Mazes #155
@@ -351,7 +351,7 @@ public class MazeDesigner
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// neighboring rooms are added until the necessary space is found or the
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// search space is exhausted.
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final int MAX_DISTANCE = 2;
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final int MAX_DISTANCE = 2 + random.nextInt(2);
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final int MIN_SECTION_ROOMS = 5;
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final int MIN_SECTION_CAPACITY = 2;
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@@ -363,18 +363,27 @@ public class MazeDesigner
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IGraphNode<RoomData, DoorwayData> roomNode;
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ArrayList<RoomData> cores = new ArrayList<RoomData>();
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ArrayList<RoomData> removals = new ArrayList<RoomData>();
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ArrayList<RoomData> section = new ArrayList<RoomData>();
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ArrayList<IGraphNode<RoomData, DoorwayData>> nodes = new ArrayList<IGraphNode<RoomData, DoorwayData>>(layout.nodeCount());
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Queue<RoomData> ordering = new LinkedList<RoomData>();
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// Repeatedly generate sections until all nodes have been visited
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// List all graph nodes so that we can iterate over this list instead
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// of using the graph's iterator. That avoids the risk of breaking
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// the graph's iterator during removals.
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for (IGraphNode<RoomData, DoorwayData> node : layout.nodes())
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{
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nodes.add(node);
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}
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// Repeatedly generate sections until all nodes have been visited
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for (IGraphNode<RoomData, DoorwayData> node : nodes)
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{
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// If this room hasn't been visited (distance = -1), then use it as the core of a new section
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// Otherwise, ignore it, since it was already processed
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// Otherwise, ignore it, since it was already processed. Also make sure to check that room
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// isn't null, which happens if the room was removed previously.
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room = node.data();
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if (room.getDistance() < 0)
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if (room != null && room.getDistance() < 0)
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{
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// Perform a breadth-first search to tag surrounding nodes with distances
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ordering.add(room);
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@@ -427,13 +436,10 @@ public class MazeDesigner
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// The remaining rooms in the ordering are those that are at the
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// frontier of structure. They must be removed to create a gap
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// between this section and other sections. But we can't remove
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// the rooms immediately because that could break the iterator
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// for the graph.
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if (!ordering.isEmpty())
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// between this section and other sections.
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while (!ordering.isEmpty())
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{
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removals.addAll(ordering);
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ordering.clear();
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ordering.remove().remove();
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}
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// Check if this section contains enough rooms and capacity for doors
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@@ -443,16 +449,14 @@ public class MazeDesigner
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}
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else
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{
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removals.addAll(section);
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// Discard the whole section
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for (RoomData target : section)
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{
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target.remove();
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}
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}
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}
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}
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// Remove all the rooms that were listed for removal
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for (RoomData target : removals)
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{
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target.remove();
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}
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return cores;
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}
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@@ -581,8 +585,8 @@ public class MazeDesigner
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{
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// We have 4 objectives here...
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// 1. Place the entrance to the maze
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// 2. Place internal links connecting the different sections of the maze
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// 3. Place links to other dungeons
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// 2. Place links to other dungeons
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// 3. Place internal links connecting the different sections of the maze
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// 4. Place more internal links to confuse people
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// We need to start by counting the door capacity of each section and
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@@ -609,6 +613,7 @@ public class MazeDesigner
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// The next task is to place internal links. These links must connect
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// the different maze sections to create a strongly connected graph.
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}
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private static int listLinkRooms(IGraphNode<RoomData, DoorwayData> core,
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