地图初步

This commit is contained in:
SoulliesOfficial
2026-04-30 07:06:38 -04:00
parent 8ad26129b2
commit 47125f95f4
98 changed files with 2237 additions and 20524 deletions

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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Cielonos.MainGame.Map
{
/// <summary>
/// 全联通地图生成器,生成类似"以撒的结合"/"挺进地牢"的 2D 网格地图。
/// 所有节点双向互通,玩家可以自由走遍地图中的每一个房间。
/// </summary>
public static class MapGenerator
{
/// <summary>网格四方向偏移。</summary>
private static readonly Vector2Int[] Directions =
{
Vector2Int.up,
Vector2Int.down,
Vector2Int.left,
Vector2Int.right
};
/// <summary>生成失败时允许的最大重试次数。</summary>
private const int MAX_GENERATION_RETRIES = 10;
/// <summary>
/// 根据配置生成一份完整的全联通 RunMapData。
/// 若特殊节点配额无法满足,则重新生成,最多重试 <see cref="MAX_GENERATION_RETRIES"/> 次。
/// 所有重试均失败时返回 null 并输出警告。
/// </summary>
public static RunMapData Generate(MapGenerationConfig config)
{
for (int attempt = 1; attempt <= MAX_GENERATION_RETRIES; attempt++)
{
RunMapData result = TryGenerate(config);
if (result != null)
return result;
Debug.Log(
$"[MapGenerator] 第 {attempt} 次生成失败(特殊节点配额未满足),正在重新生成...");
}
Debug.LogWarning(
$"[MapGenerator] 连续 {MAX_GENERATION_RETRIES} 次生成均失败,终止地图生成。" +
$"请检查 specialNodeCounts / specialNodeMinSameTypeDistance / targetRoomCount 是否过于严格。");
return null;
}
/// <summary>
/// 执行单次地图生成。若特殊节点配额无法完全满足则返回 null。
/// </summary>
private static RunMapData TryGenerate(MapGenerationConfig config)
{
RunMapData mapData = new RunMapData
{
nodes = new Dictionary<Vector2Int, RunMapNode>()
};
// --- 1. 起点 ---
Vector2Int startPos = Vector2Int.zero;
mapData.startPosition = startPos;
PlaceNode(mapData, startPos, MapNodeType.Start);
// --- 2. 扩展房间 ---
ExpandRooms(mapData, config);
// --- 3. 建立所有相邻节点之间的双向连接 ---
ConnectAllAdjacentNodes(mapData);
// --- 4. 放置 Boss 节点(最远的死胡同) ---
PlaceBossNode(mapData, config);
// --- 5. 分配特殊节点类型(配额未满足则本次生成失败)---
if (!AssignSpecialNodes(mapData, config))
return null;
// --- 6. 为剩余节点分配 ZoneData ---
AssignZoneData(mapData, config);
// --- 7. 计算 UI 坐标 ---
AssignUIPositions(mapData, config);
mapData.totalNodes = mapData.nodes.Count;
return mapData;
}
// ================================================================
// 房间扩展(类以撒算法)
// ================================================================
/// <summary>
/// 从起点开始,使用队列式随机扩展在网格上铺开房间。
/// 每次从已有房间中随机选一个,向随机方向尝试扩展。
/// </summary>
private static void ExpandRooms(RunMapData mapData, MapGenerationConfig config)
{
int targetCount = config.targetRoomCount + 1; // +1 包含起点
List<Vector2Int> existingPositions = new List<Vector2Int>(mapData.nodes.Keys);
int maxAttempts = targetCount * 20;
int attempts = 0;
while (mapData.nodes.Count < targetCount && attempts < maxAttempts)
{
attempts++;
// 从已有节点中随机选一个作为扩展源
Vector2Int source = existingPositions[Random.Range(0, existingPositions.Count)];
// 随机选择一个方向
Vector2Int dir = Directions[Random.Range(0, Directions.Length)];
Vector2Int candidate = source + dir;
// 检查是否已存在、是否在网格范围内
if (mapData.nodes.ContainsKey(candidate)) continue;
if (!IsWithinGrid(candidate, config.gridRadius)) continue;
// 限制邻居数量,避免地图过于密集(最多 3 个已有邻居)
int adjacentCount = CountAdjacentNodes(mapData, candidate);
if (adjacentCount > MAX_ADJACENT_FOR_EXPANSION) continue;
PlaceNode(mapData, candidate, MapNodeType.NormalCombat);
existingPositions.Add(candidate);
}
if (mapData.nodes.Count < targetCount)
{
Debug.LogWarning(
$"[MapGenerator] 仅生成 {mapData.nodes.Count}/{targetCount} 个房间" +
$"(网格半径 {config.gridRadius} 可能过小)。");
}
}
/// <summary>扩展时允许的最大已有邻居数,避免生成过于密集的块状区域。</summary>
private const int MAX_ADJACENT_FOR_EXPANSION = 2;
// ================================================================
// 连接建立
// ================================================================
/// <summary>
/// 遍历所有节点,为每对相邻节点建立双向连接。
/// </summary>
private static void ConnectAllAdjacentNodes(RunMapData mapData)
{
foreach (KeyValuePair<Vector2Int, RunMapNode> kvp in mapData.nodes)
{
Vector2Int pos = kvp.Key;
RunMapNode node = kvp.Value;
foreach (Vector2Int dir in Directions)
{
Vector2Int neighborPos = pos + dir;
if (mapData.nodes.ContainsKey(neighborPos) &&
!node.connectedPositions.Contains(neighborPos))
{
node.connectedPositions.Add(neighborPos);
}
}
}
}
// ================================================================
// Boss 放置
// ================================================================
/// <summary>
/// 将距离起点最远的死胡同节点设为 Boss 节点。
/// 若没有足够远的死胡同,则选距离最远的任意节点。
/// </summary>
private static void PlaceBossNode(RunMapData mapData, MapGenerationConfig config)
{
Dictionary<Vector2Int, int> distances = ComputeBfsDistances(mapData, mapData.startPosition);
// 优先选择满足最小距离的死胡同(度数 == 1
Vector2Int bestPos = mapData.startPosition;
int bestDist = -1;
foreach (KeyValuePair<Vector2Int, int> kvp in distances)
{
if (kvp.Key == mapData.startPosition) continue;
RunMapNode node = mapData.nodes[kvp.Key];
bool isDeadEnd = node.Degree == 1;
bool meetsMinDist = kvp.Value >= config.minBossDistance;
if (meetsMinDist && isDeadEnd && kvp.Value > bestDist)
{
bestDist = kvp.Value;
bestPos = kvp.Key;
}
}
// 若没找到满足条件的死胡同,退而求其次选最远节点
if (bestDist < 0)
{
foreach (KeyValuePair<Vector2Int, int> kvp in distances)
{
if (kvp.Key == mapData.startPosition) continue;
if (kvp.Value > bestDist)
{
bestDist = kvp.Value;
bestPos = kvp.Key;
}
}
}
mapData.nodes[bestPos].nodeType = MapNodeType.BossCombat;
mapData.bossPosition = bestPos;
}
// ================================================================
// 特殊节点分配
// ================================================================
/// <summary>
/// 按配额分配特殊节点。优先放在死胡同,其次放在低度数节点。
/// 所有特殊节点需满足:与起点的最小距离约束、同类节点间的最小距离约束。
/// </summary>
/// <returns>所有类型的配额均完全满足时返回 true任意类型放置数量不足时返回 false。</returns>
private static bool AssignSpecialNodes(RunMapData mapData, MapGenerationConfig config)
{
Dictionary<Vector2Int, int> distancesFromStart =
ComputeBfsDistances(mapData, mapData.startPosition);
// 收集可用候选节点(排除起点和 Boss
List<Vector2Int> candidates = mapData.nodes.Keys
.Where(pos =>
pos != mapData.startPosition &&
pos != mapData.bossPosition &&
distancesFromStart.TryGetValue(pos, out int dist) &&
dist >= config.specialNodeMinDistanceFromStart)
.OrderBy(pos => mapData.nodes[pos].Degree) // 死胡同优先
.ThenByDescending(pos => distancesFromStart[pos]) // 距离远的优先
.ToList();
// 记录每种类型已放置的节点坐标,用于同类距离检查
Dictionary<MapNodeType, List<Vector2Int>> placedByType =
new Dictionary<MapNodeType, List<Vector2Int>>();
foreach (KeyValuePair<MapNodeType, int> quota in config.specialNodeCounts)
{
MapNodeType nodeType = quota.Key;
int targetCount = quota.Value;
if (!placedByType.ContainsKey(nodeType))
placedByType[nodeType] = new List<Vector2Int>();
int placed = 0;
List<Vector2Int> toRemove = new List<Vector2Int>();
foreach (Vector2Int pos in candidates)
{
if (placed >= targetCount) break;
// 同类距离约束检查
if (!SatisfiesSameTypeDistance(mapData, pos, placedByType[nodeType],
config.specialNodeMinSameTypeDistance))
{
continue;
}
mapData.nodes[pos].nodeType = nodeType;
placedByType[nodeType].Add(pos);
placed++;
toRemove.Add(pos);
}
// 从候选池移除已分配的节点
foreach (Vector2Int pos in toRemove)
candidates.Remove(pos);
// 配额未满足,本次生成失败
if (placed < targetCount)
return false;
}
return true;
}
/// <summary>
/// 检查候选位置与所有已放置的同类节点之间的 BFS 距离是否满足最小距离约束。
/// </summary>
private static bool SatisfiesSameTypeDistance(
RunMapData mapData,
Vector2Int candidate,
List<Vector2Int> placedSameType,
int minDistance)
{
if (placedSameType.Count == 0 || minDistance <= 1) return true;
// 从候选位置出发做一次 BFS只需要探索到 minDistance 深度即可
Dictionary<Vector2Int, int> distances = ComputeBfsDistancesWithLimit(
mapData, candidate, minDistance);
foreach (Vector2Int placedPos in placedSameType)
{
if (distances.TryGetValue(placedPos, out int dist) && dist < minDistance)
{
return false;
}
}
return true;
}
/// <summary>
/// 限深度 BFS仅探索到 maxDepth 步即停止,用于距离约束检查以减少不必要的遍历。
/// </summary>
private static Dictionary<Vector2Int, int> ComputeBfsDistancesWithLimit(
RunMapData mapData, Vector2Int start, int maxDepth)
{
Dictionary<Vector2Int, int> distances = new Dictionary<Vector2Int, int>();
Queue<Vector2Int> queue = new Queue<Vector2Int>();
distances[start] = 0;
queue.Enqueue(start);
while (queue.Count > 0)
{
Vector2Int current = queue.Dequeue();
int currentDist = distances[current];
if (currentDist >= maxDepth) continue;
RunMapNode node = mapData.nodes[current];
foreach (Vector2Int neighbor in node.connectedPositions)
{
if (!distances.ContainsKey(neighbor))
{
distances[neighbor] = currentDist + 1;
queue.Enqueue(neighbor);
}
}
}
return distances;
}
// ================================================================
// ZoneData 分配
// ================================================================
/// <summary>
/// 为所有战斗类型节点分配 ZoneData 资产名。
/// </summary>
private static void AssignZoneData(RunMapData mapData, MapGenerationConfig config)
{
foreach (RunMapNode node in mapData.nodes.Values)
{
node.zoneDataAssetName = ResolveZoneDataName(node.nodeType, config);
}
}
/// <summary>
/// 根据节点类型从配置中随机抽取对应的 ZoneData 资产名。
/// 非战斗类型节点返回空字符串。
/// </summary>
private static string ResolveZoneDataName(MapNodeType nodeType, MapGenerationConfig config)
{
switch (nodeType)
{
case MapNodeType.NormalCombat:
return PickRandom(config.normalCombatZoneDataNames);
case MapNodeType.EliteCombat:
return PickRandom(config.eliteCombatZoneDataNames);
case MapNodeType.BossCombat:
return config.bossCombatZoneDataName ?? string.Empty;
default:
return string.Empty;
}
}
// ================================================================
// UI 坐标
// ================================================================
/// <summary>
/// 根据网格坐标计算每个节点的 UI 位置。
/// </summary>
private static void AssignUIPositions(RunMapData mapData, MapGenerationConfig config)
{
foreach (KeyValuePair<Vector2Int, RunMapNode> kvp in mapData.nodes)
{
kvp.Value.position = new Vector2(
kvp.Key.x * config.nodeSpacing,
kvp.Key.y * config.nodeSpacing
);
}
}
// ================================================================
// 工具方法
// ================================================================
/// <summary>在指定位置创建并放置一个节点。</summary>
private static void PlaceNode(RunMapData mapData, Vector2Int pos, MapNodeType nodeType)
{
RunMapNode node = new RunMapNode
{
gridPosition = pos,
nodeType = nodeType,
position = Vector2.zero,
sceneName = string.Empty,
zoneDataAssetName = string.Empty,
connectedPositions = new List<Vector2Int>()
};
mapData.nodes[pos] = node;
}
/// <summary>检查坐标是否在网格范围内。</summary>
private static bool IsWithinGrid(Vector2Int pos, int gridRadius)
{
return Mathf.Abs(pos.x) <= gridRadius && Mathf.Abs(pos.y) <= gridRadius;
}
/// <summary>计算候选位置周围已有节点的数量。</summary>
private static int CountAdjacentNodes(RunMapData mapData, Vector2Int pos)
{
int count = 0;
foreach (Vector2Int dir in Directions)
{
if (mapData.nodes.ContainsKey(pos + dir)) count++;
}
return count;
}
/// <summary>
/// BFS 计算从起点到所有节点的最短步数距离。
/// </summary>
private static Dictionary<Vector2Int, int> ComputeBfsDistances(
RunMapData mapData, Vector2Int start)
{
Dictionary<Vector2Int, int> distances = new Dictionary<Vector2Int, int>();
Queue<Vector2Int> queue = new Queue<Vector2Int>();
distances[start] = 0;
queue.Enqueue(start);
while (queue.Count > 0)
{
Vector2Int current = queue.Dequeue();
int currentDist = distances[current];
RunMapNode node = mapData.nodes[current];
foreach (Vector2Int neighbor in node.connectedPositions)
{
if (!distances.ContainsKey(neighbor))
{
distances[neighbor] = currentDist + 1;
queue.Enqueue(neighbor);
}
}
}
return distances;
}
/// <summary>从列表中随机取一个元素,列表为空时返回空字符串。</summary>
private static string PickRandom(List<string> list)
{
if (list == null || list.Count == 0) return string.Empty;
return list[Random.Range(0, list.Count)];
}
}
}