Example #1
0
 public void ConnectNodes(GenerationNode NodeToConnectTo)
 {
     ConnectedNode = NodeToConnectTo;
     //NodeToConnectTo.ConnectedNode = this;
 }
Example #2
0
            public XmlDocument GenerateEquipment(string flags, string statsName, string parent, string itemType, string maxDurabilityPatchCheck, GenerationNode generation, StatsNode stats)
            {
                var doc = new XmlDocument();

                // common attributes
                var baseNode =
                    $@"<node id=""Item"">
<attribute id=""Translate"" value=""0 0 0"" type=""12"" />
<attribute id=""Flags"" value=""{flags}"" type=""5"" />
<attribute id=""Level"" value="""" type=""22"" />
<attribute id=""Rotate"" value="" 1.00  0.00  0.00 &#xD;&#xA; 0.00  1.00  0.00 &#xD;&#xA; 0.00  0.00  1.00 &#xD;&#xA;"" type=""15"" />
<attribute id=""Scale"" value=""1"" type=""6"" />
<attribute id=""Global"" value=""True"" type=""19"" />
<attribute id=""Velocity"" value=""0 0 0"" type=""12"" />
<attribute id=""GoldValueOverwrite"" value=""-1"" type=""4"" />
<attribute id=""UnsoldGenerated"" value=""False"" type=""19"" />
<attribute id=""IsKey"" value=""False"" type=""19"" />
<attribute id=""TreasureGenerated"" value=""False"" type=""19"" />
<attribute id=""CurrentTemplate"" value=""50ebbcff-e6d7-4a02-94ba-0978adcdb024"" type=""22"" />
<attribute id=""CurrentTemplateType"" value=""0"" type=""1"" />
<attribute id=""OriginalTemplate"" value=""50ebbcff-e6d7-4a02-94ba-0978adcdb024"" type=""22"" />
<attribute id=""OriginalTemplateType"" value=""0"" type=""1"" />
<attribute id=""Stats"" value=""{statsName}"" type=""22"" />
<attribute id=""IsGenerated"" value=""True"" type=""19"" />
<attribute id=""Inventory"" value=""0"" type=""5"" />
<attribute id=""Parent"" value=""{parent}"" type=""5"" />
<attribute id=""Slot"" value=""43"" type=""3"" />
<attribute id=""Amount"" value=""1"" type=""4"" />
<attribute id=""Key"" value="""" type=""22"" />
<attribute id=""LockLevel"" value=""1"" type=""4"" />
<attribute id=""SurfaceCheckTimer"" value=""0"" type=""6"" />
<attribute id=""Vitality"" value=""-1"" type=""4"" />
<attribute id=""LifeTime"" value=""0"" type=""6"" />
<attribute id=""owner"" value=""67174634"" type=""5"" />
<attribute id=""ItemType"" value=""{itemType}"" type=""22"" />
<attribute id=""MaxVitalityPatchCheck"" value=""-1"" type=""4"" />
<attribute id=""MaxDurabilityPatchCheck"" value=""{maxDurabilityPatchCheck}"" type=""4"" />
</node>";

                doc.LoadXml(baseNode);


                return(doc);
            }
    public void GenerateRoom(ExitDirections[] DirectionsArray)
    {
        // Debug.Log("Amount of rooms generated: " + AmountOfRoomsGenerated);


        {
            if (AmountOfRoomsGenerated == 0)
            {
                //StarterRoom
                ActuallyGenerated++;
                GenerationRoom StarterRoom = new GenerationRoom(x, y, true, false, ActuallyGenerated);
                //Debug.Log("StarterRoomX: " + StarterRoom.x + ", StarterRoomY: " + StarterRoom.y);
                if (CheckAvailability())
                {
                    StarterRoom.Nodes.Add(new GenerationNode(DirectionsArray[DirectionValue]));
                    generationRooms[x, y] = StarterRoom;
                    IncrementXY(DirectionValue);
                    AmountOfRoomsGenerated++;
                    GenerateRoom(DirectionsArray);
                }
                else
                {
                    Debug.Log("Unable to add node because direction is not available, exiting.");
                    return;
                }
            }
            else
            {
                if (AmountOfRoomsGenerated >= floorInfo.RoomsInFloor1 && BossRoomDone == false)
                {
                    BossRoomDone = true;
                    ActuallyGenerated++;
                    GenerationRoom randomRoom = new GenerationRoom(x, y, false, true, ActuallyGenerated);
                    if (randomRoom.y + 1 < floorInfo.FloorWidthHeight)
                    {
                        if (generationRooms[randomRoom.x, randomRoom.y + 1] != null)
                        {
                            if (generationRooms[randomRoom.x, randomRoom.y + 1].BossRoomEntryRoom)
                            {
                                GenerationNode node = new GenerationNode(ExitDirections.Up);
                                foreach (GenerationNode otherNode in generationRooms[randomRoom.x, randomRoom.y + 1].Nodes)
                                {
                                    if (otherNode.exitDirection == ExitDirections.Down)
                                    {
                                        node.ConnectNodes(otherNode);
                                        otherNode.ConnectNodes(node);
                                    }
                                }
                                randomRoom.Nodes.Add(node);
                            }
                        }
                    }
                    if (randomRoom.x + 1 < floorInfo.FloorWidthHeight)
                    {
                        if (generationRooms[randomRoom.x + 1, randomRoom.y] != null)
                        {
                            if (generationRooms[randomRoom.x + 1, randomRoom.y].BossRoomEntryRoom)
                            {
                                GenerationNode node = new GenerationNode(ExitDirections.Right);
                                foreach (GenerationNode otherNode in generationRooms[randomRoom.x + 1, randomRoom.y].Nodes)
                                {
                                    if (otherNode.exitDirection == ExitDirections.Left)
                                    {
                                        node.ConnectNodes(otherNode);
                                        otherNode.ConnectNodes(node);
                                    }
                                }
                                randomRoom.Nodes.Add(node);
                            }
                        }
                    }
                    if (randomRoom.y - 1 >= 0)
                    {
                        if (generationRooms[randomRoom.x, randomRoom.y - 1] != null)
                        {
                            if (generationRooms[randomRoom.x, randomRoom.y - 1].BossRoomEntryRoom)
                            {
                                GenerationNode node = new GenerationNode(ExitDirections.Down);
                                foreach (GenerationNode otherNode in generationRooms[randomRoom.x, randomRoom.y - 1].Nodes)
                                {
                                    if (otherNode.exitDirection == ExitDirections.Up)
                                    {
                                        node.ConnectNodes(otherNode);
                                        otherNode.ConnectNodes(node);
                                    }
                                }
                                randomRoom.Nodes.Add(node);
                            }
                        }
                    }
                    if (randomRoom.x - 1 >= 0)
                    {
                        if (generationRooms[randomRoom.x - 1, randomRoom.y] != null)
                        {
                            if (generationRooms[randomRoom.x - 1, randomRoom.y].BossRoomEntryRoom)
                            {
                                GenerationNode node = new GenerationNode(ExitDirections.Left);
                                foreach (GenerationNode otherNode in generationRooms[randomRoom.x - 1, randomRoom.y].Nodes)
                                {
                                    if (otherNode.exitDirection == ExitDirections.Right)
                                    {
                                        node.ConnectNodes(otherNode);
                                        otherNode.ConnectNodes(node);
                                    }
                                }
                                randomRoom.Nodes.Add(node);
                            }
                        }
                    }

                    if (randomRoom.y + 1 < floorInfo.FloorWidthHeight)
                    {
                        if (generationRooms[randomRoom.x, randomRoom.y + 1] != null)
                        {
                            for (int i = 0; i < generationRooms[randomRoom.x, randomRoom.y + 1].Nodes.Count; i++)
                            {
                                if (generationRooms[randomRoom.x, randomRoom.y + 1].Nodes[i].exitDirection == ExitDirections.Down)
                                {
                                    if (randomRoom.Nodes[0].ConnectedNode != generationRooms[randomRoom.x, randomRoom.y + 1].Nodes[i])
                                    {
                                        generationRooms[randomRoom.x, randomRoom.y + 1].Nodes.Remove(generationRooms[randomRoom.x, randomRoom.y + 1].Nodes[i]);
                                    }
                                }
                            }
                        }
                    }
                    if (randomRoom.x + 1 < floorInfo.FloorWidthHeight)
                    {
                        if (generationRooms[randomRoom.x + 1, randomRoom.y] != null)
                        {
                            for (int i = 0; i < generationRooms[randomRoom.x + 1, randomRoom.y].Nodes.Count; i++)
                            {
                                if (generationRooms[randomRoom.x + 1, randomRoom.y].Nodes[i].exitDirection == ExitDirections.Left)
                                {
                                    if (randomRoom.Nodes[0].ConnectedNode != generationRooms[randomRoom.x + 1, randomRoom.y].Nodes[i])
                                    {
                                        generationRooms[randomRoom.x + 1, randomRoom.y].Nodes.Remove(generationRooms[randomRoom.x + 1, randomRoom.y].Nodes[i]);
                                    }
                                }
                            }
                        }
                    }
                    if (randomRoom.y - 1 >= 0)
                    {
                        if (generationRooms[randomRoom.x, randomRoom.y - 1] != null)
                        {
                            for (int i = 0; i < generationRooms[randomRoom.x, randomRoom.y - 1].Nodes.Count; i++)
                            {
                                if (generationRooms[randomRoom.x, randomRoom.y - 1].Nodes[i].exitDirection == ExitDirections.Up)
                                {
                                    if (randomRoom.Nodes[0].ConnectedNode != generationRooms[randomRoom.x, randomRoom.y - 1].Nodes[i])
                                    {
                                        generationRooms[randomRoom.x, randomRoom.y - 1].Nodes.Remove(generationRooms[randomRoom.x, randomRoom.y - 1].Nodes[i]);
                                    }
                                }
                            }
                        }
                    }

                    if (randomRoom.x - 1 >= 0)
                    {
                        if (generationRooms[randomRoom.x - 1, randomRoom.y] != null)
                        {
                            for (int i = 0; i < generationRooms[randomRoom.x - 1, randomRoom.y].Nodes.Count; i++)
                            {
                                if (generationRooms[randomRoom.x - 1, randomRoom.y].Nodes[i].exitDirection == ExitDirections.Right)
                                {
                                    if (randomRoom.Nodes[0].ConnectedNode != generationRooms[randomRoom.x - 1, randomRoom.y].Nodes[i])
                                    {
                                        generationRooms[randomRoom.x - 1, randomRoom.y].Nodes.Remove(generationRooms[randomRoom.x - 1, randomRoom.y].Nodes[i]);
                                    }
                                }
                            }
                        }
                    }
                    generationRooms[randomRoom.x, randomRoom.y] = randomRoom;
                }
                else if (ActuallyGenerated <= floorInfo.RoomsInFloor1 && ActuallyGenerated != 0)
                {
                    //Regular room
                    ActuallyGenerated++;
                    GenerationRoom randomRoom = new GenerationRoom(x, y, false, false, ActuallyGenerated);

                    // Debug.Log("randomRoomNr: " + AmountOfRoomsGenerated + ", X: " + randomRoom.x + ", Y: " + randomRoom.y);
                    //Debug.Log("randomRoomNr: " + AmountOfRoomsGenerated + ", CurrentX: " + x + ", CurrentY: " + y);
                    bool NorthAvailable = true;
                    bool EastAvailable  = true;
                    bool SouthAvailable = true;
                    bool WestAvailable  = true;
                    if (x + 1 >= floorInfo.FloorWidthHeight)
                    {
                        //Debug.Log("DebugXEast: " + x + ", DebugYEast: " + y + ", FloorWidthHeight: " + floorInfo.FloorWidthHeight);
                        EastAvailable = false;
                    }
                    else
                    {
                        //Debug.Log("DebugXEast: " + x + ", DebugYEast: " + y);
                        if (generationRooms[x + 1, y] != null)
                        {
                            if (generationRooms[x + 1, y].bossRoom == false)
                            {
                                //Debug.Log("ABC0");
                                EastAvailable = false;
                                GenerationNode node = new GenerationNode(ExitDirections.Right);
                                foreach (GenerationNode OtherNode in generationRooms[x + 1, y].Nodes)
                                {
                                    if (OtherNode.exitDirection == ExitDirections.Left)
                                    {
                                        node.ConnectNodes(OtherNode);
                                        OtherNode.ConnectNodes(node);
                                        randomRoom.Nodes.Add(node);
                                        // Debug.Log("CBA0");
                                    }
                                }
                            }
                        }
                    }
                    if (x - 1 <= -1)
                    {
                        //Debug.Log("DebugXWest: " + x + ", DebugYWest: " + y + ", FloorWidthHeight: " + floorInfo.FloorWidthHeight);
                        WestAvailable = false;
                    }
                    else
                    {
                        // Debug.Log("DebugXWest: " + x + ", DebugYWest: " + y);
                        if (generationRooms[x - 1, y] != null)
                        {
                            if (generationRooms[x - 1, y].bossRoom == false)
                            {
                                //Debug.Log("ABC1");
                                WestAvailable = false;
                                GenerationNode node = new GenerationNode(ExitDirections.Left);
                                foreach (GenerationNode OtherNode in generationRooms[x - 1, y].Nodes)
                                {
                                    if (OtherNode.exitDirection == ExitDirections.Right)
                                    {
                                        node.ConnectNodes(OtherNode);
                                        OtherNode.ConnectNodes(node);
                                        randomRoom.Nodes.Add(node);
                                        //Debug.Log("CBA1");
                                    }
                                }
                            }
                        }
                    }
                    if (y + 1 >= floorInfo.FloorWidthHeight)
                    {
                        //Debug.Log("DebugXNorth: " + x + ", DebugYNorth: " + y + ", FloorWidthHeight: " + floorInfo.FloorWidthHeight);
                        NorthAvailable = false;
                    }
                    else
                    {
                        // Debug.Log("DebugXNorth: " + x + ", DebugYNorth: " + y);
                        if (generationRooms[x, y + 1] != null)
                        {
                            if (generationRooms[x, y + 1].bossRoom == false)
                            {
                                // Debug.Log("ABC2");
                                NorthAvailable = false;
                                GenerationNode node = new GenerationNode(ExitDirections.Up);
                                foreach (GenerationNode OtherNode in generationRooms[x, y + 1].Nodes)
                                {
                                    if (OtherNode.exitDirection == ExitDirections.Down)
                                    {
                                        node.ConnectNodes(OtherNode);
                                        OtherNode.ConnectNodes(node);
                                        randomRoom.Nodes.Add(node);
                                        //Debug.Log("CBA2");
                                    }
                                }
                            }
                        }
                    }
                    if (y - 1 <= -1)
                    {
                        //Debug.Log("DebugXSouth: " + x + ", DebugYSouth: " + y + ", FloorWidthHeight: " + floorInfo.FloorWidthHeight);
                        SouthAvailable = false;
                    }
                    else
                    {
                        // Debug.Log("DebugXSouth: " + x + ", DebugYSouth: " + y);
                        if (generationRooms[x, y - 1] != null)
                        {
                            if (generationRooms[x, y - 1].bossRoom == false)
                            {
                                //Debug.Log("ABC3");
                                SouthAvailable = false;
                                GenerationNode node = new GenerationNode(ExitDirections.Down);
                                foreach (GenerationNode OtherNode in generationRooms[x, y - 1].Nodes)
                                {
                                    if (OtherNode.exitDirection == ExitDirections.Up)
                                    {
                                        node.ConnectNodes(OtherNode);
                                        OtherNode.ConnectNodes(node);
                                        randomRoom.Nodes.Add(node);
                                        //Debug.Log("CBA3");
                                    }
                                }
                            }
                        }
                    }
                    //Debug.Log("North: " + NorthAvailable + ", East: " + EastAvailable + ", South: " + SouthAvailable + ", West: " + WestAvailable);
                    int available = (NorthAvailable ? 1 : 0) + (EastAvailable ? 1 : 0) + (SouthAvailable ? 1 : 0) + (WestAvailable ? 1 : 0);
                    //Debug.Log("AmountGenerated: " + AmountOfRoomsGenerated + ", AvailableNodes: " + available);
                    for (int i = 0; i < available; i++)
                    {
                        if (AmountOfRoomsGenerated >= Mathf.CeilToInt(floorInfo.RoomsInFloor1 / 1.5f))
                        {
                            if (Random.Range(0, 2) == 1)
                            {
                                for (int k = 0; k < 30; k++)
                                {
                                    int randNumber = Random.Range(0, 4);
                                    if (randNumber == 0 && NorthAvailable == true && AmountOfRoomsGenerated + 1 <= floorInfo.RoomsInFloor1)
                                    {
                                        randomRoom.Nodes.Add(new GenerationNode(ExitDirections.Up));
                                        AmountOfRoomsGenerated++;
                                        if (AmountOfRoomsGenerated == floorInfo.RoomsInFloor1)
                                        {
                                            randomRoom.BossRoomEntryRoom = true;
                                        }
                                        NorthAvailable = false;
                                        break;
                                    }
                                    if (randNumber == 1 && EastAvailable == true && AmountOfRoomsGenerated + 1 <= floorInfo.RoomsInFloor1)
                                    {
                                        randomRoom.Nodes.Add(new GenerationNode(ExitDirections.Right));
                                        AmountOfRoomsGenerated++;
                                        if (AmountOfRoomsGenerated == floorInfo.RoomsInFloor1)
                                        {
                                            randomRoom.BossRoomEntryRoom = true;
                                        }
                                        EastAvailable = false;
                                        break;
                                    }
                                    if (randNumber == 2 && SouthAvailable == true && AmountOfRoomsGenerated + 1 <= floorInfo.RoomsInFloor1)
                                    {
                                        randomRoom.Nodes.Add(new GenerationNode(ExitDirections.Down));
                                        AmountOfRoomsGenerated++;
                                        if (AmountOfRoomsGenerated == floorInfo.RoomsInFloor1)
                                        {
                                            randomRoom.BossRoomEntryRoom = true;
                                        }
                                        SouthAvailable = false;
                                        break;
                                    }
                                    if (randNumber == 3 && WestAvailable == true && AmountOfRoomsGenerated + 1 <= floorInfo.RoomsInFloor1)
                                    {
                                        randomRoom.Nodes.Add(new GenerationNode(ExitDirections.Left));
                                        AmountOfRoomsGenerated++;
                                        if (AmountOfRoomsGenerated == floorInfo.RoomsInFloor1)
                                        {
                                            randomRoom.BossRoomEntryRoom = true;
                                        }
                                        WestAvailable = false;
                                        break;
                                    }
                                }
                            }
                        }
                        else
                        {
                            for (int k = 0; k < 30; k++)
                            {
                                int randNumber = Random.Range(0, 4);
                                if (randNumber == 0 && NorthAvailable == true && AmountOfRoomsGenerated + 1 <= floorInfo.RoomsInFloor1)
                                {
                                    randomRoom.Nodes.Add(new GenerationNode(ExitDirections.Up));
                                    AmountOfRoomsGenerated++;
                                    if (AmountOfRoomsGenerated == floorInfo.RoomsInFloor1)
                                    {
                                        randomRoom.BossRoomEntryRoom = true;
                                    }
                                    NorthAvailable = false;
                                    break;
                                }
                                if (randNumber == 1 && EastAvailable == true && AmountOfRoomsGenerated + 1 <= floorInfo.RoomsInFloor1)
                                {
                                    randomRoom.Nodes.Add(new GenerationNode(ExitDirections.Right));
                                    AmountOfRoomsGenerated++;
                                    if (AmountOfRoomsGenerated == floorInfo.RoomsInFloor1)
                                    {
                                        randomRoom.BossRoomEntryRoom = true;
                                    }
                                    EastAvailable = false;
                                    break;
                                }
                                if (randNumber == 2 && SouthAvailable == true && AmountOfRoomsGenerated + 1 <= floorInfo.RoomsInFloor1)
                                {
                                    randomRoom.Nodes.Add(new GenerationNode(ExitDirections.Down));
                                    AmountOfRoomsGenerated++;
                                    if (AmountOfRoomsGenerated == floorInfo.RoomsInFloor1)
                                    {
                                        randomRoom.BossRoomEntryRoom = true;
                                    }
                                    SouthAvailable = false;
                                    break;
                                }
                                if (randNumber == 3 && WestAvailable == true && AmountOfRoomsGenerated + 1 <= floorInfo.RoomsInFloor1)
                                {
                                    randomRoom.Nodes.Add(new GenerationNode(ExitDirections.Left));
                                    AmountOfRoomsGenerated++;
                                    if (AmountOfRoomsGenerated == floorInfo.RoomsInFloor1)
                                    {
                                        randomRoom.BossRoomEntryRoom = true;
                                    }
                                    WestAvailable = false;
                                    break;
                                }
                            }
                        }
                    }
                    generationRooms[randomRoom.x, randomRoom.y] = randomRoom;

                    //Debug.Log("Actually Generated: " + ActuallyGenerated);
                    bool up    = true;
                    bool right = true;
                    bool down  = true;
                    bool left  = true;
                    //Debug.Log("Before Node shit, roomID: " + randomRoom.ID + ", NodeCount: " + randomRoom.Nodes.Count);
                    for (int i = 0; i < randomRoom.Nodes.Count; i++)
                    {
                        //Debug.Log("NodeDingOfzo, roomID: " + randomRoom.ID);
                        x = randomRoom.x;
                        y = randomRoom.y;
                        if (randomRoom.Nodes[i].exitDirection == ExitDirections.Up && up && generationRooms[x, y + 1] == null)
                        {
                            up = false;
                            y++;
                            GenerateRoom(DirectionsArray);
                        }
                        if (randomRoom.Nodes[i].exitDirection == ExitDirections.Right && right && generationRooms[x + 1, y] == null)
                        {
                            right = false;
                            x++;
                            GenerateRoom(DirectionsArray);
                        }
                        if (randomRoom.Nodes[i].exitDirection == ExitDirections.Down && down && generationRooms[x, y - 1] == null)
                        {
                            down = false;
                            y--;
                            GenerateRoom(DirectionsArray);
                        }
                        if (randomRoom.Nodes[i].exitDirection == ExitDirections.Left && left && generationRooms[x - 1, y] == null)
                        {
                            left = false;
                            x--;
                            GenerateRoom(DirectionsArray);
                        }
                    }
                }
            }
        }
    }