Wizard_Of_Wak/Assets/1_Script/Map/MapGenerator.cs

299 lines
8.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class MapGenerator : MonoBehaviour
{
public int totalRooms = 20;
public int mainRoomsCount = 10;
public float mapRadius = 50f;
public float minRoomWidth = 4f;
public float maxRoomWidth = 10f;
public float minRoomHeight = 4f;
public float maxRoomHeight = 10f;
public int separationIterations = 10;
private readonly List<Room> _rooms = new();
private List<Room> _mainRooms = new();
private readonly List<Connection> _connections = new();
private readonly HashSet<Vector2Int> _corridorTiles = new();
private void Start()
{
GenerateMap();
}
public void GenerateMap()
{
ClearAll();
GenerateRooms();
SeparateRooms();
SelectMainRooms();
ConnectRoomsWithMST();
CreateCorridors();
Debug.Log($"생성된 전체 방 수: {_rooms.Count}");
Debug.Log($"메인 방 수: {_mainRooms.Count}");
Debug.Log($"연결 수: {_connections.Count}");
}
private void ClearAll()
{
_rooms.Clear();
_mainRooms.Clear();
_connections.Clear();
}
private void GenerateRooms()
{
for (var i = 0; i < totalRooms; i++)
{
// 랜덤 위치 선택
var angle = Random.Range(0f, Mathf.PI * 2);
var distance = Random.Range(0f, mapRadius);
var position = new Vector2(
Mathf.Cos(angle) * distance,
Mathf.Sin(angle) * distance
);
// 랜덤 크기 방 생성
var width = Random.Range(minRoomWidth, maxRoomWidth);
var height = Random.Range(minRoomHeight, maxRoomHeight);
_rooms.Add(new Room(position, new Vector2(width, height)));
}
}
private void SeparateRooms()
{
for (var iter = 0; iter < separationIterations; iter++)
{
var stillOverlapping = false;
for (var i = 0; i < _rooms.Count; i++)
for (var j = i + 1; j < _rooms.Count; j++)
if (_rooms[i].Overlaps(_rooms[j]))
{
stillOverlapping = true;
// 방들이 겹치면 서로 밀어냄
var direction = (_rooms[i].Position - _rooms[j].Position).normalized;
var overlap = _rooms[i].GetOverlapDistance(_rooms[j]);
_rooms[i].Position += direction * overlap * 0.5f;
_rooms[j].Position -= direction * overlap * 0.5f;
}
// 더 이상 겹치는 방이 없으면 종료
if (!stillOverlapping) break;
}
}
private void SelectMainRooms()
{
// 방 크기에 따라 정렬 (큰 것부터)
_rooms.Sort((a, b) => (b.Size.x * b.Size.y).CompareTo(a.Size.x * a.Size.y));
// 가장 큰 방 mainRoomsCount개만 선택
_mainRooms = _rooms.Take(Mathf.Min(mainRoomsCount, _rooms.Count)).ToList();
}
private void ConnectRoomsWithMST()
{
var edges = new List<Edge>();
// 모든 방 쌍에 대해 거리 계산
for (var i = 0; i < _mainRooms.Count; i++)
for (var j = i + 1; j < _mainRooms.Count; j++)
{
var dist = Vector2.Distance(_mainRooms[i].Position, _mainRooms[j].Position);
edges.Add(new Edge(i, j, dist));
}
// 크루스칼 MST 알고리즘
edges.Sort((a, b) => a.Weight.CompareTo(b.Weight));
var ds = new DisjointSet(_mainRooms.Count);
foreach (var edge in edges)
if (ds.Find(edge.U) != ds.Find(edge.V))
{
ds.Union(edge.U, edge.V);
_connections.Add(new Connection(_mainRooms[edge.U], _mainRooms[edge.V]));
}
}
private void CreateCorridors()
{
foreach (var conn in _connections)
{
var roomA = conn.RoomA;
var roomB = conn.RoomB;
// 두 방의 중심점
var startPos = Vector2Int.RoundToInt(roomA.Position);
var endPos = Vector2Int.RoundToInt(roomB.Position);
// 두 가지 L자 패턴
if (Random.Range(0, 2) == 0)
{
// 수평 먼저, 수직 나중 ㄱ
CreateCorridor(_corridorTiles, startPos, new Vector2Int(endPos.x, startPos.y));
CreateCorridor(_corridorTiles, new Vector2Int(endPos.x, startPos.y), endPos);
}
else
{
// 수직 먼저, 수평 나중 ┌
CreateCorridor(_corridorTiles, startPos, new Vector2Int(startPos.x, endPos.y));
CreateCorridor(_corridorTiles, new Vector2Int(startPos.x, endPos.y), endPos);
}
}
}
/// <summary>
/// 중복 없는 복도 생성
/// </summary>
/// <param name="corridorTiles"></param>
/// <param name="start"></param>
/// <param name="end"></param>
private void CreateCorridor(HashSet<Vector2Int> corridorTiles, Vector2Int start, Vector2Int end)
{
var position = start;
var direction = new Vector2Int(
Mathf.Clamp(end.x - start.x, -1, 1),
Mathf.Clamp(end.y - start.y, -1, 1)
);
while (position != end)
{
corridorTiles.Add(position);
// 다음 위치로 이동
if (position.x != end.x)
position.x += direction.x;
else if (position.y != end.y)
position.y += direction.y;
}
}
#region Debug
public Color roomColor = Color.blue;
public Color mainRoomColor = Color.red;
public Color corridorColor = Color.green;
private void OnDrawGizmos()
{
// 방
Gizmos.color = roomColor;
foreach (var room in _rooms)
{
if (_mainRooms.Contains(room))
Gizmos.color = mainRoomColor;
else
Gizmos.color = roomColor;
Gizmos.DrawWireCube(room.Position, room.Size);
}
// 복도
Gizmos.color = corridorColor;
var tileSize = 1f; // 타일 크기
if (_corridorTiles != null)
foreach (var pos in _corridorTiles)
Gizmos.DrawWireCube(new Vector3(pos.x, pos.y, 0),
new Vector3(tileSize, tileSize, 0));
}
#endregion
#region Class
// 방 클래스
public class Room
{
public Vector2 Position;
public Vector2 Size;
public Room(Vector2 pos, Vector2 size)
{
Position = pos;
Size = size;
}
public bool Overlaps(Room other)
{
return !(Position.x + Size.x / 2 < other.Position.x - other.Size.x / 2 ||
Position.x - Size.x / 2 > other.Position.x + other.Size.x / 2 ||
Position.y + Size.y / 2 < other.Position.y - other.Size.y / 2 ||
Position.y - Size.y / 2 > other.Position.y + other.Size.y / 2);
}
public float GetOverlapDistance(Room other)
{
var dx = Mathf.Min(Position.x + Size.x / 2, other.Position.x + other.Size.x / 2) -
Mathf.Max(Position.x - Size.x / 2, other.Position.x - other.Size.x / 2);
var dy = Mathf.Min(Position.y + Size.y / 2, other.Position.y + other.Size.y / 2) -
Mathf.Max(Position.y - Size.y / 2, other.Position.y - other.Size.y / 2);
// 실제 겹치는 거리 계산
if (dx > 0 && dy > 0)
return Mathf.Min(dx, dy) + 0.1f; // 약간의 여유 공간 추가
return 0;
}
}
// 연결 클래스
private class Connection
{
public readonly Room RoomA, RoomB;
public Connection(Room a, Room b)
{
RoomA = a;
RoomB = b;
}
}
// MST용 간선 클래스
private class Edge
{
public readonly int U, V;
public readonly float Weight;
public Edge(int u, int v, float w)
{
U = u;
V = v;
Weight = w;
}
}
#endregion
// Disjoint Set 자료구조
private class DisjointSet
{
private readonly int[] _parent;
public DisjointSet(int n)
{
_parent = new int[n];
for (var i = 0; i < n; i++) _parent[i] = i;
}
public int Find(int x)
{
if (_parent[x] == x) return x;
return _parent[x] = Find(_parent[x]);
}
public void Union(int a, int b)
{
var rootA = Find(a);
var rootB = Find(b);
if (rootA != rootB) _parent[rootB] = rootA;
}
}
}