Ejemplo n.º 1
0
        public Dungeon(int width, int height)
        {
            _width  = width;
            _height = height;

            _rooms        = new Room[_width, _height];
            _hallways     = new List <Hallway>();
            _shortestPath = new Stack <Room>();

            Room previousRoom = null;

            for (int y = 0; y < _height; y++)
            {
                // Create a row of rooms
                for (int x = 0; x < _width; x++)
                {
                    Room room = new Room(x, y);
                    _rooms[x, y] = room;

                    // Link rooms horizontally with hallways
                    if (previousRoom != null)
                    {
                        Hallway hallway = new Hallway(previousRoom, room);
                        _hallways.Add(hallway);

                        previousRoom.AdjacentHallways.Add(hallway);
                        room.AdjacentHallways.Add(hallway);
                    }

                    previousRoom = room;
                }

                previousRoom = null;

                if (y == 0)
                {
                    continue;
                }

                // Link the current row of rooms with the rooms above
                for (int i = 0; i < _width; i++)
                {
                    Room roomAbove        = _rooms[i, y - 1];
                    Room roomOnCurrentRow = _rooms[i, y];

                    Hallway hallway = new Hallway(roomOnCurrentRow, roomAbove);
                    _hallways.Add(hallway);

                    roomAbove.AdjacentHallways.Add(hallway);
                    roomOnCurrentRow.AdjacentHallways.Add(hallway);
                }
            }

            _startRoom         = _rooms[0, 0];
            _endRoom           = _rooms[_width - 1, _height - 1];
            _startRoom.IsStart = true;
            _endRoom.IsEnd     = true;
        }
Ejemplo n.º 2
0
        public void Print()
        {
            Console.WriteLine("S = Room: Startpunt");
            Console.WriteLine("E = Room: Eindpunt");
            Console.WriteLine("X = Room: Niet bezocht");
            Console.WriteLine("* = Room: Bezocht");
            Console.WriteLine("~ = Hallway: Ingestort");
            Console.WriteLine("0 = Hallway: Level tegenstander (cost)");

            Console.Write(Environment.NewLine);

            for (int y = 0; y < _height; y++)
            {
                // Print rooms and horizontal hallways
                for (int x = 0; x < _width; x++)
                {
                    Room room = _rooms[x, y];

                    Hallway rightHallway =
                        room.AdjacentHallways.FirstOrDefault(h => h.OppositeRoom(room).X == room.X + 1);

                    Console.Write($" - {room} - {rightHallway}");
                }

                Console.Write(Environment.NewLine);

                // Print vertical hallways
                if (y == _height - 1)
                {
                    break;
                }

                for (int hallwayY = 0; hallwayY < 3; hallwayY++)
                {
                    for (int x = 0; x < _width; x++)
                    {
                        if (hallwayY == 1)
                        {
                            Room room = _rooms[x, y];

                            Hallway bottomHallway =
                                room.AdjacentHallways.FirstOrDefault(h => h.OppositeRoom(room).Y == room.Y + 1);

                            Console.Write($"   {bottomHallway}    ");
                        }
                        else
                        {
                            Console.Write("   |    ");
                        }
                    }

                    Console.Write(Environment.NewLine);
                }
            }

            Console.WriteLine(Environment.NewLine + "Acties: talisman, handgranaat, kompas, maaklastiger, startx [x positie], starty [y positie], eindx [x positie], eindy [y positie]" + Environment.NewLine);
        }
Ejemplo n.º 3
0
        public void MakeShortestPathDifficult()
        {
            Room from = null;

            // For every room in the shortest path, raise the enemy level by 3 (with a maximum of 10)
            foreach (Room room in _shortestPath)
            {
                if (from != null)
                {
                    Hallway hallway = from.AdjacentHallways.First(h => h.OppositeRoom(from) == room);

                    hallway.EnemyLevel += 3;

                    if (hallway.EnemyLevel >= 10)
                    {
                        hallway.EnemyLevel = 10;
                    }
                }

                from = room;
            }

            Reset();
        }
Ejemplo n.º 4
0
        private string GetEnemyLevel(Room from, Room to)
        {
            Hallway hallway = from.AdjacentHallways.First(h => h.OppositeRoom(from) == to);

            return($"level {hallway.EnemyLevel}");
        }
Ejemplo n.º 5
0
        public void HandGrenade()
        {
            ISet <Room>    visitedRooms       = new HashSet <Room>();
            List <Hallway> hallwaysToCollapse = new List <Hallway>();
            List <Hallway> hallwaysToScan     = new List <Hallway>();
            List <Tree>    roomTreeList       = new List <Tree>();

            // Copy list of hallways into hallwaysToCollapse and hallwaysToScan
            foreach (Hallway hallway in _hallways)
            {
                hallwaysToCollapse.Add(hallway);
                hallwaysToScan.Add(hallway);
            }

            for (int i = 0; i < _hallways.Count; i++)
            {
                // Find the weakest hallway
                Hallway weakestHallway = null;

                foreach (Hallway hallway in hallwaysToScan)
                {
                    if (weakestHallway == null || hallway.EnemyLevel < weakestHallway.EnemyLevel)
                    {
                        weakestHallway = hallway;
                    }
                }

                // Check if one or both rooms have been visited from this hallway
                bool entranceVisited = visitedRooms.Contains(weakestHallway.Entrance);
                bool exitVisited     = visitedRooms.Contains(weakestHallway.Exit);

                if (!entranceVisited)
                {
                    visitedRooms.Add(weakestHallway.Entrance);
                }

                if (!exitVisited)
                {
                    visitedRooms.Add(weakestHallway.Exit);
                }

                if (!entranceVisited && !exitVisited)
                {
                    // Neither have been visited, create a new tree with these two rooms
                    CreateRoomTree(weakestHallway.Entrance, weakestHallway.Exit, roomTreeList);
                    hallwaysToCollapse.Remove(weakestHallway);
                }
                else if (!entranceVisited)
                {
                    // Exit has been visited, add the entrance to the exit's tree
                    AddRoomToRoomTree(weakestHallway.Entrance, weakestHallway.Exit, roomTreeList);
                    hallwaysToCollapse.Remove(weakestHallway);
                }
                else if (!exitVisited)
                {
                    // Entrance has been visited, add the exit to the entrance's tree
                    AddRoomToRoomTree(weakestHallway.Exit, weakestHallway.Entrance, roomTreeList);
                    hallwaysToCollapse.Remove(weakestHallway);
                }
                // Both rooms have been visited, check if their trees are already connected
                else
                {
                    Tree entranceTree = roomTreeList.First(t => t.GetChild(weakestHallway.Entrance) != null);
                    Tree exitTree     = roomTreeList.First(t => t.GetChild(weakestHallway.Exit) != null);
                    if (entranceTree != exitTree)
                    {
                        // The trees are not connected, so merge these and remove one from the list
                        hallwaysToCollapse.Remove(weakestHallway);
                        MergeRoomTrees(entranceTree, exitTree, roomTreeList);
                    }
                }
                // Remove the hallway from the list of hallways to be scanned
                hallwaysToScan.Remove(weakestHallway);
            }

            foreach (Hallway hallway in hallwaysToCollapse)
            {
                hallway.IsCollapsed = true;
            }

            // Set the enemy level of a random hallway next to the startroom to 0
            Random random = new Random();
            IEnumerable <Hallway> notCollapsedHallways = _startRoom.AdjacentHallways.Where(h => !h.IsCollapsed);
            int randomDefeatedRoom = random.Next(notCollapsedHallways.Count());

            notCollapsedHallways.ElementAt(randomDefeatedRoom).EnemyLevel = 0;

            Console.WriteLine("De kerker schudt op zijn grondvesten, de tegenstander in een aangrenzende hallway is vermorzeld! " +
                              "Een donderend geluid maakt duidelijk dat gedeeltes van de kerker zijn ingestort..." + Environment.NewLine);
        }