using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
namespace MoreMountains.Tools
{
public class MMGridGenerator
{
///
/// Prepares the grid array for use in the generate methods
///
///
///
///
public static int[,] PrepareGrid(ref int width, ref int height)
{
int[,] grid = new int[width, height];
return grid;
}
///
/// Carves or adds to the grid
///
///
///
///
///
///
public static bool SetGridCoordinate(int[,] grid, int x, int y, int value)
{
if (
(x >= 0)
&& (x <= grid.GetUpperBound(0))
&& (y >= 0)
&& (y <= grid.GetUpperBound(1))
)
{
grid[x, y] = value;
return true;
}
else
{
return false;
}
}
///
/// Converts a tilemap's contents into a grid
///
///
///
///
///
public static int[,] TilemapToGrid(Tilemap tilemap, int width, int height)
{
if(tilemap == null)
{
Debug.LogError("[MMGridGenerator] You're trying to convert a tilemap into a grid but didn't specify what tilemap to convert.");
return null;
}
int[,] grid = new int[width, height];
Vector3Int currentPosition = Vector3Int.zero;
for (int i = 0; i < width; i++)
{
for (int j = 0; j < height; j++)
{
currentPosition.x = i;
currentPosition.y = j;
currentPosition += MMTilemapGridRenderer.ComputeOffset(width-1, height-1);
grid[i, j] = (tilemap.GetTile(currentPosition) == null) ? 0 : 1;
}
}
return grid;
}
///
/// Outputs the contents of a grid
///
///
///
///
public static void DebugGrid(int[,] grid, int width, int height)
{
string output = "";
for (int j = height-1; j >= 0; j--)
{
output += "line "+j+" [";
for (int i = 0; i < width; i++)
{
output += grid[i, j];
if (i < width - 1)
{
output += ", ";
}
}
output += "]\n";
}
Debug.Log(output);
}
///
/// Returns the int value at the specified coordinate on a grid
///
///
///
///
///
///
public static int GetValueAtGridCoordinate(int[,] grid, int x, int y, int errorValue)
{
if (
(x >= 0)
&& (x <= grid.GetUpperBound(0))
&& (y >= 0)
&& (y <= grid.GetUpperBound(1))
)
{
return grid[x, y];
}
else
{
return errorValue;
}
}
///
/// Inverts the contents of a grid (1 becomes 0, 0 becomes 1)
///
///
///
public static int[,] InvertGrid(int[,] grid)
{
for (int i = 0; i <= grid.GetUpperBound(0); i++)
{
for (int j = 0; j <= grid.GetUpperBound(1); j++)
{
grid[i, j] = grid[i, j] == 0 ? 1 : 0;
}
}
return grid;
}
///
/// Smoothens a grid to get rid of spikes / isolated points
///
///
///
public static int[,] SmoothenGrid(int[,] grid)
{
int width = grid.GetUpperBound(0);
int height = grid.GetUpperBound(1);
for (int i = 0; i <= width; i ++)
{
for (int j = 0; j <= height; j ++)
{
int adjacentWallsCount = GetAdjacentWallsCount(grid, i , j);
if (adjacentWallsCount > 4)
{
grid[i,j] = 1;
}
else if (adjacentWallsCount < 4)
{
grid[i,j] = 0;
}
}
}
return grid;
}
///
/// Carves "safe spots" with 0s into the specfied grid
///
///
///
///
public static int[,] ApplySafeSpots(int[,] grid, List safeSpots)
{
foreach (MMTilemapGeneratorLayer.MMTilemapGeneratorLayerSafeSpot safeSpot in safeSpots)
{
int minX = Mathf.Min(safeSpot.Start.x, safeSpot.End.x);
int maxX = Mathf.Max(safeSpot.Start.x, safeSpot.End.x);
int minY = Mathf.Min(safeSpot.Start.y, safeSpot.End.y);
int maxY = Mathf.Max(safeSpot.Start.y, safeSpot.End.y);
for (int i = minX; i < maxX; i++)
{
for (int j = minY; j < maxY; j++)
{
SetGridCoordinate(grid, i, j, 0);
}
}
}
return grid;
}
///
/// Adds bounds (walls made of 1) to a grid, on the selected sides
///
///
///
///
///
///
///
public static int[,] BindGrid(int[,] grid, bool top, bool bottom, bool left, bool right)
{
int width = grid.GetUpperBound(0);
int height = grid.GetUpperBound(1);
if (top)
{
for (int i = 0; i <= width; i++)
{
grid[i, height] = 1;
}
}
if (bottom)
{
for (int i = 0; i <= width; i++)
{
grid[i, 0] = 1;
}
}
if (left)
{
for (int j = 0; j <= height; j++)
{
grid[0, j] = 1;
}
}
if (right)
{
for (int j = 0; j <= height; j++)
{
grid[width, j] = 1;
}
}
return grid;
}
///
/// Returns the amount of adjacent walls for a specific coordinate
///
///
///
///
///
public static int GetAdjacentWallsCount(int[,] grid, int x, int y)
{
int width = grid.GetUpperBound(0);
int height = grid.GetUpperBound(1);
int wallCount = 0;
for (int i = x - 1; i <= x + 1; i ++)
{
for (int j = y - 1; j <= y + 1; j ++)
{
if ((i >= 0) && (i <= width) && (j >= 0) && (j <= height))
{
if ((i != x) || (j != y))
{
wallCount += grid[i,j];
}
}
else
{
wallCount ++;
}
}
}
return wallCount;
}
}
}