Ejemplo n.º 1
0
        /// <summary>
        /// This method attempts to find a way to fit the candidate into the level without colliding with any existing components.
        /// </summary>
        /// <param name="level"></param>
        /// <param name="entrance"></param>
        /// <param name="candidate"></param>
        /// <returns>false if the component could not be placed.</returns>
        protected bool tryPlaceComponent(DungeonLevel level, Doorway entrance, component candidate)
        {
            switch (entrance.SideIn)
            {
            case Side.North:
                candidate.y = entrance.y;
                break;

            case Side.South:
                candidate.y = entrance.y - candidate.Height;
                break;

            case Side.West:
                candidate.x = entrance.x - candidate.Width;
                break;

            case Side.East:
                candidate.x = entrance.x;
                break;
            }
            IList <int> potentialOrigins = new List <int>();

            if (entrance.SideIn == Side.North || entrance.SideIn == Side.South)
            {
                for (int i = entrance.x - candidate.Width; i < entrance.x; i++)
                {
                    potentialOrigins.Add(i + 1);
                }
                while (potentialOrigins.Count > 0)
                {
                    int i = DiceBag.getDice().rand.Next(potentialOrigins.Count);
                    candidate.x = potentialOrigins[i];
                    if (level.Add(candidate))
                    {
                        return(true);
                    }
                    potentialOrigins.RemoveAt(i);
                }
            }
            else
            {
                for (int i = entrance.y - candidate.Height; i < entrance.y; i++)
                {
                    potentialOrigins.Add(i + 1);
                }
                while (potentialOrigins.Count > 0)
                {
                    int i = DiceBag.getDice().rand.Next(potentialOrigins.Count);
                    candidate.y = potentialOrigins[i];
                    if (level.Add(candidate))
                    {
                        return(true);
                    }
                    potentialOrigins.RemoveAt(i);
                }
            }
            return(false);
        }
Ejemplo n.º 2
0
        protected override bool tryAddDetails(Models.DungeonLevel Level, Models.Doorway Entrance, Models.Room room)
        {
            int numberOfExits = RollNumberOfExits(room.Area);

            if (numberOfExits == 0)
            {
                addHiddenExits(Level, room);
            }
            for (int i = 0; i < numberOfExits; i++)
            {
                Doorway exit = new Doorway();
                do
                {
                    exit.SideIn = RollExitSide(Entrance.SideIn);
                    if (exit.SideIn == Side.North || exit.SideIn == Side.South)
                    {
                        exit.Height = 0;
                        exit.Width  = 1;
                        if (exit.SideIn == Side.North)
                        {
                            exit.y = room.getYEdge();
                        }
                        else
                        {
                            exit.y = room.y;
                        }
                        exit.x = DiceBag.getDice().rand.Next(room.x, room.getXEdge());
                    }
                    else
                    {
                        exit.Width  = 0;
                        exit.Height = 1;
                        if (exit.SideIn == Side.East)
                        {
                            exit.x = room.getXEdge();
                        }
                        else
                        {
                            exit.x = room.x;
                        }
                        exit.y = DiceBag.getDice().rand.Next(room.y, room.getYEdge());
                    }
                } while (room.hasDoorAt(exit.x, exit.y) && !FindDoorType(Level, exit));
                room.Doors.Add(exit);
                Level.Add(exit);
            }
            return(true);
        }
Ejemplo n.º 3
0
        private Side RollExitSide(Side entrance)
        {
            int          roll = DiceBag.getDice().d20(); // TABL V.D
            RelativeSide rel  = RelativeSide.Same;

            if (roll <= 7)                      // 1-7 opposite wall
            {
                rel = RelativeSide.Opposite;
            }
            else if (roll <= 12)                // 8-12 left wall
            {
                rel = RelativeSide.Left;
            }
            else if (roll <= 17)                // 13-17 right wall
            {
                rel = RelativeSide.Right;
            }
            return((Side)((((int)entrance + (int)rel) % 4)));
        }
Ejemplo n.º 4
0
        private bool FindDoorType(DungeonLevel level, Doorway door)
        {
            DungeonComponent tester = new DungeonComponent(door.x, door.y, 1, 1);

            switch (door.SideIn)
            {
            case Side.South:
                tester.y--;
                break;

            case Side.West:
                tester.x--;
                break;
            }
            if (level.Collision(tester))
            {
                int roll = DiceBag.getDice().d20();
                if (roll > 10)
                {
                    return(false);
                }
                else
                {
                    door.connected = true;
                    if (roll > 5)
                    {
                        door.Type = DoorType.OneWay;
                    }
                    else
                    {
                        door.Type = DoorType.Secret;
                    }
                }
            }
            else
            {
                door.connected = false;
                door.Type      = DoorType.TwoWay;
            }
            return(true);
        }
Ejemplo n.º 5
0
        private int RollNumberOfExits(int RoomArea)
        {
            int numberOfExits = 0;

            switch (DiceBag.getDice().d20()) // TABLE V.C
            {
            case 1:
            case 2:
            case 3:     // 1-3 up to 600' 1; over 600' 2
                if (RoomArea > 24)
                {
                    numberOfExits = 2;
                }
                else
                {
                    numberOfExits = 1;
                }
                break;

            case 4:
            case 5:
            case 6:     // 4-6 up to 600' 2; over 600' 3
                if (RoomArea > 24)
                {
                    numberOfExits = 3;
                }
                else
                {
                    numberOfExits = 2;
                }
                break;

            case 7:
            case 8:
            case 9:     // 7-9 up to 600' 3; over 600' 4
                if (RoomArea > 600)
                {
                    numberOfExits = 4;
                }
                else
                {
                    numberOfExits = 3;
                }
                break;

            case 10:
            case 11:
            case 12:     // 10-12 up to 1200' 0*; over 1200' 1
                if (RoomArea > 48)
                {
                    numberOfExits = 1;
                }
                else
                {
                    numberOfExits = 0;
                }
                break;

            case 13:
            case 14:
            case 15:     // up to 1600' 0*; over 1600' 1
                if (RoomArea > 64)
                {
                    numberOfExits = 1;
                }
                else
                {
                    numberOfExits = 0;
                }
                break;

            case 16:
            case 17:
            case 18:     // any size 1-4 (d4)
                numberOfExits = DiceBag.getDice().d4();
                break;

            case 19:
            case 20:     // any size 1
                numberOfExits = 1;
                break;
            }
            return(numberOfExits);
        }