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private int[,] Prim(int startX, int startY, int widthLimit, int heightLimit,bool haveBorder) { const int block = 0,unBlock = 1; var r=new Random(); if (widthLimit < 1) widthLimit = 1; if (heightLimit < 1) heightLimit = 1; if (startX < 0 || startX >= widthLimit) startX = r.Next(0, widthLimit); if (startY < 0 || startY >= heightLimit) startY = r.Next(0, heightLimit); if (!haveBorder) { widthLimit--; heightLimit--; } widthLimit *= 2; heightLimit *= 2; startX *= 2; startY *= 2; if (haveBorder) { startX++; startY++; } var mazeMap = new int[widthLimit + 1, heightLimit + 1]; for (int x = 0; x <= widthLimit; x++) { for (int y = 0; y <= heightLimit; y++) { mazeMap[x, y] = block; } }
var blockPos = new List<int>(); int targetX = startX, targetY = startY; mazeMap[targetX, targetY] = unBlock;
if (targetY > 1) { blockPos.AddRange(new int[] { targetX, targetY - 1, 0 }); } if (targetX < widthLimit) { blockPos.AddRange(new int[] { targetX + 1, targetY, 1 }); } if (targetY < heightLimit) { blockPos.AddRange(new int[] { targetX, targetY + 1, 2 }); } if (targetX > 1) { blockPos.AddRange(new int[] { targetX - 1, targetY, 3 }); } while (blockPos.Count > 0) { var blockIndex = r.Next(0, blockPos.Count / 3) * 3; if (blockPos[blockIndex + 2] == 0) { targetX = blockPos[blockIndex]; targetY = blockPos[blockIndex + 1] - 1; } else if (blockPos[blockIndex + 2] == 1) { targetX = blockPos[blockIndex] + 1; targetY = blockPos[blockIndex + 1]; } else if (blockPos[blockIndex + 2] == 2) { targetX = blockPos[blockIndex]; targetY = blockPos[blockIndex + 1] + 1; } else if (blockPos[blockIndex + 2] == 3) { targetX = blockPos[blockIndex] - 1; targetY = blockPos[blockIndex + 1]; } if (mazeMap[targetX, targetY] == block) { mazeMap[blockPos[blockIndex], blockPos[blockIndex + 1]] = unBlock; mazeMap[targetX, targetY] = unBlock; if (targetY > 1 && mazeMap[targetX, targetY - 1] == block && mazeMap[targetX, targetY - 2] == block) { blockPos.AddRange(new int[] { targetX, targetY - 1, 0 }); } if (targetX < widthLimit && mazeMap[targetX + 1, targetY] == block && mazeMap[targetX + 2, targetY] == block) { blockPos.AddRange(new int[] { targetX + 1, targetY, 1 }); } if (targetY < heightLimit && mazeMap[targetX, targetY + 1] == block && mazeMap[targetX, targetY + 2] == block) { blockPos.AddRange(new int[] { targetX, targetY + 1, 2 }); } if (targetX > 1 && mazeMap[targetX - 1, targetY] == block && mazeMap[targetX - 1, targetY] == block) { blockPos.AddRange(new int[] { targetX - 1, targetY, 3 }); } } blockPos.RemoveRange(blockIndex, 3); } return mazeMap; }
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