119 lines
3.0 KiB
C#
119 lines
3.0 KiB
C#
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using System;
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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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public class Graph
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{
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public List<GraphNode> graphNodes = new List<GraphNode>();
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public Dictionary<Vector2Int, GraphNode> nodesPositions = new Dictionary<Vector2Int, GraphNode>();
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public Map map;
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public Graph(Map map)
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{
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this.map = map;
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}
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public void Connect()
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{
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nodesPositions.Clear();
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foreach (var node in graphNodes)
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{
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node.neighbours.Clear();
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foreach (var pos in node.positions)
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{
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nodesPositions.Add(pos, node);
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}
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}
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Debug.Log(graphNodes.Count);
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Debug.Log(nodesPositions.Count);
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for (int i = 0; i < map.size.x-1; i++)
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{
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for (int j = 0; j < map.size.y-1; j++)
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{
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Vector2Int pos = new Vector2Int(i, j);
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Vector2Int right = new Vector2Int(i + 1, j);
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Vector2Int down = new Vector2Int(i, j + 1);
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if (!nodesPositions.ContainsKey(pos))
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{
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continue;
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}
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GraphNode node = nodesPositions[pos];
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if (nodesPositions.TryGetValue(right, out GraphNode nodeRight))
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{
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if (node != nodeRight)
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{
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node.neighbours.Add(nodeRight);
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nodeRight.neighbours.Add(node);
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}
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}
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if (nodesPositions.TryGetValue(right, out GraphNode nodeDown))
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{
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if (node != nodeDown)
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{
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node.neighbours.Add(nodeDown);
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nodeDown.neighbours.Add(node);
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}
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}
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}
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}
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}
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public void removeNode(GraphNode node)
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{
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graphNodes.Remove(node);
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Connect();
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}
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public void AddNode(GraphNode node)
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{
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graphNodes.Add(node);
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Connect();
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}
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public bool checkConnectivity()
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{
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GraphNode nodeStart = graphNodes[0];
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Queue<GraphNode> toCheck = new Queue<GraphNode>();
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List<GraphNode> visited = new List<GraphNode>();
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toCheck.Enqueue(nodeStart);
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while (toCheck.Count > 0)
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{
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GraphNode checkNow = toCheck.Dequeue();
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visited.Add(checkNow);
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foreach (var node in checkNow.neighbours)
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{
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if (!toCheck.Contains(node) && !visited.Contains(node))
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{
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toCheck.Enqueue(node);
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}
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}
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}
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return visited.Count == graphNodes.Count;
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}
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// Start is called before the first frame update
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void Start()
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{
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}
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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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