Update
This commit is contained in:
@@ -1,70 +0,0 @@
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using UnityEngine;
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namespace Hallucinate.GameSetup.Maze
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{
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/// <summary>
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/// A maze generation algorithm that "crawls" through the grid in a semi-random walk.
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/// It creates long, winding corridors by moving vertically or horizontally.
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/// </summary>
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public class Crawler : Maze
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{
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/// <summary>
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/// Orchestrates the crawling generation.
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/// (Currently empty as per original procedural logic).
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/// </summary>
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public override void Generate()
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{
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// Implementation can be expanded as needed.
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}
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/// <summary>
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/// Performs a vertical crawl starting from a random X position at the bottom.
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/// </summary>
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protected void CrawlV()
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{
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bool done = false;
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int x = Random.Range(1, width - 1);
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int z = 1;
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while (!done)
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{
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map[x, z] = Corridor;
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if (Random.Range(0, 100) < 50)
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{
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x += Random.Range(-1, 2);
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}
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else
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{
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z += Random.Range(0, 2);
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}
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done |= (x < 1 || x >= width - 1 || z < 1 || z >= depth - 1);
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}
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}
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/// <summary>
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/// Performs a horizontal crawl starting from a random Z position at the left.
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/// </summary>
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protected void CrawlH()
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{
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bool done = false;
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int x = 1;
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int z = Random.Range(1, depth - 1);
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while (!done)
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{
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map[x, z] = Corridor;
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if (Random.Range(0, 100) < 50)
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{
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x += Random.Range(0, 2);
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}
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else
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{
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z += Random.Range(-1, 2);
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}
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done |= (x < 1 || x >= width - 1 || z < 1 || z >= depth - 1);
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}
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 7b5776943e6d841879f829c725bf4e6b
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MonoImporter:
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||||
externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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||||
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icon: {instanceID: 0}
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userData:
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assetBundleVariant:
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75
Assets/Scripts/GameSetup/Maze/CrawlerAlgorithm.cs
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75
Assets/Scripts/GameSetup/Maze/CrawlerAlgorithm.cs
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@@ -0,0 +1,75 @@
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using System.Collections;
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using UnityEngine;
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namespace Hallucinate.GameSetup.Maze
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{
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public class CrawlerAlgorithm : IMazeAlgorithm
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{
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private const int CrawlChance = 50;
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private const int MinBoundary = 1;
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public void Generate(MazeGrid grid)
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{
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CrawlV(grid, 0);
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CrawlH(grid, 0);
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}
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public IEnumerator GenerateStepByStep(MazeGrid grid, float interval)
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{
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yield return CrawlV(grid, interval);
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yield return CrawlH(grid, interval);
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}
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private IEnumerator CrawlV(MazeGrid grid, float interval)
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{
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bool done = false;
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int x = Random.Range(MinBoundary, grid.Width - MinBoundary);
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int z = MinBoundary;
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while (!done)
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{
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grid.SetCell(x, z, MazeCellType.Processing);
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if (interval > 0) yield return new WaitForSeconds(interval);
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grid.SetCell(x, z, MazeCellType.Corridor);
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if (Random.Range(0, 100) < CrawlChance)
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{
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x += Random.Range(-1, 2);
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}
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else
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{
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z += Random.Range(0, 2);
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}
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done |= (x < MinBoundary || x >= grid.Width - MinBoundary || z < MinBoundary || z >= grid.Depth - MinBoundary);
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}
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}
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private IEnumerator CrawlH(MazeGrid grid, float interval)
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{
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bool done = false;
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int x = MinBoundary;
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int z = Random.Range(MinBoundary, grid.Depth - MinBoundary);
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while (!done)
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{
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grid.SetCell(x, z, MazeCellType.Processing);
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if (interval > 0) yield return new WaitForSeconds(interval);
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grid.SetCell(x, z, MazeCellType.Corridor);
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if (Random.Range(0, 100) < CrawlChance)
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{
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x += Random.Range(0, 2);
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}
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else
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{
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z += Random.Range(-1, 2);
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}
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done |= (x < MinBoundary || x >= grid.Width - MinBoundary || z < MinBoundary || z >= grid.Depth - MinBoundary);
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}
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}
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}
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}
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2
Assets/Scripts/GameSetup/Maze/CrawlerAlgorithm.cs.meta
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2
Assets/Scripts/GameSetup/Maze/CrawlerAlgorithm.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: bd419f9be92beac48b6f551063165e1f
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@@ -2,19 +2,13 @@ using System.Collections.Generic;
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namespace Hallucinate.GameSetup.Maze.Extensions
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{
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/// <summary>
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/// Provides utility extension methods for maze generation algorithms.
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/// </summary>
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public static class Extensions
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public static class ListExtensions
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{
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private static System.Random _rng = new System.Random();
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/// <summary>
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/// Shuffles the elements of an <see cref="IList{T}"/> using the Fisher-Yates algorithm.
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/// This is used to randomize directions for maze generation.
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/// Shuffles a list using the Fisher-Yates algorithm.
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/// </summary>
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/// <typeparam name="T">The type of elements in the list.</typeparam>
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/// <param name="list">The list to shuffle.</param>
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public static void Shuffle<T>(this IList<T> list)
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{
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int n = list.Count;
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@@ -1,11 +1,2 @@
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fileFormatVersion: 2
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guid: 7d9791b1b03c14f16a245b2d4577c5f9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
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||||
defaultReferences: []
|
||||
executionOrder: 0
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||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
guid: 7d9791b1b03c14f16a245b2d4577c5f9
|
||||
8
Assets/Scripts/GameSetup/Maze/Interfaces.meta
Normal file
8
Assets/Scripts/GameSetup/Maze/Interfaces.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
|
||||
guid: 6e1bb9cd9af7ffe40ad1a740c3c30dd6
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||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
19
Assets/Scripts/GameSetup/Maze/Interfaces/IMazeAlgorithm.cs
Normal file
19
Assets/Scripts/GameSetup/Maze/Interfaces/IMazeAlgorithm.cs
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@@ -0,0 +1,19 @@
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namespace Hallucinate.GameSetup.Maze
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{
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/// <summary>
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/// Interface for all maze generation algorithms.
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/// Supports both immediate and step-by-step (animated) generation.
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/// </summary>
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public interface IMazeAlgorithm
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{
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/// <summary>
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/// Generates the maze immediately in one frame.
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/// </summary>
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void Generate(MazeGrid grid);
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/// <summary>
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/// Generates the maze step-by-step for visualization.
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/// </summary>
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System.Collections.IEnumerator GenerateStepByStep(MazeGrid grid, float interval);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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||||
guid: 46b6a7796ba3c494581e4dcb884da064
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32
Assets/Scripts/GameSetup/Maze/MapLocation.cs
Normal file
32
Assets/Scripts/GameSetup/Maze/MapLocation.cs
Normal file
@@ -0,0 +1,32 @@
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namespace Hallucinate.GameSetup.Maze
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{
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/// <summary>
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/// Represents a 2D coordinate on the maze grid.
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/// Used as a lightweight value type to avoid GC allocations.
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/// </summary>
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public readonly struct MapLocation
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{
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public readonly int x;
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public readonly int z;
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public MapLocation(int _x, int _z)
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{
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x = _x;
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z = _z;
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}
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// Static predefined directions to eliminate magic numbers in algorithms
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public static MapLocation Right => new MapLocation(1, 0);
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public static MapLocation Left => new MapLocation(-1, 0);
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public static MapLocation Up => new MapLocation(0, 1);
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public static MapLocation Down => new MapLocation(0, -1);
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/// <summary>
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/// Returns a list of all 4 cardinal directions.
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/// </summary>
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public static System.Collections.Generic.List<MapLocation> Directions => new System.Collections.Generic.List<MapLocation>
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{
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Right, Up, Left, Down
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};
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}
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}
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2
Assets/Scripts/GameSetup/Maze/MapLocation.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/MapLocation.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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||||
guid: 987a7c46c96326a44b3a5f179fe61161
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@@ -1,178 +0,0 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace Hallucinate.GameSetup.Maze
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{
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/// <summary>
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/// Represents a 2D coordinate on the maze grid.
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/// Used as a lightweight value type to avoid GC allocations.
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/// </summary>
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public readonly struct MapLocation
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{
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public readonly int x;
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public readonly int z;
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public MapLocation(int _x, int _z)
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{
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x = _x;
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z = _z;
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}
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}
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/// <summary>
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/// The base class for maze generation.
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/// Handles map initialization, basic neighbor counting logic, and debug rendering.
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/// </summary>
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public class Maze : MonoBehaviour
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{
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#region Constants
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public const byte Corridor = 0;
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public const byte Wall = 1;
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public const byte Path = 2;
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#endregion
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#region Fields
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[Header("Maze Settings")]
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[SerializeField] protected int width = 30; // x length
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[SerializeField] protected int depth = 30; // z length
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[SerializeField] protected int scale = 6;
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[Header("Hierarchy Settings")]
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[UnityEngine.Serialization.FormerlySerializedAs("_mapParentObjet")]
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[SerializeField] protected Transform mapParentObject;
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/// <summary>
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/// List of cardinal directions used for neighbor checking and navigation.
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/// </summary>
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protected List<MapLocation> directions = new List<MapLocation>()
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{
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new MapLocation(1, 0),
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new MapLocation(0, 1),
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new MapLocation(-1, 0),
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new MapLocation(0, -1)
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};
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/// <summary>
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/// 2D array representing the maze grid.
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/// 0 = Corridor, 1 = Wall, 2 = Special Path.
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/// </summary>
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public byte[,] map;
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#endregion
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protected virtual void Start()
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{
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InitialiseMap();
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Generate();
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DrawMap();
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||||
}
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|
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/// <summary>
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/// Initializes the map array and fills it with walls.
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/// </summary>
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protected void InitialiseMap()
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{
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map = new byte[width, depth];
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for (int z = 0; z < depth; z++)
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{
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for (int x = 0; x < width; x++)
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{
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map[x, z] = Wall;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
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/// Virtual method to be overridden by specific maze generation algorithms.
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/// Default implementation creates a random noise-based map.
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/// </summary>
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public virtual void Generate()
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{
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||||
for (int z = 0; z < depth; z++)
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{
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for (int x = 0; x < width; x++)
|
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{
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if (Random.Range(0, 100) < 50)
|
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{
|
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map[x, z] = Corridor;
|
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}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
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/// Renders the maze in the scene using Unity primitives.
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/// </summary>
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protected void DrawMap()
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{
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for (int z = 0; z < depth; z++)
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{
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for (int x = 0; x < width; x++)
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{
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if (map[x, z] == Wall)
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{
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Vector3 pos = new Vector3(x * scale, 0, z * scale);
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GameObject wall = GameObject.CreatePrimitive(PrimitiveType.Cube);
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wall.transform.localScale = new Vector3(scale, scale, scale);
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wall.transform.position = pos;
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if (mapParentObject != null)
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{
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wall.transform.SetParent(mapParentObject);
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||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region Helpers
|
||||
/// <summary>
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/// Counts the number of horizontal and vertical neighbors that are corridors.
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/// </summary>
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||||
/// <param name="x">X coordinate.</param>
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/// <param name="z">Z coordinate.</param>
|
||||
/// <returns>The count of square neighbors.</returns>
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public int CountSquareNeighbours(int x, int z)
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||||
{
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int count = 0;
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if (x <= 0 || x >= width - 1 || z <= 0 || z >= depth - 1) return 5;
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if (map[x - 1, z] == Corridor) count++;
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if (map[x + 1, z] == Corridor) count++;
|
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if (map[x, z + 1] == Corridor) count++;
|
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if (map[x, z - 1] == Corridor) count++;
|
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|
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return count;
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||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Counts the number of diagonal neighbors that are corridors.
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate.</param>
|
||||
/// <param name="z">Z coordinate.</param>
|
||||
/// <returns>The count of diagonal neighbors.</returns>
|
||||
public int CountDiagonalNeighbours(int x, int z)
|
||||
{
|
||||
int count = 0;
|
||||
if (x <= 0 || x >= width - 1 || z <= 0 || z >= depth - 1) return 5;
|
||||
|
||||
if (map[x - 1, z - 1] == Corridor) count++;
|
||||
if (map[x + 1, z + 1] == Corridor) count++;
|
||||
if (map[x - 1, z + 1] == Corridor) count++;
|
||||
if (map[x + 1, z - 1] == Corridor) count++;
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Counts all neighbors (square + diagonal) that are corridors.
|
||||
/// </summary>
|
||||
/// <param name="x">X coordinate.</param>
|
||||
/// <param name="z">Z coordinate.</param>
|
||||
/// <returns>Total neighbor count.</returns>
|
||||
public int CountAllNeighbours(int x, int z)
|
||||
{
|
||||
return CountSquareNeighbours(x, z) + CountDiagonalNeighbours(x, z);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1039d646c358a4bd5ac697b0446a2f7e
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MonoImporter:
|
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externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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16
Assets/Scripts/GameSetup/Maze/MazeCellType.cs
Normal file
16
Assets/Scripts/GameSetup/Maze/MazeCellType.cs
Normal file
@@ -0,0 +1,16 @@
|
||||
namespace Hallucinate.GameSetup.Maze
|
||||
{
|
||||
/// <summary>
|
||||
/// Defines the state of each cell in the maze.
|
||||
/// Used to replace magic numbers and drive visual changes.
|
||||
/// </summary>
|
||||
public enum MazeCellType
|
||||
{
|
||||
Wall, // Solid block
|
||||
Corridor, // Finalized path
|
||||
Processing, // Currently being evaluated by algorithm (Debug)
|
||||
Path, // Temporary path (e.g., Wilson's crawler)
|
||||
Start, // Entry point
|
||||
End // Exit point
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/GameSetup/Maze/MazeCellType.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/MazeCellType.cs.meta
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@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f54ef08fa4922eb4a968d46c7aa71faf
|
||||
71
Assets/Scripts/GameSetup/Maze/MazeGrid.cs
Normal file
71
Assets/Scripts/GameSetup/Maze/MazeGrid.cs
Normal file
@@ -0,0 +1,71 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Hallucinate.GameSetup.Maze
|
||||
{
|
||||
/// <summary>
|
||||
/// Holds the logical state of the maze grid.
|
||||
/// Notifies listeners whenever a cell changes to trigger visual updates.
|
||||
/// </summary>
|
||||
public class MazeGrid
|
||||
{
|
||||
public int Width { get; }
|
||||
public int Depth { get; }
|
||||
|
||||
private readonly MazeCellType[,] _cells;
|
||||
|
||||
/// <summary>
|
||||
/// Event fired when a cell's type is changed.
|
||||
/// Useful for the Renderer to trigger animations/FX.
|
||||
/// </summary>
|
||||
public event Action<int, int, MazeCellType> OnCellChanged;
|
||||
|
||||
public MazeGrid(int width, int depth)
|
||||
{
|
||||
Width = width;
|
||||
Depth = depth;
|
||||
_cells = new MazeCellType[width, depth];
|
||||
|
||||
// Initialize all as walls
|
||||
for (int z = 0; z < depth; z++)
|
||||
for (int x = 0; x < width; x++)
|
||||
_cells[x, z] = MazeCellType.Wall;
|
||||
}
|
||||
|
||||
public void SetCell(int x, int z, MazeCellType type)
|
||||
{
|
||||
if (IsInBounds(x, z))
|
||||
{
|
||||
if (_cells[x, z] != type)
|
||||
{
|
||||
_cells[x, z] = type;
|
||||
OnCellChanged?.Invoke(x, z, type);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public MazeCellType GetCell(int x, int z)
|
||||
{
|
||||
if (IsInBounds(x, z))
|
||||
return _cells[x, z];
|
||||
return MazeCellType.Wall; // Treat out of bounds as walls
|
||||
}
|
||||
|
||||
public bool IsInBounds(int x, int z)
|
||||
{
|
||||
return x >= 0 && x < Width && z >= 0 && z < Depth;
|
||||
}
|
||||
|
||||
public int CountSquareNeighbours(int x, int z, MazeCellType targetType)
|
||||
{
|
||||
int count = 0;
|
||||
if (x <= 0 || x >= Width - 1 || z <= 0 || z >= Depth - 1) return 5;
|
||||
|
||||
if (GetCell(x - 1, z) == targetType) count++;
|
||||
if (GetCell(x + 1, z) == targetType) count++;
|
||||
if (GetCell(x, z + 1) == targetType) count++;
|
||||
if (GetCell(x, z - 1) == targetType) count++;
|
||||
return count;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/GameSetup/Maze/MazeGrid.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/MazeGrid.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a1a7a252ff0b1014a9690f08897e2e59
|
||||
81
Assets/Scripts/GameSetup/Maze/MazeManager.cs
Normal file
81
Assets/Scripts/GameSetup/Maze/MazeManager.cs
Normal file
@@ -0,0 +1,81 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Hallucinate.GameSetup.Maze
|
||||
{
|
||||
/// <summary>
|
||||
/// Central controller for the Maze system.
|
||||
/// Manages algorithm selection, debug speed, and regeneration.
|
||||
/// </summary>
|
||||
public class MazeManager : MonoBehaviour
|
||||
{
|
||||
public enum AlgorithmType { Recursive, Wilsons, Prims, Crawler }
|
||||
|
||||
[Header("System Settings")]
|
||||
[SerializeField] private AlgorithmType selectedAlgorithm;
|
||||
[SerializeField] private int width = 30;
|
||||
[SerializeField] private int depth = 30;
|
||||
|
||||
[Header("Debug Settings")]
|
||||
[SerializeField] private bool debugMode = true;
|
||||
[Range(0.001f, 0.5f)]
|
||||
[SerializeField] private float visualizationInterval = 0.05f;
|
||||
|
||||
[Header("References")]
|
||||
[SerializeField] private MazeRenderer mazeRenderer;
|
||||
[SerializeField] private Transform mazeContainer;
|
||||
|
||||
private MazeGrid _grid;
|
||||
private Coroutine _generationCoroutine;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
Regenerate();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.R))
|
||||
{
|
||||
Regenerate();
|
||||
}
|
||||
}
|
||||
|
||||
[ContextMenu("Regenerate")]
|
||||
public void Regenerate()
|
||||
{
|
||||
if (_generationCoroutine != null)
|
||||
{
|
||||
StopCoroutine(_generationCoroutine);
|
||||
}
|
||||
|
||||
mazeRenderer.Clear();
|
||||
_grid = new MazeGrid(width, depth);
|
||||
mazeRenderer.Initialize(_grid, mazeContainer);
|
||||
|
||||
IMazeAlgorithm algorithm = GetAlgorithm(selectedAlgorithm);
|
||||
|
||||
if (debugMode)
|
||||
{
|
||||
_generationCoroutine = StartCoroutine(algorithm.GenerateStepByStep(_grid, visualizationInterval));
|
||||
}
|
||||
else
|
||||
{
|
||||
algorithm.Generate(_grid);
|
||||
}
|
||||
}
|
||||
|
||||
private IMazeAlgorithm GetAlgorithm(AlgorithmType type)
|
||||
{
|
||||
return type switch
|
||||
{
|
||||
AlgorithmType.Recursive => new RecursiveAlgorithm(),
|
||||
AlgorithmType.Wilsons => new WilsonsAlgorithm(),
|
||||
AlgorithmType.Prims => new PrimsAlgorithm(),
|
||||
AlgorithmType.Crawler => new CrawlerAlgorithm(),
|
||||
_ => new RecursiveAlgorithm()
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/GameSetup/Maze/MazeManager.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/MazeManager.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3607adabe0c29c34591af73b414eb17a
|
||||
102
Assets/Scripts/GameSetup/Maze/MazeRenderer.cs
Normal file
102
Assets/Scripts/GameSetup/Maze/MazeRenderer.cs
Normal file
@@ -0,0 +1,102 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Hallucinate.GameSetup.Maze
|
||||
{
|
||||
/// <summary>
|
||||
/// Responsible for the visual representation of the maze.
|
||||
/// Handles spawning, pooling, and animations.
|
||||
/// </summary>
|
||||
public class MazeRenderer : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private MazeVisualProfile visualProfile;
|
||||
|
||||
private readonly Dictionary<Vector2Int, GameObject> _spawnedCells = new Dictionary<Vector2Int, GameObject>();
|
||||
private Transform _container;
|
||||
|
||||
public void Initialize(MazeGrid grid, Transform container)
|
||||
{
|
||||
_container = container;
|
||||
grid.OnCellChanged += HandleCellChanged;
|
||||
|
||||
// Initial render
|
||||
for (int z = 0; z < grid.Depth; z++)
|
||||
{
|
||||
for (int x = 0; x < grid.Width; x++)
|
||||
{
|
||||
UpdateCellVisual(x, z, grid.GetCell(x, z), false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
// IMPORTANT: Stop all running animations to prevent accessing destroyed objects
|
||||
StopAllCoroutines();
|
||||
|
||||
foreach (var cell in _spawnedCells.Values)
|
||||
{
|
||||
if (cell != null) Destroy(cell);
|
||||
}
|
||||
_spawnedCells.Clear();
|
||||
}
|
||||
|
||||
private void HandleCellChanged(int x, int z, MazeCellType type)
|
||||
{
|
||||
UpdateCellVisual(x, z, type, true);
|
||||
}
|
||||
|
||||
private void UpdateCellVisual(int x, int z, MazeCellType type, bool animate)
|
||||
{
|
||||
Vector2Int pos = new Vector2Int(x, z);
|
||||
|
||||
// Remove old visual if exists
|
||||
if (_spawnedCells.TryGetValue(pos, out GameObject oldObj))
|
||||
{
|
||||
Destroy(oldObj);
|
||||
_spawnedCells.Remove(pos);
|
||||
}
|
||||
|
||||
GameObject prefab = visualProfile.GetPrefab(type);
|
||||
if (prefab == null) return;
|
||||
|
||||
Vector3 worldPos = new Vector3(x * visualProfile.scale, 0, z * visualProfile.scale);
|
||||
GameObject newObj = Instantiate(prefab, worldPos, Quaternion.identity, _container);
|
||||
newObj.transform.localScale = Vector3.one * visualProfile.scale;
|
||||
_spawnedCells[pos] = newObj;
|
||||
|
||||
if (animate)
|
||||
{
|
||||
StartCoroutine(AnimateCell(newObj.transform));
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator AnimateCell(Transform target)
|
||||
{
|
||||
if (target == null) yield break;
|
||||
|
||||
float duration = visualProfile.animationDuration;
|
||||
float elapsed = 0;
|
||||
Vector3 finalScale = target.localScale;
|
||||
target.localScale = Vector3.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 s = Mathf.Sin(t * Mathf.PI * 0.5f);
|
||||
target.localScale = finalScale * s;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
if (target != null)
|
||||
{
|
||||
target.localScale = finalScale;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/GameSetup/Maze/MazeRenderer.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/MazeRenderer.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f30df611110713742ab984f5bead5d88
|
||||
34
Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs
Normal file
34
Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Hallucinate.GameSetup.Maze
|
||||
{
|
||||
[CreateAssetMenu(fileName = "MazeVisualProfile", menuName = "Hallucinate/Maze/Visual Profile")]
|
||||
public class MazeVisualProfile : ScriptableObject
|
||||
{
|
||||
[Header("Prefabs")]
|
||||
public GameObject wallPrefab;
|
||||
public GameObject corridorPrefab;
|
||||
public GameObject processingPrefab;
|
||||
public GameObject pathPrefab;
|
||||
public GameObject startPrefab;
|
||||
public GameObject endPrefab;
|
||||
|
||||
[Header("Visualization Settings")]
|
||||
public float scale = 1f;
|
||||
public float animationDuration = 0.25f;
|
||||
|
||||
public GameObject GetPrefab(MazeCellType type)
|
||||
{
|
||||
return type switch
|
||||
{
|
||||
MazeCellType.Wall => wallPrefab,
|
||||
MazeCellType.Corridor => corridorPrefab,
|
||||
MazeCellType.Processing => processingPrefab,
|
||||
MazeCellType.Path => pathPrefab,
|
||||
MazeCellType.Start => startPrefab,
|
||||
MazeCellType.End => endPrefab,
|
||||
_ => null
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/MazeVisualProfile.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d3ff96571406a624381b7b0e596a4d1b
|
||||
@@ -1,51 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Hallucinate.GameSetup.Maze
|
||||
{
|
||||
/// <summary>
|
||||
/// Implements a simplified version of Prim's algorithm for maze generation.
|
||||
/// It picks walls at random and converts them into corridors if they only have one corridor neighbor.
|
||||
/// </summary>
|
||||
public class Prims : Maze
|
||||
{
|
||||
/// <summary>
|
||||
/// Generates the maze using Prim's algorithm logic.
|
||||
/// </summary>
|
||||
public override void Generate()
|
||||
{
|
||||
int x = 2;
|
||||
int z = 2;
|
||||
|
||||
map[x, z] = Corridor;
|
||||
|
||||
List<MapLocation> walls = new List<MapLocation>
|
||||
{
|
||||
new MapLocation(x + 1, z),
|
||||
new MapLocation(x - 1, z),
|
||||
new MapLocation(x, z + 1),
|
||||
new MapLocation(x, z - 1)
|
||||
};
|
||||
|
||||
int countloops = 0;
|
||||
while (walls.Count > 0 && countloops < 5000)
|
||||
{
|
||||
int rwall = Random.Range(0, walls.Count);
|
||||
x = walls[rwall].x;
|
||||
z = walls[rwall].z;
|
||||
walls.RemoveAt(rwall);
|
||||
|
||||
if (CountSquareNeighbours(x, z) == 1)
|
||||
{
|
||||
map[x, z] = Corridor;
|
||||
walls.Add(new MapLocation(x + 1, z));
|
||||
walls.Add(new MapLocation(x - 1, z));
|
||||
walls.Add(new MapLocation(x, z + 1));
|
||||
walls.Add(new MapLocation(x, z - 1));
|
||||
}
|
||||
|
||||
countloops++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f12a5f6746a454e08a295f64a34f5dcf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
95
Assets/Scripts/GameSetup/Maze/PrimsAlgorithm.cs
Normal file
95
Assets/Scripts/GameSetup/Maze/PrimsAlgorithm.cs
Normal file
@@ -0,0 +1,95 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Hallucinate.GameSetup.Maze
|
||||
{
|
||||
public class PrimsAlgorithm : IMazeAlgorithm
|
||||
{
|
||||
private const int InitialX = 2;
|
||||
private const int InitialZ = 2;
|
||||
private const int MaxIterations = 10000;
|
||||
private const int TargetCorridorNeighbours = 1;
|
||||
|
||||
public void Generate(MazeGrid grid)
|
||||
{
|
||||
int x = InitialX;
|
||||
int z = InitialZ;
|
||||
grid.SetCell(x, z, MazeCellType.Corridor);
|
||||
|
||||
List<MapLocation> walls = GetNeighbouringWalls(grid, x, z);
|
||||
|
||||
int iterations = 0;
|
||||
while (walls.Count > 0 && iterations < MaxIterations)
|
||||
{
|
||||
int rIndex = Random.Range(0, walls.Count);
|
||||
MapLocation w = walls[rIndex];
|
||||
walls.RemoveAt(rIndex);
|
||||
|
||||
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));
|
||||
}
|
||||
iterations++;
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerator GenerateStepByStep(MazeGrid grid, float interval)
|
||||
{
|
||||
int x = InitialX;
|
||||
int z = InitialZ;
|
||||
grid.SetCell(x, z, MazeCellType.Corridor);
|
||||
yield return new WaitForSeconds(interval);
|
||||
|
||||
List<MapLocation> walls = GetNeighbouringWalls(grid, x, z);
|
||||
|
||||
foreach(var w in walls) grid.SetCell(w.x, w.z, MazeCellType.Processing);
|
||||
|
||||
int iterations = 0;
|
||||
while (walls.Count > 0 && iterations < MaxIterations)
|
||||
{
|
||||
int rIndex = Random.Range(0, walls.Count);
|
||||
MapLocation w = walls[rIndex];
|
||||
walls.RemoveAt(rIndex);
|
||||
|
||||
if (grid.CountSquareNeighbours(w.x, w.z, MazeCellType.Corridor) == TargetCorridorNeighbours)
|
||||
{
|
||||
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)
|
||||
{
|
||||
if (grid.GetCell(nw.x, nw.z) == MazeCellType.Wall)
|
||||
{
|
||||
grid.SetCell(nw.x, nw.z, MazeCellType.Processing);
|
||||
walls.Add(nw);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(grid.GetCell(w.x, w.z) == MazeCellType.Processing)
|
||||
grid.SetCell(w.x, w.z, MazeCellType.Wall);
|
||||
}
|
||||
iterations++;
|
||||
}
|
||||
}
|
||||
|
||||
private List<MapLocation> GetNeighbouringWalls(MazeGrid grid, int x, int z)
|
||||
{
|
||||
List<MapLocation> neighbours = new List<MapLocation>();
|
||||
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)
|
||||
{
|
||||
neighbours.Add(new MapLocation(nx, nz));
|
||||
}
|
||||
}
|
||||
return neighbours;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/GameSetup/Maze/PrimsAlgorithm.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/PrimsAlgorithm.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: edcdd3c0aa9656a4797b83cc675aa629
|
||||
@@ -1,40 +0,0 @@
|
||||
using Hallucinate.GameSetup.Maze.Extensions;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Hallucinate.GameSetup.Maze
|
||||
{
|
||||
/// <summary>
|
||||
/// A recursive backtracker algorithm for maze generation.
|
||||
/// It explores the grid randomly and backtracks when it reaches a dead end.
|
||||
/// </summary>
|
||||
public class Recursive : Maze
|
||||
{
|
||||
/// <summary>
|
||||
/// Entry point for the recursive generation.
|
||||
/// Starts from a fixed position (5, 5).
|
||||
/// </summary>
|
||||
public override void Generate()
|
||||
{
|
||||
Generate(5, 5);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Internal recursive method that carves corridors by exploring neighbors in a random order.
|
||||
/// </summary>
|
||||
/// <param name="x">The current X coordinate.</param>
|
||||
/// <param name="z">The current Z coordinate.</param>
|
||||
protected void Generate(int x, int z)
|
||||
{
|
||||
if (CountSquareNeighbours(x, z) >= 2) return;
|
||||
|
||||
map[x, z] = Corridor;
|
||||
|
||||
directions.Shuffle();
|
||||
|
||||
Generate(x + directions[0].x, z + directions[0].z);
|
||||
Generate(x + directions[1].x, z + directions[1].z);
|
||||
Generate(x + directions[2].x, z + directions[2].z);
|
||||
Generate(x + directions[3].x, z + directions[3].z);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 33bbdb95ccc4b4577a62495732a02d3e
|
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|
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externalObjects: {}
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serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
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userData:
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69
Assets/Scripts/GameSetup/Maze/RecursiveAlgorithm.cs
Normal file
69
Assets/Scripts/GameSetup/Maze/RecursiveAlgorithm.cs
Normal file
@@ -0,0 +1,69 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Hallucinate.GameSetup.Maze.Extensions;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Hallucinate.GameSetup.Maze
|
||||
{
|
||||
public class RecursiveAlgorithm : IMazeAlgorithm
|
||||
{
|
||||
private const int StartX = 5;
|
||||
private const int StartZ = 5;
|
||||
private const int DeadEndNeighbourThreshold = 2;
|
||||
|
||||
private readonly List<MapLocation> _directions = MapLocation.Directions;
|
||||
|
||||
public void Generate(MazeGrid grid)
|
||||
{
|
||||
GenerateRecursive(grid, StartX, StartZ);
|
||||
}
|
||||
|
||||
public IEnumerator GenerateStepByStep(MazeGrid grid, float interval)
|
||||
{
|
||||
yield return GenerateRecursiveStepByStep(grid, StartX, StartZ, interval);
|
||||
}
|
||||
|
||||
private void GenerateRecursive(MazeGrid grid, int x, int z)
|
||||
{
|
||||
if (grid.CountSquareNeighbours(x, z, MazeCellType.Corridor) >= DeadEndNeighbourThreshold) return;
|
||||
|
||||
grid.SetCell(x, z, MazeCellType.Corridor);
|
||||
|
||||
List<MapLocation> shuffledDirs = new List<MapLocation>(_directions);
|
||||
shuffledDirs.Shuffle();
|
||||
|
||||
foreach (var dir in shuffledDirs)
|
||||
{
|
||||
int nx = x + dir.x;
|
||||
int nz = z + dir.z;
|
||||
if (grid.IsInBounds(nx, nz))
|
||||
{
|
||||
GenerateRecursive(grid, nx, nz);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator GenerateRecursiveStepByStep(MazeGrid grid, int x, int z, float interval)
|
||||
{
|
||||
if (grid.CountSquareNeighbours(x, z, MazeCellType.Corridor) >= DeadEndNeighbourThreshold) yield break;
|
||||
|
||||
grid.SetCell(x, z, MazeCellType.Processing);
|
||||
if (interval > 0) yield return new WaitForSeconds(interval);
|
||||
|
||||
grid.SetCell(x, z, MazeCellType.Corridor);
|
||||
|
||||
List<MapLocation> shuffledDirs = new List<MapLocation>(_directions);
|
||||
shuffledDirs.Shuffle();
|
||||
|
||||
foreach (var dir in shuffledDirs)
|
||||
{
|
||||
int nx = x + dir.x;
|
||||
int nz = z + dir.z;
|
||||
if (grid.IsInBounds(nx, nz))
|
||||
{
|
||||
yield return GenerateRecursiveStepByStep(grid, nx, nz, interval);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/GameSetup/Maze/RecursiveAlgorithm.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/RecursiveAlgorithm.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2460c0e9379da9741b3d3387aa6c7a8e
|
||||
@@ -1,132 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Hallucinate.GameSetup.Maze
|
||||
{
|
||||
/// <summary>
|
||||
/// Implements Wilson's algorithm for generating a Uniform Spanning Tree of the grid.
|
||||
/// It uses loop-erased random walks to connect unvisited cells to the existing maze.
|
||||
/// </summary>
|
||||
public class Wilsons : Maze
|
||||
{
|
||||
private List<MapLocation> _notUsed = new List<MapLocation>();
|
||||
|
||||
/// <summary>
|
||||
/// Generates the maze using Wilson's algorithm logic.
|
||||
/// </summary>
|
||||
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] = Path;
|
||||
|
||||
while (GetAvailableCells() > 1)
|
||||
{
|
||||
RandomWalk();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Counts how many neighbors are already part of the finalized "Path".
|
||||
/// </summary>
|
||||
private 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] == Path)
|
||||
{
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Scans the grid for cells that are not yet connected to the maze.
|
||||
/// </summary>
|
||||
/// <returns>The number of available (unused) cells.</returns>
|
||||
private 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;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Performs a random walk from an unused cell until it hits the existing maze.
|
||||
/// </summary>
|
||||
private void RandomWalk()
|
||||
{
|
||||
List<MapLocation> inWalk = new List<MapLocation>();
|
||||
int rStartIndex = Random.Range(0, _notUsed.Count);
|
||||
|
||||
int cx = _notUsed[rStartIndex].x;
|
||||
int cz = _notUsed[rStartIndex].z;
|
||||
|
||||
inWalk.Add(new MapLocation(cx, cz));
|
||||
|
||||
int loopCount = 0;
|
||||
bool validPath = false;
|
||||
|
||||
while (cx > 0 && cx < width - 1 && cz > 0 && cz < depth - 1 && loopCount < 5000 && !validPath)
|
||||
{
|
||||
map[cx, cz] = Corridor;
|
||||
|
||||
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;
|
||||
loopCount++;
|
||||
}
|
||||
|
||||
if (validPath)
|
||||
{
|
||||
map[cx, cz] = Corridor;
|
||||
Debug.Log("Path Found");
|
||||
|
||||
foreach (MapLocation m in inWalk)
|
||||
{
|
||||
map[m.x, m.z] = Path;
|
||||
}
|
||||
inWalk.Clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (MapLocation m in inWalk)
|
||||
{
|
||||
map[m.x, m.z] = Wall;
|
||||
}
|
||||
inWalk.Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 502e6aa24e7de43dfb6d20ecd0745176
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
118
Assets/Scripts/GameSetup/Maze/WilsonsAlgorithm.cs
Normal file
118
Assets/Scripts/GameSetup/Maze/WilsonsAlgorithm.cs
Normal file
@@ -0,0 +1,118 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts/GameSetup/Maze/WilsonsAlgorithm.cs.meta
Normal file
2
Assets/Scripts/GameSetup/Maze/WilsonsAlgorithm.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 61156f8986612ca49a0672ad5542380f
|
||||
Reference in New Issue
Block a user