Ejemplo n.º 1
0
        public List <Item> additems(int totalMonsterHP, int nodeMax, int playerHP)
        {         // add items to the dungeon
            List <Item> items = new List <Item>();
            // calculate the hp limit
            int        HPlimit               = (int)(totalMonsterHP * 0.8);
            int        itemAndPlayerHP       = playerHP;
            int        item_id               = -1;
            int        count                 = 0;
            List <int> allNodesInRandomOrder = Enumerable.Range(1, nodeMax - 1).OrderBy(x => randomnum.Next()).ToList();

            while ((itemAndPlayerHP + 11) < HPlimit && count < allNodesInRandomOrder.Count)
            {             // add healingpotions until the limit is reached
                HealingPotion item = new HealingPotion(item_id++.ToString());
                item.location = dungeon.nodeList[allNodesInRandomOrder[count]];
                dungeon.nodeList[allNodesInRandomOrder[count++]].items.Add(item);
                itemAndPlayerHP += item.HPvalue;
                items.Add(item);
            }
            while (count < allNodesInRandomOrder.Count - 1)
            {             // for now we decided every node has a 1 in 20 chance to contain a Crystal
                if (randomnum.Next(1, 21) == 5)
                {
                    Crystal item = new Crystal(item_id++.ToString());
                    item.location = item.location = dungeon.nodeList[allNodesInRandomOrder[count]];
                    items.Add(item);
                }
                count++;
            }
            return(items);
        }
Ejemplo n.º 2
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        public void MSTest_disconnectBridge()
        {
            Bridge bridge = new Bridge("bridge 4");
            Node   node1  = new Node();
            Node   node2  = new Node();
            Node   node3  = new Node();
            Node   node4  = new Node();

            bridge.connectToNodeOfNextZone(node1);
            bridge.connectToNodeOfNextZone(node2);
            bridge.connectToNodeOfSameZone(node3);
            bridge.connectToNodeOfSameZone(node4);
            Dungeon d = new Dungeon();
            Player  P = new Player();

            P.location = bridge;
            P.dungeon  = d;
            d.zone     = new Dictionary <int, List <Node> >();
            d.zone[4]  = new List <Node>();
            d.zone[4].Add(bridge);
            d.zone[4].Add(node3);
            d.zone[4].Add(node4);
            Item x = new Crystal("cryst1");

            P.bag.Add(x);
            P.use(x);
            Assert.IsTrue(bridge.GetFromNodes.Count == 2);
            Assert.IsTrue(bridge.neighbors.Contains(node1));
            Assert.IsTrue(bridge.neighbors.Contains(node2));
            Assert.IsTrue(!bridge.neighbors.Contains(node3));
            Assert.IsTrue(!bridge.neighbors.Contains(node4));
            Assert.IsTrue(!node3.neighbors.Contains(bridge));
            Assert.IsTrue(!node4.neighbors.Contains(bridge));
        }
Ejemplo n.º 3
0
        public void Accelerate()
        {
            Crystal c = bag.OfType <Crystal>().First();

            c.Use(this);
            bag.Remove(c);
        }
Ejemplo n.º 4
0
        public void MStest_create_crystal()
        {
            Item crystal = new Crystal("crystID");

            //Assert.IsInstanceOfType(crystal.GetType(), typeof(Crystal));
            Assert.IsNotNull(crystal);
            Assert.IsTrue(crystal.id == "crystID");
        }
Ejemplo n.º 5
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        public void MSTest_use_crystal()
        {
            Player player  = new Player();
            Item   crystal = new Crystal("crystal");

            player.bag.Add(crystal);
            player.use(crystal);
            Assert.IsTrue(player.accelerated);
        }
Ejemplo n.º 6
0
        public void NTest_bagContainsHealingPotion_returnsTrue()
        {
            Player        P             = new Player();
            HealingPotion healingPotion = new HealingPotion("healing");
            Crystal       crystal       = new Crystal("crystal");

            P.bag.Add(healingPotion);
            P.bag.Add(crystal);
            Assert.IsTrue(P.containsHealingPotion());
        }
Ejemplo n.º 7
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        public void NTest_bagDoesNotContainHealingPotion_returnsFalse()
        {
            Player  P        = new Player();
            Crystal crystal1 = new Crystal("crystal1");
            Crystal crystal2 = new Crystal("crystal2");

            P.bag.Add(crystal1);
            P.bag.Add(crystal2);
            Assert.IsFalse(P.containsHealingPotion());
        }
Ejemplo n.º 8
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        public void MStest_invalid_crystal_use()
        {
            Dungeon d = new Dungeon(5);
            Player  p = new Player();

            p.location = d.zone[1][0];
            Crystal crystal = new Crystal("crystID");

            p.bag.Add(crystal);
            p.use(crystal);
            Assert.IsTrue(p.bag.Count == 1);
        }
Ejemplo n.º 9
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        public void NTest_use_crystal()
        {
            Dungeon dungeon = new Dungeon(5, 6);
            Player  p       = new Player();
            Item    c       = new Crystal("ruby");

            p.use(c);
            Assert.True(p.accelerated);
            if (p.location is Bridge)
            {
                Assert.True(p.location == dungeon.startNode);
            }
        }
Ejemplo n.º 10
0
        public void NTest_collectItems_ReturnsValid()
        {
            Player        P             = new Player();
            Node          testNode      = new Node("1", 1);
            HealingPotion healingPotion = new HealingPotion("hp");
            Crystal       crystal       = new Crystal("cr");

            testNode.items.Add(healingPotion);
            testNode.items.Add(crystal);
            List <Item> testList = testNode.items.ToList <Item>();

            P.location = testNode;

            P.collectItems();
            CollectionAssert.AreEquivalent(testList, P.bag.ToList <Item>());
        }
Ejemplo n.º 11
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        public void NTest_use_crystal_on_bridge_not_in_combat()
        {
            Dungeon a = new Dungeon(10, 1);
            Player  P = new Player();

            P.location = a.bridges[0];

            a.bridges[0].contested = false;

            P.dungeon = a;

            Item x = new Crystal("c1");

            P.bag.Add(x);
            Assert.Throws <ArgumentException>(() => P.use(x));
            Assert.True(P.bag.Contains(x));
            Assert.True(P.location == a.bridges[0]);
        }
Ejemplo n.º 12
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        public void MSTest_player_crystal_attack()
        {
            Player player  = new Player();
            Pack   pack    = new Pack("Gang", 5);
            Item   crystal = new Crystal("crystal");

            player.bag.Add(crystal);
            player.use(crystal);

            Monster monster  = pack.members[0];
            Monster monster2 = pack.members[1];

            monster.HP  = 6; // Attack Rating Player + 1
            monster2.HP = 5;
            player.Attack(monster);
            Assert.AreNotEqual(monster.HP, 6);
            Assert.AreNotEqual(pack.members.Count, 5);
        }
Ejemplo n.º 13
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        public void MSTest_become_accelerated()
        {
            Player  P  = new Player();
            Pack    pa = new Pack("pid", 1);
            Dungeon d  = new Dungeon(5);

            P.dungeon   = d;
            P.location  = d.zone[1][0];
            pa.dungeon  = d;
            pa.location = d.zone[1][0];
            d.zone[1][0].packs.Add(pa);
            Item x = new Crystal("cry1");

            P.bag.Add(x);
            P.use(x);
            Assert.IsFalse(P.bag.Contains(x));
            Assert.IsTrue(P.accelerated);
        }
Ejemplo n.º 14
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        public void MSTest_use_crystal_disconnectbridge()
        {
            Bridge  bridge  = new Bridge("bridge");
            Node    start   = new Node("start");
            Node    final   = new Node("final");
            Dungeon dungeon = new Dungeon(1, 1);
            Player  player  = new Player();
            Item    crystal = new Crystal("crystal");

            player.bag.Add(crystal);
            player.location = bridge;
            player.dungeon  = dungeon;

            bridge.connectToNodeOfSameZone(start);
            bridge.connectToNodeOfNextZone(final);
            player.use(crystal);
            Assert.IsFalse(dungeon.startNode.neighbors.Contains(start));
            Assert.IsTrue(dungeon.startNode.neighbors.Contains(final));
        }
Ejemplo n.º 15
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        public void NTest_use_crystal_on_bridge()
        {
            Dungeon a = new Dungeon(10, 1);
            Player  P = new Player();

            P.location = a.bridges[0];

            a.bridges[0].contested = true;

            P.dungeon = a;

            Item x = new Crystal("c1");

            P.bag.Add(x);
            P.use(x);

            Assert.True(x.used);
            Assert.False(P.bag.Contains(x));
            Assert.True(P.location == a.startNode);
        }
Ejemplo n.º 16
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        public void MSTest_fight_use_crystal()
        {
            Node   node   = new Node();
            Player player = new Player();
            Pack   pack   = new Pack("Warmachine", 1);

            pack.location = node;
            node.packs.Add(pack);
            player.location = node;
            Monster monster = pack.members[0];

            monster.HP = 1;

            Item crystal = new Crystal("crystal");

            player.bag.Add(crystal);
            player.AddNextCommand(1, 1, 2);
            //node.fight(player);
            Assert.IsFalse(player.bag.Contains(crystal));
        }
Ejemplo n.º 17
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        public void Test_useCrystal()
        {
            Crystal crystal1 = new Crystal("0");
            Player  player   = new Player();
            Node    node     = new Node("1");

            player.location = node;

            crystal1.use(player);

            Assert.AreEqual(crystal1.used, false);
            Assert.AreEqual(player.accelerated, false);

            Crystal crystal2 = new Crystal("2");

            player.location.contested = true;
            crystal2.use(player);

            Assert.AreEqual(crystal2.used, true);
            Assert.AreEqual(player.accelerated, true);
        }
Ejemplo n.º 18
0
        public void Crystal_Use_OnBridge()
        {
            Node   N0 = new Node("N0");
            Bridge N1 = new Bridge("N1");
            Node   N2 = new Node("N2");
            Node   N3 = new Node("N3");

            N1.connectToNodeOfSameZone(N0);
            N1.connectToNodeOfNextZone(N2);
            N1.connectToNodeOfNextZone(N3);
            N3.connect(N2);
            Predicates  utils       = new Predicates();
            List <Node> mockDungeon = utils.reachableNodes(N1);

            Assert.IsTrue(mockDungeon.Contains(N0));

            player.dungeon  = new Dungeon(1, 1);
            player.location = N1;
            Crystal crystal = new Crystal("crystal1");

            player.bag.Add(crystal);
            player.use(crystal);

            mockDungeon = utils.reachableNodes(N1);

            Assert.IsFalse(player.bag.Contains(crystal));
            Assert.IsTrue(player.accelerated);
            Assert.IsFalse(mockDungeon.Contains(N0));

            Assert.IsNull(player.name);
            Assert.AreEqual(0, player.HP);
            Assert.AreEqual(5u, player.AttackRating);
            Assert.AreEqual(100, player.HPbase);
            Assert.AreEqual(0u, player.KillPoint);

            foreach (Node node in mockDungeon)
            {
                Console.WriteLine(node.id);
            }
        }
Ejemplo n.º 19
0
        //public int state;

        /* This creates a player and a random dungeon of the given difficulty level and node-capacity
         * The player is positioned at the dungeon's starting-node.
         * The constructor also randomly seeds monster-packs and items into the dungeon. The total
         * number of monsters are as specified. Monster-packs should be seeded as such that
         * the nodes' capacity are not violated. Furthermore the seeding of the monsters
         * and items should meet the balance requirements stated in the Project Document.
         */
        public Game(uint difficultyLevel, uint nodeCapacityMultiplier, uint numberOfMonsters)
        {
            try{
                Logger.log("Creating a game of difficulty level " + difficultyLevel + ", node capacity multiplier "
                           + nodeCapacityMultiplier + ", and " + numberOfMonsters + " monsters.");

                dungeon         = new Dungeon(difficultyLevel, nodeCapacityMultiplier, random);        //call dungeon constructor
                player          = new Player();
                player.location = dungeon.startNode;
                int  numberOfMonstersToPut = (int)numberOfMonsters; //a temporary variable to keep track of number of monsters to put in the dungeon
                int  min = 1, max = 1;                              //used in while loop to define number of monsters in a pack
                int  packId = 0;
                uint numberOfNodesInZone = 0;                       //a temporary variable to store number of nodes in a zone (in foreach loop)


                //Randomly seeds monsters into the dungeon
                //Currently puts all monsters in the dungeon at the creation
                Logger.log("Number of monsters to put in total : " + numberOfMonsters);
                while (numberOfMonstersToPut > 0)                   //while there are monsters to put in the dungeon
                {
                    foreach (Zone z in dungeon.zones)               //Seeds monsters zone by zone
                    {
                        int monstersInZone = -1;                    // -1 is just for control does not have any meaning
                        if (z.id == difficultyLevel)
                        {                                           //if it is the last zone
                            monstersInZone = numberOfMonstersToPut; //put remainder monsters
                        }
                        else //else every zone gets proportioned number of monsters
                        {
                            monstersInZone = getProportion(numberOfMonsters, z.id, difficultyLevel); //gets number of monsters to put in this zone
                        }
                        Logger.log("Will put " + monstersInZone + " monsters to the zone " + z.id);
                        numberOfNodesInZone = (uint)z.nodesInZone.Count;                                   //get number of nodes (N)

                        while (monstersInZone > 0)                                                         //while there are monsters to put in the zone
                        {
                            int  nodeNumber   = random.Next(0, (int)numberOfNodesInZone);                  //randomly pick which node to locate
                            Node nodeToLocate = z.nodesInZone.ElementAt <Node>(nodeNumber);                //get this node instance

                            int nodeCapacity = (int)z.capacity - (nodeToLocate.currentNumberOfMonsters()); //number of monsters that can locate in that node
                                                                                                           //check the capacity nodeCapacity, if less than 1 try another node, else create a monster pack of size min=1 max=nodeCapacity
                            Logger.log("Node to locate: " + nodeToLocate.id + " with capacity " + nodeCapacity);
                            if (nodeCapacity > 1)
                            {
                                //the upper limit for max is either the node's capacity or remaining number of monsters that should be located in this zone
                                if (nodeCapacity < monstersInZone)
                                {
                                    max = nodeCapacity;                                //if node capacity is less than remaining monsters to put, update max limit
                                }
                                else
                                {
                                    max = monstersInZone;
                                }

                                int  monstersToLocate = random.Next(min, max + 1);                                   //decide how many monsters will be in this monster-pack between this number limit
                                Pack newPack          = new Pack("" + packId, (uint)monstersToLocate, this.dungeon); //Create a pack
                                Logger.log("Putting " + monstersToLocate + " monsters in pack" + packId + " locating in " + nodeToLocate.id);
                                newPack.location = z.nodesInZone.ElementAt <Node>(nodeNumber);                       //Assign this pack's location
                                packId++;                                                                            //increase pack ID
                                z.nodesInZone.ElementAt <Node>(nodeNumber).packs.Add(newPack);                       //add pack to the node
                                monstersInZone        -= monstersToLocate;                                           //decrease number of monsters to be located in the zone
                                numberOfMonstersToPut -= monstersToLocate;                                           //decrease number of monsters to be located in the dungeon
                                Logger.log("monsters to locate in zone: " + monstersInZone + " in dungeon: " + numberOfMonstersToPut);
                            }
                        }
                    }
                }

                itemsToSeed = new List <Item>(); //stores the list of items to be seeded in the dungeon
                int itemTotal = 0;
                //There is a constraint for HP value of the player & HP values of items that player has in the bag
                //and HP values of items exist in the dungeon
                Logger.log("Upper limit " + (0.8 * getHPM()));
                while (getItemsHP() <= (0.8 * getHPM())) //while this constraint is satisfied, it creates items
                {
                    int decide = random.Next(0, 2);      //0 or 1, 0 means create healing potion, 1 means create magic crystal
                    if (decide == 0)
                    {
                        //create healing potion
                        HealingPotion healingPotion = new HealingPotion("" + itemTotal); //create it with id
                        itemTotal++;
                        itemsToSeed.Add(healingPotion);                                  //add it into the list
                        Logger.log("Created healing potion " + healingPotion.id);
                    }
                    else if (decide == 1)
                    {
                        //create crystal
                        Crystal crystal = new Crystal("" + itemTotal);
                        itemTotal++;
                        itemsToSeed.Add(crystal); //add it into the list
                        Logger.log("Created crystal " + crystal.id);
                    }
                    else
                    {
                        Logger.log("Something went wrong");
                    }
                    Logger.log("Current itemsToSeedHP " + getItemsHP());
                }
                //since it leaves the while loop just after this constraint is passed
                //remove last created item for property to hold
                itemsToSeed.RemoveAt(itemsToSeed.Count - 1);

                Logger.log("Current getITemsHP " + getItemsHP());

                //Randomly seed items in the itemsToSeed list
                //Currently puts all items in the dungeon at the creation
                int numberOfItemsToPut = itemsToSeed.Count;                               //number of items to seed is the length of the list
                Logger.log("Number of items to put in total : " + numberOfItemsToPut);
                int itemsInZone       = (int)(numberOfItemsToPut / (int)difficultyLevel); //Equally partition the number of items, except the last zone
                int normalItemsInZone = itemsInZone;                                      //used for indexing the items in itemsToSeed for the last level
                                                                                          //because itemsInZone for the last level changes, indexing changes
                int itemsIndex = 0;                                                       //index of the item in the itemsToSeed list
                while (numberOfItemsToPut > 0)                                            //while there are items to put in the dungeon
                {
                    foreach (Zone z in dungeon.zones)                                     //for each zone
                    {
                        if (z.id == difficultyLevel)
                        {                                     //if it is the last zone
                            itemsInZone = numberOfItemsToPut; //put remainder items
                        }

                        Logger.log("Will put " + itemsInZone + " items to the zone " + z.id);
                        numberOfNodesInZone = (uint)z.nodesInZone.Count; //get number of nodes (N)

                        for (int i = 0; i < itemsInZone; i++)
                        {                                                                                                //for each item to put in this zone
                            int  nodeNumber   = random.Next(0, (int)numberOfNodesInZone);                                //randomly pick which node to locate
                            Node nodeToLocate = z.nodesInZone.ElementAt <Node>(nodeNumber);                              //get this node
                            Item itemToAdd    = itemsToSeed.ElementAt <Item>((int)(itemsIndex * normalItemsInZone + i)); //starts from 0 for level 1, 0+number of items put in each zone for level 2
                                                                                                                         //increases by number of items put in zone for every level
                            Logger.log("Putting item positioned " + (itemsIndex * normalItemsInZone + i) + " to " + nodeToLocate.id);
                            nodeToLocate.items.Add(itemToAdd);                                                           //add the item to this node
                            numberOfItemsToPut--;                                                                        //Decrease number of items to put
                        }
                        itemsIndex++;                                                                                    //increase items index
                    }
                }
            }catch {
                throw new GameCreationException("Could not create the game");
            }
        }
Ejemplo n.º 20
0
Archivo: UI.cs Proyecto: Sd8991/STV
        public void drawUI(Dungeon d, Player p)
        {
            Logger.log("Name: " + p.name + " -- Player HP: " + p.HP + " -- ATK: " + p.AttackRating + " -- Accelerated: " + p.accelerated);
            Logger.log("Current Zone: " + p.zone + " -- Current Node: " + p.location.id + " -- KillPoints: " + p.KillPoint);
            int totalPackHP = 0;

            foreach (Node node in p.dungeon.zone[p.zone])
            {
                foreach (Pack pack in node.packs)
                {
                    packsAlerted = pack.rAlert;
                    totalPackHP += pack.CurrentHP();
                }
            }
            Logger.log("Packs in Zone: " + p.location.packs.Count + " -- Total HP: " + totalPackHP + " -- Alerted: " + packsAlerted);
            Console.Write("** Items: ");
            int counter = 0;

            if (p.bag.Count == 0)
            {
                Console.Write("Empty");
            }
            foreach (Item i in p.bag)
            {
                if (counter == 2)
                {
                    Console.Write("\n");
                    counter = 0;
                }
                if (i is HealingPotion)
                {
                    HealingPotion I = (HealingPotion)i;
                    Console.Write(i.id + "(" + I.HPvalue + "), ");
                }
                if (i is Crystal)
                {
                    Crystal I = (Crystal)i;
                    Console.Write(i.id + ", ");
                }
                counter++;
            }
            Console.WriteLine();
            safe = true;
            if (p.location.contested(p))
            {
                safe = false;
                Logger.log("YOU ARE IN COMBAT! DEFEAT OR ROUT THE MONSTERS!");
                Logger.log("Enemies: ");
                foreach (Pack pack in p.location.packs)
                {
                    foreach (Monster m in pack.members)
                    {
                        Logger.log(m.name + " (" + m.id + "), HP: " + m.HP);
                    }
                }
            }
            else
            {
                foreach (Node nb in p.location.neighbors)
                {
                    if (nb.contested(p))
                    {
                        Logger.log("This room seems to be safe, but you feel an evil presence in a nearby room...");
                        safe = false;
                        break;
                    }
                }
            }
            if (safe)
            {
                Logger.log("This room seems to be safe...");
            }

            foreach (Item i in p.bag)
            {
                if (!checkBag.Contains(i))
                {
                    Logger.log("You have picked up an item: " + i.id);
                }
            }
            foreach (Item j in checkBag)
            {
                if (!p.bag.Contains(j))
                {
                    Logger.log("You have used an item: " + j.id);
                }
            }

            Logger.log("Choose your action: ");
            checkBag = p.bag;
        }
Ejemplo n.º 21
0
        public void NTest_create_healingPorion()
        {
            Item c = new Crystal("ruby");

            Assert.Equals(c.id, "ruby");
        }
Ejemplo n.º 22
0
        /* This creates a player and a random dungeon of the given difficulty level and node-capacity
         * The player is positioned at the dungeon's starting-node.
         * The constructor also randomly seeds monster-packs and items into the dungeon. The total
         * number of monsters are as specified. Monster-packs should be seeded as such that
         * the nodes' capacity are not violated. Furthermore the seeding of the monsters
         * and items should meet the balance requirements stated in the Project Document.
         */
        public Game(uint difficultyLevel, uint nodeCapcityMultiplier, uint numberOfMonsters)
        {
            player  = new Player();
            dungeon = new Dungeon(difficultyLevel, nodeCapcityMultiplier);
            packs   = new List <Pack>();
            items   = new List <Item>();

            // Game should have at least one monster.
            if (numberOfMonsters < 2)
            {
                throw new GameCreationException("Not enough monsters. numberOfMonsters should be >= 2");
            }

            // Check if node multiplier is bigger then 1, else dungeon cannot have any monsters.
            if (nodeCapcityMultiplier <= 0)
            {
                throw new GameCreationException("Invalid nodeCapcityMultiplier must be > 0");
            }

            // Check if dungeon is big enough to hold all the monsters.
            uint maxCapacity = 0;

            dungeon.allNodes.ForEach(node => maxCapacity += nodeCapcityMultiplier * (dungeon.level(node) + 1));
            if (numberOfMonsters > maxCapacity)
            {
                throw new GameCreationException("The number of monsters (" + numberOfMonsters + ") exceed dungeon capacity (" + maxCapacity + ")");
            }
            Logger.log("Creating a game of difficulty level " + difficultyLevel + ", node capacity multiplier "
                       + nodeCapcityMultiplier + ", and " + numberOfMonsters + " monsters.");

            player.dungeon = dungeon;
            // Player should start at the starting node.
            player.location = dungeon.startNode;

            // Get all dungeon bridges.
            List <Node> bridges = new List <Node>(dungeon.bridges);

            // Pretend the start and exit node are also a bridge.
            bridges.Insert(0, dungeon.startNode);
            bridges.Add(dungeon.exitNode);

            // The total hp off all monsters, will later be used to determine the amount of healing potions that can be spawned.
            int totalMonsterHp = 0;
            // Number of packs created.
            int packCount = 0;
            // Number of monsters created.
            int monsterCount = 0;

            // Helper function for pack creation.
            Func <uint, Node, Pack> createPack = new Func <uint, Node, Pack>((numberOfMonstersToCreate, node) =>
            {
                // Create a pack with the number of monsters.
                Pack pack       = new Pack("Pack" + packCount++, numberOfMonstersToCreate);
                pack.dungeon    = dungeon;
                pack.location   = node;
                pack.zoneNumber = pack.location.zoneNumber;
                node.packs.Add(pack);

                monsterCount += (int)numberOfMonstersToCreate;
                pack.members.ForEach(member =>
                {
                    member.pack     = pack;
                    totalMonsterHp += member.HP;
                });
                packs.Add(pack);
                return(pack);
            });

            // Distribute packs/monsters in dungeon.
            for (int level = 0; level <= difficultyLevel; level++)
            {
                // The amount of monster allowed in this zone.
                int monsterPerZone = (int)Math.Floor((2.0 * (level + 1) * numberOfMonsters) / ((difficultyLevel + 2) * (difficultyLevel + 1)));

                // The last level (zone) does not have to follow the formula above and can get the remaining monsters.
                if (level == difficultyLevel)
                {
                    monsterPerZone += ((int)numberOfMonsters - monsterCount) - monsterPerZone;
                }

                // All the nodes in the in this zone. (without the start or exit node).
                List <Node> nodes = Util.getAllNodesBetween(bridges[level], bridges[level + 1]).FindAll(node => node != dungeon.startNode && node != dungeon.exitNode);

                // For each node in level.
                for (int i = 0; i < nodes.Count && monsterPerZone > 0; i++)
                {
                    // The max number of monster that can be on this node.
                    uint nodeCapacityLimit = nodeCapcityMultiplier * (dungeon.level(nodes[i]) + 1);
                    // Subtract the monsters that are already on this node.
                    nodes[i].packs.ForEach(pack => nodeCapacityLimit -= (uint)pack.members.Count);

                    // Take a random number of monster to create for this pack on this node.
                    // But do not exceed the node capacity.
                    uint numberOfMonstersToCreate = (uint)RandomGenerator.rnd.Next((int)(Math.Min(nodeCapacityLimit, monsterPerZone) + 1));

                    // Check if we can still create a pack, we do not wish to create a pack of zero monsters.
                    if (numberOfMonstersToCreate > 0)
                    {
                        // Subtract the amount of monster spawned from the total monster pool.
                        // This pool should reach zero by the end of the zone.
                        monsterPerZone -= (int)numberOfMonstersToCreate;

                        // Put the pack on then node.
                        createPack(numberOfMonstersToCreate, nodes[i]);
                    }
                }

                // Not necessarily all monster should have been created, due to the randomness.
                // So we just distribute the rest of the monster accordingly.
                for (int i = 0; i < nodes.Count && monsterPerZone > 0; i++)
                {
                    // The number of monsters this node can still hold.
                    uint remainingNodeCapacity = nodeCapcityMultiplier * (dungeon.level(nodes[i]) + 1);
                    nodes[i].packs.ForEach(pack => remainingNodeCapacity -= (uint)pack.members.Count);
                    uint numberOfMonstersToCreate = (uint)Math.Min(monsterPerZone, remainingNodeCapacity);

                    // Check if we can still create a pack, we do not wish to create a pack of zero monsters.
                    if (numberOfMonstersToCreate > 0)
                    {
                        monsterPerZone -= (int)numberOfMonstersToCreate;
                        createPack(numberOfMonstersToCreate, nodes[i]);
                    }
                }

                // Monsters for this zone should be exactly zero.
                // If not the zone was to small and the dungeon is invalid.
                if (monsterPerZone != 0)
                {
                    throw new GameCreationException("To many monsters to fit in zone!");
                }
            }

            // Player HP
            player.HP = Math.Min(player.HPbase, (int)(0.8 * totalMonsterHp));

            // All nodes in dungeon without the start and exit node.
            List <Node> allNodes = dungeon.allNodes.FindAll(node => node != dungeon.startNode && node != dungeon.exitNode);

            // HP left to spend is the difference between 80% of the total monster HP and the player HP including all possible potions.
            int hpLeftToSpend = (int)Math.Floor(totalMonsterHp * 0.8) - player.HP;

            // Minus the HP of possible healing potion already in player bag.
            //hpLeftToSpend -= (int)player.bag.OfType<HealingPotion>().Sum(item => item.HPvalue);

            // Generate healing potions.
            for (int i = 0; ; i++)
            {
                HealingPotion potion = new HealingPotion("HP_" + i);
                // Check if the healing potion will not exceed the maximum amount of HP.
                if (hpLeftToSpend - potion.HPvalue >= 0)
                {
                    // Decrease the maximum amount of HP that can still be allocated to healing potions.
                    hpLeftToSpend -= (int)potion.HPvalue;
                    items.Add(potion);
                    // Add potion to random node in dungeon.
                    allNodes[RandomGenerator.rnd.Next(allNodes.Count)].items.Add(potion);
                }
                else
                {
                    break;
                }
            }

            // Generate crystals.
            for (int i = 0; i < allNodes.Count; i++)
            {
                // Each node has 10% chance to spawn a crystal.
                if (RandomGenerator.rnd.Next(10) == 0)
                {
                    Crystal crystal = new Crystal("Cry_" + i);
                    items.Add(crystal);
                    // Add crystal to node.
                    allNodes[i].items.Add(crystal);
                }
            }
        }