// 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;
}