Beispiel #1
0
        /// <summary>
        /// Makes a random room, return false if it couldn't generate
        /// </summary>
        protected bool MakeRoom(Connector connection)
        {
            int roomWidth = 2 + rnd.Next(4);
            int roomHeight = 2 + rnd.Next(4);

            int x = rnd.Next(1, roomWidth - 1);
            int y = rnd.Next(1, roomHeight - 1);

            if (connection.dir == Direction.east)
                x = -1;
            else if (connection.dir == Direction.north)
                y = roomHeight;
            else if (connection.dir == Direction.south)
                y = -1;
            else if (connection.dir == Direction.west)
                x = roomWidth;

            int placeX = connection.posX - x;
            int placeY = connection.posY - y;

            Rectangle roomRect = new Rectangle(placeX, placeY, roomWidth, roomHeight);
            if (!AreaInBounds(roomRect) || CheckArea(roomRect, 0)) return false;

            // Carve out this rectangle of the map
            FillRect(placeX, placeY, placeX + roomWidth, placeY + roomHeight, 0);

            // Place the door
            if (!connection.noDoor)
            {
                SetTile(connection.posX, connection.posY, -3);
                Door newDoor = new Door(new Vector2(connection.posX + 0.5f, connection.posY + 0.5f), @"Walls\door", true, true);
                map.AddEntity(newDoor);
            }

            // Add some new connections
            int numCon = rnd.Next(2, 5);
            for (int i = 0; i < numCon; i++)
            {
                Connector newConnector = new Connector();
                newConnector.dir = GetRandomDirection();
                newConnector.posX = rnd.Next(placeX, placeX + roomWidth);
                newConnector.posY = rnd.Next(placeY, placeY + roomHeight);

                if (newConnector.dir == Direction.north)
                    newConnector.posY = placeY - 1;
                else if (newConnector.dir == Direction.south)
                    newConnector.posY = placeY + roomHeight;
                else if (newConnector.dir == Direction.east)
                    newConnector.posX = placeX + roomWidth;
                else if (newConnector.dir == Direction.west)
                    newConnector.posX = placeX - 1;

                available_conns.Add(newConnector);

                // Add some monsters, perhaps
                int genNum = rnd.Next(-2, 2);
                for (int m = 0; m < genNum; m++)
                {
                    AddRandomMonster(roomRect);
                }
            }

            return true;
        }
Beispiel #2
0
        public MapGenerator(MapType Type, Map Map)
        {
            // List of map connections available
            available_conns = new List<Connector>();
            rnd = new Random();

            type = Type;
            map = Map;

            width = 50;
            height = 50;

            map.mapData = new int[width, height];
            map.Width = width;
            map.Height = height;

            map.entities = new List<Entity>();

            SetTypeTextures();

            // Fills map
            FillRandRect(0, 0, width - 1, height - 1, 1, 3);

            // Randomly place the first connector
            Connector connection = new Connector();
            connection.posX = width / 2;
            connection.posY = height / 2;
            connection.dir = GetRandomDirection();
            connection.noDoor = true;

            available_conns.Add(connection);

            // Generate some rooms
            int numGenerated = 0;
            int tries = 0;
            while (numGenerated < 20 && tries < 30 && available_conns.Count > 0)
            {
                // Attempt to make a room with the first connector
                Connector tryThis = available_conns.First();
                bool didGenerate = MakeRoom(tryThis);
                if (didGenerate)
                {
                    // This connection generated fine, remove the connector
                    numGenerated++;
                    available_conns.Remove(tryThis);
                }
                else
                {
                    // Check to see if we've tried too many times already
                    if (tries++ > 2)
                    {
                        tries = 0;
                        available_conns.Remove(tryThis);
                    }
                }
            }

            PlaceStairsUp();
            PlaceStairsDown();
        }
Beispiel #3
0
        public MapGenerator(MapType Type, Map Map)
        {
            // List of map connections available
            available_conns = new List<Connector>();
            rnd = new Random();

            type = Type;
            map = Map;

            width = 50;
            height = 50;

            map.mapData = new int[width, height];
            map.Width = width;
            map.Height = height;

            map.entities = new List<Entity>();

            SetTypeTextures();
            monsters = map.Gamestate.MonsterData.Where(i => i.level <= map.level).ToList();
            weapons = map.Gamestate.WeaponData.Where(i => i.level <= map.level).ToList();
            armor = map.Gamestate.ArmorData.Where(i => i.level <= map.level).ToList();

            // Build the total chance of all weapons
            weapon_total_chance = 0;
            foreach (WeaponData d in weapons) weapon_total_chance += d.chance;

            // Build the total chance of all armor
            armor_total_chance = 0;
            foreach (ArmorData d in armor) armor_total_chance += d.chance;

            // Fills map
            FillRandRect(0, 0, width - 1, height - 1, 1, 3);

            // Randomly place the first connector
            Connector connection = new Connector();
            connection.posX = width / 2;
            connection.posY = height / 2;
            connection.dir = GetRandomDirection();
            connection.noDoor = true;

            available_conns.Add(connection);

            // Generate some rooms
            int numGenerated = 0;
            int tries = 0;
            while (numGenerated < 16 && tries < 30 && available_conns.Count > 0)
            {
                // Attempt to make a room with the first connector
                Connector tryThis = available_conns.First();
                bool didGenerate = MakeRoom(tryThis);
                if (didGenerate)
                {
                    // This connection generated fine, remove the connector
                    numGenerated++;
                    available_conns.Remove(tryThis);
                }
                else
                {
                    // Check to see if we've tried too many times already
                    if (tries++ > 2)
                    {
                        tries = 0;
                        available_conns.Remove(tryThis);
                    }
                }
            }

            PlaceStairsUp();
            PlaceStairsDown();
        }