109 lines
2.5 KiB
C#
109 lines
2.5 KiB
C#
|
|
using System.Collections;
|
|||
|
|
using System.Collections.Generic;
|
|||
|
|
using UnityEngine;
|
|||
|
|
|
|||
|
|
public class Wilsons : Maze
|
|||
|
|
{
|
|||
|
|
|
|||
|
|
List<MapLocation> notUsed = new List<MapLocation>();
|
|||
|
|
|
|||
|
|
public override void Generate()
|
|||
|
|
{
|
|||
|
|
//create a starting cell
|
|||
|
|
int x = Random.Range(2, width - 1);
|
|||
|
|
int z = Random.Range(2, depth - 1);
|
|||
|
|
map[x, z] = 2;
|
|||
|
|
|
|||
|
|
while(GetAvailableCells() > 1)
|
|||
|
|
RandomWalk();
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
int CountSquareMazeNeighbours(int x, int z)
|
|||
|
|
{
|
|||
|
|
int count = 0;
|
|||
|
|
for (int d = 0; d < directions.Count; d++)
|
|||
|
|
{
|
|||
|
|
int nx = x + directions[d].x;
|
|||
|
|
int nz = z + directions[d].z;
|
|||
|
|
if (map[nx, nz] == 2)
|
|||
|
|
{
|
|||
|
|
count++;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
return count;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
int GetAvailableCells()
|
|||
|
|
{
|
|||
|
|
notUsed.Clear();
|
|||
|
|
for (int z = 1; z < depth - 1; z++)
|
|||
|
|
for (int x = 1; x < width - 1; x++)
|
|||
|
|
{
|
|||
|
|
if (CountSquareMazeNeighbours(x, z) == 0)
|
|||
|
|
{
|
|||
|
|
notUsed.Add(new MapLocation(x, z));
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
return notUsed.Count;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
void RandomWalk()
|
|||
|
|
{
|
|||
|
|
List<MapLocation> inWalk = new List<MapLocation>();
|
|||
|
|
int cx;
|
|||
|
|
int cz;
|
|||
|
|
int rstartIndex = Random.Range(0, notUsed.Count);
|
|||
|
|
|
|||
|
|
cx = notUsed[rstartIndex].x;
|
|||
|
|
cz = notUsed[rstartIndex].z;
|
|||
|
|
|
|||
|
|
inWalk.Add(new MapLocation(cx, cz));
|
|||
|
|
|
|||
|
|
int loop = 0;
|
|||
|
|
bool validPath = false;
|
|||
|
|
while (cx > 0 && cx < width - 1 && cz > 0 && cz < depth - 1 && loop < 5000 && !validPath)
|
|||
|
|
{
|
|||
|
|
map[cx, cz] = 0;
|
|||
|
|
if (CountSquareMazeNeighbours(cx, cz) > 1)
|
|||
|
|
break;
|
|||
|
|
|
|||
|
|
int rd = Random.Range(0, directions.Count);
|
|||
|
|
int nx = cx + directions[rd].x;
|
|||
|
|
int nz = cz + directions[rd].z;
|
|||
|
|
if (CountSquareNeighbours(nx, nz) < 2)
|
|||
|
|
{
|
|||
|
|
cx = nx;
|
|||
|
|
cz = nz;
|
|||
|
|
inWalk.Add(new MapLocation(cx, cz));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
validPath = CountSquareMazeNeighbours(cx, cz) == 1;
|
|||
|
|
|
|||
|
|
loop++;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (validPath)
|
|||
|
|
{
|
|||
|
|
map[cx, cz] = 0;
|
|||
|
|
Debug.Log("PathFound");
|
|||
|
|
|
|||
|
|
foreach (MapLocation m in inWalk)
|
|||
|
|
{
|
|||
|
|
map[m.x, m.z] = 2;
|
|||
|
|
}
|
|||
|
|
inWalk.Clear();
|
|||
|
|
}
|
|||
|
|
else
|
|||
|
|
{
|
|||
|
|
foreach (MapLocation m in inWalk)
|
|||
|
|
map[m.x, m.z] = 1;
|
|||
|
|
|
|||
|
|
inWalk.Clear();
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
}
|