Ejemplo n.º 1
0
 public World(WorldBuilder world_builder, WorldTemplate template, int game_id)
 {
     m_game_id        = game_id;
     m_world_builder  = world_builder;
     m_world_template = template;
     m_rooms          = new Dictionary <RoomKey, Room>(new RoomKeyEqualityComparer());
 }
Ejemplo n.º 2
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 public World(WorldBuilder world_builder, WorldTemplate template, int game_id)
 {
     m_game_id = game_id;
     m_world_builder = world_builder;
     m_world_template = template;
     m_rooms = new Dictionary<RoomKey, Room>(new RoomKeyEqualityComparer());
 }
Ejemplo n.º 3
0
 public DungeonLayout(
     int gameId,
     WorldTemplate worldTemplate,
     RoomTemplateSet roomTemplateSet,
     MobSpawnTableSet mobSpawnTableSet)
 {
     m_gameId           = gameId;
     m_worldTemplate    = worldTemplate;
     m_roomTemplateSet  = roomTemplateSet;
     m_mobSpawnTableSet = mobSpawnTableSet;
     m_roomGrid         = null;
     m_nextPortalId     = 0;
 }
Ejemplo n.º 4
0
        public bool BuildWorld(
            AsyncRPGDataContext db_context,
            int game_id,
            out World world,
            out string result)
        {
            bool          success       = true;
            WorldTemplate worldTemplate = null;
            DungeonLayout layout        = null;

            world  = null;
            result = SuccessMessages.GENERAL_SUCCESS;

            // Get the world generation parameters from the DB
            worldTemplate =
                WorldQueries.GetWorldGenerationParameters(
                    db_context,
                    game_id);

            // Create the initial set of rooms for the world
            if (success)
            {
                layout = new DungeonLayout(game_id, worldTemplate, m_roomTemplateSet, m_mobSpawnTableSet);

                if (!layout.BuildRoomLayout(out result))
                {
                    success = false;
                }
            }

            // Copy the rooms and portals from the layout into the world
            if (success)
            {
                world = new World(this, layout.LayoutWorldTemplate, game_id);
                world.ApplyLayout(layout);
            }

            // TODO: WorldBuilder: Generate the environment objects, etc

            // Save the cached world into the database
            if (success)
            {
                WorldQueries.InsertWorld(db_context, world);
            }

            return(success);
        }
Ejemplo n.º 5
0
        public bool ValidateDungeons(Command command)
        {
            bool success = true;
            string result= SuccessMessages.GENERAL_SUCCESS;

            RoomTemplateSet roomTemplateSet = new RoomTemplateSet();
            MobTypeSet mobTypeSet = new MobTypeSet();
            MobSpawnTableSet mobSpawnTableSet = new MobSpawnTableSet();
            int game_id_min = 0;
            int game_id_max = 100000; // Int32.MaxValue; This will take ~100 days to finish all 2 billion  dungeons
            string connection_string = "";

            string dumpGeometryPath = "";

            if (command.HasArgumentWithName("C"))
            {
                connection_string = command.GetTypedArgumentByName<CommandArgument_String>("C").ArgumentValue;
            }
            else
            {
                _logger.WriteLine("DungeonValidator: Missing expected connection string parameter");
                success = false;
            }

            if (command.HasArgumentWithName("G"))
            {
                game_id_min = command.GetTypedArgumentByName<CommandArgument_Int32>("G").ArgumentValue;
                game_id_max = game_id_min;
            }
            else
            {
                _logger.WriteLine("DungeonValidator: No game id given, evaluating all possible game ids");
            }

            if (game_id_min == game_id_max && command.HasArgumentWithName("D"))
            {
                dumpGeometryPath = command.GetTypedArgumentByName<CommandArgument_String>("D").ArgumentValue;
            }

            _logger.WriteLine("Validating layouts for game_ids {0} to {1}", game_id_min, game_id_max);

            // Get the room templates from the DB
            if (success && !roomTemplateSet.Initialize(connection_string, out result))
            {
                _logger.WriteLine(string.Format("DungeonValidator: Failed to load the room templates from the DB: {0}", result));
                success = false;
            }

            // Get the mob type set from the DB
            if (success && !mobTypeSet.Initialize(connection_string, out result))
            {
                _logger.WriteLine(string.Format("DungeonValidator: Failed to load the mob types from the DB: {0}", result));
                success = false;
            }

            // Get the mob spawn templates from the DB
            if (success && !mobSpawnTableSet.Initialize(connection_string, mobTypeSet, out result))
            {
                _logger.WriteLine(string.Format("DungeonValidator: Failed to load the mob spawn tables from the DB: {0}", result));
                success = false;
            }

            if (success)
            {
                DateTime startTime = DateTime.Now;

                // Test all possible world size configurations for each desired game id
                WorldTemplate[] worldTemplates = new WorldTemplate[] {
                    new WorldTemplate(GameConstants.eDungeonSize.small, GameConstants.eDungeonDifficulty.normal),
                    new WorldTemplate(GameConstants.eDungeonSize.medium, GameConstants.eDungeonDifficulty.normal),
                    new WorldTemplate(GameConstants.eDungeonSize.large, GameConstants.eDungeonDifficulty.normal),
                };

                for (int game_id = game_id_min; success && game_id <= game_id_max; ++game_id)
                {
                    foreach (WorldTemplate worldTemplate in worldTemplates)
                    {
                        DungeonLayout layout = new DungeonLayout(game_id, worldTemplate, roomTemplateSet, mobSpawnTableSet);

                        // Create the initial set of rooms for the world
                        if (!layout.BuildRoomLayout(out result))
                        {
                            _logger.WriteLine(
                                string.Format("DungeonValidator: Failed to generate dungeon layout, game_id:{0}, size:{1}",
                                game_id, worldTemplate.dungeon_size));
                            _logger.WriteLine(result);
                            success = false;
                        }

                        // Verify that this is a valid dungeon
                        if (success)
                        {
                            Dictionary<int, Portal> portalIdToPortalMap = BuildPortalIdMap(layout);

                            // Verify that all portals are connected correctly
                            success &= VerifyRoomPortals(layout, portalIdToPortalMap);

                            // Verify that every room is accessible to every other room
                            success &= VerifyRoomAccessibility(layout, portalIdToPortalMap);

                            // Verify monster spawners
                            success &= VerifyMobSpawners(layout);
                        }

                        // Dump the generated layout to a .obj file
                        if (dumpGeometryPath.Length > 0)
                        {
                            DumpLayoutGeometry(dumpGeometryPath, layout);
                        }
                    }

                    if (game_id_max > game_id_min)
                    {
                        if ((game_id % 1000) == 0)
                        {
                            TimeSpan elapsed = DateTime.Now.Subtract(startTime);

                            int percent_complete = 100 * (game_id - game_id_min) / (game_id_max - game_id_min);

                            _logger.Write("\r[{0:c}] {1}/{2} {3}%",
                                elapsed,
                                game_id-game_id_min,
                                game_id_max-game_id_min,
                                percent_complete);
                        }
                    }
                }

                // Write out a new line after the timing info
                _logger.WriteLine();
            }

            return success;
        }
Ejemplo n.º 6
0
        public static WorldTemplate GetWorldGenerationParameters(
            AsyncRPGDataContext context,
            int game_id)
        {
            WorldTemplate worldTemplate = new WorldTemplate();
            Games[] game = (from g in context.Games where g.GameID == game_id select g).ToArray<Games>();

            worldTemplate.dungeon_size = (GameConstants.eDungeonSize)(game[0].DungeonSize);
            worldTemplate.dungeon_difficulty = (GameConstants.eDungeonDifficulty)(game[0].DungeonDifficulty);

            return worldTemplate;
        }