using System.Collections; using System.Collections.Generic; using UnityEngine; public class Wilsons : Maze { List notUsed = new List(); 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 inWalk = new List(); 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(); } } }