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/// Handles spawning, pooling, and animations. + /// Handles spawning, pooling, and animations with safety checks. /// public class MazeRenderer : MonoBehaviour { @@ -32,7 +32,6 @@ namespace Hallucinate.GameSetup.Maze public void Clear() { - // IMPORTANT: Stop all running animations to prevent accessing destroyed objects StopAllCoroutines(); foreach (var cell in _spawnedCells.Values) @@ -51,7 +50,6 @@ namespace Hallucinate.GameSetup.Maze { Vector2Int pos = new Vector2Int(x, z); - // Remove old visual if exists if (_spawnedCells.TryGetValue(pos, out GameObject oldObj)) { Destroy(oldObj); @@ -61,12 +59,15 @@ namespace Hallucinate.GameSetup.Maze GameObject prefab = visualProfile.GetPrefab(type); if (prefab == null) return; - Vector3 worldPos = new Vector3(x * visualProfile.scale, 0, z * visualProfile.scale); + // Ensure scale is always positive to avoid BoxCollider issues + float safeScale = Mathf.Max(0.001f, visualProfile.scale); + Vector3 worldPos = new Vector3(x * safeScale, 0, z * safeScale); + GameObject newObj = Instantiate(prefab, worldPos, Quaternion.identity, _container); - newObj.transform.localScale = Vector3.one * visualProfile.scale; + newObj.transform.localScale = Vector3.one * safeScale; _spawnedCells[pos] = newObj; - if (animate) + if (animate && visualProfile.animationDuration > 0) { StartCoroutine(AnimateCell(newObj.transform)); } @@ -76,20 +77,21 @@ namespace Hallucinate.GameSetup.Maze { if (target == null) yield break; - float duration = visualProfile.animationDuration; + float duration = Mathf.Max(0.01f, visualProfile.animationDuration); float elapsed = 0; Vector3 finalScale = target.localScale; - target.localScale = Vector3.zero; + target.localScale = Vector3.one * 0.001f; // Use tiny positive instead of zero while (elapsed < duration) { - // Extra safety check in case the object is destroyed mid-animation if (target == null) yield break; elapsed += Time.deltaTime; - float t = elapsed / duration; + float t = Mathf.Clamp01(elapsed / duration); float s = Mathf.Sin(t * Mathf.PI * 0.5f); - target.localScale = finalScale * s; + + // Ensure s is never negative + target.localScale = finalScale * Mathf.Max(0.001f, s); yield return null; } diff --git a/Assets/Scripts/GameSetup/Maze/PrimsAlgorithm.cs b/Assets/Scripts/GameSetup/Maze/PrimsAlgorithm.cs index 78ecafa3..b4072842 100644 --- a/Assets/Scripts/GameSetup/Maze/PrimsAlgorithm.cs +++ b/Assets/Scripts/GameSetup/Maze/PrimsAlgorithm.cs @@ -29,7 +29,11 @@ namespace Hallucinate.GameSetup.Maze if (grid.CountSquareNeighbours(w.x, w.z, MazeCellType.Corridor) == TargetCorridorNeighbours) { grid.SetCell(w.x, w.z, MazeCellType.Corridor); - walls.AddRange(GetNeighbouringWalls(grid, w.x, w.z)); + + foreach (var nw in GetNeighbouringWalls(grid, w.x, w.z)) + { + if (!walls.Contains(nw)) walls.Add(nw); + } } iterations++; } @@ -43,7 +47,6 @@ namespace Hallucinate.GameSetup.Maze yield return new WaitForSeconds(interval); List walls = GetNeighbouringWalls(grid, x, z); - foreach(var w in walls) grid.SetCell(w.x, w.z, MazeCellType.Processing); int iterations = 0; @@ -58,8 +61,7 @@ namespace Hallucinate.GameSetup.Maze grid.SetCell(w.x, w.z, MazeCellType.Corridor); if (interval > 0) yield return new WaitForSeconds(interval); - var newWalls = GetNeighbouringWalls(grid, w.x, w.z); - foreach(var nw in newWalls) + foreach (var nw in GetNeighbouringWalls(grid, w.x, w.z)) { if (grid.GetCell(nw.x, nw.z) == MazeCellType.Wall) { @@ -70,8 +72,8 @@ namespace Hallucinate.GameSetup.Maze } else { - if(grid.GetCell(w.x, w.z) == MazeCellType.Processing) - grid.SetCell(w.x, w.z, MazeCellType.Wall); + // If it's no longer a candidate, turn it back to Wall + grid.SetCell(w.x, w.z, MazeCellType.Wall); } iterations++; } @@ -83,10 +85,19 @@ namespace Hallucinate.GameSetup.Maze foreach (var dir in MapLocation.Directions) { int nx = x + dir.x; - int nz = z + dir.z; - if (grid.IsInBounds(nx, nz) && grid.GetCell(nx, nz) == MazeCellType.Wall) + int nz = z + dir.z; + + // Correction + nx = x + dir.x; + nz = z + dir.z; + + if (grid.IsInBounds(nx, nz)) { - neighbours.Add(new MapLocation(nx, nz)); + MazeCellType type = grid.GetCell(nx, nz); + if (type == MazeCellType.Wall || type == MazeCellType.Processing) + { + neighbours.Add(new MapLocation(nx, nz)); + } } } return neighbours; diff --git a/Assets/Scripts/GameSetup/Maze/WilsonsAlgorithm.cs b/Assets/Scripts/GameSetup/Maze/WilsonsAlgorithm.cs index c7eeb746..2c5e3aba 100644 --- a/Assets/Scripts/GameSetup/Maze/WilsonsAlgorithm.cs +++ b/Assets/Scripts/GameSetup/Maze/WilsonsAlgorithm.cs @@ -4,115 +4,173 @@ using UnityEngine; namespace Hallucinate.GameSetup.Maze { + /// + /// Wilson's Algorithm implementation based on the original provided logic. + /// Ensures paths are sparse and correctly finalized using specific neighbor constraints. + /// public class WilsonsAlgorithm : IMazeAlgorithm { private const int MinBoundary = 2; - private const int MaxIterationSafety = 5000; - private const int TargetPathNeighbours = 1; + private const int MaxIterationSafety = 5000; + private const int MaxWalkSteps = 5000; - private readonly List _directions = new List() - { - new MapLocation(1, 0), new MapLocation(0, 1), new MapLocation(-1, 0), new MapLocation(0, -1) - }; + private readonly List _directions = MapLocation.Directions; + private List _notUsed = new List(); public void Generate(MazeGrid grid) { - int x = Random.Range(MinBoundary, grid.Width - MinBoundary); - int z = Random.Range(MinBoundary, grid.Depth - MinBoundary); + // 1. Create a starting finalized cell (Type.Corridor represents state 2) + int x = Random.Range(MinBoundary, grid.Width - 1); + int z = Random.Range(MinBoundary, grid.Depth - 1); grid.SetCell(x, z, MazeCellType.Corridor); - while (GetAvailableCells(grid).Count > 1) + int safety = 0; + while (GetAvailableCells(grid) > 1 && safety < MaxIterationSafety) { - PerformRandomWalk(grid, null, 0); + RandomWalkSync(grid); + safety++; } } public IEnumerator GenerateStepByStep(MazeGrid grid, float interval) { - int x = Random.Range(MinBoundary, grid.Width - MinBoundary); - int z = Random.Range(MinBoundary, grid.Depth - MinBoundary); + int x = Random.Range(MinBoundary, grid.Width - 1); + int z = Random.Range(MinBoundary, grid.Depth - 1); grid.SetCell(x, z, MazeCellType.Corridor); yield return new WaitForSeconds(interval); - while (true) + int safety = 0; + while (GetAvailableCells(grid) > 1 && safety < MaxIterationSafety) { - var available = GetAvailableCells(grid); - if (available.Count <= 1) break; - - yield return PerformRandomWalk(grid, available, interval); + yield return RandomWalk(grid, interval); + safety++; } } - private List GetAvailableCells(MazeGrid grid) - { - List available = new List(); - 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) + /// + /// Counts neighbors that are already part of the finalized maze (State 2 / Corridor). + /// + private int CountFinalizedNeighbours(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++; + if (grid.GetCell(x + d.x, z + d.z) == MazeCellType.Corridor) + { + count++; + } } return count; } - private IEnumerator PerformRandomWalk(MazeGrid grid, List available, float interval) + private int GetAvailableCells(MazeGrid grid) { + _notUsed.Clear(); + for (int z = 1; z < grid.Depth - 1; z++) + { + for (int x = 1; x < grid.Width - 1; x++) + { + if (CountFinalizedNeighbours(grid, x, z) == 0) + { + _notUsed.Add(new MapLocation(x, z)); + } + } + } + return _notUsed.Count; + } + + private void RandomWalkSync(MazeGrid grid) + { + if (_notUsed.Count == 0) return; + List inWalk = new List(); - int rStart = Random.Range(0, available.Count); - int cx = available[rStart].x; - int cz = available[rStart].z; + int rStartIndex = Random.Range(0, _notUsed.Count); + int cx = _notUsed[rStartIndex].x; + int cz = _notUsed[rStartIndex].z; inWalk.Add(new MapLocation(cx, cz)); - bool pathFound = false; - int safety = 0; - while (grid.IsInBounds(cx, cz) && !pathFound && safety < MaxIterationSafety) + int loop = 0; + bool validPath = false; + while (cx > 0 && cx < grid.Width - 1 && cz > 0 && cz < grid.Depth - 1 && loop < MaxWalkSteps && !validPath) { - grid.SetCell(cx, cz, MazeCellType.Processing); - if (interval > 0) yield return new WaitForSeconds(interval); + // Mark as temporary walk (State 0 / Processing) + // Note: We don't set grid cell here in sync mode to avoid triggering events unnecessarily + // but we keep track of neighbors. + + if (CountFinalizedNeighbours(grid, cx, cz) > 1) break; - if (CountPathNeighbours(grid, cx, cz) > 1) break; + MapLocation rd = _directions[Random.Range(0, _directions.Count)]; + int nx = cx + rd.x; + int nz = cz + rd.z; - 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) + // User's original constraint: CountSquareNeighbours (nx, nz) < 2 + if (CountFinalizedNeighbours(grid, nx, nz) < 2) { cx = nx; cz = nz; inWalk.Add(new MapLocation(cx, cz)); } - pathFound = CountPathNeighbours(grid, cx, cz) == TargetPathNeighbours; - safety++; + validPath = CountFinalizedNeighbours(grid, cx, cz) == 1; + loop++; } - if (pathFound) + if (validPath) { - foreach (var m in inWalk) - { + foreach (MapLocation m in inWalk) grid.SetCell(m.x, m.z, MazeCellType.Corridor); - if (interval > 0) yield return new WaitForSeconds(interval * 0.5f); + } + } + + private IEnumerator RandomWalk(MazeGrid grid, float interval) + { + if (_notUsed.Count == 0) yield break; + + List inWalk = new List(); + int rStartIndex = Random.Range(0, _notUsed.Count); + int cx = _notUsed[rStartIndex].x; + int cz = _notUsed[rStartIndex].z; + + inWalk.Add(new MapLocation(cx, cz)); + + int loop = 0; + bool validPath = false; + while (cx > 0 && cx < grid.Width - 1 && cz > 0 && cz < grid.Depth - 1 && loop < MaxWalkSteps && !validPath) + { + grid.SetCell(cx, cz, MazeCellType.Processing); // State 0 + if (interval > 0) yield return new WaitForSeconds(interval); + + if (CountFinalizedNeighbours(grid, cx, cz) > 1) break; + + MapLocation rd = _directions[Random.Range(0, _directions.Count)]; + int nx = cx + rd.x; + int nz = cz + rd.z; + + if (CountFinalizedNeighbours(grid, nx, nz) < 2) + { + 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