2022-12-16 14:03:23 +01:00
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using System;
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2022-12-07 21:59:27 +01:00
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using GUI_Scripts.ProceduralGeneration;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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2022-12-16 14:03:23 +01:00
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using Random = UnityEngine.Random;
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2022-12-29 01:53:03 +01:00
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using Vector2 = System.Numerics.Vector2;
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2022-12-07 21:59:27 +01:00
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public class TileMapGenerator : MonoBehaviour
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{
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// Start is called before the first frame update
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public Tilemap ground, walls;
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2022-12-29 01:53:03 +01:00
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public Tile ground1, wall1, corner_left_up, corner_left_down, corner_right_down, corner_right_up, left, right, up, down;
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2022-12-07 21:59:27 +01:00
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public Graph graph;
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2023-01-06 18:17:42 +01:00
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public List<Vector3> availablePos;
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2022-12-16 14:03:23 +01:00
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private void Start()
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{
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while (!Generate())
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{
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}
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}
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bool Generate()
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2022-12-07 21:59:27 +01:00
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{
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Map map = new Map(new Vector2Int(100, 100));
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List<FloodFill> fillers = new List<FloodFill>();
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2022-12-29 01:53:03 +01:00
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2023-01-13 14:11:01 +01:00
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for (int i = 0; i < 60; i++)
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2022-12-07 21:59:27 +01:00
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{
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2022-12-10 02:24:32 +01:00
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FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70)));
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2022-12-07 21:59:27 +01:00
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fillers.Add(filler);
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}
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map.Fill(fillers);
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Graph graph = new Graph(map);
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foreach (var filler in fillers)
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{
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graph.graphNodes.Add(filler);
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}
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graph.Connect();
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Debug.Log(graph.checkConnectivity());
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int count = fillers.Count;
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for (int i = 0; i < 101; i++)
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{
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GraphNode random = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
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graph.removeNode(random);
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random.id = 2;
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if (!graph.checkConnectivity())
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{
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graph.AddNode(random);
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random.id = 1;
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}
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if (graph.graphNodes.Count < count / 2)
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{
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break;
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}
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}
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2022-12-16 14:03:23 +01:00
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if (graph.graphNodes.Count > count * 0.8)
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{
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return false;
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}
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2022-12-07 21:59:27 +01:00
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2022-12-29 03:22:45 +01:00
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GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
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Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
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2023-01-13 14:11:01 +01:00
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Vector3 possiblePos = default;
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2022-12-07 21:59:27 +01:00
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foreach (var filler in fillers)
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{
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int id = filler.id;
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foreach (var pos in filler.positions)
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{
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if (id == 1)
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{
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ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
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2023-01-13 14:11:01 +01:00
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possiblePos = new Vector3Int(pos.x, pos.y, 0);
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availablePos.Add(possiblePos);
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2022-12-07 21:59:27 +01:00
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}
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else if (id == 2)
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{
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walls.SetTile(new Vector3Int(pos.x,pos.y,0), wall1);
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2022-12-07 21:59:27 +01:00
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}
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}
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}
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2022-12-29 01:53:03 +01:00
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2022-12-29 03:22:45 +01:00
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2022-12-29 01:53:03 +01:00
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walls.SetTile(new Vector3Int(-1,-1,0), corner_left_down);
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walls.SetTile(new Vector3Int(-1,100,0), corner_left_up);
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walls.SetTile(new Vector3Int(100,100,0), corner_right_up);
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walls.SetTile(new Vector3Int(100,-1,0), corner_right_down);
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for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(-1,i,0), left);}
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for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(100,i,0), right);}
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for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,-1,0), down);}
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for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,100,0), up);}
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2022-12-29 03:22:45 +01:00
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2022-12-07 21:59:27 +01:00
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Debug.Log(startPos);
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2022-12-29 01:53:03 +01:00
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Debug.Log("cell added");
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2022-12-29 03:22:45 +01:00
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GameObject Player = GameObject.FindWithTag("Player");
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2023-01-07 23:46:54 +01:00
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Player.transform.position = randomCoordsForStanding();
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2023-01-13 14:11:01 +01:00
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2023-01-07 23:46:54 +01:00
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//randomCoordsForStanding();
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2022-12-16 14:03:23 +01:00
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return true;
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2022-12-07 21:59:27 +01:00
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}
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2023-01-06 18:17:42 +01:00
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public Vector3 randomCoordsForStanding()
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{
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2023-01-13 14:11:01 +01:00
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//Tile test = new Tile();
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2023-01-06 18:17:42 +01:00
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while (true)
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{
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int bound = availablePos.Count;
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int randomVal;
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randomVal = Random.Range(0, bound);
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2023-01-08 14:08:12 +01:00
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2023-01-13 14:11:01 +01:00
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return availablePos[randomVal] + new Vector3( 0.5f, 0.5f, 0f);
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2023-01-06 18:17:42 +01:00
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}
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}
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2022-12-07 21:59:27 +01:00
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// Update is called once per frame
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void Update()
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{
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}
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}
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