Mazes #155

Merged
StevenRS11 merged 11 commits from mazes into mazes 2014-04-15 11:46:00 +00:00
2 changed files with 66 additions and 40 deletions
Showing only changes of commit f92020323f - Show all commits

View File

@@ -2,7 +2,6 @@ package StevenDimDoors.experimental;
import java.util.ArrayList;
import java.util.Collections;
import java.util.HashMap;
import java.util.LinkedList;
import java.util.Queue;
import java.util.Random;
@@ -362,13 +361,23 @@ public class MazeDesigner
// the nodes in the graph being in a random order. We assume
// that was handled in a previous step!
// We split the maze into sections by choosing core rooms and removing
// rooms that are a certain number of doorways away. However, for a section
// to be valid, it must also have enough space for at least two doors in
// rooms without floor holes. If a section can't fit two doors, more
// neighboring rooms are added until the necessary space is found or the
// search space is exhausted.
final int MAX_DISTANCE = 2;
final int MIN_SECTION_ROOMS = 5;
final int MIN_SECTION_CAPACITY = 2;
int distance;
int capacity;
RoomData room;
RoomData neighbor;
IGraphNode<RoomData, DoorwayData> current;
boolean hasHoles;
IGraphNode<RoomData, DoorwayData> roomNode;
ArrayList<RoomData> cores = new ArrayList<RoomData>();
ArrayList<RoomData> removals = new ArrayList<RoomData>();
@@ -385,23 +394,23 @@ public class MazeDesigner
if (room.getDistance() < 0)
{
// Perform a breadth-first search to tag surrounding nodes with distances
room.setDistance(0);
ordering.add(room);
room.setDistance(0);
section.clear();
capacity = 0;
while (!ordering.isEmpty())
{
room = ordering.remove();
distance = room.getDistance() + 1;
if (distance <= MAX_DISTANCE + 1)
while (room != null && (room.getDistance() <= MAX_DISTANCE || capacity < 2))
{
ordering.remove();
section.add(room);
current = room.getLayoutNode();
roomNode = room.getLayoutNode();
distance = room.getDistance() + 1;
hasHoles = false;
// Visit neighboring rooms and assign them distances, if they don't
// have a proper distance assigned already
for (IEdge<RoomData, DoorwayData> edge : current.inbound())
// Visit neighboring rooms and assign them distances,
// if they don't have a proper distance assigned already.
// Also check for floor holes.
for (IEdge<RoomData, DoorwayData> edge : roomNode.inbound())
{
neighbor = edge.head().data();
if (neighbor.getDistance() < 0)
@@ -409,8 +418,12 @@ public class MazeDesigner
neighbor.setDistance(distance);
ordering.add(neighbor);
}
if (edge.data().axis() == DoorwayData.Y_AXIS)
{
hasHoles = true;
}
for (IEdge<RoomData, DoorwayData> edge : current.outbound())
}
for (IEdge<RoomData, DoorwayData> edge : roomNode.outbound())
{
neighbor = edge.tail().data();
if (neighbor.getDistance() < 0)
@@ -419,25 +432,29 @@ public class MazeDesigner
ordering.add(neighbor);
}
}
}
else
// Count this room's door capacity if it has no floor holes
if (!hasHoles)
{
removals.add(room);
break;
}
capacity += room.estimateDoorCapacity();
}
// List rooms that have a distance of exactly MAX_DISTANCE + 1
// Those are precisely the nodes that remain in the queue
// We can't remove them immediately because that could break
// the iterator for the graph.
while (!ordering.isEmpty())
{
removals.add(ordering.remove());
room = ordering.peek();
}
// Check if this section contains enough rooms
if (section.size() >= MIN_SECTION_ROOMS)
// The remaining rooms in the ordering are those that are at the
// frontier of structure. They must be removed to create a gap
// between this section and other sections. But we can't remove
// the rooms immediately because that could break the iterator
// for the graph.
if (!ordering.isEmpty())
{
removals.addAll(ordering);
ordering.clear();
}
// Check if this section contains enough rooms and capacity for doors
if (section.size() >= MIN_SECTION_ROOMS && capacity >= MIN_SECTION_CAPACITY)
{
cores.add(node.data());
}
@@ -449,7 +466,6 @@ public class MazeDesigner
}
// Remove all the rooms that were listed for removal
// Also remove unused partitions from the partition tree
for (RoomData target : removals)
{
removeRoom(target, layout);
@@ -508,9 +524,12 @@ public class MazeDesigner
}
}
// Now iterate over the list of nodes and merge their sets
// We only have to look at outbound edges since inbound edges mirror them
// Also list any Y_AXIS doorways we come across
// Now iterate over the list of nodes and merge their sets based on
// being connected by X_AXIS or Z_AXIS doorways. We only have to look
// at outbound edges since inbound edges mirror them. List any Y_AXIS
// doorways we come across to consider removing them later, depending
// on their impact on connectedness.
// doorways.
ArrayList<IEdge<RoomData, DoorwayData>> targets =
new ArrayList<IEdge<RoomData, DoorwayData>>();

View File

@@ -72,4 +72,11 @@ public class RoomData
partitionNode = null;
layoutNode = null;
}
public int estimateDoorCapacity()
{
int cellsX = (partitionNode.width() - 3) / 2;
int cellsZ = (partitionNode.length() - 3) / 2;
return Math.min(cellsX * cellsZ, 3);
}
}