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BABA_YAGA/Assets/Scripts/GameSetup/Maze/WilsonsAlgorithm.cs

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2026-04-21 23:28:49 +07:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Hallucinate.GameSetup.Maze
{
public class WilsonsAlgorithm : IMazeAlgorithm
{
private const int MinBoundary = 2;
private const int MaxIterationSafety = 5000;
private const int TargetPathNeighbours = 1;
private readonly List<MapLocation> _directions = new List<MapLocation>()
{
new MapLocation(1, 0), new MapLocation(0, 1), new MapLocation(-1, 0), new MapLocation(0, -1)
};
public void Generate(MazeGrid grid)
{
int x = Random.Range(MinBoundary, grid.Width - MinBoundary);
int z = Random.Range(MinBoundary, grid.Depth - MinBoundary);
grid.SetCell(x, z, MazeCellType.Corridor);
while (GetAvailableCells(grid).Count > 1)
{
PerformRandomWalk(grid, null, 0);
}
}
public IEnumerator GenerateStepByStep(MazeGrid grid, float interval)
{
int x = Random.Range(MinBoundary, grid.Width - MinBoundary);
int z = Random.Range(MinBoundary, grid.Depth - MinBoundary);
grid.SetCell(x, z, MazeCellType.Corridor);
yield return new WaitForSeconds(interval);
while (true)
{
var available = GetAvailableCells(grid);
if (available.Count <= 1) break;
yield return PerformRandomWalk(grid, available, interval);
}
}
private List<MapLocation> GetAvailableCells(MazeGrid grid)
{
List<MapLocation> available = new List<MapLocation>();
for (int z = 1; z < grid.Depth - 1; z++)
{
for (int x = 1; x < grid.Width - 1; x++)
{
if (CountPathNeighbours(grid, x, z) == 0)
available.Add(new MapLocation(x, z));
}
}
return available;
}
private int CountPathNeighbours(MazeGrid grid, int x, int z)
{
int count = 0;
foreach (var d in _directions)
{
if (grid.GetCell(x + d.x, z + d.z) == MazeCellType.Corridor) count++;
}
return count;
}
private IEnumerator PerformRandomWalk(MazeGrid grid, List<MapLocation> available, float interval)
{
List<MapLocation> inWalk = new List<MapLocation>();
int rStart = Random.Range(0, available.Count);
int cx = available[rStart].x;
int cz = available[rStart].z;
inWalk.Add(new MapLocation(cx, cz));
bool pathFound = false;
int safety = 0;
while (grid.IsInBounds(cx, cz) && !pathFound && safety < MaxIterationSafety)
{
grid.SetCell(cx, cz, MazeCellType.Processing);
if (interval > 0) yield return new WaitForSeconds(interval);
if (CountPathNeighbours(grid, cx, cz) > 1) break;
int rd = Random.Range(0, _directions.Count);
int nx = cx + _directions[rd].x;
int nz = cz + _directions[rd].z;
if (grid.CountSquareNeighbours(nx, nz, MazeCellType.Processing) < 2)
{
cx = nx;
cz = nz;
inWalk.Add(new MapLocation(cx, cz));
}
pathFound = CountPathNeighbours(grid, cx, cz) == TargetPathNeighbours;
safety++;
}
if (pathFound)
{
foreach (var m in inWalk)
{
grid.SetCell(m.x, m.z, MazeCellType.Corridor);
if (interval > 0) yield return new WaitForSeconds(interval * 0.5f);
}
}
else
{
foreach (var m in inWalk)
grid.SetCell(m.x, m.z, MazeCellType.Wall);
}
}
}
}