using System.Collections.Generic; using Godot; /// <summary> /// 地牢生成器 /// </summary> public class GenerateDungeon { /// <summary> /// 过道宽度 /// </summary> public const int CorridorWidth = 4; /// <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> /// 生成的房间数量 /// </summary> private int _maxCount = 15; //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; //宽高 private int _roomMinWidth = 15; private int _roomMaxWidth = 35; private int _roomMinHeight = 15; private int _roomMaxHeight = 30; //间隔 private int _roomMinInterval = 6; private int _roomMaxInterval = 10; //房间横轴分散程度 private float _roomHorizontalMinDispersion = 0.7f; private float _roomHorizontalMaxDispersion = 1.1f; //房间纵轴分散程度 private float _roomVerticalMinDispersion = 0.7f; private float _roomVerticalMaxDispersion = 1.1f; //区域限制 private bool _enableLimitRange = true; private int _rangeX = 110; private int _rangeY = 110; //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; private enum GenerateRoomErrorCode { NoError, //房间已满 RoomFull, //超出区域 OutArea, //碰到其他房间或过道 HasCollision, //没有合适的门 NoProperDoor, } /// <summary> /// 生成房间 /// </summary> public void Generate() { if (StartRoom != null) return; //第一个房间 GenerateRoom(null, 0, out var startRoom); StartRoom = startRoom; //如果房间数量不够, 就一直生成 while (_count < _maxCount) { var room = Utils.RandChoose(RoomInfos); var errorCode = GenerateRoom(room, Utils.RandRangeInt(0, 3), out var nextRoom); if (errorCode == GenerateRoomErrorCode.NoError) { _failCount = 0; room.Next.Add(nextRoom); } else { 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(); } //生成房间 private GenerateRoomErrorCode GenerateRoom(RoomInfo prevRoomInfo, int direction, out RoomInfo resultRoom) { if (_count >= _maxCount) { resultRoom = null; return GenerateRoomErrorCode.RoomFull; } var room = new RoomInfo(_count); //房间大小 room.Size = new Vector2(Utils.RandRangeInt(_roomMinWidth, _roomMaxWidth), Utils.RandRangeInt(_roomMinHeight, _roomMaxHeight)); 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 { //房间间隔 var space = Utils.RandRangeInt(_roomMinInterval, _roomMaxInterval); //中心偏移 int offset; if (direction == 0 || direction == 2) { offset = Utils.RandRangeInt(-(int)(prevRoomInfo.Size.X * _roomVerticalMinDispersion), (int)(prevRoomInfo.Size.X * _roomVerticalMaxDispersion)); } else { offset = Utils.RandRangeInt(-(int)(prevRoomInfo.Size.Y * _roomHorizontalMinDispersion), (int)(prevRoomInfo.Size.Y * _roomHorizontalMaxDispersion)); } //计算房间位置 if (direction == 0) //上 { room.Position = new Vector2(prevRoomInfo.Position.X + offset, prevRoomInfo.Position.Y - room.Size.Y - space); } else if (direction == 1) //右 { room.Position = new Vector2(prevRoomInfo.Position.X + prevRoomInfo.Size.Y + space, prevRoomInfo.Position.Y + offset); } else if (direction == 2) //下 { room.Position = new Vector2(prevRoomInfo.Position.X + offset, prevRoomInfo.Position.Y + prevRoomInfo.Size.Y + space); } else if (direction == 3) //左 { room.Position = new Vector2(prevRoomInfo.Position.X - room.Size.X - space, prevRoomInfo.Position.Y + offset); } //是否在限制区域内 if (_enableLimitRange) { if (room.Position.X < -_rangeX || room.Position.X + room.Size.X > _rangeX || room.Position.Y < -_rangeY || room.Position.Y + room.Size.Y > _rangeY) { resultRoom = null; return GenerateRoomErrorCode.OutArea; } } //是否碰到其他房间或者过道 if (_roomGrid.RectCollision(room.Position - new Vector2(3, 3), room.Size + new Vector2(6, 6))) { resultRoom = null; 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); resultRoom = null; return GenerateRoomErrorCode.NoProperDoor; } } _count++; RoomInfos.Add(room); if (prevRoomInfo == null) { _roomGrid.AddRect(room.Position, room.Size, true); } //下一个房间 //0上, 1右, 2下, 3左 var dirList = new List<int>(new[] { 0, 1, 2, 3 }); if (prevRoomInfo != null) { dirList.Remove(GetReverseDirection(direction)); } //这条线有一定概率不生成下一个房间 if (Utils.RandRangeInt(0, 2) != 0) { while (dirList.Count > 0) { var randDir = Utils.RandChoose(dirList); GenerateRoom(room, randDir, out var nextRoom); if (nextRoom == null) { break; } nextRoom.Prev = room; room.Next.Add(nextRoom); dirList.Remove(randDir); } } resultRoom = room; return GenerateRoomErrorCode.NoError; } /// <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; var overlapX = Mathf.Min(room.Position.X + room.Size.X, nextRoom.Position.X + nextRoom.Size.X) - Mathf.Max(room.Position.X, nextRoom.Position.X); //这种情况下x轴有重叠 if (overlapX >= 6) { //找到重叠区域 var range = CalcOverlapRange(room.Position.X, room.Position.X + room.Size.X, nextRoom.Position.X, nextRoom.Position.X + nextRoom.Size.X); var x = Utils.RandRangeInt((int)range.X + 1, (int)range.Y - CorridorWidth - 1); if (room.Position.Y < nextRoom.Position.Y) //room在上, nextRoom在下 { roomDoor.Direction = DoorDirection.S; nextRoomDoor.Direction = DoorDirection.N; roomDoor.OriginPosition = new Vector2(x, room.Position.Y + room.Size.Y); nextRoomDoor.OriginPosition = new Vector2(x, nextRoom.Position.Y); } else //room在下, nextRoom在上 { roomDoor.Direction = DoorDirection.N; nextRoomDoor.Direction = DoorDirection.S; roomDoor.OriginPosition = new Vector2(x, room.Position.Y); nextRoomDoor.OriginPosition = new Vector2(x, nextRoom.Position.Y + nextRoom.Size.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 return false; } //没有撞到物体 room.Doors.Add(roomDoor); nextRoom.Doors.Add(nextRoomDoor); return true; } var overlapY = Mathf.Min(room.Position.Y + room.Size.Y, nextRoom.Position.Y + nextRoom.Size.Y) - Mathf.Max(room.Position.Y, nextRoom.Position.Y); //这种情况下y轴有重叠 if (overlapY >= 6) { //找到重叠区域 var range = CalcOverlapRange(room.Position.Y, room.Position.Y + room.Size.Y, nextRoom.Position.Y, nextRoom.Position.Y + nextRoom.Size.Y); var y = Utils.RandRangeInt((int)range.X + 1, (int)range.Y - CorridorWidth - 1); if (room.Position.X < nextRoom.Position.X) //room在左, nextRoom在右 { roomDoor.Direction = DoorDirection.E; nextRoomDoor.Direction = DoorDirection.W; roomDoor.OriginPosition = new Vector2(room.Position.X + room.Size.X, y); nextRoomDoor.OriginPosition = new Vector2(nextRoom.Position.X, y); } else //room在右, nextRoom在左 { roomDoor.Direction = DoorDirection.W; nextRoomDoor.Direction = DoorDirection.E; roomDoor.OriginPosition = new Vector2(room.Position.X, y); nextRoomDoor.OriginPosition = new Vector2(nextRoom.Position.X + nextRoom.Size.X, 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 return false; } //没有撞到物体 room.Doors.Add(roomDoor); nextRoom.Doors.Add(nextRoomDoor); return true; } var offset1 = Mathf.Clamp((int)overlapX + 2, 2, 6); var offset2 = Mathf.Clamp((int)overlapY + 2, 2, 6); //焦点 Vector2 cross; //这种情况下x和y轴都没有重叠, 那么就只能生成拐角通道了 if (room.Position.X > nextRoom.Position.X) { if (room.Position.Y > nextRoom.Position.Y) { if (Utils.RandBoolean()) { roomDoor.Direction = DoorDirection.N; //↑ nextRoomDoor.Direction = DoorDirection.E; //→ roomDoor.OriginPosition = new Vector2(room.Position.X + offset1, room.Position.Y); nextRoomDoor.OriginPosition = new Vector2(nextRoom.Position.X + nextRoom.Size.X, nextRoom.Position.Y + nextRoom.Size.Y - offset2 - 6); cross = new Vector2(roomDoor.OriginPosition.X, nextRoomDoor.OriginPosition.Y); } else { roomDoor.Direction = DoorDirection.W; //← nextRoomDoor.Direction = DoorDirection.S; //↓ roomDoor.OriginPosition = new Vector2(room.Position.X, room.Position.Y + offset2); nextRoomDoor.OriginPosition = new Vector2(nextRoom.Position.X + nextRoom.Size.X - offset1 - 6, nextRoom.Position.Y + nextRoom.Size.Y); cross = new Vector2(nextRoomDoor.OriginPosition.X, roomDoor.OriginPosition.Y); } } else { if (Utils.RandBoolean()) { roomDoor.Direction = DoorDirection.S; //↓ nextRoomDoor.Direction = DoorDirection.E; //→ roomDoor.OriginPosition = new Vector2(room.Position.X + offset1, room.Position.Y + room.Size.Y); nextRoomDoor.OriginPosition = new Vector2(nextRoom.Position.X + nextRoom.Size.X, nextRoom.Position.Y + offset2); cross = new Vector2(roomDoor.OriginPosition.X, nextRoomDoor.OriginPosition.Y); } else { roomDoor.Direction = DoorDirection.W; //← nextRoomDoor.Direction = DoorDirection.N; //↑ roomDoor.OriginPosition = new Vector2(room.Position.X, room.Position.Y + room.Size.Y - offset2 - 6); // nextRoomDoor.OriginPosition = new Vector2(nextRoom.Position.X + nextRoom.Size.X - offset2 - 6, nextRoom.Position.Y); cross = new Vector2(nextRoomDoor.OriginPosition.X, roomDoor.OriginPosition.Y); } } } else { if (room.Position.Y > nextRoom.Position.Y) { if (Utils.RandBoolean()) { roomDoor.Direction = DoorDirection.E; //→ nextRoomDoor.Direction = DoorDirection.S; //↓ roomDoor.OriginPosition = new Vector2(room.Position.X + room.Size.X, room.Position.Y + offset2); nextRoomDoor.OriginPosition = new Vector2(nextRoom.Position.X + offset1, nextRoom.Position.Y + nextRoom.Size.Y); cross = new Vector2(nextRoomDoor.OriginPosition.X, roomDoor.OriginPosition.Y); } else { roomDoor.Direction = DoorDirection.N; //↑ nextRoomDoor.Direction = DoorDirection.W; //← roomDoor.OriginPosition = new Vector2(room.Position.X + room.Size.X - offset1 - 6, room.Position.Y); nextRoomDoor.OriginPosition = new Vector2(nextRoom.Position.X, nextRoom.Position.Y + nextRoom.Size.Y - offset2 - 6); cross = new Vector2(roomDoor.OriginPosition.X, nextRoomDoor.OriginPosition.Y); } } else { if (Utils.RandBoolean()) { roomDoor.Direction = DoorDirection.E; //→ nextRoomDoor.Direction = DoorDirection.N; //↑ roomDoor.OriginPosition = new Vector2(room.Position.X + room.Size.X, room.Position.Y + room.Size.Y - offset2 - 6); nextRoomDoor.OriginPosition = new Vector2(nextRoom.Position.X + offset1, nextRoom.Position.Y); cross = new Vector2(nextRoomDoor.OriginPosition.X, roomDoor.OriginPosition.Y); } else { roomDoor.Direction = DoorDirection.S; //↓ nextRoomDoor.Direction = DoorDirection.W; //← roomDoor.OriginPosition = new Vector2(room.Position.X + room.Size.X - offset1 - 6, room.Position.Y + room.Size.Y); nextRoomDoor.OriginPosition = new Vector2(nextRoom.Position.X, nextRoom.Position.Y + offset2); cross = new Vector2(roomDoor.OriginPosition.X, nextRoomDoor.OriginPosition.Y); } } } //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; } //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 private Vector2 CalcOverlapRange(float start1, float end1, float start2, float end2) { return new Vector2(Mathf.Max(start1, start2), Mathf.Min(end1, end2)); } //返回参数方向的反方向 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; } //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 ? CorridorWidth : Mathf.Abs(point1.X - point2.X), point1.Y == point2.Y ? 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 - 3, pos.Y); collSize = new Vector2(size.X + 6, size.Y); } else //横向加宽, 防止贴到其它墙 { collPos = new Vector2(pos.X, pos.Y - 3); collSize = new Vector2(size.X, size.Y + 6); } if (_roomGrid.RectCollision(collPos, collSize)) { return false; } _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 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 ? CorridorWidth : Mathf.Abs(point1.X - cross.X), point1.Y == cross.Y ? 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 ? CorridorWidth : Mathf.Abs(point2.X - cross.X), point2.Y == cross.Y ? 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 - 3, pos1.Y); collSize1 = new Vector2(size1.X + 6, size1.Y); } else //横向加宽, 防止贴到其它墙 { collPos1 = new Vector2(pos1.X, pos1.Y - 3); collSize1 = new Vector2(size1.X, size1.Y + 6); } 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 - 3, pos2.Y); collSize2 = new Vector2(size2.X + 6, size2.Y); } else //横向加宽, 防止贴到其它墙 { collPos2 = new Vector2(pos2.X, pos2.Y - 3); collSize2 = new Vector2(size2.X, size2.Y + 6); } if (_roomGrid.RectCollision(collPos2, collSize2)) { return false; } _roomGrid.AddRect(pos1, size1, true); _roomGrid.AddRect(pos2, size2, true); return true; } }