[MM] 随机生成迷宫地牢

// Author: FreeKnight 2014-09-02
#include "stdafx.h"
#include <iostream>
#include <string>
#include <random>
#include <cassert>
 
/*
简单逻辑流程描述:
将整个地图填满土
在地图中间挖一个房间出来
选中某一房间(如果有多个的话)的墙壁
确定要修建某种新元素
查看从选中的墙延伸出去是否有足够的空间承载新的元素
如果有的话继续,不然就返回第 3 步
从选中的墙处增加新的元素
返回第 3 步,直到地牢建设完成
在地图的随机点上安排上楼和下楼的楼梯
最后,放进去怪兽和物品
*/
//-------------------------------------------------------------------------------
// 暂时支持的最大的地图块个数
#define MAX_TILES_NUM    10000
 
// 房间的大小
#define MAX_ROOM_WIDTH   8
#define MAX_ROOM_HEIGHT  8
#define MIN_ROOM_WIDTH   4
#define MIN_ROOM_HEIGHT  4
 
// 房间和走廊的合计最大个数
#define DEFAULT_FEATURE_NUM  1000
 
// 尝试生成房间和走廊的测试次数(即步长)
#define MAX_TRY_TIMES    1000
 
// 默认创建房间的概率(100-该值则为创建走廊的概率)
#define DEFAULT_CREATE_ROOM_CHANCE   70
 
// 走廊长度
#define MIN_CORRIDOR_LEN     3
#define MAX_CORRIDOR_LEN     6
//-------------------------------------------------------------------------------
// 格子块
enum class Tile
{
     Unused,  // 没用的格子(土块)
     DirtWall,    // 墙壁
     DirtFloor,   // 房间地板
     Corridor,    // 走廊
     Door,    // 房门
     UpStairs,    // 入口
     DownStairs  // 出口
};
//-------------------------------------------------------------------------------
// 朝向
enum class Direction
{
     North,   // 北
     South,   // 南
     East,    // 东
     West,    // 西
};
//-------------------------------------------------------------------------------
class Map
{
public :
 
     Map():
         xSize(0), ySize(0),
         data() { }
 
     // 构造函数,全屏填土
     Map( int x, int y, Tile value = Tile::Unused):
         xSize(x), ySize(y),
         data(x * y, value) { }
 
     // 填充某块类型
     void SetCell( int x, int y, Tile celltype)
     {
         assert (IsXInBounds(x));
         assert (IsYInBounds(y));
 
         data[x + xSize * y] = celltype;
     }
 
     // 获取某块类型
     Tile GetCell( int x, int y) const
     {
         assert (IsXInBounds(x));
         assert (IsYInBounds(y));
 
         return data[x + xSize * y];
     }
 
     // 设置一块区域为指定类型块
     void SetCells( int xStart, int yStart, int xEnd, int yEnd, Tile cellType)
     {
         assert (IsXInBounds(xStart) && IsXInBounds(xEnd));
         assert (IsYInBounds(yStart) && IsYInBounds(yEnd));
 
         assert (xStart <= xEnd);
         assert (yStart <= yEnd);
 
         for ( auto y = yStart; y != yEnd + 1; ++y)
         {
             for ( auto x = xStart; x != xEnd + 1; ++x)
             {
                 SetCell(x, y, cellType);
             }
         }
     }
 
     // 判断一块是否在有效范围内
     bool IsXInBounds( int x) const
     {
         return x >= 0 && x < xSize;
     }
 
     // 判断一块是否在有效范围内
     bool IsYInBounds( int y) const
     {
         return y >= 0 && y < ySize;
     }
 
     // 判断一个区域是否已被使用过
     bool IsAreaUnused( int xStart, int yStart, int xEnd, int yEnd)
     {
         assert (IsXInBounds(xStart) && IsXInBounds(xEnd));
         assert (IsYInBounds(yStart) && IsYInBounds(yEnd));
 
         assert (xStart <= xEnd);
         assert (yStart <= yEnd);
 
         for ( auto y = yStart; y != yEnd + 1; ++y)
         {
             for ( auto x = xStart; x != xEnd + 1; ++x)
             {
                 if (GetCell(x, y) != Tile::Unused)
                 {
                     return false ;
                 }
             }
         }
 
         return true ;
     }
 
     // 判断一个地图块周围是否临接某种地图块
     bool IsAdjacent( int x, int y, Tile tile)
     {
         assert (IsXInBounds(x - 1) && IsXInBounds(x + 1));
         assert (IsYInBounds(y - 1) && IsYInBounds(y + 1));
 
         return (GetCell(x - 1, y) == tile || GetCell(x + 1, y) == tile ||
             GetCell(x, y - 1) == tile || GetCell(x, y + 1) == tile);
     }
 
     // 输出地图
     void Print() const
     {
         for ( auto y = 0; y != ySize; y++)
         {
             for ( auto x = 0; x != xSize; x++)
             {
                 switch (GetCell(x, y))
                 {
                 case Tile::Unused:
                     std::cout << " " ;
                     break ;
                 case Tile::DirtWall:
                     std::cout << "#" ;
                     break ;
                 case Tile::DirtFloor:
                     std::cout << "_" ;
                     break ;
                 case Tile::Corridor:
                     std::cout << "." ;
                     break ;
                 case Tile::Door:
                     std::cout << "+" ;
                     break ;
                 case Tile::UpStairs:
                     std::cout << "<" ;
                     break ;
                 case Tile::DownStairs:
                     std::cout << ">" ;
                     break ;
                 };
             }
 
             std::cout << std::endl;
         }
 
         std::cout << std::endl;
     }
 
private :
     // 地图总宽高
     int xSize, ySize;
     // 全部地图块数据
     std::vector<Tile> data;
};
//-------------------------------------------------------------------------------
class DungeonGenerator
{
public :
     int m_nSeed;     // 随机数种子
     int m_nXSize, m_nYSize;  // 地图最大宽高
     int m_nMaxFeatures;  // 房间和走廊的最大个数
     int m_nChanceRoom;   // 创建房间的概率【0,100】
     int m_nChanceCorridor;   // 创建走廊的概率【0,100】 该概率+创建房间的概率应当 = 100
 
     typedef std::mt19937 RngT;
public :
     DungeonGenerator( int XSize, int YSize ):
         m_nSeed(std::random_device()()),
         m_nXSize( XSize ), m_nYSize( YSize ),
         m_nMaxFeatures( DEFAULT_FEATURE_NUM ),
         m_nChanceRoom( DEFAULT_CREATE_ROOM_CHANCE )
     {
         m_nChanceCorridor = 100 - m_nChanceRoom;
     }
 
     Map Generate()
     {
         assert ( m_nMaxFeatures > 0 && m_nMaxFeatures <= DEFAULT_FEATURE_NUM);
         assert ( m_nXSize > 3 );
         assert ( m_nYSize > 3 );
 
         auto rng = RngT(m_nSeed);
         // step1: 满地图填土
         auto map = Map(m_nXSize, m_nYSize, Tile::Unused);
 
         MakeDungeon(map, rng);
 
         return map;
     }
 
private :
     // 获取随机int
     int GetRandomInt(RngT& rng, int min, int max) const
     {
         return std::uniform_int_distribution< int >(min, max)(rng);
     }
 
     // 获取随机方向
     Direction GetRandomDirection(RngT& rng) const
     {
         return Direction(std::uniform_int_distribution< int >( static_cast < int >(Direction::North), static_cast < int >(Direction::West) )(rng));
     }
 
     // 创建走廊
     bool MakeCorridor(Map& map, RngT& rng, int x, int y, int maxLength, Direction direction) const
     {
         assert (x >= 0 && x < m_nXSize);
         assert (y >= 0 && y < m_nYSize);
 
         assert (maxLength > 0 && maxLength <= std::max(m_nXSize, m_nYSize));
 
         // 设置走廊长度
         auto length = GetRandomInt(rng, MIN_CORRIDOR_LEN, maxLength);
 
         auto xStart = x;
         auto yStart = y;
 
         auto xEnd = x;
         auto yEnd = y;
 
         if (direction == Direction::North)
             yStart = y - length;
         else if (direction == Direction::East)
             xEnd = x + length;
         else if (direction == Direction::South)
             yEnd = y + length;
         else if (direction == Direction::West)
             xStart = x - length;
 
         // 检查整个走廊是否在地图内
         if (!map.IsXInBounds(xStart) || !map.IsXInBounds(xEnd) || !map.IsYInBounds(yStart) || !map.IsYInBounds(yEnd))
             return false ;
 
         // 检查走廊区域是否有被占用
         if (!map.IsAreaUnused(xStart, yStart, xEnd, yEnd))
             return false ;
 
         map.SetCells(xStart, yStart, xEnd, yEnd, Tile::Corridor);
 
         return true ;
     }
 
     // 创造房间
     bool MakeRoom(Map& map, RngT& rng, int x, int y, int xMaxLength, int yMaxLength, Direction direction) const
     {
         assert ( xMaxLength >= MIN_ROOM_WIDTH );
         assert ( yMaxLength >= MIN_ROOM_HEIGHT );
 
         // 创建的房间最小是4 * 4,随机出房间大小
         auto xLength = GetRandomInt(rng, MIN_ROOM_WIDTH, xMaxLength);
         auto yLength = GetRandomInt(rng, MIN_ROOM_HEIGHT, yMaxLength);
 
         auto xStart = x;
         auto yStart = y;
         auto xEnd = x;
         auto yEnd = y;
 
         // 根据房间朝向随机出房间起始和终结位置
         if (direction == Direction::North)
         {
             yStart = y - yLength;
             xStart = x - xLength / 2;
             xEnd = x + (xLength + 1) / 2;
         }
         else if (direction == Direction::East)
         {
             yStart = y - yLength / 2;
             yEnd = y + (yLength + 1) / 2;
             xEnd = x + xLength;
         }
         else if (direction == Direction::South)
         {
             yEnd = y + yLength;
             xStart = x - xLength / 2;
             xEnd = x + (xLength + 1) / 2;
         }
         else if (direction == Direction::West)
         {
             yStart = y - yLength / 2;
             yEnd = y + (yLength + 1) / 2;
             xStart = x - xLength;
         }
 
         // 要保证生成的房间一定四个点都在地图中
         if (!map.IsXInBounds(xStart) || !map.IsXInBounds(xEnd) || !map.IsYInBounds(yStart) || !map.IsYInBounds(yEnd))
             return false ;
 
         // 要保证房间所占用土地未被其他地占用
         if (!map.IsAreaUnused(xStart, yStart, xEnd, yEnd))
             return false ;
 
         // 周围种墙
         map.SetCells(xStart, yStart, xEnd, yEnd, Tile::DirtWall);
         // 房间内铺地板
         map.SetCells(xStart + 1, yStart + 1, xEnd - 1, yEnd - 1, Tile::DirtFloor);
 
         return true ;
     }
 
 
     // 创建一个房间或者走廊
     bool MakeRoomOrCorridor(Map& map, RngT& rng, int x, int y, int xmod, int ymod, Direction direction) const
     {
         //  随机选择创建类型(房间或者走廊)
         auto chance = GetRandomInt(rng, 0, 100);
 
         if (chance <= m_nChanceRoom)
         {
             // 创建房间
             if (MakeRoom(map, rng, x + xmod, y + ymod, MAX_ROOM_WIDTH, MAX_ROOM_HEIGHT, direction))
             {
                 // 当前位置设置门
                 map.SetCell(x, y, Tile::Door);
 
                 // 删除门旁边的墙壁,改建为墙壁
                 map.SetCell(x + xmod, y + ymod, Tile::DirtFloor);
 
                 return true ;
             }
 
             return false ;
         }
         else
         {
             // 创建走廊
             if (MakeCorridor(map, rng, x + xmod, y + ymod, MAX_CORRIDOR_LEN, direction))
             {
                 // 当前位置设置门
                 map.SetCell(x, y, Tile::Door);
 
                 return true ;
             }
 
             return false ;
         }
     }
 
 
     // 对全地图进行随机处理生成房间和走廊
     bool MakeRandomFeature(Map& map, RngT& rng) const
     {
         for ( auto tries = 0 ; tries != MAX_TRY_TIMES; ++tries)
         {
             // 获取一个有意义的地形格
             int x = GetRandomInt(rng, 1, m_nXSize - 2);
             int y = GetRandomInt(rng, 1, m_nYSize - 2);
 
             // 获取一个随机墙壁 或者 走廊
             if (map.GetCell(x, y) != Tile::DirtWall && map.GetCell(x, y) != Tile::Corridor)
                 continue ;
 
             // 保证该墙壁和走廊不临接门
             if (map.IsAdjacent(x, y, Tile::Door))
                 continue ;
 
             // 找个临接墙壁或者走廊的格子 创建新房间或者走廊
             if (map.GetCell(x, y+1) == Tile::DirtFloor || map.GetCell(x, y+1) == Tile::Corridor)
             {
                 if (MakeRoomOrCorridor(map, rng, x, y, 0, -1, Direction::North))
                     return true ;
             }
             else if (map.GetCell(x-1, y) == Tile::DirtFloor || map.GetCell(x-1, y) == Tile::Corridor)
             {
                 if (MakeRoomOrCorridor(map, rng, x, y, 1, 0, Direction::East))
                     return true ;
             }
             else if (map.GetCell(x, y-1) == Tile::DirtFloor || map.GetCell(x, y-1) == Tile::Corridor)
             {
                 if (MakeRoomOrCorridor(map, rng, x, y, 0, 1, Direction::South))
                     return true ;
             }
             else if (map.GetCell(x+1, y) == Tile::DirtFloor || map.GetCell(x+1, y) == Tile::Corridor)
             {
                 if (MakeRoomOrCorridor(map, rng, x, y, -1, 0, Direction::West))
                     return true ;
             }
         }
 
         return false ;
     }
 
     // 随机制作出入口
     bool MakeRandomStairs(Map& map, RngT& rng, Tile tile) const
     {
         auto tries = 0;
         auto maxTries = MAX_TILES_NUM;
 
         for ( ; tries != maxTries; ++tries)
         {
             // 随机获取一个非边缘的点
             int x = GetRandomInt(rng, 1, m_nXSize - 2);
             int y = GetRandomInt(rng, 1, m_nYSize - 2);
 
             // 如果周围没有地板并且没有走廊(通路)的话,直接放弃
             if (!map.IsAdjacent(x, y, Tile::DirtFloor) && !map.IsAdjacent(x, y, Tile::Corridor))
                 continue ;
 
             // 周围不允许有门
             if (map.IsAdjacent(x, y, Tile::Door))
                 continue ;
 
             map.SetCell(x, y, tile);
 
             return true ;
         }
 
         return false ;
     }
 
     // 随机生成地牢
     bool MakeDungeon(Map& map, RngT& rng) const
     {
         // step2 : 在正中间创建一个房间
         MakeRoom(map, rng, m_nXSize / 2, m_nYSize / 2, MAX_ROOM_WIDTH, MAX_ROOM_HEIGHT, GetRandomDirection(rng));
 
         for ( auto features = 1; features != m_nMaxFeatures; ++features)
         {
             if (!MakeRandomFeature(map, rng))
             {
                 std::cout << "生成地牢已满。(当前房间和走廊个数为: " << features << ")." << std::endl;
                 break ;
             }
         }
 
         // 创建随机入口点
         if (!MakeRandomStairs(map, rng, Tile::UpStairs))
             std::cout << "创建入口点失败!" << std::endl;
 
         // 创建随机出口点
         if (!MakeRandomStairs(map, rng, Tile::DownStairs))
             std::cout << "创建出口点失败!" << std::endl;
 
         return true ;
     }
};
 
 
#include <windows.h>
void ResetConsoleSize()
{
     HANDLE hOut = GetStdHandle(STD_OUTPUT_HANDLE);
     // 获取标准输出设备句柄
     CONSOLE_SCREEN_BUFFER_INFO bInfo;   // 窗口缓冲区信息
     GetConsoleScreenBufferInfo(hOut, &bInfo );
     COORD size = {1000, 800};
     SetConsoleScreenBufferSize(hOut,size);  // 重新设置缓冲区大小
     SMALL_RECT rc = {0,0, 1000-1, 800-1};   // 重置窗口位置和大小
     SetConsoleWindowInfo(hOut, true ,&rc);
}
void FlushReadme()
{
     std::cout<< "=================================" << std::endl;
     std::cout<< " < 表示入口 " << std::endl;
     std::cout<< " > 表示出口 " << std::endl;
     std::cout<< " _ 下划线表示地板 " << std::endl;
     std::cout<< " # 表示墙壁 " << std::endl;
     std::cout<< " . 点表示走廊 " << std::endl;
     std::cout<< " + 表示门 " << std::endl;
     std::cout<< "纯黑表示啥都没有,是障碍" << std::endl;
     std::cout<< "=================================" << std::endl;
}
 
int main()
{
     ResetConsoleSize();
     FlushReadme();
 
     DungeonGenerator* pGenerator = new DungeonGenerator( 150, 50 );
     if ( pGenerator == NULL )
         return -1;
     auto map = pGenerator->Generate();
     map.Print();
 
     int n;
     std::cin >> n;
}
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