Ejemplo n.º 1
0
        public override void Apply(ZoneGenContext zoneContext, IGenContext context, StablePriorityQueue <Priority, IGenStep> queue)
        {
            int id = zoneContext.CurrentID;

            foreach (int floorId in SpreadPlan.DropPoints)
            {
                if (floorId != zoneContext.CurrentID)
                {
                    continue;
                }
                foreach (IGenPriority vaultStep in VaultSteps)
                {
                    queue.Enqueue(vaultStep.Priority, vaultStep.GetItem());
                }

                {
                    SpawnList <MapItem> itemListSlice = Items.GetSpawnList(id);
                    PickerSpawner <ListMapGenContext, MapItem> constructedSpawns = new PickerSpawner <ListMapGenContext, MapItem>(new LoopedRand <MapItem>(itemListSlice, ItemAmount[id]));

                    List <IStepSpawner <ListMapGenContext, MapItem> > steps = new List <IStepSpawner <ListMapGenContext, MapItem> >();
                    steps.Add(constructedSpawns);
                    if (ItemSpawners.ContainsItem(id))
                    {
                        IStepSpawner <ListMapGenContext, MapItem> treasures = ItemSpawners[id].Copy();
                        steps.Add(treasures);
                    }
                    PresetMultiRand <IStepSpawner <ListMapGenContext, MapItem> > groupRand   = new PresetMultiRand <IStepSpawner <ListMapGenContext, MapItem> >(steps.ToArray());
                    RandomRoomSpawnStep <ListMapGenContext, MapItem>             detourItems = ItemPlacements[id].Copy();
                    detourItems.Spawn = new MultiStepSpawner <ListMapGenContext, MapItem>(groupRand);
                    queue.Enqueue(ItemPriority, detourItems);
                }


                SpawnList <MobSpawn> mobListSlice = Mobs.GetSpawnList(id);
                if (mobListSlice.CanPick)
                {
                    //secret enemies
                    SpecificTeamSpawner specificTeam = new SpecificTeamSpawner();

                    MobSpawn newSpawn = mobListSlice.Pick(context.Rand).Copy();
                    specificTeam.Spawns.Add(newSpawn);

                    //use bruteforce clone for this
                    PlaceRandomMobsStep <ListMapGenContext> secretMobPlacement = MobPlacements[id].Copy();
                    secretMobPlacement.Spawn = new LoopedTeamSpawner <ListMapGenContext>(specificTeam, MobAmount[id]);
                    queue.Enqueue(MobPriority, secretMobPlacement);
                }
            }
        }
Ejemplo n.º 2
0
        public override void Apply(ZoneGenContext zoneContext, IGenContext context, StablePriorityQueue <Priority, IGenStep> queue)
        {
            int id = zoneContext.CurrentID;

            foreach (int floorId in SpreadPlan.DropPoints)
            {
                if (floorId != zoneContext.CurrentID)
                {
                    continue;
                }
                {
                    SpawnList <AddBossRoomStep <ListMapGenContext> > bossListSlice = BossSteps.GetSpawnList(id);
                    if (!bossListSlice.CanPick)
                    {
                        return;
                    }
                    AddBossRoomStep <ListMapGenContext> bossStep = bossListSlice.Pick(context.Rand).Copy();
                    queue.Enqueue(BossRoomPriority, bossStep);
                }

                foreach (IGenPriority vaultStep in VaultSteps)
                {
                    queue.Enqueue(vaultStep.Priority, vaultStep.GetItem());
                }

                {
                    SpawnList <MapItem> itemListSlice = Items.GetSpawnList(id);
                    PickerSpawner <ListMapGenContext, MapItem> constructedSpawns = new PickerSpawner <ListMapGenContext, MapItem>(new LoopedRand <MapItem>(itemListSlice, ItemAmount[id]));

                    IStepSpawner <ListMapGenContext, MapItem> treasures = ItemSpawners[id].Copy();

                    PresetMultiRand <IStepSpawner <ListMapGenContext, MapItem> > groupRand = new PresetMultiRand <IStepSpawner <ListMapGenContext, MapItem> >(constructedSpawns, treasures);

                    RandomRoomSpawnStep <ListMapGenContext, MapItem> detourItems = ItemPlacements[id].Copy();
                    detourItems.Spawn = new MultiStepSpawner <ListMapGenContext, MapItem>(groupRand);
                    queue.Enqueue(RewardPriority, detourItems);
                }
            }
        }
Ejemplo n.º 3
0
        public static void Run()
        {
            Console.Clear();
            const string title = "7: A Map with Special Rooms";

            var layout = new MapGen <MapGenContext>();

            // Initialize a 54x40 floorplan with which to populate with rectangular floor and halls.
            InitFloorPlanStep <MapGenContext> startGen = new InitFloorPlanStep <MapGenContext>(54, 40);

            layout.GenSteps.Add(-2, startGen);

            // Create some room types to place
            SpawnList <RoomGen <MapGenContext> > genericRooms = new SpawnList <RoomGen <MapGenContext> >
            {
                { new RoomGenSquare <MapGenContext>(new RandRange(7, 9), new RandRange(7, 9)), 10 },  // square
                { new RoomGenRound <MapGenContext>(new RandRange(6, 10), new RandRange(6, 10)), 10 }, // round
            };

            // Create some hall types to place
            var genericHalls = new SpawnList <PermissiveRoomGen <MapGenContext> >
            {
                { new RoomGenAngledHall <MapGenContext>(0, new RandRange(3, 7), new RandRange(3, 7)), 10 },
            };

            // Feed the room and hall types to a path that is composed of a branching tree
            FloorPathBranch <MapGenContext> path = new FloorPathBranch <MapGenContext>(genericRooms, genericHalls)
            {
                HallPercent = 50,
                FillPercent = new RandRange(40),
                BranchRatio = new RandRange(0, 25),
            };

            path.RoomComponents.Set(new MainRoomComponent());
            path.HallComponents.Set(new MainHallComponent());

            layout.GenSteps.Add(-1, path);

            string[] custom = new string[]
            {
                "~~~..~~~",
                "~~~..~~~",
                "~~#..#~~",
                "........",
                "........",
                "~~#..#~~",
                "~~~..~~~",
                "~~~..~~~",
            };

            SetSpecialRoomStep <MapGenContext> listSpecialStep = new SetSpecialRoomStep <MapGenContext>
            {
                Rooms = new PresetPicker <RoomGen <MapGenContext> >(CreateRoomGenSpecific <MapGenContext>(custom)),
            };

            listSpecialStep.RoomComponents.Set(new TreasureRoomComponent());
            PresetPicker <PermissiveRoomGen <MapGenContext> > picker = new PresetPicker <PermissiveRoomGen <MapGenContext> >
            {
                ToSpawn = new RoomGenAngledHall <MapGenContext>(0),
            };

            listSpecialStep.Halls = picker;
            layout.GenSteps.Add(-1, listSpecialStep);

            // Draw the rooms of the FloorPlan onto the tiled map, with 1 TILE padded on each side
            layout.GenSteps.Add(0, new DrawFloorToTileStep <MapGenContext>(1));

            // Add the stairs up and down
            layout.GenSteps.Add(2, new FloorStairsStep <MapGenContext, StairsUp, StairsDown>(new StairsUp(), new StairsDown()));

            // Apply Items
            var itemSpawns = new SpawnList <Item>
            {
                { new Item((int)'!'), 10 },
                { new Item((int)']'), 10 },
                { new Item((int)'='), 10 },
                { new Item((int)'?'), 10 },
                { new Item((int)'$'), 10 },
                { new Item((int)'/'), 10 },
                { new Item((int)'*'), 50 },
            };
            RandomRoomSpawnStep <MapGenContext, Item> itemPlacement = new RandomRoomSpawnStep <MapGenContext, Item>(new PickerSpawner <MapGenContext, Item>(new LoopedRand <Item>(itemSpawns, new RandRange(10, 19))));

            layout.GenSteps.Add(6, itemPlacement);

            // Apply Treasure Items
            var treasureSpawns = new SpawnList <Item>
            {
                { new Item((int)'!'), 10 },
                { new Item((int)'*'), 50 },
            };
            RandomRoomSpawnStep <MapGenContext, Item> treasurePlacement = new RandomRoomSpawnStep <MapGenContext, Item>(new PickerSpawner <MapGenContext, Item>(new LoopedRand <Item>(treasureSpawns, new RandRange(7, 10))));

            treasurePlacement.Filters.Add(new RoomFilterComponent(false, new TreasureRoomComponent()));
            layout.GenSteps.Add(6, treasurePlacement);

            // Run the generator and print
            MapGenContext context = layout.GenMap(MathUtils.Rand.NextUInt64());

            Print(context.Map, title);
        }