153 lines
5.4 KiB
C#
153 lines
5.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Hallucinate.GameSetup.Maze.Extensions;
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using Hallucinate.GameSetup.Maze.Native;
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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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/// Advanced generator that combines C++ Native Noise with a Recursive Backtracking algorithm.
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/// Creates a hybrid layout of large rooms and chaotic corridors.
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/// </summary>
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public class NoiseRecursiveGenerator : IMazeAlgorithm
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{
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private readonly List<MapLocation> _directions = MapLocation.Directions;
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private float[] _noiseMap;
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private int _seed = 1337;
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// Thresholds
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private const float RoomThreshold = 0.5f;
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private const float CorridorThreshold = -0.3f;
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private const int DeadEndNeighbourThreshold = 2;
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public void Generate(MazeGrid grid)
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{
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InitializeNoise(grid);
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// Step 1: Pre-place rooms based on noise peaks
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for (int z = 0; z < grid.Depth; z++)
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{
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for (int x = 0; x < grid.Width; x++)
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{
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float noise = GetNoiseAt(x, z, grid.Width);
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if (noise > RoomThreshold)
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{
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grid.SetCell(x, z, MazeCellType.Corridor);
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}
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}
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}
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// Step 2: Run recursive carving in the "connectable" zones
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// We start from a few points to ensure coverage
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for (int i = 0; i < 5; i++)
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{
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int startX = Random.Range(1, grid.Width - 1);
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int startZ = Random.Range(1, grid.Depth - 1);
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GenerateRecursive(grid, startX, startZ);
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}
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}
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public IEnumerator GenerateStepByStep(MazeGrid grid, float interval)
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{
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InitializeNoise(grid);
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// Visual feedback for noise pre-placement
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for (int z = 0; z < grid.Depth; z++)
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{
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for (int x = 0; x < grid.Width; x++)
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{
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float noise = GetNoiseAt(x, z, grid.Width);
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if (noise > RoomThreshold)
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{
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grid.SetCell(x, z, MazeCellType.Processing);
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}
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}
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if (z % 5 == 0) yield return null;
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}
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for (int z = 0; z < grid.Depth; z++)
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{
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for (int x = 0; x < grid.Width; x++)
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{
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if (grid.GetCell(x, z) == MazeCellType.Processing)
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grid.SetCell(x, z, MazeCellType.Corridor);
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}
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}
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yield return GenerateRecursiveStepByStep(grid, 5, 5, interval);
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}
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private void InitializeNoise(MazeGrid grid)
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{
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_noiseMap = new float[grid.Width * grid.Depth];
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using (var provider = new NativeNoiseProvider(_seed, 0.05f))
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{
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if (provider.IsInitialized)
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{
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provider.FillBuffer(0, 0, grid.Width, grid.Depth, _noiseMap);
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}
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else
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{
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// Fallback to Unity Perlin
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for (int z = 0; z < grid.Depth; z++)
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{
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for (int x = 0; x < grid.Width; x++)
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{
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_noiseMap[z * grid.Width + x] = Mathf.PerlinNoise(x * 0.1f, z * 0.1f) * 2f - 1f;
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}
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}
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}
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}
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}
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private float GetNoiseAt(int x, int z, int width)
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{
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if (_noiseMap == null) return 0f;
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return _noiseMap[z * width + x];
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}
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private void GenerateRecursive(MazeGrid grid, int x, int z)
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{
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// Boundary and Noise check
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if (!grid.IsInBounds(x, z)) return;
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if (GetNoiseAt(x, z, grid.Width) < CorridorThreshold) return;
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if (grid.GetCell(x, z) == MazeCellType.Corridor) return;
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if (grid.CountSquareNeighbours(x, z, MazeCellType.Corridor) >= DeadEndNeighbourThreshold) return;
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grid.SetCell(x, z, MazeCellType.Corridor);
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List<MapLocation> shuffledDirs = new List<MapLocation>(_directions);
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shuffledDirs.Shuffle();
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foreach (var dir in shuffledDirs)
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{
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GenerateRecursive(grid, x + dir.x, z + dir.z);
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}
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}
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private IEnumerator GenerateRecursiveStepByStep(MazeGrid grid, int x, int z, float interval)
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{
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if (!grid.IsInBounds(x, z)) yield break;
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if (GetNoiseAt(x, z, grid.Width) < CorridorThreshold) yield break;
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if (grid.GetCell(x, z) == MazeCellType.Corridor) yield break;
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if (grid.CountSquareNeighbours(x, z, MazeCellType.Corridor) >= DeadEndNeighbourThreshold) yield break;
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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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List<MapLocation> shuffledDirs = new List<MapLocation>(_directions);
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shuffledDirs.Shuffle();
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foreach (var dir in shuffledDirs)
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{
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yield return GenerateRecursiveStepByStep(grid, x + dir.x, z + dir.z, interval);
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}
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}
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}
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}
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