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 availablePos; private void Start() { while (!Generate()) { } } bool Generate() { Map map = new Map(new Vector2Int(100, 100)); List fillers = new List(); for (int i = 0; i < 70; 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 startPosOfPlayer = 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); startPosOfPlayer = new Vector3Int(pos.x, pos.y, 0); availablePos.Add(startPosOfPlayer); } 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 = startPosOfPlayer; randomCoordsForStanding(); return true; } public Vector3 randomCoordsForStanding() { Tile test = new Tile(); while (true) { int bound = availablePos.Count; int randomVal; randomVal = Random.Range(0, bound); Debug.Log(availablePos[randomVal]); return availablePos[randomVal]; } } // Update is called once per frame void Update() { } }