Difference between revisions of "C-Sharp Example of Dungeon-Building Algorithm"
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m (Hexman moved page Java Example of Dungeon-Building Algorithm to C-Sharp Example of Dungeon-Building Algorithm: The code example given is in C#. Though syntactically similar, C# is a different programming language created by Microsoft for the .N...) |
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(7 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
(Made by [[Solarnus]]) | (Made by [[Solarnus]]) | ||
This code is C#, not Java | |||
<source lang="csharp"> | |||
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; | |||
} | |||
} | |||
} | |||
</source> | </source> | ||
[[Category: | |||
[[Category:Developing]] |
Latest revision as of 09:02, 2 June 2016
(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;
}
}
}