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ValidSeedFinder for Dungeon Architect (Unity)
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using System.IO; | |
using DungeonArchitect; | |
using DungeonArchitect.Builders.Snap; | |
using Sirenix.OdinInspector; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
namespace NF.EditorRuntime | |
{ | |
/// <summary> | |
/// A small script I wrote that will find and cache all the valid seeds it can find within an attempt range. | |
/// | |
/// This allows you to cache of dungeon seeds without having to have the load of finding a valid | |
/// dungeon at runtime. | |
/// | |
/// -- Navid | |
/// </summary> | |
public class FindValidSeeds : MonoBehaviour | |
{ | |
public Dungeon Dungeon; | |
public int Preferred = 10000; | |
public int MaxTries = 15000; | |
[Button] | |
public void SearchAndSave() | |
{ | |
var dungeonActiveModel = (SnapModel) Dungeon.ActiveModel; | |
var seedCount = 0; | |
var text = ""; | |
// Try for x iterations | |
for (var i = 0; i < MaxTries && seedCount < Preferred; i++) | |
{ | |
float progress = (float) (seedCount) / Preferred; | |
if (EditorUtility.DisplayCancelableProgressBar( | |
$"Find seeds: {Dungeon.name} ({i}/{MaxTries})", | |
$"Found: {seedCount} ({progress:0.00%})\tBad: {i - seedCount} ({(float) (i - seedCount) / i:0.00%})", | |
progress) | |
) | |
{ | |
Debug.Log("Canceled by user!"); | |
break; | |
} | |
Dungeon.Config.Seed = (uint) i; | |
Dungeon.Build(); | |
if (dungeonActiveModel.modules.Length > 0) | |
{ | |
text += Dungeon.Config.Seed + ","; | |
seedCount++; | |
} | |
} | |
EditorUtility.ClearProgressBar(); | |
Dungeon.Config.Seed = 0; | |
text = text.Substring(0, text.Length - 1); | |
Debug.Log(seedCount + " valid seed(s) found out of " + MaxTries + " tested."); | |
string path = EditorUtility.SaveFilePanel("Save Cached Seeds", "Assets/Data", $"CachedSeeds_{Dungeon.name}", | |
"txt"); | |
if (string.IsNullOrWhiteSpace(path)) | |
{ | |
Debug.LogError("Directory was not chosen!"); | |
return; | |
} | |
File.WriteAllText(path, text); | |
} | |
} | |
} | |
#endif |
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