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  • roguelike地牢生成算法

    文章原地址

    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:


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  • 原文地址:https://www.cnblogs.com/sufferingStriver/p/8834862.html
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