Randomly generate blocks on a flat map
I'm trying to randomly generate blocks on a flat map and make it so that they don't overlap each other. I have made a matrix (c# array) of the size of the map (500x500), the blocks have a scale between 1 and 5. The code works but if a generated block overlaps another one, it is destroyed and not regenerated somewhere else.
Only around 80 of the 1000 blocks I try to generate don't overlap another block.
Here is a picture of the map with around 80 blocks generated, the green squares are blocks
void generateElement(int ratio, int minScale, int maxScale, GameObject g) {
bool elementFound = false;
for (int i = 0; i < ratio * generationDefault; i++) {
GameObject el;
// Randomly generate block size and position
int size = Random.Range(minScale, maxScale + 1);
int x = Random.Range(0, mapSizex + 1 - size);
int y = Random.Range(0, mapSizey + 1 - size);
// Check if there is already an element
for (int j = x; j < x + size; j++)
for (int k = y; k < y + size; k++)
if (map[j][k] != null)
elementFound = true;
if (elementFound)
continue;
else {
el = (GameObject)Instantiate(g, new Vector3(x + (float)size / 2, (float)size / 2, y + (float)size / 2), Quaternion.Euler(0, 0, 0));
el.transform.localScale *= size;
}
// Create element on map array
for (int j = x; j < x + size; j++)
for (int k = y; k < y + size; k++)
if (map[j][k] == null) {
map[j][k] = el.GetComponent<ObjectInterface>();
}
}
}
I thought of 3 possible fixes
I should set the size of the block depending of the place it has.
I should use another randomization algorithm.
I'm not doing this right.
What do you think is the best idea ?
Your answer
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