Difference between revisions of "C-Sharp Example of Dungeon-Building Algorithm"

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(Made by [[Solarnus]])
(Made by [[Solarnus]])
<small>
<source lang="java">
<pre>
import java.util.*; //and for getting today's date
import java.util.*; //and for getting today's date


Line 1,030: Line 1,029:


}
}
</pre>
</source>
 
</small>
[[Category:Articles]]
[[Category:Articles]]

Revision as of 06:21, 20 April 2010

(Made by Solarnus)

import java.util.*; //and for getting today's date



public class dungen{
	//max size of the map

	private int xmax = 80; //80 columns

	private int ymax = 25; //25 rows



	//size of the map

	private int xsize = 0;

	private int ysize = 0;

	

	//number of "objects" to generate on the map

	private int objects = 0;

	

	//define the %chance to generate either a room or a corridor on the map
	//BTW, rooms are 1st priority so actually it's enough to just define the chance
	//of generating a room

	private int chanceRoom = 75; 

	private int chanceCorridor = 25;



	//our map

	private int[] dungeon_map = new int[0];

	

	//the old seed from the RNG is saved in this one

	private long oldseed = 0;

	

	//a list over tile types we're using

	final private int tileUnused = 0;

	final private int tileDirtWall = 1; //not in use

	final private int tileDirtFloor = 2;

	final private int tileStoneWall = 3;

	final private int tileCorridor = 4;

	final private int tileDoor = 5;

	final private int tileUpStairs = 6;

	final private int tileDownStairs = 7;

	final private int tileChest = 8;

	

	//misc. messages to print

	private String msgXSize = "X size of dungeon: \t";

	private String msgYSize = "Y size of dungeon: \t";

	private String msgMaxObjects = "max # of objects: \t";

	private String msgNumObjects = "# of objects made: \t";

	private String msgHelp = "";

	private String msgDetailedHelp = "";




	//setting a tile's type

	private void setCell(int x, int y, int celltype){

		dungeon_map[x + xsize * y] = celltype;

	}

	

	//returns the type of a tile

	private int getCell(int x, int y){

		return dungeon_map[x + xsize * y];

	}

	

	//The RNG. the seed is based on seconds from the "java epoch" ( I think..)
	//perhaps it's the same date as the unix epoch

	private int getRand(int min, int max){

		//the seed is based on current date and the old, already used seed
		Date now = new Date();

		long seed = now.getTime() + oldseed;

		oldseed = seed;

		

		Random randomizer = new Random(seed);

		int n = max - min + 1;

		int i = randomizer.nextInt() % n;

		if (i < 0)

			i = -i;

		//System.out.println("seed: " + seed + "\tnum:  " + (min + i));

		return min + i;

	}

	

	private boolean makeCorridor(int x, int y, int lenght, int direction){

		//define the dimensions of the corridor (er.. only the width and height..)

		int len = getRand(2, lenght);

		int floor = tileCorridor;

		int dir = 0;

		if (direction > 0 && direction < 4) dir = direction;

		
		int xtemp = 0;

		int ytemp = 0;

		

		switch(dir){

		case 0:

		//north

			//check if there's enough space for the corridor
			//start with checking it's not out of the boundaries

			if (x < 0 || x > xsize) return false;

			else xtemp = x;

			
			//same thing here, to make sure it's not out of the boundaries

			for (ytemp = y; ytemp > (y-len); ytemp--){

				if (ytemp < 0 || ytemp > ysize) return false; //oh boho, it was!

				if (getCell(xtemp, ytemp) != tileUnused) return false;

			}

			

			//if we're still here, let's start building

			for (ytemp = y; ytemp > (y-len); ytemp--){

				setCell(xtemp, ytemp, floor);

			}

			break;

		case 1:

		//east

				if (y < 0 || y > ysize) return false;

				else ytemp = y;

				

				for (xtemp = x; xtemp < (x+len); xtemp++){

					if (xtemp < 0 || xtemp > xsize) return false;

					if (getCell(xtemp, ytemp) != tileUnused) return false;

				}

				

				for (xtemp = x; xtemp < (x+len); xtemp++){

					setCell(xtemp, ytemp, floor);

				}

			break;

		case 2:

		//south

			if (x < 0 || x > xsize) return false;

			else xtemp = x;

			

			for (ytemp = y; ytemp < (y+len); ytemp++){

				if (ytemp < 0 || ytemp > ysize) return false;

				if (getCell(xtemp, ytemp) != tileUnused) return false;

			}

			

			for (ytemp = y; ytemp < (y+len); ytemp++){

				setCell(xtemp, ytemp, floor);

			}

			break;

		case 3:

		//west

			if (ytemp < 0 || ytemp > ysize) return false;

			else ytemp = y;

			

			for (xtemp = x; xtemp > (x-len); xtemp--){

				if (xtemp < 0 || xtemp > xsize) return false;

				if (getCell(xtemp, ytemp) != tileUnused) return false; 

			}

		

			for (xtemp = x; xtemp > (x-len); xtemp--){

				setCell(xtemp, ytemp, floor);

			}

			break;

		}

		

		//woot, we're still here! let's tell the other guys we're done!!

		return true;

	}

	

	private boolean makeRoom(int x, int y, int xlength, int ylength, int direction){

		//define the dimensions of the room, it should be at least 4x4 tiles (2x2 for walking on, the rest is walls)

		int xlen = getRand(4, xlength);

		int ylen = getRand(4, ylength);

		//the tile type it's going to be filled with

		int floor = tileDirtFloor; //jordgolv..

		int wall = tileDirtWall; //jordv????gg

		//choose the way it's pointing at

		int dir = 0;

		if (direction > 0 && direction < 4) dir = direction;



		switch(dir){

		case 0:

		//north

			//Check if there's enough space left for it

			for (int ytemp = y; ytemp > (y-ylen); ytemp--){

				if (ytemp < 0 || ytemp > ysize) return false;

				for (int xtemp = (x-xlen/2); xtemp < (x+(xlen+1)/2); xtemp++){

					if (xtemp < 0 || xtemp > xsize) return false;

					if (getCell(xtemp, ytemp) != tileUnused) return false; //no space left...

				}

			}

			

			//we're still here, build

			for (int ytemp = y; ytemp > (y-ylen); ytemp--){

				for (int xtemp = (x-xlen/2); xtemp < (x+(xlen+1)/2); xtemp++){

					//start with the walls

					if (xtemp == (x-xlen/2)) setCell(xtemp, ytemp, wall);

					else if (xtemp == (x+(xlen-1)/2)) setCell(xtemp, ytemp, wall);

					else if (ytemp == y) setCell(xtemp, ytemp, wall);

					else if (ytemp == (y-ylen+1)) setCell(xtemp, ytemp, wall);

					//and then fill with the floor

					else setCell(xtemp, ytemp, floor);

				}

			}

			break;

		case 1:

		//east

			for (int ytemp = (y-ylen/2); ytemp < (y+(ylen+1)/2); ytemp++){

				if (ytemp < 0 || ytemp > ysize) return false;

				for (int xtemp = x; xtemp < (x+xlen); xtemp++){

					if (xtemp < 0 || xtemp > xsize) return false;

					if (getCell(xtemp, ytemp) != tileUnused) return false;

				}

			}



			for (int ytemp = (y-ylen/2); ytemp < (y+(ylen+1)/2); ytemp++){

				for (int xtemp = x; xtemp < (x+xlen); xtemp++){

					

					if (xtemp == x) setCell(xtemp, ytemp, wall);

					else if (xtemp == (x+xlen-1)) setCell(xtemp, ytemp, wall);

					else if (ytemp == (y-ylen/2)) setCell(xtemp, ytemp, wall);

					else if (ytemp == (y+(ylen-1)/2)) setCell(xtemp, ytemp, wall);

					

					else setCell(xtemp, ytemp, floor);

				}

			}

			break;

		case 2:

		//south

			for (int ytemp = y; ytemp < (y+ylen); ytemp++){

				if (ytemp < 0 || ytemp > ysize) return false;

				for (int xtemp = (x-xlen/2); xtemp < (x+(xlen+1)/2); xtemp++){

					if (xtemp < 0 || xtemp > xsize) return false;

					if (getCell(xtemp, ytemp) != tileUnused) return false;

				}

			}

			

			for (int ytemp = y; ytemp < (y+ylen); ytemp++){

				for (int xtemp = (x-xlen/2); xtemp < (x+(xlen+1)/2); xtemp++){

					

					if (xtemp == (x-xlen/2)) setCell(xtemp, ytemp, wall);

					else if (xtemp == (x+(xlen-1)/2)) setCell(xtemp, ytemp, wall);

					else if (ytemp == y) setCell(xtemp, ytemp, wall);

					else if (ytemp == (y+ylen-1)) setCell(xtemp, ytemp, wall);

					

					else setCell(xtemp, ytemp, floor);

				}

			}

			break;

		case 3:

		//west

			for (int ytemp = (y-ylen/2); ytemp < (y+(ylen+1)/2); ytemp++){

				if (ytemp < 0 || ytemp > ysize) return false;

				for (int xtemp = x; xtemp > (x-xlen); xtemp--){

					if (xtemp < 0 || xtemp > xsize) return false;

					if (getCell(xtemp, ytemp) != tileUnused) return false; 

				}

			}

			

			for (int ytemp = (y-ylen/2); ytemp < (y+(ylen+1)/2); ytemp++){

				for (int xtemp = x; xtemp > (x-xlen); xtemp--){

					

					if (xtemp == x) setCell(xtemp, ytemp, wall);

					else if (xtemp == (x-xlen+1)) setCell(xtemp, ytemp, wall);

					else if (ytemp == (y-ylen/2)) setCell(xtemp, ytemp, wall);

					else if (ytemp == (y+(ylen-1)/2)) setCell(xtemp, ytemp, wall);

					

					else setCell(xtemp, ytemp, floor);

				}

			}

			break;

		}

		

		//yay, all done

		return true;

	}

	

	

	//used to print the map on the screen

	public void showDungeon(){

		for (int y = 0; y < ysize; y++){

			for (int x = 0; x < xsize; x++){

				//System.out.print(getCell(x, y));

				switch(getCell(x, y)){

				case tileUnused:

					System.out.print(" ");

					break;

				case tileDirtWall:

					System.out.print("+");

					break;

				case tileDirtFloor:

					System.out.print(".");

					break;

				case tileStoneWall:

					System.out.print("O");

					break;

				case tileCorridor:

					System.out.print("#");

					break;

				case tileDoor:

					System.out.print("D");

					break;

				case tileUpStairs:

					System.out.print("<");

					break;

				case tileDownStairs:

					System.out.print(">");

					break;

				case tileChest:

					System.out.print("*");

					break;

				};

			}

			if (xsize < xmax) System.out.print("\n");

		}

	}

	

	//and here's the one generating the whole map

	public boolean createDungeon(int inx, int iny, int inobj){

		if (inobj < 1) objects = 10;

		else objects = inobj;

		

		//justera kartans storlek, om den ????r st????rre eller mindre ????n "gr????nserna"
		//adjust the size of the map, if it's smaller or bigger than the limits

		if (inx < 3) xsize = 3;

		else if (inx > xmax) xsize = xmax;

		else xsize = inx;

		

		if (iny < 3) ysize = 3;

		else if (iny > ymax) ysize = ymax;

		else ysize = iny;

		

		System.out.println(msgXSize + xsize);

		System.out.println(msgYSize + ysize);

		System.out.println(msgMaxObjects + objects);

		

		//redefine the map var, so it's adjusted to our new map size

		dungeon_map = new int[xsize * ysize];

		

		//start with making the "standard stuff" on the map

		for (int y = 0; y < ysize; y++){

			for (int x = 0; x < xsize; x++){

				//ie, making the borders of unwalkable walls

				if (y == 0) setCell(x, y, tileStoneWall);

				else if (y == ysize-1) setCell(x, y, tileStoneWall);

				else if (x == 0) setCell(x, y, tileStoneWall);

				else if (x == xsize-1) setCell(x, y, tileStoneWall);

				

				//and fill the rest with dirt

				else setCell(x, y, tileUnused);

			}

		}

		

		/*******************************************************************************

		And now the code of the random-map-generation-algorithm begins!

		*******************************************************************************/

		

		//start with making a room in the middle, which we can start building upon

		makeRoom(xsize/2, ysize/2, 8, 6, getRand(0,3)); //getrand saken f????r att slumpa fram riktning p?? rummet

		

		//keep count of the number of "objects" we've made

		int currentFeatures = 1; //+1 for the first room we just made

		

		//then we sart the main loop

		for (int countingTries = 0; countingTries < 1000; countingTries++){

			//check if we've reached our quota

			if (currentFeatures == objects){

				break;

			}

				

			//start with a random wall

			int newx = 0;

			int xmod = 0;

			int newy = 0;

			int ymod = 0;

			int validTile = -1;

			//1000 chances to find a suitable object (room or corridor)..
			//(yea, i know it's kinda ugly with a for-loop... -_-')

			for (int testing = 0; testing < 1000; testing++){

				newx = getRand(1, xsize-1);

				newy = getRand(1, ysize-1);

				validTile = -1;

				//System.out.println("tempx: " + newx + "\ttempy: " + newy);

				if (getCell(newx, newy) == tileDirtWall || getCell(newx, newy) == tileCorridor){

					//check if we can reach the place

					if (getCell(newx, newy+1) == tileDirtFloor || getCell(newx, newy+1) == tileCorridor){

						validTile = 0; //

						xmod = 0;

						ymod = -1;

					}

					else if (getCell(newx-1, newy) == tileDirtFloor || getCell(newx-1, newy) == tileCorridor){

						validTile = 1; //

						xmod = +1;

						ymod = 0;

					}

					else if (getCell(newx, newy-1) == tileDirtFloor || getCell(newx, newy-1) == tileCorridor){

						validTile = 2; //

						xmod = 0;

						ymod = +1;

					}

					else if (getCell(newx+1, newy) == tileDirtFloor || getCell(newx+1, newy) == tileCorridor){

						validTile = 3; //

						xmod = -1;

						ymod = 0;

					}

					

					//check that we haven't got another door nearby, so we won't get alot of openings besides
					//each other

					if (validTile > -1){

						if (getCell(newx, newy+1) == tileDoor) //north

							validTile = -1;

						else if (getCell(newx-1, newy) == tileDoor)//east

							validTile = -1;

						else if (getCell(newx, newy-1) == tileDoor)//south

							validTile = -1;

						else if (getCell(newx+1, newy) == tileDoor)//west

							validTile = -1;

					}

					

					//if we can, jump out of the loop and continue with the rest

					if (validTile > -1) break;

				}

			}

			if (validTile > -1){

				//choose what to build now at our newly found place, and at what direction

				int feature = getRand(0, 100);

				if (feature <= chanceRoom){ //a new room

					if (makeRoom((newx+xmod), (newy+ymod), 8, 6, validTile)){

						currentFeatures++; //add to our quota

						

						//then we mark the wall opening with a door

						setCell(newx, newy, tileDoor);

						

						//clean up infront of the door so we can reach it

						setCell((newx+xmod), (newy+ymod), tileDirtFloor);

					}

				}

				else if (feature >= chanceRoom){ //new corridor

					if (makeCorridor((newx+xmod), (newy+ymod), 6, validTile)){

						//same thing here, add to the quota and a door

						currentFeatures++;

						

						setCell(newx, newy, tileDoor);

					}

				}

			}

		}

		

		

		/*******************************************************************************

		All done with the building, let's finish this one off

		*******************************************************************************/

		

		//sprinkle out the bonusstuff (stairs, chests etc.) over the map

		int newx = 0;

		int newy = 0;

		int ways = 0; //from how many directions we can reach the random spot from

		int state = 0; //the state the loop is in, start with the stairs

		while (state != 10){

			for (int testing = 0; testing < 1000; testing++){

				newx = getRand(1, xsize-1);

				newy = getRand(1, ysize-2); //cheap bugfix, pulls down newy to 0<y<24, from 0<y<25



				//System.out.println("x: " + newx + "\ty: " + newy);

				ways = 4; //the lower the better

				

				//check if we can reach the spot

				if (getCell(newx, newy+1) == tileDirtFloor || getCell(newx, newy+1) == tileCorridor){

				//north

					if (getCell(newx, newy+1) != tileDoor)

					ways--;

				}

				if (getCell(newx-1, newy) == tileDirtFloor || getCell(newx-1, newy) == tileCorridor){

				//east

					if (getCell(newx-1, newy) != tileDoor)

					ways--;

				}

				if (getCell(newx, newy-1) == tileDirtFloor || getCell(newx, newy-1) == tileCorridor){

				//south

					if (getCell(newx, newy-1) != tileDoor)

					ways--;

				}

				if (getCell(newx+1, newy) == tileDirtFloor || getCell(newx+1, newy) == tileCorridor){

				//west

					if (getCell(newx+1, newy) != tileDoor)

					ways--;

				}

				

				if (state == 0){

					if (ways == 0){

					//we're in state 0, let's place a "upstairs" thing

						setCell(newx, newy, tileUpStairs);

						state = 1;

						break;

					}

				}

				else if (state == 1){

					if (ways == 0){

					//state 1, place a "downstairs"

						setCell(newx, newy, tileDownStairs);

						state = 10;

						break;

					}

				}

			}

		}

		

		

		//all done with the map generation, tell the user about it and finish

		System.out.println(msgNumObjects + currentFeatures);

		

		return true;

	}


////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

	

	public static void main(String[] args){

		//initial stuff used in making the map

		int x = 80; int y = 25; int dungeon_objects = 0;

		

		//convert a string to a int, if there's more then one arg

		if (args.length >= 1)

			dungeon_objects = Integer.parseInt(args[0]);



		if (args.length >= 2)

			x = Integer.parseInt(args[1]);

		

		if (args.length >= 3)

			y = Integer.parseInt(args[2]);



		//create a new class of "dungen", so we can use all the goodies within it

		dungen generator = new dungen();

		

		//then we create a new dungeon map

		if (generator.createDungeon(x, y, dungeon_objects)){

			//always good to be able to see the results..

			generator.showDungeon();

		}

	}

}