public void PlaceRoom(Point location, Room room, Dungeon dungeon)
        {
            room.SetLocation(location);

            for (int x = 0; x < room.Width; x++)
            {
                for (int y = 0; y < room.Height; y++)
                {
                    Point dungeonLocation = new Point(location.X + x, location.Y + y);
                    dungeon[dungeonLocation].NorthSide = room[x, y].NorthSide;
                    dungeon[dungeonLocation].SouthSide = room[x, y].SouthSide;
                    dungeon[dungeonLocation].EastSide = room[x, y].EastSide;
                    dungeon[dungeonLocation].WestSide = room[x, y].WestSide;

                    if ((x == 0) && (dungeon.HasAdjacentCellInDirection(dungeonLocation, Direction.DirectionType.West))) dungeon.CreateSide(dungeonLocation, Direction.DirectionType.West, Cell.Sidetype.Wall);
                    if ((x == room.Width - 1) && (dungeon.HasAdjacentCellInDirection(dungeonLocation, Direction.DirectionType.East))) dungeon.CreateSide(dungeonLocation, Direction.DirectionType.East, Cell.Sidetype.Wall);
                    if ((y == 0) && (dungeon.HasAdjacentCellInDirection(dungeonLocation, Direction.DirectionType.North))) dungeon.CreateSide(dungeonLocation, Direction.DirectionType.North, Cell.Sidetype.Wall);
                    if ((y == room.Height - 1) && (dungeon.HasAdjacentCellInDirection(dungeonLocation, Direction.DirectionType.South))) dungeon.CreateSide(dungeonLocation, Direction.DirectionType.South, Cell.Sidetype.Wall);
                }
            }

            dungeon.rooms.Add(room);
        }
Beispiel #2
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        public void SparsifyMaze(Dungeon dungeon, int sparsenessModifier)
        {
            int noOfDeadEndCellsToRemove = (int)Math.Ceiling((decimal)sparsenessModifier / 100 * (dungeon.Width * dungeon.Height));
            IEnumerator<Point> enumerator = dungeon.FindDeadEnds.GetEnumerator();

            for (int i = 0; i < noOfDeadEndCellsToRemove; i++)
            {
                if (!enumerator.MoveNext())
                {
                    enumerator = dungeon.FindDeadEnds.GetEnumerator();
                    if (!enumerator.MoveNext()) break;
                }
                Point point = enumerator.Current;
                dungeon.CreateSide(point, (Direction.DirectionType)dungeon.CalculateDeadEndCorridorDirection(point), Cell.Sidetype.Wall);
            }
        }