107 lines
3.7 KiB
C#
107 lines
3.7 KiB
C#
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);
|
|
|
|
foreach (var nw in GetNeighbouringWalls(grid, w.x, w.z))
|
|
{
|
|
if (!walls.Contains(nw)) walls.Add(nw);
|
|
}
|
|
}
|
|
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);
|
|
|
|
foreach (var nw in GetNeighbouringWalls(grid, w.x, w.z))
|
|
{
|
|
if (grid.GetCell(nw.x, nw.z) == MazeCellType.Wall)
|
|
{
|
|
grid.SetCell(nw.x, nw.z, MazeCellType.Processing);
|
|
walls.Add(nw);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If it's no longer a candidate, turn it back to Wall
|
|
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;
|
|
|
|
// Correction
|
|
nx = x + dir.x;
|
|
nz = z + dir.z;
|
|
|
|
if (grid.IsInBounds(nx, nz))
|
|
{
|
|
MazeCellType type = grid.GetCell(nx, nz);
|
|
if (type == MazeCellType.Wall || type == MazeCellType.Processing)
|
|
{
|
|
neighbours.Add(new MapLocation(nx, nz));
|
|
}
|
|
}
|
|
}
|
|
return neighbours;
|
|
}
|
|
}
|
|
}
|