This commit is contained in:
2026-07-05 00:24:30 +07:00
parent 5b88e6d3c3
commit 869353cc00
61 changed files with 518627 additions and 45686 deletions

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@@ -12,73 +12,51 @@
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@@ -25,7 +25,7 @@ Transform:
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@@ -12,10 +12,10 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 30892b1102feb6841a9288ddb11ef50d, type: 3}
m_Name: MazeRework
m_EditorClassIdentifier: Assembly-CSharp::Baba_yaga.GameSetup.MazeRework.MazeReworkConfig
algorithm: 2
width: 10
depth: 10
varyFloorSize: 1
algorithm: 1
width: 20
depth: 20
varyFloorSize: 0
floorSizeMode: 1
manualFloorSizes:
- {x: 10, y: 10}
@@ -25,9 +25,9 @@ MonoBehaviour:
useRandomSeed: 1
seed: 1989
startLocation: {x: 1, y: 1}
generateRooms: 0
roomCount: 2
generateRooms: 1
roomCount: 5
minRoomSize: {x: 3, y: 3}
maxRoomSize: {x: 5, y: 5}
maxRoomSize: {x: 10, y: 10}
extraRoomDoorChance: 1
loopChance: 0.1

File diff suppressed because it is too large Load Diff

View File

@@ -13,6 +13,9 @@ namespace Baba_yaga.GameSetup.MazeRework.Algorithms
System.Random rng,
System.Action<int, int, MazeReworkCellType, Animation.MazeCellHighlight> onCellChanged = null)
{
grid[startX, startZ] = MazeReworkCellType.Corridor;
visited[startX, startZ] = true;
Stack<Vector2Int> stack = new Stack<Vector2Int>();
stack.Push(new Vector2Int(startX, startZ));
onCellChanged?.Invoke(startX, startZ, MazeReworkCellType.Corridor, Animation.MazeCellHighlight.SearchHead);
@@ -20,11 +23,13 @@ namespace Baba_yaga.GameSetup.MazeRework.Algorithms
int[] dx = { 2, -2, 0, 0 };
int[] dz = { 0, 0, 2, -2 };
List<int> candidates = new List<int>(4);
while (stack.Count > 0)
{
Vector2Int current = stack.Peek();
List<int> candidates = new List<int>(4);
candidates.Clear();
for (int i = 0; i < 4; i++)
{
int nx = current.x + dx[i];

View File

@@ -10,6 +10,9 @@ namespace Baba_yaga.GameSetup.MazeRework.Algorithms
System.Random rng,
System.Action<int, int, MazeReworkCellType, Animation.MazeCellHighlight> onCellChanged = null)
{
grid[startX, startZ] = MazeReworkCellType.Corridor;
visited[startX, startZ] = true;
CarveFrom(startX, startZ, grid, visited, rng, width, depth, onCellChanged);
// Clear final head position when completely done
onCellChanged?.Invoke(startX, startZ, MazeReworkCellType.Corridor, Animation.MazeCellHighlight.None);

View File

@@ -5,6 +5,9 @@ namespace Baba_yaga.GameSetup.MazeRework.Algorithms
{
public class Prims : IMazeReworkAlgorithm
{
private static readonly int[] dx = { 2, -2, 0, 0 };
private static readonly int[] dz = { 0, 0, 2, -2 };
public void Carve(
MazeReworkCellType[,] grid,
bool[,] visited,
@@ -18,7 +21,8 @@ namespace Baba_yaga.GameSetup.MazeRework.Algorithms
onCellChanged?.Invoke(startX, startZ, MazeReworkCellType.Corridor, Animation.MazeCellHighlight.None);
List<(int nx, int nz, int wx, int wz)> frontier = new List<(int, int, int, int)>();
AddFrontier(startX, startZ, frontier, visited, width, depth, grid, onCellChanged);
HashSet<long> inFrontier = new HashSet<long>();
AddFrontier(startX, startZ, frontier, inFrontier, visited, width, depth, grid, onCellChanged);
while (frontier.Count > 0)
{
@@ -53,25 +57,29 @@ namespace Baba_yaga.GameSetup.MazeRework.Algorithms
onCellChanged?.Invoke(nx, nz, MazeReworkCellType.Corridor, Animation.MazeCellHighlight.SearchHead);
onCellChanged?.Invoke(nx, nz, MazeReworkCellType.Corridor, Animation.MazeCellHighlight.None);
AddFrontier(nx, nz, frontier, visited, width, depth, grid, onCellChanged);
AddFrontier(nx, nz, frontier, inFrontier, visited, width, depth, grid, onCellChanged);
}
}
private void AddFrontier(int cx, int cz,
List<(int nx, int nz, int wx, int wz)> frontier,
HashSet<long> inFrontier,
bool[,] visited, int width, int depth, MazeReworkCellType[,] grid,
System.Action<int, int, MazeReworkCellType, Animation.MazeCellHighlight> onCellChanged)
{
int[] dx = { 2, -2, 0, 0 };
int[] dz = { 0, 0, 2, -2 };
for (int i = 0; i < 4; i++)
{
int nx = cx + dx[i], nz = cz + dz[i];
int wx = cx + dx[i] / 2, wz = cz + dz[i] / 2;
if (nx > 0 && nx < width - 1 && nz > 0 && nz < depth - 1 && !visited[nx, nz])
{
frontier.Add((nx, nz, wx, wz));
onCellChanged?.Invoke(nx, nz, grid[nx, nz], Animation.MazeCellHighlight.Frontier);
long key = (long)nx * 100000 + nz;
if (!inFrontier.Contains(key))
{
inFrontier.Add(key);
frontier.Add((nx, nz, wx, wz));
onCellChanged?.Invoke(nx, nz, grid[nx, nz], Animation.MazeCellHighlight.Frontier);
}
}
}
}

View File

@@ -39,7 +39,6 @@ namespace Baba_yaga.GameSetup.MazeRework.Animation
transform.localScale = targetScale * Mathf.Max(0f, easeT);
// Spin into place using easeOut
float easeOutQuad = 1 - (1 - t) * (1 - t);
transform.localRotation = Quaternion.SlerpUnclamped(targetRot * Quaternion.Euler(0, -90f, 0), targetRot, easeT);
yield return null;

View File

@@ -387,41 +387,53 @@ namespace Baba_yaga.GameSetup.MazeRework
System.Random rng, int width, int depth,
Action<int, int, MazeReworkCellType> onCellChanged = null)
{
for (int z = 1; z < depth - 1; z += 2)
Vector2Int[] dirs = new Vector2Int[4]
{
for (int x = 1; x < width - 1; x += 2)
{
if (!visited[x, z])
{
Vector2Int[] dirs = new Vector2Int[4]
{
new Vector2Int(2, 0), new Vector2Int(-2, 0),
new Vector2Int(0, 2), new Vector2Int(0, -2)
};
for (int i = 3; i > 0; i--) { int j = rng.Next(i + 1); var t = dirs[i]; dirs[i] = dirs[j]; dirs[j] = t; }
new Vector2Int(2, 0), new Vector2Int(-2, 0),
new Vector2Int(0, 2), new Vector2Int(0, -2)
};
bool connected = false;
for (int i = 0; i < 4; i++)
bool connectedAny;
do
{
connectedAny = false;
for (int z = 1; z < depth - 1; z += 2)
{
for (int x = 1; x < width - 1; x += 2)
{
if (!visited[x, z])
{
int nx = x + dirs[i].x, nz = z + dirs[i].y;
int wx = x + dirs[i].x / 2, wz = z + dirs[i].y / 2;
if (nx > 0 && nx < width - 1 && nz > 0 && nz < depth - 1 && visited[nx, nz])
// Reset and shuffle in-place (Fisher-Yates)
dirs[0] = new Vector2Int(2, 0); dirs[1] = new Vector2Int(-2, 0);
dirs[2] = new Vector2Int(0, 2); dirs[3] = new Vector2Int(0, -2);
for (int i = 3; i > 0; i--) { int j = rng.Next(i + 1); var t = dirs[i]; dirs[i] = dirs[j]; dirs[j] = t; }
bool connected = false;
for (int i = 0; i < 4; i++)
{
grid[wx, wz] = MazeReworkCellType.Corridor;
grid[x, z] = MazeReworkCellType.Corridor;
visited[wx, wz] = visited[x, z] = true;
onCellChanged?.Invoke(wx, wz, MazeReworkCellType.Corridor);
onCellChanged?.Invoke(x, z, MazeReworkCellType.Corridor);
connected = true;
break;
int nx = x + dirs[i].x, nz = z + dirs[i].y;
int wx = x + dirs[i].x / 2, wz = z + dirs[i].y / 2;
if (nx > 0 && nx < width - 1 && nz > 0 && nz < depth - 1 && visited[nx, nz])
{
grid[wx, wz] = MazeReworkCellType.Corridor;
grid[x, z] = MazeReworkCellType.Corridor;
visited[wx, wz] = visited[x, z] = true;
onCellChanged?.Invoke(wx, wz, MazeReworkCellType.Corridor);
onCellChanged?.Invoke(x, z, MazeReworkCellType.Corridor);
connected = true;
connectedAny = true;
break;
}
}
if (connected)
{
ConnectRoomsFrom(x, z, grid, visited, rooms, rng, width, depth);
}
}
ConnectRoomsFrom(x, z, grid, visited, rooms, rng, width, depth);
_ = connected; // suppress unused warning
}
}
}
} while (connectedAny);
for (int i = 0; i < rooms.Count; i++)
{
@@ -494,7 +506,7 @@ namespace Baba_yaga.GameSetup.MazeRework
}
else
{
startPt = FindDeadEnd(grid, width, depth, rng, new Vector2Int(-1, -1), endBounds);
startPt = FindDeadEnd(grid, width, depth, rng, new Vector2Int(-1, -1), null);
if (startPt.x == -1)
{
// Fallback to config start if no corridors exist
@@ -576,7 +588,7 @@ namespace Baba_yaga.GameSetup.MazeRework
private Vector2Int FindFurthestCorridor(MazeReworkCellType[,] grid, int width, int depth, Vector2Int from, Vector2Int? bounds = null)
{
Vector2Int best = new Vector2Int(-1, -1);
float maxDist = -1f;
int maxDistSq = -1;
int maxW = bounds.HasValue ? Mathf.Min(width, bounds.Value.x) : width;
int maxD = bounds.HasValue ? Mathf.Min(depth, bounds.Value.y) : depth;
@@ -588,10 +600,12 @@ namespace Baba_yaga.GameSetup.MazeRework
if (grid[x, z] == MazeReworkCellType.Corridor)
{
if (x == from.x && z == from.y) continue;
float dist = Vector2Int.Distance(new Vector2Int(x, z), from);
if (dist > maxDist)
int ddx = x - from.x;
int ddz = z - from.y;
int distSq = ddx * ddx + ddz * ddz;
if (distSq > maxDistSq)
{
maxDist = dist;
maxDistSq = distSq;
best = new Vector2Int(x, z);
}
}
@@ -654,6 +668,7 @@ namespace Baba_yaga.GameSetup.MazeRework
if (z % 2 == 0) z--;
}
// TODO: Linear scan — could be replaced with a spatial grid lookup for O(1) access if room count grows.
private int FindRoomIndex(List<Room> rooms, int x, int z)
{
for (int i = 0; i < rooms.Count; i++)
@@ -669,12 +684,7 @@ namespace Baba_yaga.GameSetup.MazeRework
private bool IsPathCell(MazeReworkCellType type)
{
return type == MazeReworkCellType.Corridor ||
type == MazeReworkCellType.Room ||
type == MazeReworkCellType.Start ||
type == MazeReworkCellType.End ||
type == MazeReworkCellType.StairsUp ||
type == MazeReworkCellType.StairsDown;
return type != MazeReworkCellType.Wall;
}
#endregion

View File

@@ -302,11 +302,13 @@ namespace Baba_yaga.GameSetup.MazeRework
}
// Spawn prefabs for all floors
spawner.skipPopIn = true;
for (int i = 0; i < floorCount; i++)
{
float yOffset = i * floorHeight;
spawner.Spawn(_grids[i], yOffset, mazeContainer);
}
spawner.skipPopIn = false;
// Compute and cache the world-space Beginning position from floor 0
BeginningWorldPosition = FindBeginningWorldPosition(_grids[0]);

View File

@@ -28,6 +28,14 @@ namespace Baba_yaga.GameSetup.MazeRework
[AssetsOnly]
public GameObject[] hallDoubleRoomPrefabs;
[FoldoutGroup("Modular Hallway Prefabs/Room Interior (4-way Room)")]
[Tooltip("Prefab specifically used for the inside of rooms (4 open connections).")]
[AssetsOnly]
public GameObject roomInteriorPrefab;
[FoldoutGroup("Modular Hallway Prefabs/Room Interior (4-way Room)")]
[AssetsOnly]
public GameObject[] roomInteriorPrefabs;
[FoldoutGroup("Modular Hallway Prefabs/HallT '⊢' (T-Junction)")]
[Tooltip("Prefab for HallT '⊢' (T-Junction connection - 3-way intersection).")]
[AssetsOnly]
@@ -81,6 +89,10 @@ namespace Baba_yaga.GameSetup.MazeRework
[Tooltip("If true, the spawner will only spawn simple preview blocks instead of full 3D modular pieces.")]
public bool isPreviewMode = false;
[FoldoutGroup("Preview Mode Settings")]
[Tooltip("If true, spawned objects will not play the PopInAnimation.")]
public bool skipPopIn = false;
[FoldoutGroup("Preview Mode Settings")]
[Tooltip("Simple prefab to represent carved paths during the algorithm phase (e.g. a flat plane or basic cube).")]
[ShowIf("isPreviewMode")]
@@ -110,6 +122,9 @@ namespace Baba_yaga.GameSetup.MazeRework
[Tooltip("Rotation offset added to HallDoubleRoom '+' prefab.")]
public float hallDoubleRoomRotationOffset = 0f;
[FoldoutGroup("Offsets (Rotation & Height)")]
[Tooltip("Rotation offset added to Room Interior prefab.")]
public float roomInteriorRotationOffset = 0f;
[FoldoutGroup("Offsets (Rotation & Height)")]
[Tooltip("Rotation offset added to HallT '⊢' prefab.")]
public float hallTRotationOffset = 0f;
[FoldoutGroup("Offsets (Rotation & Height)")]
@@ -143,8 +158,9 @@ namespace Baba_yaga.GameSetup.MazeRework
public float Rotation;
}
private readonly Dictionary<Vector3, SpawnedCellData> _spawnedGridCells = new Dictionary<Vector3, SpawnedCellData>();
private readonly Dictionary<Vector3, GameObject> _spawnedHighlights = new Dictionary<Vector3, GameObject>();
private readonly Dictionary<Vector3Int, SpawnedCellData> _spawnedGridCells = new Dictionary<Vector3Int, SpawnedCellData>();
private readonly Dictionary<Vector3Int, GameObject> _spawnedHighlights = new Dictionary<Vector3Int, GameObject>();
private readonly Dictionary<string, Transform> _groupCache = new Dictionary<string, Transform>();
private void Start()
{
@@ -183,6 +199,7 @@ namespace Baba_yaga.GameSetup.MazeRework
if (Application.isPlaying) Destroy(obj); else DestroyImmediate(obj);
}
_spawnedHighlights.Clear();
_groupCache.Clear();
}
public void Spawn(MazeReworkCellType[,] grid, float yOffset, Transform container)
@@ -242,7 +259,7 @@ namespace Baba_yaga.GameSetup.MazeRework
{
if (x < 0 || x >= width || z < 0 || z >= depth) return;
Vector3 pos = new Vector3(x, yOffset, z);
Vector3Int pos = new Vector3Int(x, Mathf.RoundToInt(yOffset * 100f), z);
MazeReworkCellType type = grid[x, z];
MazeCellHighlight hType = highlights != null ? highlights[x, z] : MazeCellHighlight.None;
@@ -383,7 +400,8 @@ namespace Baba_yaga.GameSetup.MazeRework
spawnedObj.transform.localPosition = localPosition;
spawnedObj.transform.localRotation = Quaternion.Euler(0f, targetRot, 0f);
spawnedObj.name = $"{targetName}_{x}_{z}";
spawnedObj.AddComponent<Animation.PopInAnimation>();
if (!skipPopIn)
spawnedObj.AddComponent<Animation.PopInAnimation>();
_spawnedGridCells[pos] = new SpawnedCellData { Instance = spawnedObj, Prefab = targetPrefab, Rotation = targetRot };
}
@@ -391,6 +409,9 @@ namespace Baba_yaga.GameSetup.MazeRework
private Transform GetOrCreateGroup(Transform parent, string groupName)
{
if (parent == null) return null;
string cacheKey = $"{parent.GetInstanceID()}_{groupName}";
if (_groupCache.TryGetValue(cacheKey, out Transform cached) && cached != null)
return cached;
Transform group = parent.Find(groupName);
if (group == null)
{
@@ -399,6 +420,7 @@ namespace Baba_yaga.GameSetup.MazeRework
go.transform.localPosition = Vector3.zero;
group = go.transform;
}
_groupCache[cacheKey] = group;
return group;
}
@@ -407,8 +429,8 @@ namespace Baba_yaga.GameSetup.MazeRework
if (array != null && array.Length > 0)
{
int hash = (x * 73856093) ^ (z * 19349663) ^ (Mathf.RoundToInt(yOffset * 100f) * 83492791);
System.Random rng = new System.Random(hash);
return array[rng.Next(array.Length)];
int index = ((hash % array.Length) + array.Length) % array.Length;
return array[index];
}
return single;
}
@@ -450,8 +472,12 @@ namespace Baba_yaga.GameSetup.MazeRework
case 14: return (GetRandomPrefab(hallTPrefab, hallTPrefabs, x, z, yOffset), 180f + hallTRotationOffset); // Open to Right, Bottom, Left (no Top)
case 13: return (GetRandomPrefab(hallTPrefab, hallTPrefabs, x, z, yOffset), 270f + hallTRotationOffset); // Open to Bottom, Left, Top (no Right)
// --- 4 open connections: HallDoubleRoom "+" ---
case 15: return (GetRandomPrefab(hallDoubleRoomPrefab, hallDoubleRoomPrefabs, x, z, yOffset), 0f + hallDoubleRoomRotationOffset); // Open in all 4 directions
// --- 4 open connections: HallDoubleRoom "+" or Room Interior ---
case 15:
if (grid[x, z] == MazeReworkCellType.Room)
return (GetRandomPrefab(roomInteriorPrefab, roomInteriorPrefabs, x, z, yOffset), 0f + roomInteriorRotationOffset);
else
return (GetRandomPrefab(hallDoubleRoomPrefab, hallDoubleRoomPrefabs, x, z, yOffset), 0f + hallDoubleRoomRotationOffset);
// Fallback for isolated cells (0 connections)
default: return (GetRandomPrefab(uTurnPrefab, uTurnPrefabs, x, z, yOffset), 0f + uTurnRotationOffset);
@@ -461,13 +487,7 @@ namespace Baba_yaga.GameSetup.MazeRework
private bool IsPath(MazeReworkCellType[,] grid, int x, int z, int width, int depth)
{
if (x < 0 || x >= width || z < 0 || z >= depth) return false;
MazeReworkCellType type = grid[x, z];
return type == MazeReworkCellType.Corridor ||
type == MazeReworkCellType.Room ||
type == MazeReworkCellType.Start ||
type == MazeReworkCellType.End ||
type == MazeReworkCellType.StairsUp ||
type == MazeReworkCellType.StairsDown;
return grid[x, z] != MazeReworkCellType.Wall;
}
}
}

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