, Random.Range(start.y, start.y-1));
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}
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public IntVector2 TopCorridorAttachment() {
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if(end.y+1 >= mapSize) {
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throw new ImpossibleCorridorError();
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}
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return new IntVector2(Random.Range(start.x, end.x+1), end.y+1);
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}
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public IntVector2 BottomCorridorAttachment() {
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if(start.y-1 <= 0) {
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throw new ImpossibleCorridorError();
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}
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return new IntVector2(Random.Range(start.x, end.x+1), start.y-1);
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}
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}
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public enum CorridorModes {
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bottomToTop,
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topToBottom,
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rightToLeft,
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leftToRight
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}
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public class MapCorridor {
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public readonly IntVector2 start;
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public readonly IntVector2 end;
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public readonly bool horizontal_priority;
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public MapCorridor(MapRoom from, MapRoom to, int mapSize) {
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List<CorridorModes> corridorModes = new List<CorridorModes>();
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//Find allowed CorridorModes
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if(from.end.y <= to.start.y) corridorModes.Add(CorridorModes.bottomToTop);
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if(from.start.y >= to.end.y) corridorModes.Add(CorridorModes.topToBottom);
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if(from.end.x <= to.start.y) corridorModes.Add(CorridorModes.rightToLeft);
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if(from.start.y >= to.end.y) corridorModes.Add(CorridorModes.leftToRight);
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//Select and use a corridor mode
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CorridorModes corridorMode = corridorModes[Random.Range(0, corridorModes.Count)];
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if(corridorMode == CorridorModes.bottomToTop) {
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start = from.BottomCorridorAttachment();
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end = to.TopCorridorAttachment();
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}
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if(corridorMode == CorridorModes.topToBottom) {
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start = from.TopCorridorAttachment();
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end = to.BottomCorridorAttachment();
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}
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if(corridorMode == CorridorModes.rightToLeft) {
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start = from.RightCorridorAttachment();
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end = to.LeftCorridorAttachment();
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}
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if(corridorMode == CorridorModes.leftToRight) {
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start = from.LeftCorridorAttachment();
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end = to.RightCorridorAttachment();
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}
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//50%
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horizontal_priority = Random.Range(0f, 1f) >= 0.5f;
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}
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}
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public class Map : MonoBehaviour
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{
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[BeforeStartAttribute]
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public int mapSize = 30;
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[BeforeStartAttribute]
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public int roomsToGenerate = 5;
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[BeforeStartAttribute]
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public Sprite wallSprite;
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[BeforeStartAttribute]
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public Sprite roomSprite;
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[BeforeStartAttribute]
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public Sprite corridorSprite;
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[BeforeStartAttribute]
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public GameObject tilePrefab;
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private GameObject[,] tiles;
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private List<MapRoom> rooms;
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private System.Random rnd;
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public Tile GetTile(int x, int y) {
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GameObject tileObject = tiles[x, y];
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Tile tile = tileObject.GetComponent<Tile>();
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return tile;
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}
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private void InitTile(int x, int y, bool walkable, Sprite tile_sprite, bool roomPart) {
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Tile tile = GetTile(x, y);
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tile.walkable = walkable;
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tile.sprite = tile_sprite;
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tile.roomPart = roomPart;
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}
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private void FillWithWalls() {
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for(int x = 0; x < mapSize; x++) {
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for(int y = 0; y < mapSize; y++) {
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GameObject tileObject = Instantiate(tilePrefab, transform);
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tileObject.transform.position = new Vector3(x, y, 0);
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tiles[x, y] = tileObject;
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Tile tile = tileObject.GetComponent<Tile>();
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tile.walkable = false;
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tile.sprite = wallSprite;
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}
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}
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}
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private void PlaceRoom(MapRoom mr) {
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for(int x = mr.start.x; x <= mr.end.x; x++) {
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for(int y = mr.start.y; y <= mr.end.y; y++) {
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InitTile(x, y, true, roomSprite, true);
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}
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}
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}
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private bool ScanRoom(MapRoom mr) {
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//Returns true if the room can be safely placed
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for(int x = Mathf.Clamp(mr.start.x-1, 0, mapSize-1); x <= Mathf.Clamp(mr.end.x+1, 0, mapSize-1); x++) {
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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).walkable) {
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return false;
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}
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}
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}
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return true;
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}
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private void PlaceCorridor(MapCorridor mc) {
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IntVector2 cursor = new IntVector2(mc.start.x, mc.start.y);
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InitTile(cursor.x, cursor.y, true, corridorSprite, false);
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if(mc.horizontal_priority) {
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while(cursor.x != mc.end.x) {
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if(cursor.x > mc.end.x) cursor.x--;
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else cursor.x++;
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InitTile(cursor.x, cursor.y, true, corridorSprite, false);
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}
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while(cursor.y != mc.end.y) {
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if(cursor.y > mc.end.y) cursor.y--;
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else cursor.y++;
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InitTile(cursor.x, cursor.y, true, corridorSprite, false);
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}
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}
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else
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{
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while(cursor.y != mc.end.y) {
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if(cursor.y > mc.end.y) cursor.y--;
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else cursor.y++;
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InitTile(cursor.x, cursor.y, true, corridorSprite, false);
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}
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while(cursor.x != mc.end.x) {
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if(cursor.x > mc.end.x) cursor.x--;
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else cursor.x++;
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InitTile(cursor.x, cursor.y, true, corridorSprite, false);
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}
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}
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}
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private void GenerateMap() {
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FillWithWalls();
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while(rooms.Count < roomsToGenerate) {
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MapRoom room = new MapRoom(mapSize);
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if(ScanRoom(room)) {
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PlaceRoom(room);
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rooms.Add(room);
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}
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if(rooms.Count > 1) {
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MapRoom from = rooms[Random.Range(0, rooms.Count)];
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MapRoom to = rooms[Random.Range(0, rooms.Count)];
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MapCorridor corridor = new MapCorridor(from, to, mapSize);
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}
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}
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}
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private void Start()
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{
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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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rnd = new System.Random();
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//Generate the map
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GenerateMap();
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}
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}
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