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przygody-pana-cegly/addons/ca_level_generator/CaGenerator.cs

132 lines
4.8 KiB
C#

using System;
namespace Mr.BrickAdventures.Tools.CaLevelGenerator;
public static class CaGenerator
{
public static bool[,] Generate(CaGeneratorSettings s)
{
var rng = new Random(s.Seed);
return s.Mode switch
{
CaMode.Cave => GenerateCave(s, rng),
CaMode.Platform => GeneratePlatform(s, rng),
CaMode.Terrain => GenerateTerrain(s, rng),
_ => GenerateCave(s, rng),
};
}
public static bool[,] Smooth(bool[,] grid) => SmoothPass(grid, 5);
// ── Cave ──────────────────────────────────────────────────────────────
private static bool[,] GenerateCave(CaGeneratorSettings s, Random rng)
{
var grid = RandomFill(s.Width, s.Height, s.FillDensity, rng);
if (s.BorderWalls) EnforceBorder(grid);
for (int i = 0; i < s.SmoothingPasses; i++)
{
grid = SmoothPass(grid, 5);
if (s.BorderWalls) EnforceBorder(grid);
}
return grid;
}
// ── Platform ──────────────────────────────────────────────────────────
private static bool[,] GeneratePlatform(CaGeneratorSettings s, Random rng)
{
int w = s.Width, h = s.Height;
var grid = new bool[w, h];
for (int x = 0; x < w; x++)
{
grid[x, h - 1] = true;
grid[x, h - 2] = true;
for (int y = 0; y < h - 2; y++)
{
// Density linearly increases from 10% at top to 60% at bottom,
// scaled by user's FillDensity relative to default 0.48.
float t = (float)y / (h - 3);
float rowDensity = (0.1f + t * 0.5f) * (s.FillDensity / 0.48f);
grid[x, y] = rng.NextDouble() < rowDensity;
}
}
for (int i = 0; i < s.SmoothingPasses; i++)
{
// Threshold 4 (not 5): horizontal platform groups survive, isolated
// vertical pixels collapse into flat platforms.
grid = SmoothPass(grid, 4);
for (int x = 0; x < w; x++) { grid[x, h - 1] = true; grid[x, h - 2] = true; }
}
return grid;
}
// ── Terrain ───────────────────────────────────────────────────────────
private static bool[,] GenerateTerrain(CaGeneratorSettings s, Random rng)
{
int w = s.Width, h = s.Height;
var grid = new bool[w, h];
// Start terrain surface at ~60% from bottom (40% from top)
int surfaceRow = (int)(h * 0.4f);
for (int x = 0; x < w; x++)
{
int delta = rng.Next(-2, 3);
surfaceRow = Math.Clamp(surfaceRow + delta, h / 6, h - 2);
for (int y = surfaceRow; y < h; y++)
grid[x, y] = true;
}
for (int i = 0; i < s.SmoothingPasses; i++)
grid = SmoothPass(grid, 5);
return grid;
}
// ── Shared helpers ────────────────────────────────────────────────
private static bool[,] RandomFill(int w, int h, float density, Random rng)
{
var grid = new bool[w, h];
for (int x = 0; x < w; x++)
for (int y = 0; y < h; y++)
grid[x, y] = rng.NextDouble() < density;
return grid;
}
private static bool[,] SmoothPass(bool[,] grid, int threshold)
{
int w = grid.GetLength(0), h = grid.GetLength(1);
var next = new bool[w, h];
for (int x = 0; x < w; x++)
for (int y = 0; y < h; y++)
next[x, y] = CountSolidNeighbors(grid, x, y) >= threshold;
return next;
}
private static int CountSolidNeighbors(bool[,] grid, int cx, int cy)
{
int w = grid.GetLength(0), h = grid.GetLength(1), count = 0;
for (int dx = -1; dx <= 1; dx++)
for (int dy = -1; dy <= 1; dy++)
{
if (dx == 0 && dy == 0) continue;
int nx = cx + dx, ny = cy + dy;
// Out-of-bounds counts as solid (closes cave edges naturally)
if (nx < 0 || nx >= w || ny < 0 || ny >= h) count++;
else if (grid[nx, ny]) count++;
}
return count;
}
private static void EnforceBorder(bool[,] grid)
{
int w = grid.GetLength(0), h = grid.GetLength(1);
for (int x = 0; x < w; x++) { grid[x, 0] = true; grid[x, h - 1] = true; }
for (int y = 0; y < h; y++) { grid[0, y] = true; grid[w - 1, y] = true; }
}
}