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using Godot;
using System;
using System.Drawing;
using System.Linq;
using System.Net.NetworkInformation;
public partial class DungeonGenerator : Node
{
[ExportCategory("Dimension")]
[Export]
private int width = 80;
[Export]
private int height = 60;
[ExportCategory("RNG")]
private RandomNumberGenerator rng = new();
[Export]
private ulong seed;
[Export]
private bool useSeed = true;
[Export]
private int iterations = 3;
public override void _Ready()
{
base._Ready();
if (useSeed) {
rng.Seed = seed;
}
}
private static void CarveTile(MapData data, Vector2I pos)
{
Tile tile = data.GetTile(pos);
if (tile == null) return;
tile.SetDefinition(MapData.floorDefinition);
}
private static void CarveRoom(MapData data, Rect2I room)
{
for (int y = room.Position.Y; y < room.End.Y; y++)
{
for (int x = room.Position.X; x < room.End.X; x++)
{
CarveTile(data, new Vector2I(x, y));
}
}
}
public MapData GenerateDungeon(Player player)
{
MapData data = new MapData(width, height);
MapDivision root = new MapDivision(0, 0, width, height);
root.Split(iterations, rng);
bool first = true;
TunnelDivisions(data, root);
foreach(MapDivision division in root.GetLeaves())
{
Rect2I room = new(division.Position, division.Size);
room = room.GrowIndividual(
-rng.RandiRange(1, 2),
-rng.RandiRange(1, 2),
-rng.RandiRange(1, 2),
-rng.RandiRange(1, 2)
);
GD.Print($"Division {room}");
CarveRoom(data, room);
if (first)
{
first = false;
player.GridPosition = room.GetCenter();
}
}
return data;
}
private static void HorizontalCorridor(MapData data, int y, int xBegin, int xEnd) {
int begin = (xBegin < xEnd) ? xBegin : xEnd;
int end = (xEnd > xBegin) ? xEnd : xBegin;
for (int i = begin; i <= end; i++) {
CarveTile(data, new Vector2I(i, y));
}
}
private static void VerticalCorridor(MapData data, int x, int yBegin, int yEnd) {
int begin = (yBegin < yEnd) ? yBegin : yEnd;
int end = (yEnd > yBegin) ? yEnd : yBegin;
for (int i = begin; i <= end; i++) {
CarveTile(data, new Vector2I(x, i));
}
}
private void TunnelBetween(MapData data, Vector2I start, Vector2I end) {
HorizontalCorridor(data, start.Y, start.X, end.X);
VerticalCorridor(data, end.X, start.Y, end.Y);
}
private void TunnelDivisions(MapData data, MapDivision root) {
if (root.IsLeaf) {
return;
}
TunnelBetween(data, root.Right.Center, root.Left.Center);
TunnelDivisions(data, root.Left);
TunnelDivisions(data, root.Right);
}
}
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