diff --git a/.idea/.idea.HALLUCINATE/.idea/workspace.xml b/.idea/.idea.HALLUCINATE/.idea/workspace.xml
index 8814200c..ed39b8e6 100644
--- a/.idea/.idea.HALLUCINATE/.idea/workspace.xml
+++ b/.idea/.idea.HALLUCINATE/.idea/workspace.xml
@@ -6,18 +6,12 @@
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
@@ -142,7 +136,7 @@
-
+
diff --git a/Assets/Prefabs/Maze/WallPrefab.prefab b/Assets/Prefabs/Maze/WallPrefab.prefab
index 165b8b8e..ab282ad6 100644
--- a/Assets/Prefabs/Maze/WallPrefab.prefab
+++ b/Assets/Prefabs/Maze/WallPrefab.prefab
@@ -16,6 +16,10 @@ PrefabInstance:
propertyPath: m_Name
value: WallPrefab
objectReference: {fileID: 0}
+ - target: {fileID: 8919327890245084656, guid: 4872dd25f62fbfa48b25a2b636aa6865, type: 3}
+ propertyPath: m_LocalScale.y
+ value: 5
+ objectReference: {fileID: 0}
- target: {fileID: 8919327890245084656, guid: 4872dd25f62fbfa48b25a2b636aa6865, type: 3}
propertyPath: m_LocalPosition.x
value: 0
diff --git a/Assets/Scenes/Main Scene.unity b/Assets/Scenes/Main Scene.unity
index 27abaec9..4719c7a2 100644
--- a/Assets/Scenes/Main Scene.unity
+++ b/Assets/Scenes/Main Scene.unity
@@ -267,6 +267,37 @@ MonoBehaviour:
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m_Name:
m_EditorClassIdentifier: Assembly-CSharp::OnlyScove.Scripts.InputReader
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+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!20 &442028704 stripped
Camera:
m_CorrespondingSourceObject: {fileID: 452500236988029996, guid: fb7874830b9e56341bf88f2a1123c677, type: 3}
@@ -359,88 +390,6 @@ Transform:
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GameObject:
m_ObjectHideFlags: 0
@@ -596,8 +545,10 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 1439162687}
+ - component: {fileID: 1439162689}
+ - component: {fileID: 1439162688}
m_Layer: 0
- m_Name: _MapParentObject
+ m_Name: MazeController
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -615,9 +566,42 @@ Transform:
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
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+ m_Children:
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m_Father: {fileID: 1313417867}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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+ m_Name:
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+ selectedAlgorithm: 1
+ width: 30
+ depth: 30
+ debugMode: 1
+ visualizationInterval: 0.05
+ mazeRenderer: {fileID: 1439162688}
+ mazeContainer: {fileID: 390662299}
--- !u!4 &1631120432 stripped
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@@ -659,7 +643,6 @@ Transform:
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diff --git a/Assets/Scripts/GameSetup/Maze/CrawlerAlgorithm.cs b/Assets/Scripts/GameSetup/Maze/CrawlerAlgorithm.cs
index 8fe9ba08..73ba2b2e 100644
--- a/Assets/Scripts/GameSetup/Maze/CrawlerAlgorithm.cs
+++ b/Assets/Scripts/GameSetup/Maze/CrawlerAlgorithm.cs
@@ -7,17 +7,19 @@ namespace Hallucinate.GameSetup.Maze
{
private const int CrawlChance = 50;
private const int MinBoundary = 1;
+ private const int VerticalCrawlerCount = 3;
+ private const int HorizontalCrawlerCount = 3;
public void Generate(MazeGrid grid)
{
- CrawlV(grid, 0);
- CrawlH(grid, 0);
+ for (int i = 0; i < VerticalCrawlerCount; i++) CrawlV(grid, 0);
+ for (int i = 0; i < HorizontalCrawlerCount; i++) CrawlH(grid, 0);
}
public IEnumerator GenerateStepByStep(MazeGrid grid, float interval)
{
- yield return CrawlV(grid, interval);
- yield return CrawlH(grid, interval);
+ for (int i = 0; i < VerticalCrawlerCount; i++) yield return CrawlV(grid, interval);
+ for (int i = 0; i < HorizontalCrawlerCount; i++) yield return CrawlH(grid, interval);
}
private IEnumerator CrawlV(MazeGrid grid, float interval)
diff --git a/Assets/Scripts/GameSetup/Maze/MazeRenderer.cs b/Assets/Scripts/GameSetup/Maze/MazeRenderer.cs
index 5f77e8eb..ab39e694 100644
--- a/Assets/Scripts/GameSetup/Maze/MazeRenderer.cs
+++ b/Assets/Scripts/GameSetup/Maze/MazeRenderer.cs
@@ -6,7 +6,7 @@ namespace Hallucinate.GameSetup.Maze
{
///
/// Responsible for the visual representation of the maze.
- /// 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)
+ {
+ cx = nx;
+ cz = nz;
+ inWalk.Add(new MapLocation(cx, cz));
+ }
+
+ validPath = CountFinalizedNeighbours(grid, cx, cz) == 1;
+ loop++;
+ }
+
+ if (validPath)
+ {
+ foreach (MapLocation m in inWalk)
+ {
+ grid.SetCell(m.x, m.z, MazeCellType.Corridor); // State 2
}
}
else
{
- foreach (var m in inWalk)
- grid.SetCell(m.x, m.z, MazeCellType.Wall);
+ foreach (MapLocation m in inWalk)
+ grid.SetCell(m.x, m.z, MazeCellType.Wall); // State 1
}
+ inWalk.Clear();
}
}
}
diff --git a/Assets/Settings/Project Setting/DefaultMazeProfile.asset b/Assets/Settings/Project Setting/DefaultMazeProfile.asset
index f5ff2597..6f4d5813 100644
--- a/Assets/Settings/Project Setting/DefaultMazeProfile.asset
+++ b/Assets/Settings/Project Setting/DefaultMazeProfile.asset
@@ -12,9 +12,9 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d3ff96571406a624381b7b0e596a4d1b, type: 3}
m_Name: DefaultMazeProfile
m_EditorClassIdentifier: Assembly-CSharp::Hallucinate.GameSetup.Maze.MazeVisualProfile
- wallPrefab: {fileID: 0}
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