Feat: updated room generator
This commit is contained in:
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// Dungeon generátor pro Unity 3D.
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/// Připojte tento skript na prázdný GameObject ve scéně.
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///
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/// NASTAVENÍ V INSPEKTORU:
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/// Cell Size – velikost jedné buňky matice v Unity units (default 1)
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/// Wall Height – výška zdi (default 1)
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/// Wall Material – material pro zdi (může být null → default/pink)
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/// Floor Material– material pro podlahu (může být null)
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/// Generate On Start – zavolá Generate() automaticky při startu
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/// </summary>
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public class MapManager : MonoBehaviour
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{
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[Header("Generátor")]
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[Tooltip("Velikost jedné buňky matice v Unity units.")]
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public float cellSize = 1f;
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[Tooltip("Výška zdi.")]
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public float wallHeight = 1f;
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[Tooltip("Počet místností (rozsah).")]
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public int roomCountMin = 10;
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public int roomCountMax = 20;
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[Tooltip("Maximální velikost místnosti v buňkách (rozsah).")]
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public int maxRoomSizeMin = 14;
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public int maxRoomSizeMax = 20;
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[Header("Materiály")]
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public Material wallMaterial;
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public Material floorMaterial;
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public Material doorMaterial;
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[Header("Chování")]
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public bool generateOnStart = true;
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// ── Interní stav ──────────────────────────────────────────────────────────
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private int[][] genMatrix;
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private int roomCount;
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private int maxRoomSize;
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private int MATRIX_SIZE_X = 10;
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private int MATRIX_SIZE_Y = 10;
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private const int ROOM_PADDING = 1;
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private System.Random rng = new System.Random();
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private List<Room> rooms = new List<Room>();
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// Rodičovské objekty pro přehlednost v hierarchii
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private GameObject wallsParent;
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private GameObject floorParent;
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private GameObject doorsParent;
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// TileType musí odpovídat hodnotám v matici
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private const int TILE_EMPTY = 0;
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private const int TILE_WALL = 1;
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private const int TILE_DOOR = 2;
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// ── Unity lifecycle ───────────────────────────────────────────────────────
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private void Start()
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{
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if (generateOnStart)
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Generate();
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}
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// ── Veřejné API ──────────────────────────────────────────────────────────
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/// <summary>Vygeneruje nový dungeon (odstraní předchozí).</summary>
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public void Generate()
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{
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ClearPrevious();
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RunGenerator();
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ConnectRooms();
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BuildMeshes();
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}
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// ── Čištění ──────────────────────────────────────────────────────────────
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private void ClearPrevious()
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{
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if (wallsParent != null) Destroy(wallsParent);
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if (floorParent != null) Destroy(floorParent);
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if (doorsParent != null) Destroy(doorsParent);
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wallsParent = new GameObject("Walls");
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floorParent = new GameObject("Floor");
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doorsParent = new GameObject("Doors");
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wallsParent.transform.SetParent(transform);
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floorParent.transform.SetParent(transform);
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doorsParent.transform.SetParent(transform);
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MATRIX_SIZE_X = 10;
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MATRIX_SIZE_Y = 10;
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rooms.Clear();
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}
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// ══════════════════════════════════════════════════════════════════════════
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// LOGIKA GENERÁTORU (portováno z původního C# kódu)
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// ══════════════════════════════════════════════════════════════════════════
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private void RunGenerator()
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{
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roomCount = rng.Next(roomCountMin, roomCountMax);
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maxRoomSize = rng.Next(maxRoomSizeMin, maxRoomSizeMax);
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genMatrix = new int[MATRIX_SIZE_Y][];
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for (int i = 0; i < MATRIX_SIZE_Y; i++)
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genMatrix[i] = new int[MATRIX_SIZE_X];
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Room firstRoom = CreateAndCarveRoom(0, 0);
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firstRoom.possibleNeighbourDir[0] = false;
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firstRoom.possibleNeighbourDir[1] = false;
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rooms.Add(firstRoom);
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Queue<Room> expandQueue = new Queue<Room>();
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expandQueue.Enqueue(firstRoom);
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int safety = 0;
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int maxSafety = roomCount * 50;
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while (rooms.Count < roomCount && expandQueue.Count > 0 && safety < maxSafety)
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{
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safety++;
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Room current = expandQueue.Dequeue();
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if (!current.canExpand()) continue;
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foreach (var dir in current.getPossibleDirections())
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{
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if (rooms.Count >= roomCount) break;
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Room newRoom = TryGrowNeighbour(current, dir.Key);
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if (newRoom != null)
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{
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rooms.Add(newRoom);
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current.addNeighbour(newRoom);
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newRoom.addNeighbour(current);
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expandQueue.Enqueue(newRoom);
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}
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}
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}
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}
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private void ConnectRooms()
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{
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var connectedPairs = new HashSet<(int, int)>();
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foreach (Room roomA in rooms)
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{
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foreach (Room roomB in roomA.getNeighbours())
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{
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int ha = roomA.GetHashCode();
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int hb = roomB.GetHashCode();
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var pair = ha < hb ? (ha, hb) : (hb, ha);
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if (connectedPairs.Contains(pair)) continue;
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connectedPairs.Add(pair);
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CarveCorridor(roomA, roomB);
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}
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}
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}
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private void CarveCorridor(Room a, Room b)
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{
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// Horizontální sousedství
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if (a.end_x < b.start_x || b.end_x < a.start_x)
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{
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Room left = a.end_x < b.start_x ? a : b;
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Room right = left == a ? b : a;
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int overlapStartY = Mathf.Max(left.start_y, right.start_y);
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int overlapEndY = Mathf.Min(left.end_y, right.end_y);
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if (overlapStartY > overlapEndY) return;
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int targetY = (overlapStartY == overlapEndY)
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? overlapStartY
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: rng.Next(overlapStartY + 1, overlapEndY);
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for (int x = left.end_x; x <= right.start_x; x++)
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SetTile(x, targetY, TILE_EMPTY);
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SetTile(left.end_x, targetY, TILE_DOOR);
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SetTile(right.start_x, targetY, TILE_DOOR);
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for (int x = left.end_x + 1; x < right.start_x; x++)
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{
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SafeSetWall(x, targetY - 1, left, right);
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SafeSetWall(x, targetY + 1, left, right);
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}
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}
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// Vertikální sousedství
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else if (a.end_y < b.start_y || b.end_y < a.start_y)
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{
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Room top = a.end_y < b.start_y ? a : b;
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Room bottom = top == a ? b : a;
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int overlapStartX = Mathf.Max(top.start_x, bottom.start_x);
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int overlapEndX = Mathf.Min(top.end_x, bottom.end_x);
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if (overlapStartX > overlapEndX) return;
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int targetX = (overlapStartX == overlapEndX)
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? overlapStartX
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: rng.Next(overlapStartX + 1, overlapEndX);
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for (int y = top.end_y; y <= bottom.start_y; y++)
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SetTile(targetX, y, TILE_EMPTY);
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SetTile(targetX, top.end_y, TILE_DOOR);
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SetTile(targetX, bottom.start_y, TILE_DOOR);
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for (int y = top.end_y + 1; y < bottom.start_y; y++)
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{
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SafeSetWall(targetX - 1, y, top, bottom);
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SafeSetWall(targetX + 1, y, top, bottom);
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}
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}
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}
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private void SafeSetWall(int x, int y, Room r1, Room r2)
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{
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if (x < 0 || y < 0 || y >= genMatrix.Length || x >= genMatrix[y].Length) return;
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bool inside1 = x > r1.start_x && x < r1.end_x && y > r1.start_y && y < r1.end_y;
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bool inside2 = x > r2.start_x && x < r2.end_x && y > r2.start_y && y < r2.end_y;
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if (!inside1 && !inside2)
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genMatrix[y][x] = TILE_WALL;
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}
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private void SetTile(int x, int y, int value)
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{
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if (y < 0 || y >= genMatrix.Length || x < 0 || x >= genMatrix[y].Length) return;
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genMatrix[y][x] = value;
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}
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// ══════════════════════════════════════════════════════════════════════════
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// MESH BUILDING
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// Klíčová optimalizace: místo N GameObject cubů se vše sloučí do 3 meshů
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// (zdi, podlaha, dveře) → 3 draw cally celkem bez ohledu na velikost dungeonu.
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// ══════════════════════════════════════════════════════════════════════════
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private void BuildMeshes()
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{
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var wallInstances = new List<CombineInstance>();
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var floorInstances = new List<CombineInstance>();
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var doorInstances = new List<CombineInstance>();
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// Sdílené primitivní meshe (vytvoříme je jednou a použijeme jako šablonu)
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Mesh cubeMesh = CreateCubeMesh(cellSize, wallHeight, cellSize);
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Mesh floorMesh = CreateCubeMesh(cellSize, cellSize * 0.1f, cellSize);
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for (int row = 0; row < genMatrix.Length; row++)
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{
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for (int col = 0; col < genMatrix[row].Length; col++)
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{
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int tile = genMatrix[row][col];
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if (tile == TILE_EMPTY) continue;
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// Pozice v Unity: X = sloupec, Y = výška, Z = řádek
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Vector3 pos = new Vector3(col * cellSize, 0f, row * cellSize);
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if (tile == TILE_WALL)
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{
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wallInstances.Add(MakeCombineInstance(cubeMesh, pos));
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}
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else if (tile == TILE_DOOR)
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{
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doorInstances.Add(MakeCombineInstance(floorMesh,
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pos + new Vector3(0f, wallHeight * 0.05f, 0f)));
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}
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}
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}
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// Podlaha: jedna plocha pod celou mapou pro každou neprázdnou buňku
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for (int row = 0; row < genMatrix.Length; row++)
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{
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for (int col = 0; col < genMatrix[row].Length; col++)
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{
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if (genMatrix[row][col] == TILE_EMPTY || genMatrix[row][col] == TILE_DOOR)
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{
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Vector3 pos = new Vector3(col * cellSize, -cellSize * 0.05f, row * cellSize);
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floorInstances.Add(MakeCombineInstance(floorMesh, pos));
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}
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}
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}
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// Sestavení finálních objektů
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if (wallInstances.Count > 0) BuildCombinedObject(wallInstances, cubeMesh, wallsParent, wallMaterial, "WallMesh", true);
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if (floorInstances.Count > 0) BuildCombinedObject(floorInstances, floorMesh, floorParent, floorMaterial, "FloorMesh", false);
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if (doorInstances.Count > 0) BuildCombinedObject(doorInstances, floorMesh, doorsParent, doorMaterial, "DoorMesh", false);
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// Uvolníme dočasné meshe (nepotřebujeme je po sloučení)
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Destroy(cubeMesh);
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Destroy(floorMesh);
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}
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private CombineInstance MakeCombineInstance(Mesh mesh, Vector3 position)
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{
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return new CombineInstance
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{
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mesh = mesh,
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transform = Matrix4x4.Translate(position)
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};
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}
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private void BuildCombinedObject(List<CombineInstance> instances, Mesh templateMesh,
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GameObject parent, Material mat, string meshName, bool addCollider)
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{
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Mesh combined = new Mesh();
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combined.name = meshName;
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// IndexFormat.UInt32 umožní meshe s více než 65k vrcholy (velké dungeony)
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combined.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
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combined.CombineMeshes(instances.ToArray(), true, true);
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combined.RecalculateNormals();
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combined.RecalculateBounds();
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var go = new GameObject(meshName);
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go.transform.SetParent(parent.transform);
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var mf = go.AddComponent<MeshFilter>();
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mf.sharedMesh = combined;
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var mr = go.AddComponent<MeshRenderer>();
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mr.sharedMaterial = mat != null ? mat : new Material(Shader.Find("Standard"));
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if (addCollider)
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{
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// MeshCollider na sloučeném zdi-meshi → fyzika funguje bez extra objektů
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var mc = go.AddComponent<MeshCollider>();
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mc.sharedMesh = combined;
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}
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}
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// ── Pomocné: vytvoří jednoduchý kvádrový mesh o daných rozměrech ─────────
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private Mesh CreateCubeMesh(float w, float h, float d)
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{
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var mesh = new Mesh();
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float hw = w / 2f, hh = h / 2f, hd = d / 2f;
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mesh.vertices = new Vector3[]
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{
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// Přední stěna
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new(-hw,-hh, hd), new( hw,-hh, hd), new( hw, hh, hd), new(-hw, hh, hd),
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// Zadní stěna
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new( hw,-hh,-hd), new(-hw,-hh,-hd), new(-hw, hh,-hd), new( hw, hh,-hd),
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// Levá stěna
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new(-hw,-hh,-hd), new(-hw,-hh, hd), new(-hw, hh, hd), new(-hw, hh,-hd),
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// Pravá stěna
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new( hw,-hh, hd), new( hw,-hh,-hd), new( hw, hh,-hd), new( hw, hh, hd),
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// Horní stěna
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new(-hw, hh, hd), new( hw, hh, hd), new( hw, hh,-hd), new(-hw, hh,-hd),
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// Spodní stěna
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new(-hw,-hh,-hd), new( hw,-hh,-hd), new( hw,-hh, hd), new(-hw,-hh, hd),
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};
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mesh.triangles = new int[]
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{
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0, 2, 1, 0, 3, 2, // přední
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4, 6, 5, 4, 7, 6, // zadní
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8,10, 9, 8,11,10, // levá
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12,14,13, 12,15,14, // pravá
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16,18,17, 16,19,18, // horní
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20,22,21, 20,23,22, // spodní
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};
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mesh.uv = new Vector2[]
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{
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new(0,0),new(1,0),new(1,1),new(0,1),
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new(0,0),new(1,0),new(1,1),new(0,1),
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new(0,0),new(1,0),new(1,1),new(0,1),
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new(0,0),new(1,0),new(1,1),new(0,1),
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new(0,0),new(1,0),new(1,1),new(0,1),
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new(0,0),new(1,0),new(1,1),new(0,1),
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};
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mesh.RecalculateNormals();
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return mesh;
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}
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// ══════════════════════════════════════════════════════════════════════════
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// GENERÁTOR – INTERNÍ TŘÍDY A METODY (beze změny z původního kódu)
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// ══════════════════════════════════════════════════════════════════════════
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private int[] GenerateRoomMatrix(int start_x, int start_y)
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{
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int x_stop = start_x + rng.Next(maxRoomSize / 2, maxRoomSize + 1);
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int y_stop = start_y + rng.Next(maxRoomSize / 2, maxRoomSize + 1);
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if (x_stop >= MATRIX_SIZE_X) x_stop = MATRIX_SIZE_X - 1;
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if (y_stop >= MATRIX_SIZE_Y) y_stop = MATRIX_SIZE_Y - 1;
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for (int y = start_y; y <= y_stop; y++)
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{
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for (int x = start_x; x <= x_stop; x++)
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{
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genMatrix[y][x] = (x == start_x || x == x_stop || y == start_y || y == y_stop)
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? TILE_WALL
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: TILE_EMPTY;
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}
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}
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return new int[] { x_stop, y_stop };
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}
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private Room CreateAndCarveRoom(int sx, int sy)
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{
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int[] end = GenerateRoomMatrix(sx, sy);
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return new Room(sx, sy, end[0], end[1]);
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}
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private bool HasValidOverlapWithParent(Room parent, Room child, int direction)
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{
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if (direction == 0 || direction == 2)
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{
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return (Mathf.Min(parent.end_y, child.end_y) - Mathf.Max(parent.start_y, child.start_y)) >= 3;
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}
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return (Mathf.Min(parent.end_x, child.end_x) - Mathf.Max(parent.start_x, child.start_x)) >= 3;
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}
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private Room TryGrowNeighbour(Room from, int direction)
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{
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int est = maxRoomSize, minOverlap = 3;
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int nsx, nsy;
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switch (direction)
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{
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case 0:
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nsx = from.end_x + 1 + ROOM_PADDING;
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nsy = rng.Next(from.start_y - est + minOverlap, from.end_y - minOverlap + 2); break;
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case 1:
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nsx = rng.Next(from.start_x - est + minOverlap, from.end_x - minOverlap + 2);
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nsy = from.end_y + 1 + ROOM_PADDING; break;
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case 2:
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nsx = from.start_x - 1 - ROOM_PADDING - est;
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nsy = rng.Next(from.start_y - est + minOverlap, from.end_y - minOverlap + 2); break;
|
||||
case 3:
|
||||
nsx = rng.Next(from.start_x - est + minOverlap, from.end_x - minOverlap + 2);
|
||||
nsy = from.start_y - 1 - ROOM_PADDING - est; break;
|
||||
default: return null;
|
||||
}
|
||||
|
||||
if (nsx < 0) nsx = 0;
|
||||
if (nsy < 0) nsy = 0;
|
||||
|
||||
EnsureMatrixSize(nsx + maxRoomSize + ROOM_PADDING + 1,
|
||||
nsy + maxRoomSize + ROOM_PADDING + 1);
|
||||
|
||||
if (WouldOverlapAny(nsx, nsy, nsx + maxRoomSize, nsy + maxRoomSize))
|
||||
return null;
|
||||
|
||||
Room newRoom = CreateAndCarveRoom(nsx, nsy);
|
||||
|
||||
if (OverlapsExistingRoom(newRoom) || !HasValidOverlapWithParent(from, newRoom, direction))
|
||||
{
|
||||
EraseRoom(newRoom);
|
||||
return null;
|
||||
}
|
||||
|
||||
from.blockDirection(direction);
|
||||
return newRoom;
|
||||
}
|
||||
|
||||
private void EraseRoom(Room room)
|
||||
{
|
||||
for (int y = room.start_y; y <= room.end_y; y++)
|
||||
for (int x = room.start_x; x <= room.end_x; x++)
|
||||
if (y >= 0 && y < genMatrix.Length && x >= 0 && x < genMatrix[y].Length)
|
||||
genMatrix[y][x] = TILE_EMPTY;
|
||||
}
|
||||
|
||||
private bool WouldOverlapAny(int sx, int sy, int ex, int ey)
|
||||
{
|
||||
foreach (Room r in rooms)
|
||||
if (RectsOverlap(sx - ROOM_PADDING, sy - ROOM_PADDING, ex + ROOM_PADDING, ey + ROOM_PADDING,
|
||||
r.start_x, r.start_y, r.end_x, r.end_y)) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool OverlapsExistingRoom(Room candidate)
|
||||
{
|
||||
foreach (Room r in rooms)
|
||||
{
|
||||
if (r == candidate) continue;
|
||||
if (RectsOverlap(candidate.start_x - ROOM_PADDING, candidate.start_y - ROOM_PADDING,
|
||||
candidate.end_x + ROOM_PADDING, candidate.end_y + ROOM_PADDING,
|
||||
r.start_x, r.start_y, r.end_x, r.end_y)) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool RectsOverlap(int ax1, int ay1, int ax2, int ay2,
|
||||
int bx1, int by1, int bx2, int by2)
|
||||
=> ax1 <= bx2 && ax2 >= bx1 && ay1 <= by2 && ay2 >= by1;
|
||||
|
||||
private void EnsureMatrixSize(int reqW, int reqH)
|
||||
{
|
||||
bool resized = false;
|
||||
while (reqW >= MATRIX_SIZE_X) { MATRIX_SIZE_X *= 2; resized = true; }
|
||||
while (reqH >= MATRIX_SIZE_Y) { MATRIX_SIZE_Y *= 2; resized = true; }
|
||||
if (resized) ResizeArray(ref genMatrix, MATRIX_SIZE_Y, MATRIX_SIZE_X);
|
||||
}
|
||||
|
||||
private void ResizeArray(ref int[][] original, int newH, int newW)
|
||||
{
|
||||
System.Array.Resize(ref original, newH);
|
||||
for (int i = 0; i < newH; i++)
|
||||
{
|
||||
if (original[i] == null) original[i] = new int[newW];
|
||||
else System.Array.Resize(ref original[i], newW);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Třída Room (vnořená, aby byl soubor self-contained) ──────────────────
|
||||
|
||||
private class Room
|
||||
{
|
||||
public int start_x, start_y, end_x, end_y;
|
||||
public List<Room> neighbours = new List<Room>();
|
||||
public Dictionary<int, bool> possibleNeighbourDir;
|
||||
|
||||
public Room(int sx, int sy, int ex, int ey)
|
||||
{
|
||||
start_x = sx; start_y = sy; end_x = ex; end_y = ey;
|
||||
possibleNeighbourDir = new Dictionary<int, bool>
|
||||
{ {0,true},{1,true},{2,true},{3,true} };
|
||||
}
|
||||
|
||||
public List<Room> getNeighbours() => neighbours;
|
||||
public void addNeighbour(Room r) => neighbours.Add(r);
|
||||
public void blockDirection(int d) => possibleNeighbourDir[d] = false;
|
||||
// addNeighbour(int) v původním kódu blokovalo směr – zachováváme jako alias:
|
||||
public Dictionary<int, bool> getPossibleDirections() => possibleNeighbourDir;
|
||||
public bool canExpand() =>
|
||||
possibleNeighbourDir[0] || possibleNeighbourDir[1] ||
|
||||
possibleNeighbourDir[2] || possibleNeighbourDir[3];
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user