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HuntAndKillGenerator.cs
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HuntAndKillGenerator.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace BWolf.MazeGeneration.Generators
{
public class HuntAndKillGenerator : MazeGenerator
{
/// <summary>
/// Creates a maze by linking cells using the HuntAndKill algorithm
/// </summary>
/// <param name="service"></param>
public override void CreateMaze(MazeGenerationService service)
{
//create data structures necessary for algorithm to work
List<MazeCell> visited = new List<MazeCell>();
//set starting point
MazeCell walker = service.RootCell;
walker.MarkAsVisited();
visited.Add(walker);
//loop untill all cells have been visited
long totalCells = service.Cells.LongLength;
while (visited.Count != totalCells)
{
//check if the current walker has unvisited neighbours
List<MazeCell> unvisitedNeighbours = service.GetUnVisitedNeighbours(walker);
if (unvisitedNeighbours.Count > 0)
{
//pick a random unvisited neighbour and mark it as visited
MazeCell randomUnvisitedNeighbour = unvisitedNeighbours[Random.Range(0, unvisitedNeighbours.Count)];
randomUnvisitedNeighbour.MarkAsVisited();
visited.Add(randomUnvisitedNeighbour);
//create passage between neighbour and walker
walker.CreatePassage(randomUnvisitedNeighbour);
randomUnvisitedNeighbour.CreatePassage(walker);
//the random unvisited neighbour is now the walker
walker = randomUnvisitedNeighbour;
}
else
{
//scan the grid for a hunted cell that is unvisited but has visited neighbours and mark it as visited
MazeCell huntedCell = GetRandomUnVisitedCellWithVisitedNeighbours(service);
huntedCell.MarkAsVisited();
visited.Add(huntedCell);
//fetch one of its visited neighbours and create passage between hunted cell and neighbour
List<MazeCell> visitedNeighbours = service.GetVisitedNeighbours(huntedCell);
MazeCell randomVisitedNeighbour = visitedNeighbours[Random.Range(0, visitedNeighbours.Count)];
huntedCell.CreatePassage(randomVisitedNeighbour);
randomVisitedNeighbour.CreatePassage(huntedCell);
//the hunted cell is now the walker
walker = huntedCell;
}
}
}
/// <summary>
/// Returns an enumerator that creates a maze by linking cells using the HuntAndKill algorithm
/// </summary>
/// <param name="service"></param>
/// <returns></returns>
public override IEnumerator CreateMazeRoutine(MazeGenerationService service)
{
//create data structures necessary for algorithm to work
List<MazeCell> visited = new List<MazeCell>();
//set starting point
MazeCell walker = service.RootCell;
walker.MarkAsVisited();
visited.Add(walker);
//loop untill all cells have been visited
long totalCells = service.Cells.LongLength;
while (visited.Count != totalCells)
{
//check if the current walker has unvisited neighbours
List<MazeCell> unvisitedNeighbours = service.GetUnVisitedNeighbours(walker);
if (unvisitedNeighbours.Count > 0)
{
//pick a random unvisited neighbour and mark it as visited
MazeCell randomUnvisitedNeighbour = unvisitedNeighbours[Random.Range(0, unvisitedNeighbours.Count)];
randomUnvisitedNeighbour.MarkAsVisited();
visited.Add(randomUnvisitedNeighbour);
//create passage between cell and neighbour
walker.CreatePassage(randomUnvisitedNeighbour);
randomUnvisitedNeighbour.CreatePassage(walker);
//the random unvisited neighbour is now the walker
walker = randomUnvisitedNeighbour;
}
else
{
//scan the grid for a hunted cell that is unvisited but has visited neighbours and mark it as visited
MazeCell huntedCell = GetRandomUnVisitedCellWithVisitedNeighbours(service);
huntedCell.MarkAsVisited();
visited.Add(huntedCell);
//fetch one of its visited neighbours and link it with the hunted cell
List<MazeCell> visitedNeighbours = service.GetVisitedNeighbours(huntedCell);
MazeCell randomVisitedNeighbour = visitedNeighbours[Random.Range(0, visitedNeighbours.Count)];
huntedCell.CreatePassage(randomVisitedNeighbour);
randomVisitedNeighbour.CreatePassage(huntedCell);
//the hunted cell is now the walker
walker = huntedCell;
}
walker.ShowAsStep(true);
yield return null;
walker.ShowAsStep(false);
}
CompletedRoutine();
}
/// <summary>
/// Returns a random unvisited cell that has visited neighbours
/// </summary>
/// <param name="service"></param>
/// <returns></returns>
private MazeCell GetRandomUnVisitedCellWithVisitedNeighbours(MazeGenerationService service)
{
List<MazeCell> qualifiedCells = new List<MazeCell>();
foreach (MazeCell cell in service.Cells)
{
if (!cell.IsVisited && service.GetVisitedNeighbours(cell).Count > 0)
{
qualifiedCells.Add(cell);
}
}
return qualifiedCells[Random.Range(0, qualifiedCells.Count)];
}
}
}