1 | using System; |
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2 | using System.Collections.Generic; |
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3 | using System.Linq; |
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4 | using System.Text; |
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5 | using Jypeli; |
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6 | using MathHelper; |
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7 | |
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8 | namespace Rooms |
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9 | { |
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10 | public class LevelGenerator |
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11 | { |
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12 | private double width, height; |
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13 | private int roomAmountHor, roomAmountVert; |
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14 | private TheDungeonGame game; |
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15 | private Room[,] rooms; |
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16 | private List<Room> roomList = new List<Room>(); |
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17 | public int level = 1; |
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18 | private int roomsPlaced = 0; |
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19 | private int roomAmount = 0; |
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20 | |
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21 | public LevelGenerator(TheDungeonGame game, Vector size, Vector roomamount) |
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22 | { |
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23 | this.game = game; |
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24 | width = size.X; |
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25 | height = size.Y; |
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26 | roomAmountHor = (int)roomamount.X; |
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27 | roomAmountVert = (int)roomamount.Y; |
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28 | |
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29 | rooms = new Room[roomAmountHor, roomAmountVert]; |
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30 | } |
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31 | |
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32 | public Vector getGridPos(Vector pos) |
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33 | { |
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34 | double gridPosX = pos.X - width / 2; |
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35 | double gridPosY = pos.Y + height / 2; |
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36 | |
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37 | int x = (int)(gridPosX / TheDungeonGame.ROOMWIDTH); |
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38 | int y = (int)(gridPosY / TheDungeonGame.ROOMHEIGHT); |
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39 | |
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40 | return new Vector(x, y); |
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41 | } |
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42 | |
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43 | public Vector CenterRoom |
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44 | { |
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45 | get |
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46 | { |
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47 | return new Vector(roomAmountHor / 2, roomAmountVert / 2); |
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48 | } |
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49 | } |
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50 | |
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51 | public void initDungeon() |
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52 | { |
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53 | foreach (Room room in roomList) |
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54 | { |
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55 | room.initRoom(); |
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56 | } |
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57 | } |
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58 | |
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59 | public void buildDungeon() |
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60 | { |
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61 | foreach (Room room in roomList) |
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62 | { |
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63 | room.buildLevel(); |
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64 | } |
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65 | } |
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66 | |
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67 | public void destroyDungeon() |
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68 | { |
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69 | foreach (Room room in roomList) |
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70 | { |
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71 | room.destroyLevel(); |
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72 | } |
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73 | roomAmount = 0; |
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74 | roomsPlaced = 0; |
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75 | } |
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76 | |
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77 | public void generateRandomLevel(int minRooms, int maxRooms) |
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78 | { |
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79 | roomAmount = RandomGen.NextInt(minRooms, maxRooms); |
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80 | Room lastRoom = null; |
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81 | |
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82 | for (int room = 0; room < roomAmount; room++) |
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83 | { |
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84 | if (room == 0) |
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85 | { |
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86 | lastRoom = new EmptyRoom(game, VecMath.mul(CenterRoom, new Vector(TheDungeonGame.ROOMWIDTH + TheDungeonGame.ROOMTHICKNESS, -TheDungeonGame.ROOMHEIGHT - TheDungeonGame.ROOMTHICKNESS)), TheDungeonGame.roomSize, TheDungeonGame.ROOMTHICKNESS); |
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87 | placeRoomAt(lastRoom, (int)CenterRoom.X, (int)CenterRoom.Y); |
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88 | continue; |
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89 | } |
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90 | |
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91 | Room randomRoom = getRandomRoom(); |
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92 | int checkedSides = 0; |
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93 | bool[] sideChecked = new bool[4]; |
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94 | |
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95 | while (checkedSides < 4) |
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96 | { |
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97 | int dir = RandomGen.NextInt(4); |
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98 | if (sideChecked[dir]) |
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99 | { |
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100 | checkedSides++; |
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101 | continue; |
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102 | } |
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103 | else |
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104 | { |
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105 | // checkedSides++; |
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106 | sideChecked[dir] = true; |
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107 | } |
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108 | |
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109 | if (tryCreateRoom(dir, VecMath.add(lastRoom.PosOnGrid, RoomDirection.getOffsetFromDir(dir)), lastRoom)) |
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110 | { |
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111 | lastRoom = currentRoom; |
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112 | roomsPlaced++; |
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113 | break; |
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114 | } |
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115 | } |
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116 | |
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117 | } |
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118 | } |
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119 | |
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120 | private Room currentRoom; |
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121 | private bool tryCreateRoom(int dir, Vector pos, Room lastRoom) |
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122 | { |
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123 | if (getRoomFromDirection(lastRoom, dir) != null) return false; |
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124 | |
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125 | if (roomsPlaced == roomAmount-5) |
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126 | { |
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127 | currentRoom = RoomCreator.createRoom(game, VecMath.mul(pos, new Vector(TheDungeonGame.ROOMWIDTH + TheDungeonGame.ROOMTHICKNESS, -TheDungeonGame.ROOMHEIGHT - TheDungeonGame.ROOMTHICKNESS)), TheDungeonGame.roomSize, TheDungeonGame.ROOMTHICKNESS, 7); |
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128 | return placeRoomAt(currentRoom, (int)pos.X, (int)pos.Y); |
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129 | } |
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130 | |
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131 | currentRoom = RoomCreator.createRoom(game, VecMath.mul(pos, new Vector(TheDungeonGame.ROOMWIDTH + TheDungeonGame.ROOMTHICKNESS, -TheDungeonGame.ROOMHEIGHT - TheDungeonGame.ROOMTHICKNESS)), TheDungeonGame.roomSize, TheDungeonGame.ROOMTHICKNESS, RandomGen.NextInt(6)+1); |
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132 | |
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133 | return placeRoomAt(currentRoom, (int)pos.X, (int)pos.Y); |
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134 | } |
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135 | |
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136 | public bool placeRoomAt(Room room, int x, int y) |
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137 | { |
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138 | if (!isValidPos(x, y) || getRoomAt(x, y) != null) return false; |
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139 | room.PosOnGrid = new Vector(x, y); |
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140 | rooms[x, y] = room; |
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141 | roomList.Add(room); |
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142 | return true; |
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143 | } |
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144 | |
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145 | public Room getRoomAt(int x, int y) |
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146 | { |
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147 | if (!isValidPos(x, y)) return null; |
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148 | return rooms[x, y]; |
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149 | } |
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150 | |
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151 | public Room getRoomAt(Vector pos) |
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152 | { |
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153 | return getRoomAt((int)pos.X, (int)pos.Y); |
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154 | } |
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155 | |
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156 | public Room getRoomFromDirection(Room source, int dir) |
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157 | { |
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158 | int roomX = (int)source.PosOnGrid.X; |
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159 | int roomY = (int)source.PosOnGrid.Y; |
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160 | |
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161 | Vector roomPos = VecMath.add(source.PosOnGrid, RoomDirection.getOffsetFromDir(dir)); |
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162 | return getRoomAt((int)roomPos.X, (int)roomPos.Y); |
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163 | } |
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164 | |
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165 | public Room getRandomRoom() |
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166 | { |
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167 | if (roomList.Count == 0) throw new InvalidOperationException("The List is empty!"); |
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168 | return roomList[RandomGen.NextInt(roomList.Count)]; |
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169 | } |
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170 | |
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171 | private bool isValidPos(int x, int y) |
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172 | { |
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173 | return !(x >= roomAmountHor || x < 0 || y >= roomAmountVert || y < 0); |
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174 | } |
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175 | |
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176 | |
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177 | } |
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178 | } |
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