Created
February 16, 2019 16:10
-
-
Save fumobox/90d0de1f1d9346f50559df2f00045d65 to your computer and use it in GitHub Desktop.
MazeModel
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using Random = UnityEngine.Random; | |
public class MazeModel | |
{ | |
BlockMap _map = new BlockMap(); | |
public BlockMap Map => _map; | |
public MazeModel() | |
{ | |
Random.InitState(99); | |
var block = BlockFactory.CreateRootBlock(_map); | |
BlockFactory.CreateNextBlock(block, _map); | |
} | |
} | |
public class Block: IEnumerable | |
{ | |
public int X { get; } | |
public int Y { get; } | |
public int Z { get; } | |
public Block[] AdjacentBlocks { get; } | |
public int Distance { get; } | |
public Block(int x, int y, int z, int distance) | |
{ | |
X = x; | |
Y = y; | |
Z = z; | |
AdjacentBlocks = new Block[6]; | |
Distance = distance; | |
} | |
public IEnumerator GetEnumerator() | |
{ | |
return AdjacentBlocks.GetEnumerator(); | |
} | |
public override String ToString() | |
{ | |
return X + "," + Y + "," + Z + "," | |
+ (AdjacentBlocks[0] == null ? "#" : "_") | |
+ (AdjacentBlocks[1] == null ? "#" : "_") | |
+ (AdjacentBlocks[2] == null ? "#" : "_") | |
+ (AdjacentBlocks[3] == null ? "#" : "_") | |
+ (AdjacentBlocks[4] == null ? "#" : "_") | |
+ (AdjacentBlocks[5] == null ? "#" : "_"); | |
} | |
} | |
public static class BlockFactory | |
{ | |
static readonly int[] XAdd = {0, 1, 0, -1}; | |
static readonly int[] YAdd = {1, 0, -1, 0}; | |
static readonly int[] PairIndex = {2, 3, 0, 1, 5, 4}; | |
public static Block CreateRootBlock(BlockMap map) | |
{ | |
var block = new Block(0, 0, 0, 0); | |
map.Add(block); | |
return block; | |
} | |
public static void CreateNextBlock(Block target, BlockMap map) | |
{ | |
if (target.Distance == 10) | |
{ | |
return; | |
} | |
for (int i = 0; i < 4; i++) | |
{ | |
if (target.AdjacentBlocks[i] != null) continue; | |
var adjacentBlock = map.Find(target.X + XAdd[i], 0, target.Z + YAdd[i]); | |
if (adjacentBlock == null) | |
{ | |
if (Random.value > 0.1) | |
{ | |
var block = new Block(target.X + XAdd[i], 0, target.Z + YAdd[i], target.Distance + 1); | |
target.AdjacentBlocks[i] = block; | |
block.AdjacentBlocks[PairIndex[i]] = target; | |
map.Add(block); | |
CreateNextBlock(block, map); | |
} | |
} | |
else | |
{ | |
if (Random.value > 0.8) | |
{ | |
adjacentBlock.AdjacentBlocks[PairIndex[i]] = target; | |
} | |
} | |
} | |
} | |
} | |
public class BlockMap | |
{ | |
List<Block> _blocks = new List<Block>(); | |
public List<Block> Blocks => _blocks; | |
public void Add(Block block) | |
{ | |
_blocks.Add(block); | |
} | |
public Block Find(int x, int y, int z) | |
{ | |
foreach (var block in _blocks) | |
{ | |
if (block.X == x && block.Y == y && block.Z == z) | |
return block; | |
} | |
return null; | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment