C-Sharp Example of Dungeon-Building Algorithm
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(Made by Solarnus)
This code is C#, not Java
public class Dungeon
{
// misc. messages to print
const string MsgXSize = "X size of dungeon: \t";
const string MsgYSize = "Y size of dungeon: \t";
const string MsgMaxObjects = "max # of objects: \t";
const string MsgNumObjects = "# of objects made: \t";
// max size of the map
int xmax = 80; //columns
int ymax = 25; //rows
// size of the map
int _xsize;
int _ysize;
// number of "objects" to generate on the map
int _objects;
// 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
const int ChanceRoom = 75;
// our map
Tile[] _dungeonMap = { };
readonly IRandomize _rnd;
readonly Action<string> _logger;
public Dungeon(IRandomize rnd, Action<string> logger)
{
_rnd = rnd;
_logger = logger;
}
public int Corridors
{
get;
private set;
}
public static bool IsWall(int x, int y, int xlen, int ylen, int xt, int yt, Direction d)
{
Func<int, int, int> a = GetFeatureLowerBound;
Func<int, int, int> b = IsFeatureWallBound;
switch (d)
{
case Direction.North:
return xt == a(x, xlen) || xt == b(x, xlen) || yt == y || yt == y - ylen + 1;
case Direction.East:
return xt == x || xt == x + xlen - 1 || yt == a(y, ylen) || yt == b(y, ylen);
case Direction.South:
return xt == a(x, xlen) || xt == b(x, xlen) || yt == y || yt == y + ylen - 1;
case Direction.West:
return xt == x || xt == x - xlen + 1 || yt == a(y, ylen) || yt == b(y, ylen);
}
throw new InvalidOperationException();
}
public static int GetFeatureLowerBound(int c, int len)
{
return c - len / 2;
}
public static int IsFeatureWallBound(int c, int len)
{
return c + (len - 1) / 2;
}
public static int GetFeatureUpperBound(int c, int len)
{
return c + (len + 1) / 2;
}
public static IEnumerable<PointI> GetRoomPoints(int x, int y, int xlen, int ylen, Direction d)
{
// north and south share the same x strategy
// east and west share the same y strategy
Func<int, int, int> a = GetFeatureLowerBound;
Func<int, int, int> b = GetFeatureUpperBound;
switch (d)
{
case Direction.North:
for (var xt = a(x, xlen); xt < b(x, xlen); xt++) for (var yt = y; yt > y - ylen; yt--) yield return new PointI { X = xt, Y = yt };
break;
case Direction.East:
for (var xt = x; xt < x + xlen; xt++) for (var yt = a(y, ylen); yt < b(y, ylen); yt++) yield return new PointI { X = xt, Y = yt };
break;
case Direction.South:
for (var xt = a(x, xlen); xt < b(x, xlen); xt++) for (var yt = y; yt < y + ylen; yt++) yield return new PointI { X = xt, Y = yt };
break;
case Direction.West:
for (var xt = x; xt > x - xlen; xt--) for (var yt = a(y, ylen); yt < b(y, ylen); yt++) yield return new PointI { X = xt, Y = yt };
break;
default:
yield break;
}
}
public Tile GetCellType(int x, int y)
{
try
{
return this._dungeonMap[x + this._xsize * y];
}
catch (IndexOutOfRangeException)
{
new { x, y }.Dump("exceptional");
throw;
}
}
public int GetRand(int min, int max)
{
return _rnd.Next(min, max);
}
public bool MakeCorridor(int x, int y, int length, Direction direction)
{
// define the dimensions of the corridor (er.. only the width and height..)
int len = this.GetRand(2, length);
const Tile Floor = Tile.Corridor;
int xtemp;
int ytemp = 0;
switch (direction)
{
case Direction.North:
// north
// check if there's enough space for the corridor
// start with checking it's not out of the boundaries
if (x < 0 || x > this._xsize) return false;
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 > this._ysize) return false; // oh boho, it was!
if (GetCellType(xtemp, ytemp) != Tile.Unused) return false;
}
// if we're still here, let's start building
Corridors++;
for (ytemp = y; ytemp > (y - len); ytemp--)
{
this.SetCell(xtemp, ytemp, Floor);
}
break;
case Direction.East:
// east
if (y < 0 || y > this._ysize) return false;
ytemp = y;
for (xtemp = x; xtemp < (x + len); xtemp++)
{
if (xtemp < 0 || xtemp > this._xsize) return false;
if (GetCellType(xtemp, ytemp) != Tile.Unused) return false;
}
Corridors++;
for (xtemp = x; xtemp < (x + len); xtemp++)
{
this.SetCell(xtemp, ytemp, Floor);
}
break;
case Direction.South:
// south
if (x < 0 || x > this._xsize) return false;
xtemp = x;
for (ytemp = y; ytemp < (y + len); ytemp++)
{
if (ytemp < 0 || ytemp > this._ysize) return false;
if (GetCellType(xtemp, ytemp) != Tile.Unused) return false;
}
Corridors++;
for (ytemp = y; ytemp < (y + len); ytemp++)
{
this.SetCell(xtemp, ytemp, Floor);
}
break;
case Direction.West:
// west
if (ytemp < 0 || ytemp > this._ysize) return false;
ytemp = y;
for (xtemp = x; xtemp > (x - len); xtemp--)
{
if (xtemp < 0 || xtemp > this._xsize) return false;
if (GetCellType(xtemp, ytemp) != Tile.Unused) return false;
}
Corridors++;
for (xtemp = x; xtemp > (x - len); xtemp--)
{
this.SetCell(xtemp, ytemp, Floor);
}
break;
}
// woot, we're still here! let's tell the other guys we're done!!
return true;
}
public IEnumerable<Tuple<PointI, Direction>> GetSurroundingPoints(PointI v)
{
var points = new[]
{
Tuple.Create(new PointI { X = v.X, Y = v.Y + 1 }, Direction.North),
Tuple.Create(new PointI { X = v.X - 1, Y = v.Y }, Direction.East),
Tuple.Create(new PointI { X = v.X , Y = v.Y-1 }, Direction.South),
Tuple.Create(new PointI { X = v.X +1, Y = v.Y }, Direction.West),
};
return points.Where(p => InBounds(p.Item1));
}
public IEnumerable<Tuple<PointI, Direction, Tile>> GetSurroundings(PointI v)
{
return
this.GetSurroundingPoints(v)
.Select(r => Tuple.Create(r.Item1, r.Item2, this.GetCellType(r.Item1.X, r.Item1.Y)));
}
public bool InBounds(int x, int y)
{
return x > 0 && x < this.xmax && y > 0 && y < this.ymax;
}
public bool InBounds(PointI v)
{
return this.InBounds(v.X, v.Y);
}
public bool MakeRoom(int x, int y, int xlength, int ylength, Direction direction)
{
// define the dimensions of the room, it should be at least 4x4 tiles (2x2 for walking on, the rest is walls)
int xlen = this.GetRand(4, xlength);
int ylen = this.GetRand(4, ylength);
// the tile type it's going to be filled with
const Tile Floor = Tile.DirtFloor;
const Tile Wall = Tile.DirtWall;
// choose the way it's pointing at
var points = GetRoomPoints(x, y, xlen, ylen, direction).ToArray();
// Check if there's enough space left for it
if (
points.Any(
s =>
s.Y < 0 || s.Y > this._ysize || s.X < 0 || s.X > this._xsize || this.GetCellType(s.X, s.Y) != Tile.Unused)) return false;
_logger(
string.Format(
"Making room:int x={0}, int y={1}, int xlength={2}, int ylength={3}, int direction={4}",
x,
y,
xlength,
ylength,
direction));
foreach (var p in points)
{
this.SetCell(p.X, p.Y, IsWall(x, y, xlen, ylen, p.X, p.Y, direction) ? Wall : Floor);
}
// yay, all done
return true;
}
public Tile[] GetDungeon()
{
return this._dungeonMap;
}
public char GetCellTile(int x, int y)
{
switch (GetCellType(x, y))
{
case Tile.Unused:
return '';
case Tile.DirtWall:
return '|';
case Tile.DirtFloor:
return '_';
case Tile.StoneWall:
return 'S';
case Tile.Corridor:
return '#';
case Tile.Door:
return 'D';
case Tile.Upstairs:
return '+';
case Tile.Downstairs:
return '-';
case Tile.Chest:
return 'C';
default:
throw new ArgumentOutOfRangeException("x,y");
}
}
//used to print the map on the screen
public void ShowDungeon()
{
for (int y = 0; y < this._ysize; y++)
{
for (int x = 0; x < this._xsize; x++)
{
Console.Write(GetCellTile(x, y));
}
if (this._xsize <= xmax) Console.WriteLine();
}
}
public Direction RandomDirection()
{
int dir = this.GetRand(0, 4);
switch (dir)
{
case 0:
return Direction.North;
case 1:
return Direction.East;
case 2:
return Direction.South;
case 3:
return Direction.West;
default:
throw new InvalidOperationException();
}
}
//and here's the one generating the whole map
public bool CreateDungeon(int inx, int iny, int inobj)
{
this._objects = inobj < 1 ? 10 : inobj;
// adjust the size of the map, if it's smaller or bigger than the limits
if (inx < 3) this._xsize = 3;
else if (inx > xmax) this._xsize = xmax;
else this._xsize = inx;
if (iny < 3) this._ysize = 3;
else if (iny > ymax) this._ysize = ymax;
else this._ysize = iny;
Console.WriteLine(MsgXSize + this._xsize);
Console.WriteLine(MsgYSize + this._ysize);
Console.WriteLine(MsgMaxObjects + this._objects);
// redefine the map var, so it's adjusted to our new map size
this._dungeonMap = new Tile[this._xsize * this._ysize];
// start with making the "standard stuff" on the map
this.Initialize();
/*******************************************************************************
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
this.MakeRoom(this._xsize / 2, this._ysize / 2, 8, 6, RandomDirection()); // 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 == this._objects)
{
break;
}
// start with a random wall
int newx = 0;
int xmod = 0;
int newy = 0;
int ymod = 0;
Direction? validTile = null;
// 1000 chances to find a suitable object (room or corridor)..
for (int testing = 0; testing < 1000; testing++)
{
newx = this.GetRand(1, this._xsize - 1);
newy = this.GetRand(1, this._ysize - 1);
if (GetCellType(newx, newy) == Tile.DirtWall || GetCellType(newx, newy) == Tile.Corridor)
{
var surroundings = this.GetSurroundings(new PointI() { X = newx, Y = newy });
// check if we can reach the place
var canReach =
surroundings.FirstOrDefault(s => s.Item3 == Tile.Corridor || s.Item3 == Tile.DirtFloor);
if (canReach == null)
{
continue;
}
validTile = canReach.Item2;
switch (canReach.Item2)
{
case Direction.North:
xmod = 0;
ymod = -1;
break;
case Direction.East:
xmod = 1;
ymod = 0;
break;
case Direction.South:
xmod = 0;
ymod = 1;
break;
case Direction.West:
xmod = -1;
ymod = 0;
break;
default:
throw new InvalidOperationException();
}
// check that we haven't got another door nearby, so we won't get alot of openings besides
// each other
if (GetCellType(newx, newy + 1) == Tile.Door) // north
{
validTile = null;
}
else if (GetCellType(newx - 1, newy) == Tile.Door) // east
validTile = null;
else if (GetCellType(newx, newy - 1) == Tile.Door) // south
validTile = null;
else if (GetCellType(newx + 1, newy) == Tile.Door) // west
validTile = null;
// if we can, jump out of the loop and continue with the rest
if (validTile.HasValue) break;
}
}
if (validTile.HasValue)
{
// choose what to build now at our newly found place, and at what direction
int feature = this.GetRand(0, 100);
if (feature <= ChanceRoom)
{ // a new room
if (this.MakeRoom(newx + xmod, newy + ymod, 8, 6, validTile.Value))
{
currentFeatures++; // add to our quota
// then we mark the wall opening with a door
this.SetCell(newx, newy, Tile.Door);
// clean up infront of the door so we can reach it
this.SetCell(newx + xmod, newy + ymod, Tile.DirtFloor);
}
}
else if (feature >= ChanceRoom)
{ // new corridor
if (this.MakeCorridor(newx + xmod, newy + ymod, 6, validTile.Value))
{
// same thing here, add to the quota and a door
currentFeatures++;
this.SetCell(newx, newy, Tile.Door);
}
}
}
}
/*******************************************************************************
All done with the building, let's finish this one off
*******************************************************************************/
AddSprinkles();
// all done with the map generation, tell the user about it and finish
Console.WriteLine(MsgNumObjects + currentFeatures);
return true;
}
void Initialize()
{
for (int y = 0; y < this._ysize; y++)
{
for (int x = 0; x < this._xsize; x++)
{
// ie, making the borders of unwalkable walls
if (y == 0 || y == this._ysize - 1 || x == 0 || x == this._xsize - 1)
{
this.SetCell(x, y, Tile.StoneWall);
}
else
{ // and fill the rest with dirt
this.SetCell(x, y, Tile.Unused);
}
}
}
}
// setting a tile's type
void SetCell(int x, int y, Tile celltype)
{
this._dungeonMap[x + this._xsize * y] = celltype;
}
}
}