using System; using System.Collections.Generic; using Godot; /// <summary> /// 地牢生成器 /// </summary> public class DungeonGenerator { /// <summary> /// 所有生成的房间, 调用过 Generate() 函数才能获取到值 /// </summary> public List<RoomInfo> RoomInfos { get; } = new List<RoomInfo>(); /// <summary> /// 起始房间 /// </summary> public RoomInfo StartRoom { get; private set; } /// <summary> /// 结束房间 /// </summary> public RoomInfo EndRoom { get; private set; } /// <summary> /// boss房间 /// </summary> public List<RoomInfo> BossRoom { get; } = new List<RoomInfo>(); /// <summary> /// 随机数对象 /// </summary> public SeedRandom Random { get; } //用于标记地图上的坐标是否被占用 private Grid<bool> _roomGrid { get; } = new Grid<bool>(); //当前房间数量 private int _count = 0; //房间id private int _id; //下一个房间类型 private DungeonRoomType _nextRoomType = DungeonRoomType.Battle; //间隔 private int _roomMinInterval = 6; private int _roomMaxInterval = 10; //房间横轴分散程度 private float _roomHorizontalMinDispersion = 0f; private float _roomHorizontalMaxDispersion = 0.7f; //房间纵轴分散程度 private float _roomVerticalMinDispersion = 0f; private float _roomVerticalMaxDispersion = 0.7f; //区域限制 private bool _enableLimitRange = true; private int _rangeX = 200; private int _rangeY = 200; //找房间失败次数, 过大则会关闭区域限制 private int _maxFailCount = 10; private int _failCount = 0; //最大尝试次数 private int _maxTryCount = 10; private int _currMaxLayer = 0; //地牢配置 private DungeonConfig _config; private DungeonRoomGroup _roomGroup; //指定只能生成的房间 private static List<DungeonRoomSplit> _designatedRoom; private enum GenerateRoomErrorCode { NoError, //超出区域 OutArea, //没有合适的位置 NoSuitableLocation // //碰到其他房间或过道 // HasCollision, // //没有合适的门 // NoProperDoor, } #if TOOLS /// <summary> /// 用于调试, 设置生成器只能生成哪些房间 /// </summary> public static void SetDesignatedRoom(List<DungeonRoomSplit> list) { _designatedRoom = new List<DungeonRoomSplit>(list); } #endif public DungeonGenerator(DungeonConfig config) { _config = config; _roomGroup = GameApplication.Instance.RoomConfig[config.GroupName]; Random = new SeedRandom(); GD.Print("创建地牢生成器, 随机种子: " + Random.Seed); //验证该组是否满足生成地牢的条件 if (_roomGroup.InletList.Count == 0) { throw new Exception("当前组'" + config.GroupName + "'中没有起始房间, 不能生成地牢!"); } //没有指定房间 if (_designatedRoom == null || _designatedRoom.Count == 0) { if (_roomGroup.OutletList.Count == 0) { throw new Exception("当前组'" + config.GroupName + "'中没有结束房间, 不能生成地牢!"); } else if (_roomGroup.BattleList.Count == 0) { throw new Exception("当前组'" + config.GroupName + "'中没有战斗房间, 不能生成地牢!"); } } _roomGroup.InitWeight(Random); } /// <summary> /// 遍历所有房间 /// </summary> public void EachRoom(Action<RoomInfo> cb) { EachRoom(StartRoom, cb); } private void EachRoom(RoomInfo roomInfo, Action<RoomInfo> cb) { if (roomInfo == null) { return; } cb(roomInfo); foreach (var next in roomInfo.Next) { EachRoom(next, cb); } } /// <summary> /// 生成房间 /// </summary> public void Generate() { if (StartRoom != null) return; CalcNextRoomType(null); //用于排除上一级房间 var excludePrevRoom = new List<RoomInfo>(); //上一个房间 RoomInfo prevRoom = null; var chainTryCount = 0; var chainMaxTryCount = 3; //如果房间数量不够, 就一直生成 while (_count < _config.RoomCount || EndRoom == null) { var nextRoomType = GetNextRoomType(); //上一个房间 RoomInfo tempPrevRoom; if (nextRoomType == DungeonRoomType.Inlet) { tempPrevRoom = null; } else if (nextRoomType == DungeonRoomType.Boss) { tempPrevRoom = FindMaxLayerRoom(excludePrevRoom); } else if (nextRoomType == DungeonRoomType.Outlet) { tempPrevRoom = prevRoom; } else if (nextRoomType == DungeonRoomType.Battle) { if (chainTryCount < chainMaxTryCount) { if (prevRoom != null && prevRoom.Layer > 6) //层数太高, 下一个房间生成在低层级 { tempPrevRoom = RoundRoomLessThanLayer(3); } else { tempPrevRoom = prevRoom; } } else { tempPrevRoom = Random.RandomChoose(RoomInfos); } } else { tempPrevRoom = Random.RandomChoose(RoomInfos); } //生成下一个房间 var errorCode = GenerateRoom(tempPrevRoom, nextRoomType, out var nextRoom); if (errorCode == GenerateRoomErrorCode.NoError) //生成成功 { _failCount = 0; RoomInfos.Add(nextRoom); if (nextRoomType == DungeonRoomType.Inlet) { StartRoom = nextRoom; } else if (nextRoomType == DungeonRoomType.Boss) //boss房间 { BossRoom.Add(nextRoom); excludePrevRoom.Clear(); } else if (nextRoomType == DungeonRoomType.Outlet) { EndRoom = nextRoom; } else if (nextRoomType == DungeonRoomType.Battle) { chainTryCount = 0; chainMaxTryCount = Random.RandomRangeInt(1, 3); } prevRoom = nextRoom; CalcNextRoomType(prevRoom); } else //生成失败 { if (nextRoomType == DungeonRoomType.Boss) { //生成boss房间成功 excludePrevRoom.Add(tempPrevRoom); if (excludePrevRoom.Count >= RoomInfos.Count) { //全都没找到合适的, 那就再来一遍 excludePrevRoom.Clear(); } } else if (nextRoomType == DungeonRoomType.Outlet) { //生成结束房间失败, 那么只能回滚boss房间 if (prevRoom != null) { var bossPrev = prevRoom.Prev; BossRoom.Remove(prevRoom); RollbackRoom(prevRoom); CalcNextRoomType(bossPrev); prevRoom = null; } } else if (nextRoomType == DungeonRoomType.Battle) { chainTryCount++; } GD.Print("生成第" + (_count + 1) + "个房间失败! 失败原因: " + errorCode); if (errorCode == GenerateRoomErrorCode.OutArea) { _failCount++; GD.Print("超出区域失败次数: " + _failCount); if (_failCount >= _maxFailCount) { _enableLimitRange = false; GD.Print("生成房间失败次数过多, 关闭区域限制!"); } } } } _roomGrid.Clear(); GD.Print("房间总数: " + RoomInfos.Count); } //生成房间 private GenerateRoomErrorCode GenerateRoom(RoomInfo prevRoomInfo, DungeonRoomType roomType, out RoomInfo resultRoom) { // if (_count >= _config.RoomCount) // { // resultRoom = null; // return GenerateRoomErrorCode.RoomFull; // } DungeonRoomSplit roomSplit; //没有指定房间 if (roomType == DungeonRoomType.Inlet || _designatedRoom == null || _designatedRoom.Count == 0) { //随机选择一个房间 var list = _roomGroup.GetRoomList(roomType); if (list.Count == 0) //如果没有指定类型的房间, 就生成战斗房间 { roomSplit = _roomGroup.GetRandomRoom(DungeonRoomType.Battle); } else { roomSplit = _roomGroup.GetRandomRoom(roomType); } } else //指定了房间 { roomSplit = Random.RandomChoose(_designatedRoom); } var room = new RoomInfo(_id, roomType, roomSplit); //房间大小 room.Size = new Vector2I((int)roomSplit.RoomInfo.Size.X, (int)roomSplit.RoomInfo.Size.Y); if (prevRoomInfo != null) //表示这不是第一个房间, 就得判断当前位置下的房间是否被遮挡 { room.Layer = prevRoomInfo.Layer + 1; if (_currMaxLayer < room.Layer) { _currMaxLayer = room.Layer; } //生成的位置可能会和上一个房间对不上, 需要多次尝试 var tryCount = 0; //当前尝试次数 var maxTryCount = _maxTryCount; //最大尝试次数 if (roomType == DungeonRoomType.Outlet) { maxTryCount *= 3; } else if (roomType == DungeonRoomType.Boss) { maxTryCount *= 2; } for (; tryCount < maxTryCount; tryCount++) { var direction = Random.RandomRangeInt(0, 3); //房间间隔 var space = Random.RandomRangeInt(_roomMinInterval, _roomMaxInterval); //中心偏移 int offset; if (direction == 0 || direction == 2) { offset = Random.RandomRangeInt(-(int)(prevRoomInfo.Size.X * _roomVerticalMinDispersion), (int)(prevRoomInfo.Size.X * _roomVerticalMaxDispersion)); } else { offset = Random.RandomRangeInt(-(int)(prevRoomInfo.Size.Y * _roomHorizontalMinDispersion), (int)(prevRoomInfo.Size.Y * _roomHorizontalMaxDispersion)); } //计算房间位置 if (direction == 0) //上 { room.Position = new Vector2I(prevRoomInfo.Position.X + offset, prevRoomInfo.Position.Y - room.Size.Y - space); } else if (direction == 1) //右 { room.Position = new Vector2I(prevRoomInfo.Position.X + prevRoomInfo.Size.Y + space, prevRoomInfo.Position.Y + offset); } else if (direction == 2) //下 { room.Position = new Vector2I(prevRoomInfo.Position.X + offset, prevRoomInfo.Position.Y + prevRoomInfo.Size.Y + space); } else if (direction == 3) //左 { room.Position = new Vector2I(prevRoomInfo.Position.X - room.Size.X - space, prevRoomInfo.Position.Y + offset); } //是否在限制区域内 if (_enableLimitRange) { if (room.GetHorizontalStart() < -_rangeX || room.GetHorizontalEnd() > _rangeX || room.GetVerticalStart() < -_rangeY || room.GetVerticalEnd() > _rangeY) { //超出区域, 直接跳出尝试的循环, 返回 null resultRoom = null; return GenerateRoomErrorCode.OutArea; } } //是否碰到其他房间或者过道 if (_roomGrid.RectCollision(room.Position - new Vector2(GameConfig.RoomSpace, GameConfig.RoomSpace), room.Size + new Vector2(GameConfig.RoomSpace * 2, GameConfig.RoomSpace * 2))) { //碰到其他墙壁, 再一次尝试 continue; //return GenerateRoomErrorCode.HasCollision; } _roomGrid.AddRect(room.Position, room.Size, true); //找门, 与上一个房间是否能连通 if (!ConnectDoor(prevRoomInfo, room)) { _roomGrid.RemoveRect(room.Position, room.Size); //房间过道没有连接上, 再一次尝试 continue; //return GenerateRoomErrorCode.NoProperDoor; } break; } //尝试次数用光了, 还没有找到合适的位置 if (tryCount >= maxTryCount) { resultRoom = null; return GenerateRoomErrorCode.NoSuitableLocation; } } else //第一个房间 { room.Layer = 0; _roomGrid.AddRect(room.Position, room.Size, true); } if (IsParticipateCounting(room)) { _count++; } _id++; room.Prev = prevRoomInfo; if (prevRoomInfo != null) { prevRoomInfo.Next.Add(room); } resultRoom = room; return GenerateRoomErrorCode.NoError; } //判断房间是否参与计数 private bool IsParticipateCounting(RoomInfo roomInfo) { return roomInfo.RoomType == DungeonRoomType.Battle || roomInfo.RoomType == DungeonRoomType.Boss; } //计算下一个房间类型 private void CalcNextRoomType(RoomInfo prev) { if (prev == null) //生成第一个房间 { _nextRoomType = DungeonRoomType.Inlet; } else if (_count == _config.RoomCount - 1) //最后一个房间是boss房间 { _nextRoomType = DungeonRoomType.Boss; } else if (_count >= _config.RoomCount) //结束房间 { _nextRoomType = DungeonRoomType.Outlet; } else if (prev.RoomType == DungeonRoomType.Boss) //生成结束房间 { _nextRoomType = DungeonRoomType.Outlet; } else { _nextRoomType = DungeonRoomType.Battle; } } //获取下一个房间类型 private DungeonRoomType GetNextRoomType() { return _nextRoomType; } //回滚一个房间 private bool RollbackRoom(RoomInfo roomInfo) { if (roomInfo.Next.Count > 0) { GD.PrintErr("当前房间还有连接的子房间, 不能回滚!"); return false; } //退掉占用的房间区域和过道占用区域 _roomGrid.RemoveRect(roomInfo.Position, roomInfo.Size); foreach (var rect2 in roomInfo.AisleArea) { _roomGrid.RemoveRect(rect2.Position, rect2.Size); } //roomInfo.Doors[0]. if (roomInfo.Prev != null) { roomInfo.Prev.Next.Remove(roomInfo); } roomInfo.Prev = null; foreach (var roomInfoDoor in roomInfo.Doors) { var connectDoor = roomInfoDoor.ConnectDoor; connectDoor.RoomInfo.Doors.Remove(connectDoor); } RoomInfos.Remove(roomInfo); roomInfo.Destroy(); if (IsParticipateCounting(roomInfo)) { _count--; } _id--; return true; } /// <summary> /// 寻找层级最高的房间 /// </summary> /// <param name="exclude">排除的房间</param> private RoomInfo FindMaxLayerRoom(List<RoomInfo> exclude) { RoomInfo temp = null; foreach (var roomInfo in RoomInfos) { if (temp == null || roomInfo.Layer > temp.Layer) { if (exclude == null || !exclude.Contains(roomInfo)) { temp = roomInfo; } } } return temp; } /// <summary> /// 随机抽取层级小于 layer 的房间 /// </summary> private RoomInfo RoundRoomLessThanLayer(int layer) { var list = new List<RoomInfo>(); foreach (var roomInfo in RoomInfos) { if (roomInfo.Layer < layer) { list.Add(roomInfo); } } return Random.RandomChoose(list); } /// <summary> /// 找两个房间的门 /// </summary> private bool ConnectDoor(RoomInfo room, RoomInfo nextRoom) { //门描述 var roomDoor = new RoomDoorInfo(); var nextRoomDoor = new RoomDoorInfo(); roomDoor.RoomInfo = room; nextRoomDoor.RoomInfo = nextRoom; roomDoor.ConnectRoom = nextRoom; roomDoor.ConnectDoor = nextRoomDoor; nextRoomDoor.ConnectRoom = room; nextRoomDoor.ConnectDoor = roomDoor; //先寻找直通门 if (Random.RandomBoolean()) { //直行通道, 优先横轴 if (TryConnectHorizontalDoor(room, roomDoor, nextRoom, nextRoomDoor) || TryConnectVerticalDoor(room, roomDoor, nextRoom, nextRoomDoor)) { return true; } } else { //直行通道, 优先纵轴 if (TryConnectVerticalDoor(room, roomDoor, nextRoom, nextRoomDoor) || TryConnectHorizontalDoor(room, roomDoor, nextRoom, nextRoomDoor)) { return true; } } //包含拐角的通道 return TryConnectCrossDoor(room, roomDoor, nextRoom, nextRoomDoor); } /// <summary> /// 尝试寻找横轴方向上两个房间的连通的门, 只查找直线通道, 返回是否找到 /// </summary> private bool TryConnectHorizontalDoor(RoomInfo room, RoomDoorInfo roomDoor, RoomInfo nextRoom, RoomDoorInfo nextRoomDoor) { var overlapX = Mathf.Min(room.GetHorizontalEnd(), nextRoom.GetHorizontalEnd()) - Mathf.Max(room.GetHorizontalStart(), nextRoom.GetHorizontalStart()); //这种情况下x轴有重叠 if (overlapX >= 6) { //找到重叠区域 var rangeList = FindPassage(room, nextRoom, room.GetVerticalStart() < nextRoom.GetVerticalStart() ? DoorDirection.S : DoorDirection.N); while (rangeList.Count > 0) { //找到重叠区域 var range = Random.RandomChooseAndRemove(rangeList); var x = Random.RandomRangeInt(range.X, range.Y); if (room.GetVerticalStart() < nextRoom.GetVerticalStart()) //room在上, nextRoom在下 { roomDoor.Direction = DoorDirection.S; nextRoomDoor.Direction = DoorDirection.N; roomDoor.OriginPosition = new Vector2I(x, room.GetVerticalEnd()); nextRoomDoor.OriginPosition = new Vector2I(x, nextRoom.GetVerticalStart()); } else //room在下, nextRoom在上 { roomDoor.Direction = DoorDirection.N; nextRoomDoor.Direction = DoorDirection.S; roomDoor.OriginPosition = new Vector2I(x, room.GetVerticalStart()); nextRoomDoor.OriginPosition = new Vector2I(x, nextRoom.GetVerticalEnd()); } //判断门之间的通道是否有物体碰到 if (!AddCorridorToGridRange(roomDoor, nextRoomDoor)) { //此门不能连通 continue; } //没有撞到物体 room.Doors.Add(roomDoor); nextRoom.Doors.Add(nextRoomDoor); return true; } } return false; } /// <summary> /// 尝试寻找纵轴方向上两个房间的连通的门, 只查找直线通道, 返回是否找到 /// </summary> private bool TryConnectVerticalDoor(RoomInfo room, RoomDoorInfo roomDoor, RoomInfo nextRoom, RoomDoorInfo nextRoomDoor) { var overlapY = Mathf.Min(room.GetVerticalEnd(), nextRoom.GetVerticalEnd()) - Mathf.Max(room.GetVerticalStart(), nextRoom.GetVerticalStart()); //这种情况下y轴有重叠 if (overlapY >= 6) { //找到重叠区域 var rangeList = FindPassage(room, nextRoom, room.GetHorizontalStart() < nextRoom.GetHorizontalStart() ? DoorDirection.E : DoorDirection.W); while (rangeList.Count > 0) { //找到重叠区域 var range = Random.RandomChooseAndRemove(rangeList); var y = Random.RandomRangeInt(range.X, range.Y); if (room.GetHorizontalStart() < nextRoom.GetHorizontalStart()) //room在左, nextRoom在右 { roomDoor.Direction = DoorDirection.E; nextRoomDoor.Direction = DoorDirection.W; roomDoor.OriginPosition = new Vector2I(room.GetHorizontalEnd(), y); nextRoomDoor.OriginPosition = new Vector2I(nextRoom.GetHorizontalStart(), y); } else //room在右, nextRoom在左 { roomDoor.Direction = DoorDirection.W; nextRoomDoor.Direction = DoorDirection.E; roomDoor.OriginPosition = new Vector2I(room.GetHorizontalStart(), y); nextRoomDoor.OriginPosition = new Vector2I(nextRoom.GetHorizontalEnd(), y); } //判断门之间的通道是否有物体碰到 if (!AddCorridorToGridRange(roomDoor, nextRoomDoor)) { //此门不能连通 continue; } //没有撞到物体 room.Doors.Add(roomDoor); nextRoom.Doors.Add(nextRoomDoor); return true; } } return false; } /// <summary> /// 尝试寻找包含拐角的两个房间的连通的门, 返回是否找到 /// </summary> private bool TryConnectCrossDoor(RoomInfo room, RoomDoorInfo roomDoor, RoomInfo nextRoom, RoomDoorInfo nextRoomDoor) { //焦点 Vector2I cross = default; if (room.GetHorizontalStart() > nextRoom.GetHorizontalStart()) { if (room.GetVerticalStart() > nextRoom.GetVerticalStart()) { if (Random.RandomBoolean()) //↑ //→ { if (!TryConnect_NE_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross) && !TryConnect_WS_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross)) { return false; } } else //← //↓ { if (!TryConnect_WS_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross) && !TryConnect_NE_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross)) { return false; } } } else { if (Random.RandomBoolean()) //↓ //→ { if (!TryConnect_SE_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross) && !TryConnect_WN_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross)) { return false; } } else //← //↑ { if (!TryConnect_WN_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross) && !TryConnect_SE_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross)) { return false; } } } } else { if (room.GetVerticalStart() > nextRoom.GetVerticalStart()) //→ //↓ { if (Random.RandomBoolean()) { if (!TryConnect_ES_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross) && !TryConnect_NW_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross)) { return false; } } else //↑ //← { if (!TryConnect_NW_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross) && !TryConnect_ES_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross)) { return false; } } } else { if (Random.RandomBoolean()) //→ //↑ { if (!TryConnect_EN_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross) && !TryConnect_SW_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross)) { return false; } } else //↓ //← { if (!TryConnect_SW_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross) && !TryConnect_EN_Door(room, nextRoom, roomDoor, nextRoomDoor, ref cross)) { return false; } } } } //判断门之间的通道是否有物体碰到 if (!AddCorridorToGridRange(roomDoor, nextRoomDoor, cross)) { //此门不能连通 return false; } roomDoor.HasCross = true; roomDoor.Cross = cross; nextRoomDoor.HasCross = true; nextRoomDoor.Cross = cross; room.Doors.Add(roomDoor); nextRoom.Doors.Add(nextRoomDoor); return true; } private bool FindCrossPassage(RoomInfo room, RoomInfo nextRoom, RoomDoorInfo roomDoor, RoomDoorInfo nextRoomDoor,ref int offset1, ref int offset2) { var room1 = room.RoomSplit.RoomInfo; var room2 = nextRoom.RoomSplit.RoomInfo; int? temp1 = null; int? temp2 = null; foreach (var areaInfo1 in room1.DoorAreaInfos) { if (areaInfo1.Direction == roomDoor.Direction) { FindCrossPassage_Area(areaInfo1, room, nextRoom, ref temp1); } } if (temp1 == null) { return false; } foreach (var areaInfo2 in room2.DoorAreaInfos) { if (areaInfo2.Direction == nextRoomDoor.Direction) { FindCrossPassage_Area(areaInfo2, nextRoom, room, ref temp2); } } if (temp2 == null) { return false; } offset1 = temp1.Value; offset2 = temp2.Value; return true; } private void FindCrossPassage_Area(DoorAreaInfo areaInfo, RoomInfo room1, RoomInfo room2, ref int? areaRange) { if (areaInfo.Direction == DoorDirection.N || areaInfo.Direction == DoorDirection.S) //纵向门 { var num = room1.GetHorizontalStart(); var p1 = num + areaInfo.Start / GameConfig.TileCellSize; var p2 = num + areaInfo.End / GameConfig.TileCellSize; if (room1.Position.X > room2.Position.X) { var range = CalcOverlapRange(room2.GetHorizontalEnd() + GameConfig.RoomSpace, room1.GetHorizontalEnd(), p1, p2); //交集范围够生成门 if (range.Y - range.X >= GameConfig.CorridorWidth) { // var tempRange = new Vector2I(Mathf.Abs(room1.Position.X - (int)range.X), // Mathf.Abs(room1.Position.X - (int)range.Y) - GameConfig.CorridorWidth); var rangeValue = Mathf.Abs(room1.Position.X - (int)range.X); if (areaRange == null || rangeValue < areaRange) { areaRange = rangeValue; } } } else { var range = CalcOverlapRange(room1.GetHorizontalStart(), room2.GetHorizontalStart() - + GameConfig.RoomSpace, p1, p2); //交集范围够生成门 if (range.Y - range.X >= GameConfig.CorridorWidth) { // var tempRange = new Vector2I(Mathf.Abs(room1.Position.X - (int)range.X), // Mathf.Abs(room1.Position.X - (int)range.Y) - GameConfig.CorridorWidth); var rangeValue = Mathf.Abs(room1.Position.X - (int)range.Y) - GameConfig.CorridorWidth; if (areaRange == null || rangeValue > areaRange) { areaRange = rangeValue; } } } } else //横向门 { var num = room1.GetVerticalStart(); var p1 = num + areaInfo.Start / GameConfig.TileCellSize; var p2 = num + areaInfo.End / GameConfig.TileCellSize; if (room1.Position.Y > room2.Position.Y) { var range = CalcOverlapRange(room2.GetVerticalEnd() + GameConfig.RoomSpace, room1.GetVerticalEnd(), p1, p2); //交集范围够生成门 if (range.Y - range.X >= GameConfig.CorridorWidth) { // var tempRange = new Vector2I(Mathf.Abs(room1.Position.Y - (int)range.X), // Mathf.Abs(room1.Position.Y - (int)range.Y) - GameConfig.CorridorWidth); var rangeValue = Mathf.Abs(room1.Position.Y - (int)range.X); if (areaRange == null || rangeValue < areaRange) { areaRange = rangeValue; } } } else { var range = CalcOverlapRange(room1.GetVerticalStart(), room2.GetVerticalStart() - GameConfig.RoomSpace, p1, p2); //交集范围够生成门 if (range.Y - range.X >= GameConfig.CorridorWidth) { // var tempRange = new Vector2I(Mathf.Abs(room1.Position.Y - (int)range.X), // Mathf.Abs(room1.Position.Y - (int)range.Y) - GameConfig.CorridorWidth); var rangeValue = Mathf.Abs(room1.Position.Y - (int)range.Y) - GameConfig.CorridorWidth; if (areaRange == null || rangeValue > areaRange) { areaRange = rangeValue; } } } } } private bool TryConnect_NE_Door(RoomInfo room, RoomInfo nextRoom, RoomDoorInfo roomDoor, RoomDoorInfo nextRoomDoor, ref Vector2I cross) { var offset1 = 0; var offset2 = 0; roomDoor.Direction = DoorDirection.N; //↑ nextRoomDoor.Direction = DoorDirection.E; //→ if (!FindCrossPassage(room, nextRoom, roomDoor, nextRoomDoor, ref offset1, ref offset2)) { return false; } roomDoor.OriginPosition = new Vector2I(room.GetHorizontalStart() + offset1, room.GetVerticalStart()); nextRoomDoor.OriginPosition = new Vector2I(nextRoom.GetHorizontalEnd(), nextRoom.GetVerticalStart() + offset2); cross = new Vector2I(roomDoor.OriginPosition.X, nextRoomDoor.OriginPosition.Y); return true; } private bool TryConnect_WS_Door(RoomInfo room, RoomInfo nextRoom, RoomDoorInfo roomDoor, RoomDoorInfo nextRoomDoor, ref Vector2I cross) { //ok var offset1 = 0; var offset2 = 0; roomDoor.Direction = DoorDirection.W; //← nextRoomDoor.Direction = DoorDirection.S; //↓ if (!FindCrossPassage(room, nextRoom, roomDoor, nextRoomDoor, ref offset1, ref offset2)) { return false; } roomDoor.OriginPosition = new Vector2I(room.GetHorizontalStart(), room.GetVerticalStart() + offset1); nextRoomDoor.OriginPosition = new Vector2I(nextRoom.GetHorizontalStart() + offset2, nextRoom.GetVerticalEnd()); cross = new Vector2I(nextRoomDoor.OriginPosition.X, roomDoor.OriginPosition.Y); return true; } private bool TryConnect_SE_Door(RoomInfo room, RoomInfo nextRoom, RoomDoorInfo roomDoor, RoomDoorInfo nextRoomDoor, ref Vector2I cross) { var offset1 = 0; var offset2 = 0; roomDoor.Direction = DoorDirection.S; //↓ nextRoomDoor.Direction = DoorDirection.E; //→ if (!FindCrossPassage(room, nextRoom, roomDoor, nextRoomDoor, ref offset1, ref offset2)) { return false; } roomDoor.OriginPosition = new Vector2I(room.GetHorizontalStart() + offset1, room.GetVerticalEnd()); nextRoomDoor.OriginPosition = new Vector2I(nextRoom.GetHorizontalEnd(), nextRoom.GetVerticalStart() + offset2); cross = new Vector2I(roomDoor.OriginPosition.X, nextRoomDoor.OriginPosition.Y); return true; } private bool TryConnect_WN_Door(RoomInfo room, RoomInfo nextRoom, RoomDoorInfo roomDoor, RoomDoorInfo nextRoomDoor, ref Vector2I cross) { var offset1 = 0; var offset2 = 0; roomDoor.Direction = DoorDirection.W; //← nextRoomDoor.Direction = DoorDirection.N; //↑ if (!FindCrossPassage(room, nextRoom, roomDoor, nextRoomDoor, ref offset1, ref offset2)) { return false; } roomDoor.OriginPosition = new Vector2I(room.GetHorizontalStart(), room.GetVerticalStart() + offset1); // nextRoomDoor.OriginPosition = new Vector2I(nextRoom.GetHorizontalStart() + offset2, nextRoom.GetVerticalStart()); cross = new Vector2I(nextRoomDoor.OriginPosition.X, roomDoor.OriginPosition.Y); return true; } private bool TryConnect_ES_Door(RoomInfo room, RoomInfo nextRoom, RoomDoorInfo roomDoor, RoomDoorInfo nextRoomDoor, ref Vector2I cross) { var offset1 = 0; var offset2 = 0; roomDoor.Direction = DoorDirection.E; //→ nextRoomDoor.Direction = DoorDirection.S; //↓ if (!FindCrossPassage(room, nextRoom, roomDoor, nextRoomDoor, ref offset1, ref offset2)) { return false; } roomDoor.OriginPosition = new Vector2I(room.GetHorizontalEnd(), room.GetVerticalStart() + offset1); nextRoomDoor.OriginPosition = new Vector2I(nextRoom.GetHorizontalStart() + offset2, nextRoom.GetVerticalEnd()); cross = new Vector2I(nextRoomDoor.OriginPosition.X, roomDoor.OriginPosition.Y); return true; } private bool TryConnect_NW_Door(RoomInfo room, RoomInfo nextRoom, RoomDoorInfo roomDoor, RoomDoorInfo nextRoomDoor, ref Vector2I cross) { var offset1 = 0; var offset2 = 0; roomDoor.Direction = DoorDirection.N; //↑ nextRoomDoor.Direction = DoorDirection.W; //← if (!FindCrossPassage(room, nextRoom, roomDoor, nextRoomDoor, ref offset1, ref offset2)) { return false; } roomDoor.OriginPosition = new Vector2I(room.GetHorizontalStart() + offset1, room.GetVerticalStart()); nextRoomDoor.OriginPosition = new Vector2I(nextRoom.GetHorizontalStart(), nextRoom.GetVerticalStart() + offset2); cross = new Vector2I(roomDoor.OriginPosition.X, nextRoomDoor.OriginPosition.Y); return true; } private bool TryConnect_EN_Door(RoomInfo room, RoomInfo nextRoom, RoomDoorInfo roomDoor, RoomDoorInfo nextRoomDoor, ref Vector2I cross) { var offset1 = 0; var offset2 = 0; roomDoor.Direction = DoorDirection.E; //→ nextRoomDoor.Direction = DoorDirection.N; //↑ if (!FindCrossPassage(room, nextRoom, roomDoor, nextRoomDoor, ref offset1, ref offset2)) { return false; } roomDoor.OriginPosition = new Vector2I(room.GetHorizontalEnd(), room.GetVerticalStart() + offset1); nextRoomDoor.OriginPosition = new Vector2I(nextRoom.GetHorizontalStart() + offset2, nextRoom.GetVerticalStart()); cross = new Vector2I(nextRoomDoor.OriginPosition.X, roomDoor.OriginPosition.Y); return true; } private bool TryConnect_SW_Door(RoomInfo room, RoomInfo nextRoom, RoomDoorInfo roomDoor, RoomDoorInfo nextRoomDoor, ref Vector2I cross) { var offset1 = 0; var offset2 = 0; roomDoor.Direction = DoorDirection.S; //↓ nextRoomDoor.Direction = DoorDirection.W; //← if (!FindCrossPassage(room, nextRoom, roomDoor, nextRoomDoor, ref offset1, ref offset2)) { return false; } roomDoor.OriginPosition = new Vector2I(room.GetHorizontalStart() + offset1, room.GetVerticalEnd()); nextRoomDoor.OriginPosition = new Vector2I(nextRoom.GetHorizontalStart(), nextRoom.GetVerticalStart() + offset2); cross = new Vector2I(roomDoor.OriginPosition.X, nextRoomDoor.OriginPosition.Y); return true; } /// <summary> /// 查找房间的连接通道, 函数返回是否找到对应的门, 通过 result 返回 x/y 轴坐标 /// </summary> /// <param name="room">第一个房间</param> /// <param name="nextRoom">第二个房间</param> /// <param name="direction">第一个房间连接方向</param> private List<Vector2I> FindPassage(RoomInfo room, RoomInfo nextRoom, DoorDirection direction) { var room1 = room.RoomSplit.RoomInfo; var room2 = nextRoom.RoomSplit.RoomInfo; //用于存储符合生成条件的区域 var rangeList = new List<Vector2I>(); foreach (var doorAreaInfo1 in room1.DoorAreaInfos) { if (doorAreaInfo1.Direction == direction) { //第二个门的方向 var direction2 = GetReverseDirection(direction); foreach (var doorAreaInfo2 in room2.DoorAreaInfos) { if (doorAreaInfo2.Direction == direction2) { Vector2 range; if (direction == DoorDirection.E || direction == DoorDirection.W) //第二个门向← 或者 第二个门向→ { range = CalcOverlapRange( room.GetVerticalStart() * GameConfig.TileCellSize + doorAreaInfo1.Start, room.GetVerticalStart() * GameConfig.TileCellSize + doorAreaInfo1.End, nextRoom.GetVerticalStart() * GameConfig.TileCellSize + doorAreaInfo2.Start, nextRoom.GetVerticalStart() * GameConfig.TileCellSize + doorAreaInfo2.End ); } else //第二个门向↑ 或者 第二个门向↓ { range = CalcOverlapRange( room.GetHorizontalStart() * GameConfig.TileCellSize + doorAreaInfo1.Start, room.GetHorizontalStart() * GameConfig.TileCellSize + doorAreaInfo1.End, nextRoom.GetHorizontalStart() * GameConfig.TileCellSize + doorAreaInfo2.Start, nextRoom.GetHorizontalStart() * GameConfig.TileCellSize + doorAreaInfo2.End ); } //交集范围够生成门 if (range.Y - range.X >= GameConfig.CorridorWidth * GameConfig.TileCellSize) { rangeList.Add(new Vector2I((int)(range.X / 16), (int)(range.Y / 16) - GameConfig.CorridorWidth)); } } } } } return rangeList; } /// <summary> /// 用于计算重叠区域坐标, 可以理解为一维轴上4个点的中间两个点, 返回的x为起始点, y为结束点 /// </summary> private Vector2 CalcOverlapRange(float start1, float end1, float start2, float end2) { return new Vector2(Mathf.Max(start1, start2), Mathf.Min(end1, end2)); } /// <summary> /// 返回 p1 - p2 是否在 start - end 范围内 /// </summary> private bool IsInRange(float start, float end, float p1, float p2) { return p1 >= start && p2 <= end; } //返回指定方向的反方向 //0上, 1右, 2下, 3左 private int GetReverseDirection(int direction) { switch (direction) { case 0: return 2; case 1: return 3; case 2: return 0; case 3: return 1; } return 2; } //返回参数方向的反方向 private DoorDirection GetReverseDirection(DoorDirection direction) { switch (direction) { case DoorDirection.E: return DoorDirection.W; case DoorDirection.W: return DoorDirection.E; case DoorDirection.S: return DoorDirection.N; case DoorDirection.N: return DoorDirection.S; } return DoorDirection.S; } //将两个门间的过道占用数据存入RoomGrid private bool AddCorridorToGridRange(RoomDoorInfo door1, RoomDoorInfo door2) { var point1 = door1.OriginPosition; var point2 = door2.OriginPosition; var pos = new Vector2(Mathf.Min(point1.X, point2.X), Mathf.Min(point1.Y, point2.Y)); var size = new Vector2( point1.X == point2.X ? GameConfig.CorridorWidth : Mathf.Abs(point1.X - point2.X), point1.Y == point2.Y ? GameConfig.CorridorWidth : Mathf.Abs(point1.Y - point2.Y) ); Vector2 collPos; Vector2 collSize; if (point1.X == point2.X) //纵向加宽, 防止贴到其它墙 { collPos = new Vector2(pos.X - GameConfig.RoomSpace, pos.Y); collSize = new Vector2(size.X + GameConfig.RoomSpace * 2, size.Y); } else //横向加宽, 防止贴到其它墙 { collPos = new Vector2(pos.X, pos.Y - GameConfig.RoomSpace); collSize = new Vector2(size.X, size.Y + GameConfig.RoomSpace * 2); } if (_roomGrid.RectCollision(collPos, collSize)) { return false; } door2.RoomInfo.AisleArea.Add(new Rect2(pos, size)); _roomGrid.AddRect(pos, size, true); return true; } //将两个门间的过道占用数据存入RoomGrid, 该重载加入拐角点 private bool AddCorridorToGridRange(RoomDoorInfo door1, RoomDoorInfo door2, Vector2 cross) { var point1 = door1.OriginPosition; var point2 = door2.OriginPosition; var pos1 = new Vector2(Mathf.Min(point1.X, cross.X), Mathf.Min(point1.Y, cross.Y)); var size1 = new Vector2( point1.X == cross.X ? GameConfig.CorridorWidth : Mathf.Abs(point1.X - cross.X), point1.Y == cross.Y ? GameConfig.CorridorWidth : Mathf.Abs(point1.Y - cross.Y) ); var pos2 = new Vector2(Mathf.Min(point2.X, cross.X), Mathf.Min(point2.Y, cross.Y)); var size2 = new Vector2( point2.X == cross.X ? GameConfig.CorridorWidth : Mathf.Abs(point2.X - cross.X), point2.Y == cross.Y ? GameConfig.CorridorWidth : Mathf.Abs(point2.Y - cross.Y) ); Vector2 collPos1; Vector2 collSize1; if (point1.X == cross.X) //纵向加宽, 防止贴到其它墙 { collPos1 = new Vector2(pos1.X - GameConfig.RoomSpace, pos1.Y); collSize1 = new Vector2(size1.X + GameConfig.RoomSpace * 2, size1.Y); } else //横向加宽, 防止贴到其它墙 { collPos1 = new Vector2(pos1.X, pos1.Y - GameConfig.RoomSpace); collSize1 = new Vector2(size1.X, size1.Y + GameConfig.RoomSpace * 2); } if (_roomGrid.RectCollision(collPos1, collSize1)) { return false; } Vector2 collPos2; Vector2 collSize2; if (point2.X == cross.X) //纵向加宽, 防止贴到其它墙 { collPos2 = new Vector2(pos2.X - GameConfig.RoomSpace, pos2.Y); collSize2 = new Vector2(size2.X + GameConfig.RoomSpace * 2, size2.Y); } else //横向加宽, 防止贴到其它墙 { collPos2 = new Vector2(pos2.X, pos2.Y - GameConfig.RoomSpace); collSize2 = new Vector2(size2.X, size2.Y + GameConfig.RoomSpace * 2); } if (_roomGrid.RectCollision(collPos2, collSize2)) { return false; } door2.RoomInfo.AisleArea.Add(new Rect2(pos1, size1)); door2.RoomInfo.AisleArea.Add(new Rect2(pos2, size2)); _roomGrid.AddRect(pos1, size1, true); _roomGrid.AddRect(pos2, size2, true); return true; } }