228 lines
7.1 KiB
C#
228 lines
7.1 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 MapRoom {
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public readonly Vector2Int start;
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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));
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end = new Vector2Int(Random.Range(1, mapSize-1), Random.Range(1, mapSize-1));
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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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while(end.x - start.x > maxRoomSize) {
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end.x--;
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start.x++;
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}
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while(end.y - start.y > maxRoomSize) {
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end.y--;
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start.y++;
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}
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while(end.x - start.x < minRoomSize) {
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end.x++;
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start.x--;
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}
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while(end.y - start.y < minRoomSize) {
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end.y++;
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start.y--;
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}
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start.Clamp(new Vector2Int(1, 1), new Vector2Int(mapSize-1, mapSize-1));
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end.Clamp(new Vector2Int(1, 1), new Vector2Int(mapSize-1, mapSize-1));
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}
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public Vector2Int RandomPoint() {
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return new Vector2Int(Random.Range(start.x, end.x+1), Random.Range(start.y, end.y+1));
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}
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}
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public class MapCorridor {
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public readonly Vector2Int start;
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public readonly Vector2Int 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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start = from.RandomPoint();
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end = to.RandomPoint();
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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 int minRoomSize = 2;
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[BeforeStartAttribute]
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public int maxRoomSize = 6;
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[BeforeStartAttribute]
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public int maxRoomIterations = 100;
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[BeforeStartAttribute]
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public Sprite wallSprite;
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[BeforeStartAttribute]
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public List<Sprite> floorSprites;
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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(Vector2Int position) {
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GameObject tileObject = tiles[position.x, position.y];
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Tile tile = tileObject.GetComponent<Tile>();
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return tile;
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}
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public bool CanMoveTo(Vector2Int direction)
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{
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try {
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return GetTile(direction).walkable;
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}
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catch(System.ArgumentOutOfRangeException) {
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return false;
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}
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}
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private void InitTile(Vector2Int position, bool walkable, Sprite tileSprite, bool roomPart) {
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Tile tile = GetTile(position);
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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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}
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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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tileObject.name = "Tile [" + x.ToString() + ", " + y.ToString() + "]";
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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(new Vector2Int(x, y), true, GetFloorTileSprite(), 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(new Vector2Int(x, y)).roomPart) {
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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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Vector2Int cursor = new Vector2Int(mc.start.x, mc.start.y);
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InitTile(cursor, true, GetFloorTileSprite(), 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, true, GetFloorTileSprite(), 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, true, GetFloorTileSprite(), 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, true, GetFloorTileSprite(), 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, true, GetFloorTileSprite(), 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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int roomIterations = 0;
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while(rooms.Count < roomsToGenerate && roomIterations < maxRoomIterations) {
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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);
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rooms.Add(room);
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}
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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];
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MapRoom to = rooms[rooms.Count-1];
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try {
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MapCorridor corridor = new MapCorridor(from, to, mapSize);
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PlaceCorridor(corridor);
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}
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catch (ImpossibleCorridorError) {
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}
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}
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}
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}
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private Sprite GetFloorTileSprite() {
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return floorSprites[Random.Range(0, floorSprites.Count)];
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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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