Fisher-Yates shuffle

This commit is contained in:
Marco 2025-04-15 15:19:36 +02:00
commit aa838aeda1
6 changed files with 176 additions and 7 deletions

View file

@ -2,6 +2,7 @@
using System.Linq;
using Cirno.Scripts.Enums;
using Cirno.Scripts.Resources.Roguelite;
using Cirno.Scripts.Utils;
using Godot;
using Godot.Collections;
@ -79,6 +80,8 @@ public partial class RogueliteRoomManager : Node2D
var starterRoom = Rooms.Where(r => r.Type == RoomType.Starter).PickRandom();
SpawnRoom(starterRoom, origin);
_mainPath.Add(origin);
var randomRoomsList = RegularRooms.Shuffle(DungeonLength).ToList();
var currentPos = origin;
Vector2I nextPos;
@ -87,13 +90,13 @@ public partial class RogueliteRoomManager : Node2D
{
nextPos = currentPos + new Vector2I(0, 1);
var roomToSpawn = Rooms.Where(x => x.Type == RoomType.Regular).PickRandom();
//var roomToSpawn = Rooms.Where(x => x.Type == RoomType.Regular).PickRandom();
var roomToSpawn = randomRoomsList[i];
if (!SpawnRoom(roomToSpawn, nextPos)) break;
_mainPath.Add(nextPos);
if (roomToSpawn.Size.Y > 1)
{
nextPos += new Vector2I(0, roomToSpawn.Size.Y - 1);
@ -328,7 +331,7 @@ public partial class RogueliteRoomManager : Node2D
// for reference
//SpawnRoom(room, origin + (room.Size * new Vector2(i, j) * tileSize));
spawnedScene.Spawn();
MarkRoom(SpawnOrigin, room.Size, spawnedScene);
MarkRoom(gridPos, room.Size, spawnedScene);
return true;
}

View file

@ -0,0 +1,45 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Godot;
namespace Cirno.Scripts.Utils;
public static class ShuffleExtensions
{
//private static Random rng = new Random();
public static IEnumerable<T> Shuffle<T>(this IEnumerable<T> source, int? desiredLength = null)
{
if (source == null) throw new ArgumentNullException(nameof(source));
var list = source.ToList();
int originalCount = list.Count;
if (originalCount == 0) yield break;
// Repeat elements to meet the desired length
if (desiredLength.HasValue && desiredLength > originalCount)
{
int countToAdd = desiredLength.Value - originalCount;
for (int i = 0; i < countToAdd; i++)
{
list.Add(list[i % originalCount]);
}
}
// Fisher-Yates shuffle
for (int i = list.Count - 1; i > 0; i--)
{
//int j = rng.Next(i + 1);
int j = GD.RandRange(0, i);
(list[i], list[j]) = (list[j], list[i]);
}
// Return only up to desired length if specified
foreach (var item in list.Take(desiredLength ?? list.Count))
{
yield return item;
}
}
}