Dungeon generation refactor (#17121)

This commit is contained in:
metalgearsloth
2023-06-27 19:17:42 +10:00
committed by GitHub
parent b3d395f214
commit cca1a78384
26 changed files with 1528 additions and 496 deletions

View File

@@ -0,0 +1,196 @@
using Content.Shared.NPC;
using Robust.Shared.Collections;
using Robust.Shared.Utility;
namespace Content.Server.Procedural;
public sealed partial class DungeonSystem
{
public List<(Vector2i Start, Vector2i End)> MinimumSpanningTree(List<Vector2i> tiles, System.Random random)
{
// Generate connections between all rooms.
var connections = new Dictionary<Vector2i, List<(Vector2i Tile, float Distance)>>(tiles.Count);
foreach (var entrance in tiles)
{
var edgeConns = new List<(Vector2i Tile, float Distance)>(tiles.Count - 1);
foreach (var other in tiles)
{
if (entrance == other)
continue;
edgeConns.Add((other, (other - entrance).Length));
}
// Sort these as they will be iterated many times.
edgeConns.Sort((x, y) => x.Distance.CompareTo(y.Distance));
connections.Add(entrance, edgeConns);
}
var seedIndex = random.Next(tiles.Count);
var remaining = new ValueList<Vector2i>(tiles);
remaining.RemoveAt(seedIndex);
var edges = new List<(Vector2i Start, Vector2i End)>();
var seedEntrance = tiles[seedIndex];
var forest = new ValueList<Vector2i>(tiles.Count) { seedEntrance };
while (remaining.Count > 0)
{
// Get cheapest edge
var cheapestDistance = float.MaxValue;
var cheapest = (Vector2i.Zero, Vector2i.Zero);
foreach (var node in forest)
{
foreach (var conn in connections[node])
{
// Existing tile, skip
if (forest.Contains(conn.Tile))
continue;
// Not the cheapest
if (cheapestDistance < conn.Distance)
continue;
cheapestDistance = conn.Distance;
cheapest = (node, conn.Tile);
// List is pre-sorted so we can just breakout easily.
break;
}
}
DebugTools.Assert(cheapestDistance < float.MaxValue);
// Add to tree
edges.Add(cheapest);
forest.Add(cheapest.Item2);
remaining.Remove(cheapest.Item2);
}
return edges;
}
/// <summary>
/// Primarily for dungeon usage.
/// </summary>
public void GetCorridorNodes(HashSet<Vector2i> corridorTiles,
List<(Vector2i Start, Vector2i End)> edges,
int pathLimit,
HashSet<Vector2i>? forbiddenTiles = null,
Func<Vector2i, float>? tileCallback = null)
{
// Pathfind each entrance
var frontier = new PriorityQueue<Vector2i, float>();
var cameFrom = new Dictionary<Vector2i, Vector2i>();
var directions = new Dictionary<Vector2i, Direction>();
var costSoFar = new Dictionary<Vector2i, float>();
forbiddenTiles ??= new HashSet<Vector2i>();
foreach (var (start, end) in edges)
{
frontier.Clear();
cameFrom.Clear();
costSoFar.Clear();
directions.Clear();
directions[start] = Direction.Invalid;
frontier.Enqueue(start, 0f);
costSoFar[start] = 0f;
var found = false;
var count = 0;
while (frontier.Count > 0 && count < pathLimit)
{
count++;
var node = frontier.Dequeue();
if (node == end)
{
found = true;
break;
}
var lastDirection = directions[node];
// Foreach neighbor etc etc
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
// Cardinals only.
if (x != 0 && y != 0)
continue;
var neighbor = new Vector2i(node.X + x, node.Y + y);
// FORBIDDEN
if (neighbor != end &&
forbiddenTiles.Contains(neighbor))
{
continue;
}
var tileCost = SharedPathfindingSystem.ManhattanDistance(node, neighbor);
// Weight towards existing corridors ig
if (corridorTiles.Contains(neighbor))
{
tileCost *= 0.10f;
}
var costMod = tileCallback?.Invoke(neighbor);
costMod ??= 1f;
tileCost *= costMod.Value;
var direction = (neighbor - node).GetCardinalDir();
directions[neighbor] = direction;
// If direction is different then penalise it.
if (direction != lastDirection)
{
tileCost *= 3f;
}
// f = g + h
// gScore is distance to the start node
// hScore is distance to the end node
var gScore = costSoFar[node] + tileCost;
if (costSoFar.TryGetValue(neighbor, out var nextValue) && gScore >= nextValue)
{
continue;
}
cameFrom[neighbor] = node;
costSoFar[neighbor] = gScore;
// Make it greedy so multiply h-score to punish further nodes.
// This is necessary as we might have the deterredTiles multiplying towards the end
// so just finish it.
var hScore = SharedPathfindingSystem.ManhattanDistance(end, neighbor) * (1.0f - 1.0f / 1000.0f);
var fScore = gScore + hScore;
frontier.Enqueue(neighbor, fScore);
}
}
}
// Rebuild path if it's valid.
if (found)
{
var node = end;
while (true)
{
node = cameFrom[node];
// Don't want start or end nodes included.
if (node == start)
break;
corridorTiles.Add(node);
}
}
}
}
}