roguelike地牢生成算法
上一个地图生成算法,这一次是一个地牢的生成算法,是一个国外的人写的算法,用dart语言写,我把它改成了unity-c#。
原作者博客地址:Rooms and Mazes: A Procedural Dungeon Generator
当然,我看英文很吃力,好不容易找了一篇翻译后的文章,分享给英语不太好的人。
一个翻译后的版本:房间和迷宫:一个地牢生成算法
然后原作者的算法代码地址(dart):github
算法的原理请看原文地址或者翻译地址,那里有各种动态演示图,讲解的也很清楚,代码可以看原作者的代码,因为我没有学过dart,改写c#的过程很有可能有错误,请见谅!
原作者的代码用到了第三方的一个库,github地址,可以参考这个看原作者代码。
c#代码:
using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; using System.Threading; class Directions{ public static Vector2 none = new Vector2 (0,0); public static Vector2 up = new Vector2 (0,1); public static Vector2 down = new Vector2 (0,-1); public static Vector2 left = new Vector2 (-1,0); public static Vector2 right = new Vector2 (1,0); public static Vector2[] all = {up,down,left,right}; } //确保地图的长宽是奇数 public class generateDungeon2 : MonoBehaviour { //尝试生成房间的数量 public int numRoomTries = 50; //在已经连接的房间和走廊中再次连接的机会,使得地牢不完美 public int extraConnectorChance = 20; //控制生成房间的大小 public int roomExtraSize = 0; //控制迷宫的曲折程度 public int windingPercent = 0; public int width = 51; public int height = 51; public GameObject wall, floor,connect; private Transform mapParent; //生成的有效房间 private List<Rect> rooms; //正被雕刻的区域的索引。(每个房间一个索引,每个不连通的迷宫一个索引,在连通之前) private int currentRegion = 0; //原文https://github.com/munificent/piecemeal Array2D //改成int[,] private int[,] _regions; private Tiles[,] map; void Start () { rooms = new List<Rect> (); map = new Tiles[width,height]; _regions = new int[width,height]; mapParent = GameObject.FindGameObjectWithTag ("mapParent").transform; Generate (); } void Update () { if (Input.GetKeyDown (KeyCode.Q)) { Generate (); } } public void Generate(){ if (width % 2 == 0 || height % 2 == 0) { Debug.Log ("地图长宽不能为偶数"); return; } InitMap (); AddRooms (); FillMaze (); ConnectRegions (); RemoveDeadEnds (); InstanceMap (); } /* *生成房间 *1.随机房间(随机大小,奇数) *2.查看是否重叠,否则加入房间数组 */ private void AddRooms(){ for (int i = 0; i < numRoomTries; i++) { //确保房间长宽为奇数 int size = Random.Range(1,3+roomExtraSize)*2+1; int rectangularity = Random.Range (0, 1 + size / 2) * 2; int w = size, h = size; if (0 == Random.Range (0, 1)) { w += rectangularity; } else { h += rectangularity; } int x = Random.Range (0, (width - w) / 2) * 2 + 1; int y = Random.Range (0, (height - h) / 2) * 2 + 1; Rect room = new Rect (x,y,w,h); //判断房间是否和已存在的重叠 bool overlaps = false; foreach (Rect r in rooms) { if(room.Overlaps(r)){ overlaps = true; break; } } //如果重叠,抛弃该房间 if (overlaps) continue; //如果不重叠,把房间放入rooms中 rooms.Add(room); //设置新房间索引 StartRegion(); for (int j = x; j < x + w; j++) { for (int k = y; k < y + h; k++) { Carve (new Vector2 (k, j)); } } } } /* * 填充迷宫(洪水填充) * */ private void FillMaze(){ //0处为墙 for (int x = 1; x < width; x += 2) { for (int y = 1; y < height; y += 2) { Vector2 pos = new Vector2 (x,y); //if (map [pos] == Tiles.Wall) { if (map [x,y] == Tiles.Wall) { GrowMaze (pos); } } } } /* * 生成迷宫 */ private void GrowMaze(Vector2 start){ List<Vector2> cells = new List<Vector2> (); Vector2 lastDir = Directions.none; StartRegion (); //cells添加之前需要变成Floor Carve (start); cells.Add (start); while (cells != null && cells.Count != 0) { Vector2 cell = cells [cells.Count - 1]; //可以扩展的方向的集合 List<Vector2> unmadeCells = new List<Vector2> (); //加入能扩展迷宫的方向 foreach (Vector2 dir in Directions.all) { if (CanCarve (cell, dir)) { unmadeCells.Add (dir); } } if (unmadeCells != null && unmadeCells.Count != 0) { Vector2 dir; //得到扩展方向 windingPercent用来控制是否为原方向 if (unmadeCells.Contains (lastDir) && Random.Range (0, 100) > windingPercent) { dir = lastDir; } else { dir = unmadeCells [Random.Range (0, unmadeCells.Count - 1)]; } Carve (cell + dir); Carve (cell + dir * 2); //添加第二个单元 cells.Add (cell + dir * 2); lastDir = dir; } else { //没有相邻可以雕刻的单元,就删除 cells.Remove (cells[cells.Count - 1]); //置空路径 lastDir = Directions.none; } } } /* * 连通房间和迷宫 */ private void ConnectRegions(){ //找到区域所有可连接的空间墙wall Dictionary<Vector2,List<int>> connectorRegions = new Dictionary<Vector2, List<int>> (); for (int i = 1; i < width - 1; i++) { for (int j = 1; j < height - 1; j++) { //不是墙的跳过 if (map [i, j] != Tiles.Wall) continue; List<int> regions = new List<int> (); foreach (Vector2 dir in Directions.all) { int region = _regions [i + (int)dir.x, j + (int)dir.y]; //如果周围不是墙(墙的索引为regions的初始值为0) //去重 if (region != 0 && !regions.Contains(region)) regions.Add (region); } //如果这个墙没有连接一个以上的区域,那就不是一个连接点 if (regions.Count < 2) continue; connectorRegions [new Vector2 (i, j)] = regions; //标志连接点 //SetConnectCube(i,j); } } //所有连接点 List<Vector2> connectors = connectorRegions.Keys.ToList<Vector2>(); //跟踪哪些区域已合并。将区域索引映射为它已合并的区域索引。 List<int> merged = new List<int>(); List<int> openRegions = new List<int> (); for (int i = 0; i <= currentRegion; i++) { merged.Add (i); openRegions.Add (i); } //使区域连接最终只剩下一个 while (openRegions.Count > 1) { //随机选择一个连接点 Vector2 connector = connectors[Random.Range(0,connectors.Count-1)]; //连接 AddJunction(connector); //合并连接区域我们将选择第一个区域(任意)和 //将所有其他区域映射到其索引。 //connectorRegions[connector] List<int> regions = connectorRegions[connector]; for (int i = 0; i < regions.Count; i++) { regions[i] = merged[regions[i]]; } int dest = regions[0]; regions.RemoveAt (0); List<int> sources = regions; //合并所有受影响的区域 for(int i=0;i<currentRegion;i++){ if (sources.Contains (merged [i])) { merged [i] = dest; } } //移除已经连接的区域 foreach (int s in sources) { openRegions.RemoveAll (value => (value==s)); } connectors.RemoveAll (index=>IsRemove(merged,connectorRegions,connector,index)); } } /* * 简化迷宫 */ private void RemoveDeadEnds(){ bool done = false; while (!done) { done = true; for (int i = 1; i < width - 1; i++) { for (int j = 1; j < height - 1; j++) { if (map [i, j] == Tiles.Wall) continue; int exists = 0; foreach (Vector2 dir in Directions.all) { if (map [i + (int)dir.x, j + (int)dir.y] != Tiles.Wall) { exists++; } } //如果exists==1则是三面环墙 if (exists != 1) { continue; } done = false; _regions [i, j] = 0;//变成墙 map [i, j] = Tiles.Wall; } } } } /* *保存区域索引 * */ private void StartRegion() { currentRegion++; } /* * 雕塑点,设置这个点的类型,默认地板 * */ private void Carve(Vector2 pos,Tiles type=Tiles.Floor) { int x = (int)pos.x, y = (int)pos.y; map [x, y] = Tiles.Floor; _regions [x,y] = currentRegion; } //dir是方向 private bool CanCarve(Vector2 pos,Vector2 dir){ Vector2 temp = pos + 3*dir; int x = (int)temp.x, y = (int)temp.y; //判断是否超过边界 if (x < 0 || x > width || y < 0 || y > height) { return false; } //需要判断方向第二个单元的原因是cells中需要添加下一个cell //所以下一个cell要变为Floor,然后需要判断是否第二个单元是否为墙 //如果不为墙,则第一个cell被变为Floor为,和第二个单元就连通了,不可行 //判断第二个单元主要用来判断不能&其他房间或走廊(regions)连通 temp = pos + 2 * dir; x = (int)temp.x; y = (int)temp.y; //是墙则能雕刻迷宫 return map [x, y] == Tiles.Wall; } private void AddJunction(Vector2 pos){ map [(int)pos.x, (int)pos.y] = Tiles.Floor; } /* * 删除不需要的连接点 */ private bool IsRemove(List<int> merged,Dictionary<Vector2,List<int>> ConnectRegions,Vector2 connector,Vector2 pos){ //不让连接器相连(包括斜向相连) if((connector-pos).SqrMagnitude() < 2){ return true; } List<int> temp = ConnectRegions[pos]; for(int i=0;i<temp.Count;i++){ temp[i] = merged[temp[i]]; } HashSet<int> set = new HashSet<int>(temp); //判断连接点是否和两个区域相邻,不然移除 if(set.Count>1){ return false; } //增加连接,使得地图连接不是单连通的 if(Random.Range(0,extraConnectorChance)==0) AddJunction(pos); return true; } private void SetConnectCube(int i,int j){ GameObject go = Instantiate (connect, new Vector3 (i, j, 1), Quaternion.identity) as GameObject; go.transform.SetParent (mapParent); go.layer = LayerMask.NameToLayer ("wall"); } /* * 地图全部初始化为墙 * */ private void InitMap(){ for (int x = 0; x < width; x ++) { for (int y = 0; y < height; y ++) { map [x, y] = Tiles.Wall; } } } private void InstanceMap (){ for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { if (map [i, j] == Tiles.Floor) { GameObject go = Instantiate (floor, new Vector3 (i, j, 1), Quaternion.identity) as GameObject; go.transform.SetParent (mapParent); //设置层级 go.layer = LayerMask.NameToLayer ("floor"); } else if (map [i, j] == Tiles.Wall) { GameObject go = Instantiate (wall, new Vector3 (i, j, 1), Quaternion.identity) as GameObject; go.transform.SetParent (mapParent); go.layer = LayerMask.NameToLayer ("wall"); } } } } }
效果图:
这个是一开始的生成房间的效果图:
下图是对地图空白部分进行迷宫填充:
下图是对迷宫进行连接点计算:
下图是对地图的区域进行连接:
最后是对地图中的死胡同进行消除: