Beispiel #1
0
 public static void TopDoor(Room r, TileType fillType)
 {
     for (int x = TB_DOOR_X; x < TB_DOOR_X + TB_DOOR_WIDTH; x++){
         for (int y = r.Height - TB_DOOR_HEIGHT; y < r.Height; y++){
             r[x,y] = new Tile(fillType);
         }
     }
 }
Beispiel #2
0
 public static void LeftDoor(Room r, TileType fillType)
 {
     for (int x = 0; x < LR_DOOR_WIDTH; x++){
         for (int y = LR_DOOR_Y; y < LR_DOOR_Y + LR_DOOR_HEIGHT; y++){
             r[x,y] = new Tile(fillType);
         }
     }
 }
Beispiel #3
0
 public static void RightDoor(Room r, TileType fillType)
 {
     for (int x = r.Width - LR_DOOR_WIDTH; x < r.Width; x++){
         for (int y = LR_DOOR_Y; y < LR_DOOR_Y + LR_DOOR_HEIGHT; y++){
             r[x,y] = new Tile(fillType);
         }
     }
 }
        private Point getRandomPointOnTheSquareRadiusFor(Room outer_Room,Room inner_Room)
        {
            Point ret = null;

            Point start = inner_Room.ActualLocation;

            int lSqOuter = outer_Room.getMaxWidth();
            if ( outer_Room.getMaxLength() > lSqOuter ) lSqOuter = outer_Room.getMaxLength();
            int lSqInner = inner_Room.getMaxWidth();
            if ( inner_Room.getMaxLength() > lSqInner ) lSqInner = inner_Room.getMaxLength();

            int radius = (lSqInner+2)+(lSqOuter+2)+4;
            //start = new Point (start.x +inner_Room.getMaxWidth ()+1, start.y + inner_Room.getMaxWidth ()+1);
            start = new Point (start.x-lSqOuter-4, start.y-lSqOuter-4);

            //UnityEngine.Debug.Log("Start: "+start.x+","+start.y);

            int randomPoint = rng.Next (radius * 4);

            int rLine = randomPoint / radius;
            int rPos = randomPoint % radius;

            switch (rLine) {
            case 0:
                ret = new Point(start.x+rPos,start.y);
                break;

            case 1:
                ret = new Point(start.x+radius,start.y+rPos);
                break;

            case 2:
                ret = new Point(start.x+radius-rPos,start.y+radius);
                break;

            case 3:
                ret = new Point(start.x,start.y+radius-rPos);
                break;

            default:
                // WTF How did i get here?
                ret = new Point(-1,-1);
                break;
            }

            return ret;
        }
Beispiel #5
0
 public static void BottomDoor(Room r, TileType fillType)
 {
     for (int x = TB_DOOR_X; x < TB_DOOR_X + TB_DOOR_WIDTH; x++){
         for (int y = 0; y < TB_DOOR_HEIGHT; y++){
             r[x,y] = new Tile(fillType);
         }
     }
 }
Beispiel #6
0
Datei: Room.cs Projekt: JvJ/CotWM
        /// <summary>
        /// 
        /// </summary>
        /// <param name="m">
        /// A <see cref="Maze"/>
        /// </param>
        /// <param name="rand">
        /// A <see cref="System.Random"/>
        /// </param>
        /// <returns>
        /// A <see cref="Room"/>
        /// </returns>
        public static Room ChambersFromMaze(Maze m, ChamberMap cm, System.Random rand, coords StartPosition, coords EndPosition)
        {
            // LEFTOFF: Here!
            Room ret = new Room(m.Width * Chambers.CHAMBER_WIDTH, m.Height  * Chambers.CHAMBER_HEIGHT);

            for (int x = 0; x < m.Width; x++){
                for (int y = 0; y < m.Height; y++){

                    // Select a random chamber type
                    ChamberType ct;

                    if (new coords(x,y) == EndPosition){
                        ct = ChamberType.TYPE_BOSS;
                    }
                    else{
                        ct = (ChamberType)(rand.Next() % (int)ChamberType.NumElements);
                        if (ct == ChamberType.TYPE_BOSS){
                            ct = ChamberType.TYPE_5;
                        }
                    }

                    cm[x,y] = ct;

                    Room r = Chambers.Rooms(ct).Clone() as Room;

                    switch(m[x,y]){
                    case MazeTileType.SPACE:

                        // Handle the door carving
                        // Left and Right
                        if (x > 0){
                            if (m[x-1,y] == MazeTileType.SPACE){
                                Chambers.LeftDoor(r, TileType.SNOW);
                            }
                        }
                        if (x < m.Width-1){
                            if (m[x+1,y] == MazeTileType.SPACE){
                                Chambers.RightDoor(r, TileType.SNOW);
                            }
                        }
                        // Bottom and Top
                        if (y > 0){
                            if (m[x,y-1] == MazeTileType.SPACE){
                                Chambers.BottomDoor(r, TileType.SNOW);
                            }
                        }
                        if (y < m.Height-1){
                            if (m[x,y+1] == MazeTileType.SPACE){
                                Chambers.TopDoor(r, TileType.SNOW);
                            }
                        }

                        ret.CopyRoom(r, x * Chambers.CHAMBER_WIDTH, y * Chambers.CHAMBER_HEIGHT);
                        break;
                    }

                }
            }

            return ret;
        }
        private void buildHallway(Room r1, Room r2)
        {
            int mpX1, mpX2, mpY1, mpY2;
            bool stillInRoom, reEnteredRoom;

            // Find the mid points of both rectangles
            mpX1 = r1.ActualLocation.x + (r1.getMaxWidth () / 2 + 1);
            mpY1 = r1.ActualLocation.y + (r1.getMaxLength () / 2 + 1);
            mpX2 = r2.ActualLocation.x + (r2.getMaxWidth () / 2 + 1);
            mpY2 = r2.ActualLocation.y + (r2.getMaxLength () / 2 + 1);

            int cX, cY;
            bool emptyCheck = true;

            // Try Cross-point #1
            cX = mpX1;
            cY = mpY2;

            int delX = -1,delY = -1;
            int stX = mpX1,stY = mpY1;
            if ( cX > mpX1 || cX > mpX2 ) delX = 1;
            if ( cY > mpY1 || cY > mpY2 ) delY = 1;
            if ( cX == mpX1 ) stX = mpX2;
            if ( cY == mpY1 ) stY = mpY2;

            stillInRoom = true;
            reEnteredRoom = false;
            if ( delX == 1 ) {
                for ( int i = stX; i <= cX; i += delX ) {
                    if ( this[i,cY] == 99 ) {
                        if ( reEnteredRoom ) emptyCheck = false;
                        stillInRoom = false;
                    }
                    else {
                        if ( !stillInRoom ) { reEnteredRoom = true; }
                    }
                    //UnityEngine.Debug.Log ("["+i+","+cY+"]  ->   sIR: "+stillInRoom+"    eC: "+emptyCheck);
                }
            }
            else {
                for ( int i = stX; i >= cX; i += delX ) {
                    if ( this[i,cY] == 99 ) {
                        if ( reEnteredRoom ) emptyCheck = false;
                        stillInRoom = false;
                    }
                    else {
                        if ( !stillInRoom ) { reEnteredRoom = true; }
                    }
                    //UnityEngine.Debug.Log ("["+i+","+cY+"]  ->   sIR: "+stillInRoom+"    eC: "+emptyCheck);
                }
            }

            stillInRoom = true;
            reEnteredRoom = false;
            if ( delY == 1 ) {
                for ( int i = stY; i <= cY; i += delY ) {
                    if ( this[cX,i] == 99 ) {
                        if ( reEnteredRoom ) emptyCheck = false;
                        stillInRoom = false;
                    }
                    else {
                        if ( !stillInRoom ) { reEnteredRoom = true; }
                    }
                    //UnityEngine.Debug.Log ("["+cX+","+i+"]  ->   sIR: "+stillInRoom+"    eC: "+emptyCheck);
                }
            }
            else {
                for ( int i = stY; i >= cY; i += delY ) {
                    if ( this[cX,i] == 99 ) {
                        if ( reEnteredRoom ) emptyCheck = false;
                        stillInRoom = false;
                    }
                    else {
                        if ( !stillInRoom ) { reEnteredRoom = true; }
                    }
                    //UnityEngine.Debug.Log ("["+cX+","+i+"]  ->   sIR: "+stillInRoom+"    eC: "+emptyCheck);
                }
            }
            //emptyCheck = false;
            if ( emptyCheck ) {
                //UnityEngine.Debug.Log("EC1 -- > stX: "+stX+"   stY: "+stY+"   delX: "+delX+"   cX: "+cX+"   cY: "+cY+"   delY: "+delY);
                // This path is clear, so build it!
                if ( delX == 1 ) { for ( int i = stX; i <= cX; i += delX ) if ( this[i,cY] >= 98 ) placeHallAt(i,cY); }
                else {			   for ( int i = stX; i >= cX; i += delX ) if ( this[i,cY] >= 98 ) placeHallAt(i,cY); }
                if ( delY == 1 ) { for ( int i = stY; i <= cY; i += delY ) if ( this[cX,i] >= 98 ) placeHallAt(cX,i); }
                else { 			   for ( int i = stY; i >= cY; i += delY ) if ( this[cX,i] >= 98 ) placeHallAt(cX,i); }
            }
            else {
                // Try Cross-point #2
                cX = mpX2;
                cY = mpY1;

                delX = -1; delY = -1;
                stX = mpX1; stY = mpY1;
                if ( cX > mpX1 || cX > mpX2 ) delX = 1;
                if ( cY > mpY1 || cY > mpY2 ) delY = 1;
                if ( cX == mpX1 ) stX = mpX2;
                if ( cY == mpY1 ) stY = mpY2;

                emptyCheck = true;

                stillInRoom = true;
                reEnteredRoom = false;
                if ( delX == 1 ) {
                    for ( int i = stX; i <= cX; i += delX ) {
                        if ( this[i,cY] == 99 ) {
                            if ( reEnteredRoom ) emptyCheck = false;
                            stillInRoom = false;
                        }
                        else {
                            if ( !stillInRoom ) { reEnteredRoom = true; }
                        }
                        UnityEngine.Debug.Log ("["+i+","+cY+"]  ->   sIR: "+stillInRoom+"    eC: "+emptyCheck);
                    }
                }
                else {
                    for ( int i = stX; i >= cX; i += delX ) {
                        if ( this[i,cY] == 99 ) {
                            if ( reEnteredRoom ) emptyCheck = false;
                            stillInRoom = false;
                        }
                        else {
                            if ( !stillInRoom ) { reEnteredRoom = true; }
                        }
                        UnityEngine.Debug.Log ("["+i+","+cY+"]  ->   sIR: "+stillInRoom+"    eC: "+emptyCheck);
                    }
                }

                stillInRoom = true;
                reEnteredRoom = false;
                if ( delY == 1 ) {
                    for ( int i = stY; i <= cY; i += delY ) {
                        if ( this[cX,i] == 99 ) {
                            if ( reEnteredRoom ) emptyCheck = false;
                            stillInRoom = false;
                        }
                        else {
                            if ( !stillInRoom ) { reEnteredRoom = true; }
                        }
                        UnityEngine.Debug.Log ("["+cX+","+i+"]  ->   sIR: "+stillInRoom+"    eC: "+emptyCheck);
                    }
                }
                else {
                    for ( int i = stY; i >= cY; i += delY ) {
                        if ( this[cX,i] == 99 ) {
                            if ( reEnteredRoom ) emptyCheck = false;
                            stillInRoom = false;
                        }
                        else {
                            if ( !stillInRoom ) { reEnteredRoom = true; }
                        }
                        UnityEngine.Debug.Log ("["+cX+","+i+"]  ->   sIR: "+stillInRoom+"    eC: "+emptyCheck);
                    }
                }

                if ( emptyCheck ) {
                    //UnityEngine.Debug.Log("EC2 -- > stX: "+stX+"   stY: "+stY+"   delX: "+delX+"   cX: "+cX+"   cY: "+cY+"   delY: "+delY);
                    // This path is clear, so build it!
                    if ( delX == 1 ) { for ( int i = stX; i <= cX; i += delX ) if ( this[i,cY] >= 98 ) placeHallAt(i,cY); }
                    else {			   for ( int i = stX; i >= cX; i += delX ) if ( this[i,cY] >= 98 ) placeHallAt(i,cY); }
                    if ( delY == 1 ) { for ( int i = stY; i <= cY; i += delY ) if ( this[cX,i] >= 98 ) placeHallAt(cX,i); }
                    else { 			   for ( int i = stY; i >= cY; i += delY ) if ( this[cX,i] >= 98 ) placeHallAt(cX,i); }
                }
                else {
                    UnityEngine.Debug.Log("Err -- >"+
                                          "   mp1: ["+mpX1+","+mpY1+"]"+
                                          "   mp2: ["+mpX2+","+mpY2+"]"
                                        );
                    UnityEngine.Debug.Log("Unable to draw a hallway!!");
                }

            } // End Else -> Cross-Point #2
        }
Beispiel #8
0
Datei: Room.cs Projekt: JvJ/CotWM
        public void CopyRoom(Room source, int x, int y)
        {
            int xLim = Math.Min(Width, x + source.Width);
            int yLim = Math.Min(Height, y + source.Height);

            for (int xx = x; xx < xLim; xx++){
                for (int yy = y; yy < yLim; yy++){
                    tiles[xx, yy] = source[xx - x, yy - y];
                }
            }
        }
Beispiel #9
0
Datei: Room.cs Projekt: JvJ/CotWM
        /// <summary>
        /// Get a sub-room in the specified rectangle.
        /// </summary>
        /// <param name='x'>
        /// X.
        /// </param>
        /// <param name='y'>
        /// Y.
        /// </param>
        /// <param name='width'>
        /// Width.
        /// </param>
        /// <param name='height'>
        /// Height.
        /// </param>
        public Room Slice(int x, int y, int width, int height)
        {
            if (x < 0) x = 0;
            if (x > Width-1) x = Width-1;
            if (y < 0) y = 0;
            if (y > Height-1) y = Height-1;

            if (width < 1) width = 1;
            if (x + width > Width) width = Width-x;
            if (height < 1) height = 1;
            if (y + height > Height) height = Height-y;

            Room ret = new Room(width, height);

            // Do the copying!
            for (int xx = 0; xx < width; xx++){
                for (int yy = 0; yy < height; yy++){
                    ret[xx,yy] = this[xx+x, yy+y];
                }
            }

            return ret;
        }
Beispiel #10
0
Datei: Room.cs Projekt: JvJ/CotWM
        public object Clone()
        {
            Room ret = new Room(0, 0);

            ret.tiles = (Tile[,]) tiles.Clone();

            return ret;
        }
Beispiel #11
0
Datei: Room.cs Projekt: JvJ/CotWM
        public static Room RoomFromMaze(Maze m)
        {
            Room ret = new Room(m.Width, m.Height);

            for (int x = 0; x < ret.Width; x++){
                for (int y = 0; y < ret.Height; y++){
                    switch(m[x,y]){
                    case MazeTileType.WALL:
                        ret[x,y] = new Tile(TileType.ROCK);
                        break;
                    case MazeTileType.SPACE:
                        ret[x,y] = new Tile(TileType.BLANK);
                        break;
                    default:
                        ret[x,y] = new Tile(TileType.BLANK);
                        break;
                    }
                }
            }

            return ret;
        }
Beispiel #12
0
Datei: Room.cs Projekt: JvJ/CotWM
        /// <summary>
        /// Totally random room generation 
        /// </summary>
        /// <param name="width">
        /// A <see cref="System.Int32"/>
        /// </param>
        /// <param name="height">
        /// A <see cref="System.Int32"/>
        /// </param>
        /// <returns>
        /// A <see cref="Room"/>
        /// </returns>
        public static Room RandomRoom(int width, int height)
        {
            System.Random r = new System.Random();

            Room ret = new Room(width, height);

            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < height; y++)
                {
                    TileType t = TileType.BLANK;

                    switch (r.Next() % 3)
                    {
                        case 0:
                            t = TileType.BLANK;
                            break;
                        case 1:
                            t = TileType.ROCK;
                            break;
                        case 2:
                            t = TileType.SNOW;
                            break;
                    }

                    ret[x, y] = new Tile(t);
                }
            }

            return ret;
        }
Beispiel #13
0
Datei: Room.cs Projekt: JvJ/CotWM
        /// <summary>
        /// Read the room from a string representation. 
        /// </summary>
        /// <param name="s">
        /// A <see cref="System.String"/>
        /// </param>
        /// <returns>
        /// A <see cref="Room"/>
        /// </returns>
        public static Room FromString(string s)
        {
            var lines = (from str in s.Split('\r','\n')
                        where str.Length > 0
                        select str).ToArray();

            int height = lines.Length;

            if (height == 0){
                throw new RoomFormatException("Zero lines in input.");
            }

            int width = lines[0].Length;

            Room ret = new Room(width, height);

            for (int y = height-1; y >= 0; y--){

                string currentLine = lines[height - y - 1];

                if (currentLine.Length != width){

                    Debug.Log("Width: "+width+" doesn't match line: "+currentLine.Length);
                    throw new RoomFormatException("Inconsistent line width ("+width+" vs. "+currentLine.Length+") at y = "+y);
                }

                for (int x = 0; x < width; x++){
                    ret[x,y] = Tile.FromChar(currentLine[x]);
                }
            }

            return ret;
        }
Beispiel #14
0
Datei: Room.cs Projekt: JvJ/CotWM
        /// <summary>
        /// Crappy, naive random generation algorithm. 
        /// </summary>
        /// <param name="width">
        /// A <see cref="System.Int32"/>
        /// </param>
        /// <param name="height">
        /// A <see cref="System.Int32"/>
        /// </param>
        /// <param name="numRooms">
        /// A <see cref="System.Int32"/>
        /// </param>
        /// <returns>
        /// A <see cref="Room"/>
        /// </returns>
        public static Room ChambersGen0(int width, int height, int numRooms)
        {
            Room ret = new Room(width, height);
            for (int x = 0; x < width; x++){
                for (int y = 0; y < width; y++){
                    ret.tiles[x,y] = new Tile(TileType.SNOW);
                }
            }

            System.Random r = new System.Random();

            for (int i = 0; i < numRooms; i++){

                // Randomly select the index
                ChamberType cIdx = (ChamberType)(r.Next() % (int)ChamberType.NumElements);

                Room rm = Chambers.Rooms(cIdx);

                int x = r.Next() % width;
                int y = r.Next() % height;

                ret.CopyRoom(rm, x, y);
            }

            return ret;
        }