Refactor maze scripts: namespaces & cleanup

Move Maze-related scripts into the Hallucinate.GameSetup.Maze namespace and perform a broad refactor and cleanup. Make MapLocation a readonly struct, add Corridor/Wall/Path constants, and convert Maze into a clearer base class with serialized fields (width, depth, scale, mapParentObject), proper initialization, virtual Generate, and safer DrawMap behavior. Update neighbor-count helpers, tighten method visibility, and improve algorithm implementations (Crawler, Prims, Recursive, Wilsons) to use the new constants and more robust logic (including logging and loop guards). Add a Fisher–Yates Shuffle extension with a static RNG under Hallucinate.GameSetup.Maze.Extensions. Also update IDE metadata (.idea encodings.xml and workspace.xml) to record file encodings and some project settings.
This commit is contained in:
2026-04-21 21:44:26 +07:00
parent d2e3dbf653
commit 3a687a4d58
8 changed files with 460 additions and 286 deletions

View File

@@ -1,51 +1,70 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Crawler : Maze
namespace Hallucinate.GameSetup.Maze
{
public override void Generate()
/// <summary>
/// A maze generation algorithm that "crawls" through the grid in a semi-random walk.
/// It creates long, winding corridors by moving vertically or horizontally.
/// </summary>
public class Crawler : Maze
{
//for (int i = 0; i < 2; i++)
// CrawlV();
//for(int i = 0; i < 3; i++)
// CrawlH();
}
void CrawlV()
{
bool done = false;
int x = Random.Range(1,width-1);
int z = 1;
while (!done)
/// <summary>
/// Orchestrates the crawling generation.
/// (Currently empty as per original procedural logic).
/// </summary>
public override void Generate()
{
map[x, z] = 0;
if (Random.Range(0, 100) < 50)
x += Random.Range(-1, 2);
else
z += Random.Range(0, 2);
done |= (x < 1 || x >= width-1 || z < 1 || z >= depth-1);
// Implementation can be expanded as needed.
}
/// <summary>
/// Performs a vertical crawl starting from a random X position at the bottom.
/// </summary>
protected void CrawlV()
{
bool done = false;
int x = Random.Range(1, width - 1);
int z = 1;
while (!done)
{
map[x, z] = Corridor;
if (Random.Range(0, 100) < 50)
{
x += Random.Range(-1, 2);
}
else
{
z += Random.Range(0, 2);
}
done |= (x < 1 || x >= width - 1 || z < 1 || z >= depth - 1);
}
}
/// <summary>
/// Performs a horizontal crawl starting from a random Z position at the left.
/// </summary>
protected void CrawlH()
{
bool done = false;
int x = 1;
int z = Random.Range(1, depth - 1);
while (!done)
{
map[x, z] = Corridor;
if (Random.Range(0, 100) < 50)
{
x += Random.Range(0, 2);
}
else
{
z += Random.Range(-1, 2);
}
done |= (x < 1 || x >= width - 1 || z < 1 || z >= depth - 1);
}
}
}
void CrawlH()
{
bool done = false;
int x = 1;
int z = Random.Range(1,depth-1);
while (!done)
{
map[x, z] = 0;
if (Random.Range(0, 100) < 50)
x += Random.Range(0, 2);
else
z += Random.Range(-1, 2);
done |= (x < 1 || x >= width-1 || z < 1 || z >= depth-1);
}
}
}