これを実現するために、ダンジョンのさまざまな構成要素を表すいくつかのクラスからなる簡単なJavaプログラムを作成する：

1.Dungeon`：ダンジョン全体を表す。
2.部屋`：ダンジョン内の部屋を表します。
3.壁`：ダンジョン内の壁を表します。
4.ドア`：2つの部屋の間のドアを表します。

まず、 `Wall`、`Door`、`Room` クラスを作成する：

```java
class Wall {
    int x1, y1, x2, y2;

    Wall(int x1, int y1, int x2, int y2) {
        this.x1 = x1;
        this.y1 = y1;
        this.x2 = x2;
        this.y2 = y2;
    }
}

class Door {
    int x, y;

    Door(int x, int y) {
        this.x = x;
        this.y = y;
    }
}

class Room {
    int x, y, width, height;
    ArrayList<Door> doors;

    Room(int x, int y, int width, int height) {
        this.x = x;
        this.y = y;
        this.width = width;
        this.height = height;
        doors = new ArrayList<>();
    }

    void addDoor(Door door) {
        doors.add(door);
    }

    boolean overlaps(Room other) {
        return !(this.x + this.width <= other.x || other.x + other.width <= this.x ||
                 this.y + this.height <= other.y || other.y + other.height <= this.y);
    }
}

```


次に、ダンジョンマップを生成するための`Dungeon`クラスを作成しよう：

```java
import java.util.ArrayList;
import java.util.Random;

class Dungeon {
    ArrayList<Room> rooms;
    ArrayList<Wall> walls;
    int maxAttempts;
    Random random;

    Dungeon(int maxAttempts) {
        rooms = new ArrayList<>();
        walls = new ArrayList<>();
        this.maxAttempts = maxAttempts;
        random = new Random();
    }

    void addWall(Wall wall) {
        walls.add(wall);
    }

    boolean generateMap() {
        while (!walls.isEmpty()) {
            int wallIndex = random.nextInt(walls.size());
            Wall selectedWall = walls.remove(wallIndex);

            int doorX = random.nextInt(selectedWall.x2 - selectedWall.x1) + selectedWall.x1;
            int doorY = random.nextInt(selectedWall.y2 - selectedWall.y1) + selectedWall.y1;
            Door wallDoor = new Door(doorX, doorY);

            int roomWidth = random.nextInt(10) + 5;
            int roomHeight = random.nextInt(10) + 5;
            Room newRoom = new Room(doorX - roomWidth / 2, doorY - roomHeight / 2, roomWidth, roomHeight);
            newRoom.addDoor(wallDoor);

            int attempts = 0;
            while (overlapsExistingRooms(newRoom) && attempts < maxAttempts) {
                newRoom.x = newRoom.x + random.nextInt(3) - 1;
                newRoom.y = newRoom.y + random.nextInt(3) - 1;
                attempts++;
            }

            if (attempts < maxAttempts) {
                rooms.add(newRoom);
            } else {
                return false;
            }
        }
        return true;
    }

    private boolean overlapsExistingRooms(Room newRoom) {
        for (Room existingRoom : rooms) {
            if (existingRoom.overlaps(newRoom)) {
                return true;
            }
        }
        return false;
    }
}
```

最後に、壁の追加、部屋の配置の最大試行回数の設定、ダンジョンマップの生成によってダンジョン生成アルゴリズムをテストするために`Main`クラスを作成することができる：

```java
public class Main {
    public static void main(String[] args) {
        Dungeon dungeon = new Dungeon(100); // Set maxAttempts to 100

        // Add walls to the dungeon
        dungeon.addWall(new Wall(0, 0, 50, 0));
        dungeon.addWall(new Wall(50, 0, 50, 50));
        dungeon.addWall(new Wall(50, 50, 0, 50));
        dungeon.addWall(new Wall(0, 50, 0, 0));

        // Generate the dungeon map
        if (dungeon.generateMap()) {
            System.out.println("Dungeon generation successful!");
            System.out.println("Number of rooms: " + dungeon.rooms.size());

            // Print the rooms and doors
            for (int i = 0; i < dungeon.rooms.size(); i++) {
                Room room = dungeon.rooms.get(i);
                System.out.println("Room " + (i + 1) + ": x=" + room.x + ", y=" + room.y + ", width=" + room.width + ", height=" + room.height);
                System.out.println("Doors:");
                for (Door door : room.doors) {
                    System.out.println("  x=" + door.x + ", y=" + door.y);
                }
            }
        } else {
            System.out.println("Dungeon generation failed!");
        }
    }
}

```


この `Main` クラスは `Dungeon` オブジェクトを生成し、境界の壁を追加し、ダンジョンマップを生成し、生成に成功したら部屋とドアを表示します。この実装ではダンジョンマップをコンソールに表示するだけであることに注意してください。必要であれば、JavaFXやAWTのようなライブラリを使ってダンジョンのグラフィカルな表現を作成することもできます。
To achieve this, we'll create a simple Java program with a few classes representing the different components of the dungeon:

1. `Dungeon`: Represents the overall dungeon.
2. `Room`: Represents a room in the dungeon.
3. `Wall`: Represents a wall in the dungeon.
4. `Door`: Represents a door between two rooms.

First, let's create the `Wall`, `Door`, and `Room` classes:

```java
class Wall {
    int x1, y1, x2, y2;

    Wall(int x1, int y1, int x2, int y2) {
        this.x1 = x1;
        this.y1 = y1;
        this.x2 = x2;
        this.y2 = y2;
    }
}

class Door {
    int x, y;

    Door(int x, int y) {
        this.x = x;
        this.y = y;
    }
}

class Room {
    int x, y, width, height;
    ArrayList<Door> doors;

    Room(int x, int y, int width, int height) {
        this.x = x;
        this.y = y;
        this.width = width;
        this.height = height;
        doors = new ArrayList<>();
    }

    void addDoor(Door door) {
        doors.add(door);
    }

    boolean overlaps(Room other) {
        return !(this.x + this.width <= other.x || other.x + other.width <= this.x ||
                 this.y + this.height <= other.y || other.y + other.height <= this.y);
    }
}

```


Now, let's create the `Dungeon` class that will handle generating the dungeon map:

```java
import java.util.ArrayList;
import java.util.Random;

class Dungeon {
    ArrayList<Room> rooms;
    ArrayList<Wall> walls;
    int maxAttempts;
    Random random;

    Dungeon(int maxAttempts) {
        rooms = new ArrayList<>();
        walls = new ArrayList<>();
        this.maxAttempts = maxAttempts;
        random = new Random();
    }

    void addWall(Wall wall) {
        walls.add(wall);
    }

    boolean generateMap() {
        while (!walls.isEmpty()) {
            int wallIndex = random.nextInt(walls.size());
            Wall selectedWall = walls.remove(wallIndex);

            int doorX = random.nextInt(selectedWall.x2 - selectedWall.x1) + selectedWall.x1;
            int doorY = random.nextInt(selectedWall.y2 - selectedWall.y1) + selectedWall.y1;
            Door wallDoor = new Door(doorX, doorY);

            int roomWidth = random.nextInt(10) + 5;
            int roomHeight = random.nextInt(10) + 5;
            Room newRoom = new Room(doorX - roomWidth / 2, doorY - roomHeight / 2, roomWidth, roomHeight);
            newRoom.addDoor(wallDoor);

            int attempts = 0;
            while (overlapsExistingRooms(newRoom) && attempts < maxAttempts) {
                newRoom.x = newRoom.x + random.nextInt(3) - 1;
                newRoom.y = newRoom.y + random.nextInt(3) - 1;
                attempts++;
            }

            if (attempts < maxAttempts) {
                rooms.add(newRoom);
            } else {
                return false;
            }
        }
        return true;
    }

    private boolean overlapsExistingRooms(Room newRoom) {
        for (Room existingRoom : rooms) {
            if (existingRoom.overlaps(newRoom)) {
                return true;
            }
        }
        return false;
    }
}
```

Finally, you can create a `Main` class to test the dungeon generation algorithm by adding walls, setting the maximum number of attempts to place a room, and generating the dungeon map:

```java
public class Main {
    public static void main(String[] args) {
        Dungeon dungeon = new Dungeon(100); // Set maxAttempts to 100

        // Add walls to the dungeon
        dungeon.addWall(new Wall(0, 0, 50, 0));
        dungeon.addWall(new Wall(50, 0, 50, 50));
        dungeon.addWall(new Wall(50, 50, 0, 50));
        dungeon.addWall(new Wall(0, 50, 0, 0));

        // Generate the dungeon map
        if (dungeon.generateMap()) {
            System.out.println("Dungeon generation successful!");
            System.out.println("Number of rooms: " + dungeon.rooms.size());

            // Print the rooms and doors
            for (int i = 0; i < dungeon.rooms.size(); i++) {
                Room room = dungeon.rooms.get(i);
                System.out.println("Room " + (i + 1) + ": x=" + room.x + ", y=" + room.y + ", width=" + room.width + ", height=" + room.height);
                System.out.println("Doors:");
                for (Door door : room.doors) {
                    System.out.println("  x=" + door.x + ", y=" + door.y);
                }
            }
        } else {
            System.out.println("Dungeon generation failed!");
        }
    }
}

```


This `Main` class creates a `Dungeon` object, adds the boundary walls, generates the dungeon map, and prints the rooms and doors if the generation is successful. Note that this implementation only prints the dungeon map to the console. You could create a graphical representation of the dungeon using a library like JavaFX or AWT if desired.