Difference between revisions of "C-Sharp Example of Dungeon-Building Algorithm"

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import java.util.*; //and for getting today's date
import java.util.*; //and for getting today's date


public class dungen{
    public class Dungeon
//max size of the map
      {
private int xmax = 80; //80 columns
   
private int ymax = 25; //25 rows
        // misc. messages to print
        const string MsgXSize = "X size of dungeon: \t";
   
        const string MsgYSize = "Y size of dungeon: \t";
   
        const string MsgMaxObjects = "max # of objects: \t";
   
        const string MsgNumObjects = "# of objects made: \t";
   
        // max size of the map
        int xmax = 80; //columns
        int ymax = 25; //rows
   
        // size of the map
        int _xsize;
        int _ysize;
   
        // number of "objects" to generate on the map
        int _objects;
   
        // define the %chance to generate either a room or a corridor on the map
        // BTW, rooms are 1st priority so actually it's enough to just define the chance
        // of generating a room
        const int ChanceRoom = 75;
   
        // our map
        Tile[] _dungeonMap = { };
   
        readonly IRandomize _rnd;
   
        readonly Action<string> _logger;
   
   
        public Dungeon(IRandomize rnd, Action<string> logger)
        {
            _rnd = rnd;
            _logger = logger;
        }
       
        public int Corridors
        {
            get;
            private set;
        }
   
        public static bool IsWall(int x, int y, int xlen, int ylen, int xt, int yt, Direction d)
        {
            Func<int, int, int> a = GetFeatureLowerBound;
           
            Func<int, int, int> b = IsFeatureWallBound;
            switch (d)
            {
                case Direction.North:
                    return xt == a(x, xlen) || xt == b(x, xlen) || yt == y || yt == y - ylen + 1;
                case Direction.East:
                    return xt == x || xt == x + xlen - 1 || yt == a(y, ylen) || yt == b(y, ylen);
                case Direction.South:
                    return xt == a(x, xlen) || xt == b(x, xlen) || yt == y || yt == y + ylen - 1;
                case Direction.West:
                    return xt == x || xt == x - xlen + 1 || yt == a(y, ylen) || yt == b(y, ylen);
            }
           
            throw new InvalidOperationException();
        }
   
        public static int GetFeatureLowerBound(int c, int len)
        {
            return c - len / 2;
        }
   
        public static int IsFeatureWallBound(int c, int len)
        {
            return c + (len - 1) / 2;
        }
   
        public static int GetFeatureUpperBound(int c, int len)
        {
            return c + (len + 1) / 2;
        }
   
        public static IEnumerable<PointI> GetRoomPoints(int x, int y, int xlen, int ylen, Direction d)
        {
            // north and south share the same x strategy
            // east and west share the same y strategy
            Func<int, int, int> a = GetFeatureLowerBound;
            Func<int, int, int> b = GetFeatureUpperBound;
   
            switch (d)
            {
                case Direction.North:
                    for (var xt = a(x, xlen); xt < b(x, xlen); xt++) for (var yt = y; yt > y - ylen; yt--) yield return new PointI { X = xt, Y = yt };
                    break;
                case Direction.East:
                    for (var xt = x; xt < x + xlen; xt++) for (var yt = a(y, ylen); yt < b(y, ylen); yt++) yield return new PointI { X = xt, Y = yt };
                    break;
                case Direction.South:
                    for (var xt = a(x, xlen); xt < b(x, xlen); xt++) for (var yt = y; yt < y + ylen; yt++) yield return new PointI { X = xt, Y = yt };
                    break;
                case Direction.West:
                    for (var xt = x; xt > x - xlen; xt--) for (var yt = a(y, ylen); yt < b(y, ylen); yt++) yield return new PointI { X = xt, Y = yt };
                    break;
                default:
                    yield break;
            }
        }
   
        public Tile GetCellType(int x, int y)
        {
            try
            {
                return this._dungeonMap[x + this._xsize * y];
            }
            catch (IndexOutOfRangeException)
            {
                new { x, y }.Dump("exceptional");
                throw;
            }
        }
   
        public int GetRand(int min, int max)
        {
            return _rnd.Next(min, max);
        }
   
        public bool MakeCorridor(int x, int y, int length, Direction direction)
        {
            // define the dimensions of the corridor (er.. only the width and height..)
            int len = this.GetRand(2, length);
            const Tile Floor = Tile.Corridor;
   
            int xtemp;
            int ytemp = 0;
   
            switch (direction)
            {
                case Direction.North:
                    // north
                    // check if there's enough space for the corridor
                    // start with checking it's not out of the boundaries
                    if (x < 0 || x > this._xsize) return false;
                    xtemp = x;
   
                    // same thing here, to make sure it's not out of the boundaries
                    for (ytemp = y; ytemp > (y - len); ytemp--)
                    {
                        if (ytemp < 0 || ytemp > this._ysize) return false; // oh boho, it was!
                        if (GetCellType(xtemp, ytemp) != Tile.Unused) return false;
                    }
   
                    // if we're still here, let's start building
                    Corridors++;
                    for (ytemp = y; ytemp > (y - len); ytemp--)
                    {
                        this.SetCell(xtemp, ytemp, Floor);
                    }
   
                    break;
   
                case Direction.East:
                    // east
                    if (y < 0 || y > this._ysize) return false;
                    ytemp = y;
   
                    for (xtemp = x; xtemp < (x + len); xtemp++)
                    {
                        if (xtemp < 0 || xtemp > this._xsize) return false;
                        if (GetCellType(xtemp, ytemp) != Tile.Unused) return false;
                    }
   
                    Corridors++;
                    for (xtemp = x; xtemp < (x + len); xtemp++)
                    {
                        this.SetCell(xtemp, ytemp, Floor);
                    }
   
                    break;
   
                case Direction.South:
                    // south
                    if (x < 0 || x > this._xsize) return false;
                    xtemp = x;
                   
                    for (ytemp = y; ytemp < (y + len); ytemp++)
                    {
                        if (ytemp < 0 || ytemp > this._ysize) return false;
                        if (GetCellType(xtemp, ytemp) != Tile.Unused) return false;
                    }
                   
                    Corridors++;
                    for (ytemp = y; ytemp < (y + len); ytemp++)
                    {
                        this.SetCell(xtemp, ytemp, Floor);
                    }
                   
                    break;
                case Direction.West:
                    // west
                    if (ytemp < 0 || ytemp > this._ysize) return false;
                    ytemp = y;
                   
                    for (xtemp = x; xtemp > (x - len); xtemp--)
                    {
                        if (xtemp < 0 || xtemp > this._xsize) return false;
                        if (GetCellType(xtemp, ytemp) != Tile.Unused) return false;
                    }
                   
                    Corridors++;
                    for (xtemp = x; xtemp > (x - len); xtemp--)
                    {
                        this.SetCell(xtemp, ytemp, Floor);
                    }
                   
                    break;
            }


//size of the map
            // woot, we're still here! let's tell the other guys we're done!!
private int xsize = 0;
            return true;
private int ysize = 0;
        }
//number of "objects" to generate on the map
private int objects = 0;
//define the %chance to generate either a room or a corridor on the map
//BTW, rooms are 1st priority so actually it's enough to just define the chance
//of generating a room
private int chanceRoom = 75;  
private int chanceCorridor = 25;


//our map
        public IEnumerable<Tuple<PointI, Direction>> GetSurroundingPoints(PointI v)
private int[] dungeon_map = { };
        {
            var points = new[]
//the old seed from the RNG is saved in this one
                            {
private long oldseed = 0;
                                Tuple.Create(new PointI { X = v.X, Y = v.Y + 1 }, Direction.North),
                                Tuple.Create(new PointI { X = v.X - 1, Y = v.Y }, Direction.East),
//a list over tile types we're using
                                Tuple.Create(new PointI { X = v.X , Y = v.Y-1 }, Direction.South),
final private int tileUnused = 0;
                                Tuple.Create(new PointI { X = v.X +1, Y = v.Y }, Direction.West),
final private int tileDirtWall = 1; //not in use
                               
final private int tileDirtFloor = 2;
                            };
final private int tileStoneWall = 3;
            return points.Where(p => InBounds(p.Item1));
final private int tileCorridor = 4;
        }
final private int tileDoor = 5;
final private int tileUpStairs = 6;
final private int tileDownStairs = 7;
final private int tileChest = 8;
//misc. messages to print
private String msgXSize = "X size of dungeon: \t";
private String msgYSize = "Y size of dungeon: \t";
private String msgMaxObjects = "max # of objects: \t";
private String msgNumObjects = "# of objects made: \t";
private String msgHelp = "";
private String msgDetailedHelp = "";


        public IEnumerable<Tuple<PointI, Direction, Tile>> GetSurroundings(PointI v)
        {
            return
                this.GetSurroundingPoints(v)
                    .Select(r => Tuple.Create(r.Item1, r.Item2, this.GetCellType(r.Item1.X, r.Item1.Y)));
        }


//setting a tile's type
        public bool InBounds(int x, int y)
private void setCell(int x, int y, int celltype){
        {
dungeon_map[x + xsize * y] = celltype;
            return x > 0 && x < this.xmax && y > 0 && y < this.ymax;
}
        }
 
//returns the type of a tile
        public bool InBounds(PointI v)
private int getCell(int x, int y){
        {
return dungeon_map[x + xsize * y];
            return this.InBounds(v.X, v.Y);
}
        }
 
//The RNG. the seed is based on seconds from the "java epoch" ( I think..)
        public bool MakeRoom(int x, int y, int xlength, int ylength, Direction direction)
//perhaps it's the same date as the unix epoch
        {
private int getRand(int min, int max){
            // define the dimensions of the room, it should be at least 4x4 tiles (2x2 for walking on, the rest is walls)
//the seed is based on current date and the old, already used seed
            int xlen = this.GetRand(4, xlength);
Date now = new Date();
            int ylen = this.GetRand(4, ylength);
long seed = now.getTime() + oldseed;
 
oldseed = seed;
            // the tile type it's going to be filled with
            const Tile Floor = Tile.DirtFloor;
Random randomizer = new Random(seed);
 
int n = max - min + 1;
            const Tile Wall = Tile.DirtWall;
int i = randomizer.nextInt(n);
            // choose the way it's pointing at
if (i < 0)
 
i = -i;
            var points = GetRoomPoints(x, y, xlen, ylen, direction).ToArray();
//System.out.println("seed: " + seed + "\tnum:  " + (min + i));
 
return min + i;
            // Check if there's enough space left for it
}
            if (
                points.Any(
private boolean makeCorridor(int x, int y, int lenght, int direction){
                    s =>
//define the dimensions of the corridor (er.. only the width and height..)
                    s.Y < 0 || s.Y > this._ysize || s.X < 0 || s.X > this._xsize || this.GetCellType(s.X, s.Y) != Tile.Unused)) return false;
int len = getRand(2, lenght);
            _logger(
int floor = tileCorridor;
                      string.Format(
int dir = 0;
                          "Making room:int x={0}, int y={1}, int xlength={2}, int ylength={3}, int direction={4}",
if (direction > 0 && direction < 4) dir = direction;
                          x,
                          y,
int xtemp = 0;
                          xlength,
int ytemp = 0;
                          ylength,
                          direction));
switch(dir){
 
case 0:
            foreach (var p in points)
//north
            {
//check if there's enough space for the corridor
                this.SetCell(p.X, p.Y, IsWall(x, y, xlen, ylen, p.X, p.Y, direction) ? Wall : Floor);
//start with checking it's not out of the boundaries
            }
if (x < 0 || x > xsize) return false;
 
else xtemp = x;
            // yay, all done
            return true;
//same thing here, to make sure it's not out of the boundaries
        }
for (ytemp = y; ytemp > (y-len); ytemp--){
 
if (ytemp < 0 || ytemp > ysize) return false; //oh boho, it was!
        public Tile[] GetDungeon()
if (getCell(xtemp, ytemp) != tileUnused) return false;
        {
}
            return this._dungeonMap;
        }
//if we're still here, let's start building
 
for (ytemp = y; ytemp > (y-len); ytemp--){
        public char GetCellTile(int x, int y)
setCell(xtemp, ytemp, floor);
        {
}
            switch (GetCellType(x, y))
break;
            {
case 1:
                case Tile.Unused:
//east
                    return '';
if (y < 0 || y > ysize) return false;
                case Tile.DirtWall:
else ytemp = y;
                    return '|';
                case Tile.DirtFloor:
for (xtemp = x; xtemp < (x+len); xtemp++){
                    return '_';
if (xtemp < 0 || xtemp > xsize) return false;
                case Tile.StoneWall:
if (getCell(xtemp, ytemp) != tileUnused) return false;
                    return 'S';
}
                case Tile.Corridor:
                    return '#';
for (xtemp = x; xtemp < (x+len); xtemp++){
                case Tile.Door:
setCell(xtemp, ytemp, floor);
                    return 'D';
}
                case Tile.Upstairs:
break;
                    return '+';
case 2:
                case Tile.Downstairs:
//south
                    return '-';
if (x < 0 || x > xsize) return false;
                case Tile.Chest:
else xtemp = x;
                    return 'C';
                default:
for (ytemp = y; ytemp < (y+len); ytemp++){
                    throw new ArgumentOutOfRangeException("x,y");
if (ytemp < 0 || ytemp > ysize) return false;
            }
if (getCell(xtemp, ytemp) != tileUnused) return false;
        }
}
 
        //used to print the map on the screen
for (ytemp = y; ytemp < (y+len); ytemp++){
        public void ShowDungeon()
setCell(xtemp, ytemp, floor);
        {
}
            for (int y = 0; y < this._ysize; y++)
break;
            {
case 3:
                for (int x = 0; x < this._xsize; x++)
//west
                {
if (ytemp < 0 || ytemp > ysize) return false;
                    Console.Write(GetCellTile(x, y));
else ytemp = y;
                }
 
for (xtemp = x; xtemp > (x-len); xtemp--){
                if (this._xsize <= xmax) Console.WriteLine();
if (xtemp < 0 || xtemp > xsize) return false;
            }
if (getCell(xtemp, ytemp) != tileUnused) return false;  
        }
}
 
        public Direction RandomDirection()
for (xtemp = x; xtemp > (x-len); xtemp--){
        {
setCell(xtemp, ytemp, floor);
            int dir = this.GetRand(0, 4);
}
            switch (dir)
break;
            {
}
                case 0:
                    return Direction.North;
//woot, we're still here! let's tell the other guys we're done!!
                case 1:
return true;
                    return Direction.East;
}
                case 2:
                    return Direction.South;
             
                case 3:
//used to print the map on the screen
                    return Direction.West;
public void showDungeon(){
                default:
for (int y = 0; y < ysize; y++){
                    throw new InvalidOperationException();
for (int x = 0; x < xsize; x++){
            }
//System.out.print(getCell(x, y));
        }
switch(getCell(x, y)){
 
case tileUnused:
        //and here's the one generating the whole map
System.out.print(" ");
        public bool CreateDungeon(int inx, int iny, int inobj)
break;
        {
case tileDirtWall:
            this._objects = inobj < 1 ? 10 : inobj;
System.out.print("|");
 
break;
            // adjust the size of the map, if it's smaller or bigger than the limits
case tileDirtFloor:
            if (inx < 3) this._xsize = 3;
System.out.print("_");
            else if (inx > xmax) this._xsize = xmax;
break;
            else this._xsize = inx;
case tileStoneWall:
 
System.out.print("S");
            if (iny < 3) this._ysize = 3;
break;
            else if (iny > ymax) this._ysize = ymax;
case tileCorridor:
            else this._ysize = iny;
System.out.print("#");
 
break;
            Console.WriteLine(MsgXSize + this._xsize);
case tileDoor:
            Console.WriteLine(MsgYSize + this._ysize);
System.out.print("D");
            Console.WriteLine(MsgMaxObjects + this._objects);
break;
 
case tileUpStairs:
            // redefine the map var, so it's adjusted to our new map size
System.out.print("+");
            this._dungeonMap = new Tile[this._xsize * this._ysize];
break;
 
case tileDownStairs:
            // start with making the "standard stuff" on the map
System.out.print("-");
            this.Initialize();
break;
 
case tileChest:
            /*******************************************************************************
System.out.print("C");
            And now the code of the random-map-generation-algorithm begins!
break;
            *******************************************************************************/
};
 
}
            // start with making a room in the middle, which we can start building upon
if (xsize <= xmax) System.out.println();
            this.MakeRoom(this._xsize / 2, this._ysize / 2, 8, 6, RandomDirection()); // getrand saken f????r att slumpa fram riktning p?? rummet
}
 
}
            // keep count of the number of "objects" we've made
            int currentFeatures = 1; // +1 for the first room we just made
//and here's the one generating the whole map
 
public boolean createDungeon(int inx, int iny, int inobj){
            // then we sart the main loop
if (inobj < 1) objects = 10;
            for (int countingTries = 0; countingTries < 1000; countingTries++)
else objects = inobj;
            {
                // check if we've reached our quota
System.out.println(msgXSize + xsize);
                if (currentFeatures == this._objects)
System.out.println(msgYSize + ysize);
                {
System.out.println(msgMaxObjects + objects);
                    break;
                }
//redefine the map var, so it's adjusted to our new map size
 
dungeon_map = new int[xsize * ysize];
                // start with a random wall
                int newx = 0;
//start with making the "standard stuff" on the map
                int xmod = 0;
for (int y = 0; y < ysize; y++){
                int newy = 0;
for (int x = 0; x < xsize; x++){
                int ymod = 0;
//ie, making the borders of unwalkable walls
                Direction? validTile = null;
if (y == 0) setCell(x, y, tileStoneWall);
 
else if (y == ysize-1) setCell(x, y, tileStoneWall);
                // 1000 chances to find a suitable object (room or corridor)..
else if (x == 0) setCell(x, y, tileStoneWall);
                for (int testing = 0; testing < 1000; testing++)
else if (x == xsize-1) setCell(x, y, tileStoneWall);
                {
                    newx = this.GetRand(1, this._xsize - 1);
//and fill the rest with dirt
                    newy = this.GetRand(1, this._ysize - 1);
else setCell(x, y, tileUnused);
 
}
                    if (GetCellType(newx, newy) == Tile.DirtWall || GetCellType(newx, newy) == Tile.Corridor)
}
                    {
                        var surroundings = this.GetSurroundings(new PointI() { X = newx, Y = newy });
/*******************************************************************************
 
And now the code of the random-map-generation-algorithm begins!
                        // check if we can reach the place
*******************************************************************************/
                        var canReach =
                            surroundings.FirstOrDefault(s => s.Item3 == Tile.Corridor || s.Item3 == Tile.DirtFloor);
//start with making a room in the middle, which we can start building upon
                        if (canReach == null)
makeRoom(xsize/2, ysize/2, 8, 6, getRand(0,3)); //getrand saken f????r att slumpa fram riktning p?? rummet
                        {
                            continue;
//keep count of the number of "objects" we've made
                        }
int currentFeatures = 1; //+1 for the first room we just made
                        validTile = canReach.Item2;
                        switch (canReach.Item2)
//then we sart the main loop
                        {
for (int countingTries = 0; countingTries < 1000; countingTries++){
                            case Direction.North:
//check if we've reached our quota
                                xmod = 0;
if (currentFeatures == objects){
                                ymod = -1;
break;
                                break;
}
                            case Direction.East:
                                xmod = 1;
//start with a random wall
                                ymod = 0;
int newx = 0;
                                break;
int xmod = 0;
                            case Direction.South:
int newy = 0;
                                xmod = 0;
int ymod = 0;
                                ymod = 1;
int validTile = -1;
                                break;
//1000 chances to find a suitable object (room or corridor)..
                            case Direction.West:
//(yea, i know it's kinda ugly with a for-loop... -_-')
                                xmod = -1;
for (int testing = 0; testing < 1000; testing++){
                                ymod = 0;
newx = getRand(1, xsize-1);
                                break;
newy = getRand(1, ysize-1);
                            default:
validTile = -1;
                                throw new InvalidOperationException();
//System.out.println("tempx: " + newx + "\ttempy: " + newy);
                        }
if (getCell(newx, newy) == tileDirtWall || getCell(newx, newy) == tileCorridor){
 
//check if we can reach the place
 
if (getCell(newx, newy+1) == tileDirtFloor || getCell(newx, newy+1) == tileCorridor){
                        // check that we haven't got another door nearby, so we won't get alot of openings besides
validTile = 0; //
                        // each other
xmod = 0;
 
ymod = -1;
                        if (GetCellType(newx, newy + 1) == Tile.Door) // north
}
                        {
else if (getCell(newx-1, newy) == tileDirtFloor || getCell(newx-1, newy) == tileCorridor){
                            validTile = null;
validTile = 1; //
 
xmod = +1;
                        }
ymod = 0;
 
}
                        else if (GetCellType(newx - 1, newy) == Tile.Door) // east
else if (getCell(newx, newy-1) == tileDirtFloor || getCell(newx, newy-1) == tileCorridor){
                            validTile = null;
validTile = 2; //
                        else if (GetCellType(newx, newy - 1) == Tile.Door) // south
xmod = 0;
                            validTile = null;
ymod = +1;
                        else if (GetCellType(newx + 1, newy) == Tile.Door) // west
}
                            validTile = null;
else if (getCell(newx+1, newy) == tileDirtFloor || getCell(newx+1, newy) == tileCorridor){
                     
validTile = 3; //
 
xmod = -1;
                        // if we can, jump out of the loop and continue with the rest
ymod = 0;
                        if (validTile.HasValue) break;
}
                    }
                }
//check that we haven't got another door nearby, so we won't get alot of openings besides
 
//each other
                if (validTile.HasValue)
if (validTile > -1){
                {
if (getCell(newx, newy+1) == tileDoor) //north
                    // choose what to build now at our newly found place, and at what direction
validTile = -1;
                    int feature = this.GetRand(0, 100);
else if (getCell(newx-1, newy) == tileDoor)//east
                    if (feature <= ChanceRoom)
validTile = -1;
                    { // a new room
else if (getCell(newx, newy-1) == tileDoor)//south
                        if (this.MakeRoom(newx + xmod, newy + ymod, 8, 6, validTile.Value))
validTile = -1;
                        {
else if (getCell(newx+1, newy) == tileDoor)//west
                            currentFeatures++; // add to our quota
validTile = -1;
 
}
                            // then we mark the wall opening with a door
                            this.SetCell(newx, newy, Tile.Door);
//if we can, jump out of the loop and continue with the rest
 
if (validTile > -1) break;
                            // clean up infront of the door so we can reach it
}
                            this.SetCell(newx + xmod, newy + ymod, Tile.DirtFloor);
}
                        }
if (validTile > -1){
                    }
//choose what to build now at our newly found place, and at what direction
                    else if (feature >= ChanceRoom)
int feature = getRand(0, 100);
                    { // new corridor
if (feature <= chanceRoom){ //a new room
                        if (this.MakeCorridor(newx + xmod, newy + ymod, 6, validTile.Value))
if (makeRoom((newx+xmod), (newy+ymod), 8, 6, validTile)){
                        {
currentFeatures++; //add to our quota
                            // same thing here, add to the quota and a door
                            currentFeatures++;
//then we mark the wall opening with a door
 
setCell(newx, newy, tileDoor);
                            this.SetCell(newx, newy, Tile.Door);
                        }
//clean up infront of the door so we can reach it
                    }
setCell((newx+xmod), (newy+ymod), tileDirtFloor);
                }
}
            }
}
   
else if (feature >= chanceRoom){ //new corridor
            /*******************************************************************************
if (makeCorridor((newx+xmod), (newy+ymod), 6, validTile)){
            All done with the building, let's finish this one off
//same thing here, add to the quota and a door
            *******************************************************************************/
currentFeatures++;
            AddSprinkles();
   
setCell(newx, newy, tileDoor);
            // all done with the map generation, tell the user about it and finish
}
            Console.WriteLine(MsgNumObjects + currentFeatures);
}
   
}
            return true;
}
        }
   
        void Initialize()
/*******************************************************************************
        {
All done with the building, let's finish this one off
            for (int y = 0; y < this._ysize; y++)
*******************************************************************************/
            {
                for (int x = 0; x < this._xsize; x++)
                {
public static void main(String[] args){
                    // ie, making the borders of unwalkable walls
//initial stuff used in making the map
                    if (y == 0 || y == this._ysize - 1 || x == 0 || x == this._xsize - 1)
int x = 80; int y = 25; int dungeon_objects = 0;
                    {
                        this.SetCell(x, y, Tile.StoneWall);
//convert a string to a int, if there's more then one arg
                    }
if (args.length >= 1)
                    else
dungeon_objects = Integer.parseInt(args[0]);
                    {                        // and fill the rest with dirt
if (args.length >= 2)
                        this.SetCell(x, y, Tile.Unused);
x = Integer.parseInt(args[1]);
                    }
                }
if (args.length >= 3)
            }
y = Integer.parseInt(args[2]);
        }
//create a new class of "dungen", so we can use all the goodies within it
   
dungen generator = new dungen();
        // setting a tile's type
        void SetCell(int x, int y, Tile celltype)
//then we create a new dungeon map
        {
if (generator.createDungeon(x, y, dungeon_objects)){
            this._dungeonMap[x + this._xsize * y] = celltype;
//always good to be able to see the results..
        }
generator.showDungeon();
   
}
        ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
        void AddSprinkles()
}
        {
</source>
            // sprinkle out the bonusstuff (stairs, chests etc.) over the map
[[Category:Articles]]
            int state = 0; // the state the loop is in, start with the stairs
            while (state != 10)
            {
                for (int testing = 0; testing < 1000; testing++)
                {
                    var newx = this.GetRand(1, this._xsize - 1);
                    int newy = this.GetRand(1, this._ysize - 2);
   
                    // Console.WriteLine("x: " + newx + "\ty: " + newy);
                    int ways = 4; // from how many directions we can reach the random spot from
   
                    // check if we can reach the spot
                    if (GetCellType(newx, newy + 1) == Tile.DirtFloor || GetCellType(newx, newy + 1) == Tile.Corridor)
                    {
                        // north
                        if (GetCellType(newx, newy + 1) != Tile.Door)
                            ways--;
                    }
   
                    if (GetCellType(newx - 1, newy) == Tile.DirtFloor || GetCellType(newx - 1, newy) == Tile.Corridor)
                    {
                        // east
                        if (GetCellType(newx - 1, newy) != Tile.Door)
                            ways--;
                    }
   
                    if (GetCellType(newx, newy - 1) == Tile.DirtFloor || GetCellType(newx, newy - 1) == Tile.Corridor)
                    {
                        // south
                        if (GetCellType(newx, newy - 1) != Tile.Door)
                            ways--;
                    }
   
                    if (GetCellType(newx + 1, newy) == Tile.DirtFloor || GetCellType(newx + 1, newy) == Tile.Corridor)
                    {
                        // west
                        if (GetCellType(newx + 1, newy) != Tile.Door)
                            ways--;
                    }
   
                    if (state == 0)
                    {
                        if (ways == 0)
                        {
                            // we're in state 0, let's place a "upstairs" thing
                            this.SetCell(newx, newy, Tile.Upstairs);
                            state = 1;
                            break;
                        }
                    }
                    else if (state == 1)
                    {
                        if (ways == 0)
                        {
                            // state 1, place a "downstairs"
                            this.SetCell(newx, newy, Tile.Downstairs);
                            state = 10;
                            break;
                        }
                    }
                }
            }
        }
      }
    }

Revision as of 09:35, 26 June 2014

(Made by Solarnus) <source lang="java"> import java.util.*; //and for getting today's date

    public class Dungeon
     {
   
       // misc. messages to print
       const string MsgXSize = "X size of dungeon: \t";
   
       const string MsgYSize = "Y size of dungeon: \t";
   
       const string MsgMaxObjects = "max # of objects: \t";
   
       const string MsgNumObjects = "# of objects made: \t";
   
       // max size of the map
       int xmax = 80; //columns
       int ymax = 25; //rows
   
       // size of the map
       int _xsize;
       int _ysize;
   
       // number of "objects" to generate on the map
       int _objects;
   
       // define the %chance to generate either a room or a corridor on the map
       // BTW, rooms are 1st priority so actually it's enough to just define the chance
       // of generating a room
       const int ChanceRoom = 75;
   
       // our map
       Tile[] _dungeonMap = { };
   
       readonly IRandomize _rnd;
   
       readonly Action<string> _logger;
   
   
       public Dungeon(IRandomize rnd, Action<string> logger)
       {
           _rnd = rnd;
           _logger = logger;
       }
       
       public int Corridors
       {
           get;
           private set;
       }
   
       public static bool IsWall(int x, int y, int xlen, int ylen, int xt, int yt, Direction d)
       {
           Func<int, int, int> a = GetFeatureLowerBound;
           
           Func<int, int, int> b = IsFeatureWallBound;
           switch (d)
           {
               case Direction.North:
                   return xt == a(x, xlen) || xt == b(x, xlen) || yt == y || yt == y - ylen + 1;
               case Direction.East:
                   return xt == x || xt == x + xlen - 1 || yt == a(y, ylen) || yt == b(y, ylen);
               case Direction.South:
                   return xt == a(x, xlen) || xt == b(x, xlen) || yt == y || yt == y + ylen - 1;
               case Direction.West:
                   return xt == x || xt == x - xlen + 1 || yt == a(y, ylen) || yt == b(y, ylen);
           }
           
           throw new InvalidOperationException();
       }
   
       public static int GetFeatureLowerBound(int c, int len)
       {
           return c - len / 2;
       }
   
       public static int IsFeatureWallBound(int c, int len)
       {
           return c + (len - 1) / 2;
       }
   
       public static int GetFeatureUpperBound(int c, int len)
       {
           return c + (len + 1) / 2;
       }
   
       public static IEnumerable<PointI> GetRoomPoints(int x, int y, int xlen, int ylen, Direction d)
       {
           // north and south share the same x strategy
           // east and west share the same y strategy
           Func<int, int, int> a = GetFeatureLowerBound;
           Func<int, int, int> b = GetFeatureUpperBound;
   
           switch (d)
           {
               case Direction.North:
                   for (var xt = a(x, xlen); xt < b(x, xlen); xt++) for (var yt = y; yt > y - ylen; yt--) yield return new PointI { X = xt, Y = yt };
                   break;
               case Direction.East:
                   for (var xt = x; xt < x + xlen; xt++) for (var yt = a(y, ylen); yt < b(y, ylen); yt++) yield return new PointI { X = xt, Y = yt };
                   break;
               case Direction.South:
                   for (var xt = a(x, xlen); xt < b(x, xlen); xt++) for (var yt = y; yt < y + ylen; yt++) yield return new PointI { X = xt, Y = yt };
                   break;
               case Direction.West:
                   for (var xt = x; xt > x - xlen; xt--) for (var yt = a(y, ylen); yt < b(y, ylen); yt++) yield return new PointI { X = xt, Y = yt };
                   break;
               default:
                   yield break;
           }
       }
   
       public Tile GetCellType(int x, int y)
       {
           try
           {
               return this._dungeonMap[x + this._xsize * y];
           }
           catch (IndexOutOfRangeException)
           {
               new { x, y }.Dump("exceptional");
               throw;
           }
       }
   
       public int GetRand(int min, int max)
       {
           return _rnd.Next(min, max);
       }
   
       public bool MakeCorridor(int x, int y, int length, Direction direction)
       {
           // define the dimensions of the corridor (er.. only the width and height..)
           int len = this.GetRand(2, length);
           const Tile Floor = Tile.Corridor;
   
           int xtemp;
           int ytemp = 0;
   
           switch (direction)
           {
               case Direction.North:
                   // north
                   // check if there's enough space for the corridor
                   // start with checking it's not out of the boundaries
                   if (x < 0 || x > this._xsize) return false;
                   xtemp = x;
   
                   // same thing here, to make sure it's not out of the boundaries
                   for (ytemp = y; ytemp > (y - len); ytemp--)
                   {
                       if (ytemp < 0 || ytemp > this._ysize) return false; // oh boho, it was!
                       if (GetCellType(xtemp, ytemp) != Tile.Unused) return false;
                   }
   
                   // if we're still here, let's start building
                   Corridors++;
                   for (ytemp = y; ytemp > (y - len); ytemp--)
                   {
                       this.SetCell(xtemp, ytemp, Floor);
                   }
   
                   break;
   
               case Direction.East:
                   // east
                   if (y < 0 || y > this._ysize) return false;
                   ytemp = y;
   
                   for (xtemp = x; xtemp < (x + len); xtemp++)
                   {
                       if (xtemp < 0 || xtemp > this._xsize) return false;
                       if (GetCellType(xtemp, ytemp) != Tile.Unused) return false;
                   }
   
                   Corridors++;
                   for (xtemp = x; xtemp < (x + len); xtemp++)
                   {
                       this.SetCell(xtemp, ytemp, Floor);
                   }
   
                   break;
   
               case Direction.South:
                   // south
                   if (x < 0 || x > this._xsize) return false;
                   xtemp = x;
                   
                   for (ytemp = y; ytemp < (y + len); ytemp++)
                   {
                       if (ytemp < 0 || ytemp > this._ysize) return false;
                       if (GetCellType(xtemp, ytemp) != Tile.Unused) return false;
                   }
                   
                   Corridors++;
                   for (ytemp = y; ytemp < (y + len); ytemp++)
                   {
                       this.SetCell(xtemp, ytemp, Floor);
                   }
                   
                   break;
               case Direction.West:
                   // west
                   if (ytemp < 0 || ytemp > this._ysize) return false;
                   ytemp = y;
                   
                   for (xtemp = x; xtemp > (x - len); xtemp--)
                   {
                       if (xtemp < 0 || xtemp > this._xsize) return false;
                       if (GetCellType(xtemp, ytemp) != Tile.Unused) return false;
                   }
                   
                   Corridors++;
                   for (xtemp = x; xtemp > (x - len); xtemp--)
                   {
                       this.SetCell(xtemp, ytemp, Floor);
                   }
                   
                   break;
           }
           // woot, we're still here! let's tell the other guys we're done!!
           return true;
       }
       public IEnumerable<Tuple<PointI, Direction>> GetSurroundingPoints(PointI v)
       {
           var points = new[]
                            {
                                Tuple.Create(new PointI { X = v.X, Y = v.Y + 1 }, Direction.North),
                                Tuple.Create(new PointI { X = v.X - 1, Y = v.Y }, Direction.East),
                                Tuple.Create(new PointI { X = v.X , Y = v.Y-1 }, Direction.South),
                                Tuple.Create(new PointI { X = v.X +1, Y = v.Y  }, Direction.West),
                                
                            };
           return points.Where(p => InBounds(p.Item1));
       }
       public IEnumerable<Tuple<PointI, Direction, Tile>> GetSurroundings(PointI v)
       {
           return
               this.GetSurroundingPoints(v)
                   .Select(r => Tuple.Create(r.Item1, r.Item2, this.GetCellType(r.Item1.X, r.Item1.Y)));
       }
       public bool InBounds(int x, int y)
       {
           return x > 0 && x < this.xmax && y > 0 && y < this.ymax;
       }
       public bool InBounds(PointI v)
       {
           return this.InBounds(v.X, v.Y);
       }
       public bool MakeRoom(int x, int y, int xlength, int ylength, Direction direction)
       {
           // define the dimensions of the room, it should be at least 4x4 tiles (2x2 for walking on, the rest is walls)
           int xlen = this.GetRand(4, xlength);
           int ylen = this.GetRand(4, ylength);
           // the tile type it's going to be filled with
           const Tile Floor = Tile.DirtFloor;
           const Tile Wall = Tile.DirtWall;
           // choose the way it's pointing at
           var points = GetRoomPoints(x, y, xlen, ylen, direction).ToArray();
           // Check if there's enough space left for it
           if (
               points.Any(
                   s =>
                   s.Y < 0 || s.Y > this._ysize || s.X < 0 || s.X > this._xsize || this.GetCellType(s.X, s.Y) != Tile.Unused)) return false;
           _logger(
                     string.Format(
                         "Making room:int x={0}, int y={1}, int xlength={2}, int ylength={3}, int direction={4}",
                         x,
                         y,
                         xlength,
                         ylength,
                         direction));
           foreach (var p in points)
           {
               this.SetCell(p.X, p.Y, IsWall(x, y, xlen, ylen, p.X, p.Y, direction) ? Wall : Floor);
           }
           // yay, all done
           return true;
       }
       public Tile[] GetDungeon()
       {
           return this._dungeonMap;
       }
       public char GetCellTile(int x, int y)
       {
           switch (GetCellType(x, y))
           {
               case Tile.Unused:
                   return ;
               case Tile.DirtWall:
                   return '|';
               case Tile.DirtFloor:
                   return '_';
               case Tile.StoneWall:
                   return 'S';
               case Tile.Corridor:
                   return '#';
               case Tile.Door:
                   return 'D';
               case Tile.Upstairs:
                   return '+';
               case Tile.Downstairs:
                   return '-';
               case Tile.Chest:
                   return 'C';
               default:
                   throw new ArgumentOutOfRangeException("x,y");
           }
       }
       //used to print the map on the screen
       public void ShowDungeon()
       {
           for (int y = 0; y < this._ysize; y++)
           {
               for (int x = 0; x < this._xsize; x++)
               {
                   Console.Write(GetCellTile(x, y));
               }
               if (this._xsize <= xmax) Console.WriteLine();
           }
       }
       public Direction RandomDirection()
       {
           int dir = this.GetRand(0, 4);
           switch (dir)
           {
               case 0:
                   return Direction.North;
               case 1:
                   return Direction.East;
               case 2:
                   return Direction.South;
               case 3:
                   return Direction.West;
               default:
                   throw new InvalidOperationException();
           }
       }
       //and here's the one generating the whole map
       public bool CreateDungeon(int inx, int iny, int inobj)
       {
           this._objects = inobj < 1 ? 10 : inobj;
           // adjust the size of the map, if it's smaller or bigger than the limits
           if (inx < 3) this._xsize = 3;
           else if (inx > xmax) this._xsize = xmax;
           else this._xsize = inx;
           if (iny < 3) this._ysize = 3;
           else if (iny > ymax) this._ysize = ymax;
           else this._ysize = iny;
           Console.WriteLine(MsgXSize + this._xsize);
           Console.WriteLine(MsgYSize + this._ysize);
           Console.WriteLine(MsgMaxObjects + this._objects);
           // redefine the map var, so it's adjusted to our new map size
           this._dungeonMap = new Tile[this._xsize * this._ysize];
           // start with making the "standard stuff" on the map
           this.Initialize();
           /*******************************************************************************
           And now the code of the random-map-generation-algorithm begins!
           *******************************************************************************/
           // start with making a room in the middle, which we can start building upon
           this.MakeRoom(this._xsize / 2, this._ysize / 2, 8, 6, RandomDirection()); // getrand saken f????r att slumpa fram riktning p?? rummet
           // keep count of the number of "objects" we've made
           int currentFeatures = 1; // +1 for the first room we just made
           // then we sart the main loop
           for (int countingTries = 0; countingTries < 1000; countingTries++)
           {
               // check if we've reached our quota
               if (currentFeatures == this._objects)
               {
                   break;
               }
               // start with a random wall
               int newx = 0;
               int xmod = 0;
               int newy = 0;
               int ymod = 0;
               Direction? validTile = null;
               // 1000 chances to find a suitable object (room or corridor)..
               for (int testing = 0; testing < 1000; testing++)
               {
                   newx = this.GetRand(1, this._xsize - 1);
                   newy = this.GetRand(1, this._ysize - 1);
                   if (GetCellType(newx, newy) == Tile.DirtWall || GetCellType(newx, newy) == Tile.Corridor)
                   {
                       var surroundings = this.GetSurroundings(new PointI() { X = newx, Y = newy });
                       // check if we can reach the place
                       var canReach =
                           surroundings.FirstOrDefault(s => s.Item3 == Tile.Corridor || s.Item3 == Tile.DirtFloor);
                       if (canReach == null)
                       {
                           continue;
                       }
                       validTile = canReach.Item2;
                       switch (canReach.Item2)
                       {
                           case Direction.North:
                               xmod = 0;
                               ymod = -1;
                               break;
                           case Direction.East:
                               xmod = 1;
                               ymod = 0;
                               break;
                           case Direction.South:
                               xmod = 0;
                               ymod = 1;
                               break;
                           case Direction.West:
                               xmod = -1;
                               ymod = 0;
                               break;
                           default:
                               throw new InvalidOperationException();
                       }


                       // check that we haven't got another door nearby, so we won't get alot of openings besides
                       // each other
                       if (GetCellType(newx, newy + 1) == Tile.Door) // north
                       {
                           validTile = null;
                       }
                       else if (GetCellType(newx - 1, newy) == Tile.Door) // east
                           validTile = null;
                       else if (GetCellType(newx, newy - 1) == Tile.Door) // south
                           validTile = null;
                       else if (GetCellType(newx + 1, newy) == Tile.Door) // west
                           validTile = null;
                      
                       // if we can, jump out of the loop and continue with the rest
                       if (validTile.HasValue) break;
                   }
               }
               if (validTile.HasValue)
               {
                   // choose what to build now at our newly found place, and at what direction
                   int feature = this.GetRand(0, 100);
                   if (feature <= ChanceRoom)
                   { // a new room
                       if (this.MakeRoom(newx + xmod, newy + ymod, 8, 6, validTile.Value))
                       {
                           currentFeatures++; // add to our quota
                           // then we mark the wall opening with a door
                           this.SetCell(newx, newy, Tile.Door);
                           // clean up infront of the door so we can reach it
                           this.SetCell(newx + xmod, newy + ymod, Tile.DirtFloor);
                       }
                   }
                   else if (feature >= ChanceRoom)
                   { // new corridor
                       if (this.MakeCorridor(newx + xmod, newy + ymod, 6, validTile.Value))
                       {
                           // same thing here, add to the quota and a door
                           currentFeatures++;
                           this.SetCell(newx, newy, Tile.Door);
                       }
                   }
               }
           }
   
           /*******************************************************************************
           All done with the building, let's finish this one off
           *******************************************************************************/
           AddSprinkles();
   
           // all done with the map generation, tell the user about it and finish
           Console.WriteLine(MsgNumObjects + currentFeatures);
   
           return true;
       }
   
       void Initialize()
       {
           for (int y = 0; y < this._ysize; y++)
           {
               for (int x = 0; x < this._xsize; x++)
               {
                   // ie, making the borders of unwalkable walls
                   if (y == 0 || y == this._ysize - 1 || x == 0 || x == this._xsize - 1)
                   {
                       this.SetCell(x, y, Tile.StoneWall);
                   }
                   else
                   {                        // and fill the rest with dirt
                       this.SetCell(x, y, Tile.Unused);
                   }
               }
           }
       }
   
       // setting a tile's type
       void SetCell(int x, int y, Tile celltype)
       {
           this._dungeonMap[x + this._xsize * y] = celltype;
       }
   
        ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
       void AddSprinkles()
       {
           // sprinkle out the bonusstuff (stairs, chests etc.) over the map
           int state = 0; // the state the loop is in, start with the stairs
           while (state != 10)
           {
               for (int testing = 0; testing < 1000; testing++)
               {
                   var newx = this.GetRand(1, this._xsize - 1);
                   int newy = this.GetRand(1, this._ysize - 2);
   
                   // Console.WriteLine("x: " + newx + "\ty: " + newy);
                   int ways = 4; // from how many directions we can reach the random spot from
   
                   // check if we can reach the spot
                   if (GetCellType(newx, newy + 1) == Tile.DirtFloor || GetCellType(newx, newy + 1) == Tile.Corridor)
                   {
                       // north
                       if (GetCellType(newx, newy + 1) != Tile.Door)
                           ways--;
                   }
   
                   if (GetCellType(newx - 1, newy) == Tile.DirtFloor || GetCellType(newx - 1, newy) == Tile.Corridor)
                   {
                       // east
                       if (GetCellType(newx - 1, newy) != Tile.Door)
                           ways--;
                   }
   
                   if (GetCellType(newx, newy - 1) == Tile.DirtFloor || GetCellType(newx, newy - 1) == Tile.Corridor)
                   {
                       // south
                       if (GetCellType(newx, newy - 1) != Tile.Door)
                           ways--;
                   }
   
                   if (GetCellType(newx + 1, newy) == Tile.DirtFloor || GetCellType(newx + 1, newy) == Tile.Corridor)
                   {
                       // west
                       if (GetCellType(newx + 1, newy) != Tile.Door)
                           ways--;
                   }
   
                   if (state == 0)
                   {
                       if (ways == 0)
                       {
                           // we're in state 0, let's place a "upstairs" thing
                           this.SetCell(newx, newy, Tile.Upstairs);
                           state = 1;
                           break;
                       }
                   }
                   else if (state == 1)
                   {
                       if (ways == 0)
                       {
                           // state 1, place a "downstairs"
                           this.SetCell(newx, newy, Tile.Downstairs);
                           state = 10;
                           break;
                       }
                   }
               }
           }
       }
     }
   }