Scriptum/Assets/Scripts/ProceduralGeneration/TileMapGenerator.cs

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C#
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2023-01-15 00:53:40 +01:00
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using GUI_Scripts.ProceduralGeneration;
using UnityEngine;
using UnityEngine.Tilemaps;
using Random = UnityEngine.Random;
using Vector2 = System.Numerics.Vector2;
public class TileMapGenerator : MonoBehaviour
{
// Start is called before the first frame update
public Tilemap ground, walls;
public Tile ground1, wall1, corner_left_up, corner_left_down, corner_right_down, corner_right_up, left, right, up, down;
public Graph graph;
public List<Vector3> availablePos;
public bool generated=false;
public bool nodeMapGenerated = false;
private void Start()
{
while (!(generated=Generate()))
{
}
}
void Update()
{
if (generated && !nodeMapGenerated)
{
GameObject.FindObjectOfType<NodeMap>().Generate();
nodeMapGenerated = true;
}
}
bool Generate()
{
Map map = new Map(new Vector2Int(100, 100));
List<FloodFill> fillers = new List<FloodFill>();
for (int i = 0; i < 60; i++)
{
FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70)));
fillers.Add(filler);
}
map.Fill(fillers);
Graph graph = new Graph(map);
foreach (var filler in fillers)
{
graph.graphNodes.Add(filler);
}
graph.Connect();
Debug.Log(graph.checkConnectivity());
int count = fillers.Count;
for (int i = 0; i < 101; i++)
{
GraphNode random = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
graph.removeNode(random);
random.id = 2;
if (!graph.checkConnectivity())
{
graph.AddNode(random);
random.id = 1;
}
if (graph.graphNodes.Count < count / 2)
{
break;
}
}
if (graph.graphNodes.Count > count * 0.8)
{
return false;
}
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
Vector3 possiblePos = default;
foreach (var filler in fillers)
{
int id = filler.id;
foreach (var pos in filler.positions)
{
if (id == 1)
{
ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
possiblePos = new Vector3Int(pos.x, pos.y, 0);
availablePos.Add(possiblePos);
}
else if (id == 2)
{
walls.SetTile(new Vector3Int(pos.x,pos.y,0), wall1);
}
}
}
walls.SetTile(new Vector3Int(-1,-1,0), corner_left_down);
walls.SetTile(new Vector3Int(-1,100,0), corner_left_up);
walls.SetTile(new Vector3Int(100,100,0), corner_right_up);
walls.SetTile(new Vector3Int(100,-1,0), corner_right_down);
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(-1,i,0), left);}
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(100,i,0), right);}
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,-1,0), down);}
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,100,0), up);}
Debug.Log(startPos);
Debug.Log("cell added");
GameObject Player = GameObject.FindWithTag("Player");
Player.transform.position = randomCoordsForStanding();
//randomCoordsForStanding();
return true;
}
public Vector3 randomCoordsForStanding()
{
//Tile test = new Tile();
while (true)
{
int bound = availablePos.Count;
int randomVal;
randomVal = Random.Range(0, bound);
return availablePos[randomVal] + new Vector3( 0.5f, 0.5f, 0f);
}
}
}