Difference between revisions of "CSharp Example of a Dungeon-Building Algorithm"

From RogueBasin
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m (join the code blocks)
Line 305: Line 305:
             {
             {
                 case Tile.Unused:
                 case Tile.Unused:
                     return '_';
                     return '';
                 case Tile.DirtWall:
                 case Tile.DirtWall:
                     return '+';
                     return '|';
                 case Tile.DirtFloor:
                 case Tile.DirtFloor:
                     return '.';
                     return '_';
                 case Tile.StoneWall:
                 case Tile.StoneWall:
                     return 'O';
                     return 'S';
                 case Tile.Corridor:
                 case Tile.Corridor:
                     return '#';
                     return '#';
Line 317: Line 317:
                     return 'D';
                     return 'D';
                 case Tile.Upstairs:
                 case Tile.Upstairs:
                     return '<';
                     return '+';
                 case Tile.Downstairs:
                 case Tile.Downstairs:
                     return '>';
                     return '-';
                 case Tile.Chest:
                 case Tile.Chest:
                     return '*';
                     return 'C';
                 default:
                 default:
                     throw new ArgumentOutOfRangeException("x,y");
                     throw new ArgumentOutOfRangeException("x,y");

Revision as of 09:36, 26 June 2014

   namespace DungeonGenerator.Java
   {
     using System;
     using System.Collections.Generic;
     using System.Linq;
     using System.Diagnostics;
   
     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;
       }
   
        ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
       void AddSprinkles()
       {
           // sprinkle out the bonusstuff (stairs, chests etc.) over the map
           int state = 0; // the state the loop is in, start with the stairs
           while (state != 10)
           {
               for (int testing = 0; testing < 1000; testing++)
               {
                   var newx = this.GetRand(1, this._xsize - 1);
                   int newy = this.GetRand(1, this._ysize - 2);
   
                   // Console.WriteLine("x: " + newx + "\ty: " + newy);
                   int ways = 4; // from how many directions we can reach the random spot from
   
                   // check if we can reach the spot
                   if (GetCellType(newx, newy + 1) == Tile.DirtFloor || GetCellType(newx, newy + 1) == Tile.Corridor)
                   {
                       // north
                       if (GetCellType(newx, newy + 1) != Tile.Door)
                           ways--;
                   }
   
                   if (GetCellType(newx - 1, newy) == Tile.DirtFloor || GetCellType(newx - 1, newy) == Tile.Corridor)
                   {
                       // east
                       if (GetCellType(newx - 1, newy) != Tile.Door)
                           ways--;
                   }
   
                   if (GetCellType(newx, newy - 1) == Tile.DirtFloor || GetCellType(newx, newy - 1) == Tile.Corridor)
                   {
                       // south
                       if (GetCellType(newx, newy - 1) != Tile.Door)
                           ways--;
                   }
   
                   if (GetCellType(newx + 1, newy) == Tile.DirtFloor || GetCellType(newx + 1, newy) == Tile.Corridor)
                   {
                       // west
                       if (GetCellType(newx + 1, newy) != Tile.Door)
                           ways--;
                   }
   
                   if (state == 0)
                   {
                       if (ways == 0)
                       {
                           // we're in state 0, let's place a "upstairs" thing
                           this.SetCell(newx, newy, Tile.Upstairs);
                           state = 1;
                           break;
                       }
                   }
                   else if (state == 1)
                   {
                       if (ways == 0)
                       {
                           // state 1, place a "downstairs"
                           this.SetCell(newx, newy, Tile.Downstairs);
                           state = 10;
                           break;
                       }
                   }
               }
           }
       }
     }
   }