protected FloorPathStartStepGeneric(IRandPicker <RoomGen <T> > genericRooms, IRandPicker <PermissiveRoomGen <T> > genericHalls) { this.GenericRooms = genericRooms; this.GenericHalls = genericHalls; this.RoomComponents = new ComponentCollection(); this.HallComponents = new ComponentCollection(); }
public SetSpecialRoomStep(IRandPicker <RoomGen <T> > rooms, IRandPicker <PermissiveRoomGen <T> > halls) { this.Rooms = rooms; this.Halls = halls; this.RoomComponents = new ComponentCollection(); this.HallComponents = new ComponentCollection(); this.Filters = new List <BaseRoomFilter>(); }
public AddConnectedRoomsStep(IRandPicker <RoomGen <T> > genericRooms, IRandPicker <PermissiveRoomGen <T> > genericHalls) : base() { this.GenericRooms = genericRooms; this.GenericHalls = genericHalls; this.RoomComponents = new ComponentCollection(); this.HallComponents = new ComponentCollection(); this.Filters = new List <BaseRoomFilter>(); }
public AddBossRoomStep(IRandPicker <RoomGen <T> > bossRooms, IRandPicker <RoomGen <T> > vaultRooms, IRandPicker <PermissiveRoomGen <T> > genericHalls) : base() { this.BossRooms = bossRooms; this.TreasureRooms = vaultRooms; this.GenericHalls = genericHalls; this.BossComponents = new ComponentCollection(); this.VaultComponents = new ComponentCollection(); this.BossHallComponents = new ComponentCollection(); this.VaultHallComponents = new ComponentCollection(); this.Filters = new List <BaseRoomFilter>(); }
protected SpreadPlanQuota(SpreadPlanQuota other, ulong seed) : base(other, seed) { Quota = other.Quota; ReRandom rand = new ReRandom(seed); int chosenAmount = Quota.Pick(rand); dropPoints = new HashSet <int>(); List <int> availableFloors = new List <int>(); for (int ii = FloorRange.Min; ii < FloorRange.Max; ii++) { availableFloors.Add(ii); } while (availableFloors.Count > 0 && dropPoints.Count < chosenAmount) { int chosenIndex = rand.Next(availableFloors.Count); dropPoints.Add(availableFloors[chosenIndex]); availableFloors.RemoveAt(chosenIndex); } }
public LoopedRand(IRandPicker <T> spawner, IRandPicker <int> amountSpawner) { this.spawner = spawner; this.amountSpawner = amountSpawner; }
public FloorPathBranch(IRandPicker <RoomGen <T> > genericRooms, IRandPicker <PermissiveRoomGen <T> > genericHalls) : base(genericRooms, genericHalls) { }
public ConnectTestStep(IRandPicker <PermissiveRoomGen <IFloorPlanTestContext> > genericHalls) : base(genericHalls) { }
protected FloorPathStartStepGeneric(IRandPicker <RoomGen <T> > genericRooms, IRandPicker <PermissiveRoomGen <T> > genericHalls) { this.GenericRooms = genericRooms; this.GenericHalls = genericHalls; }
protected ConnectStep(IRandPicker <PermissiveRoomGen <T> > genericHalls) { this.GenericHalls = genericHalls; }
public AddSpecialRoomTestStep(IRandPicker <RoomGen <IFloorPlanTestContext> > rooms, IRandPicker <PermissiveRoomGen <IFloorPlanTestContext> > halls) : base(rooms, halls) { }
public ConnectBranchStep(IRandPicker <PermissiveRoomGen <T> > genericHalls) : base(genericHalls) { }
public AddDisconnectedRoomsStep(IRandPicker <RoomGen <T> > genericRooms) : base() { this.GenericRooms = genericRooms; this.Components = new ComponentCollection(); }
public SpreadPlanQuota(IRandPicker <int> quota, IntRange floorRange) : base(floorRange) { Quota = quota; }
protected LoopedRand(LoopedRand <T> other) { this.spawner = other.spawner.CopyState(); this.amountSpawner = other.amountSpawner.CopyState(); }
public AddSpecialRoomStep(IRandPicker <RoomGen <T> > rooms, IRandPicker <PermissiveRoomGen <T> > halls) { this.Rooms = rooms; this.Halls = halls; }
protected ConnectStep(IRandPicker <PermissiveRoomGen <T> > genericHalls) { this.GenericHalls = genericHalls; this.Components = new ComponentCollection(); this.Filters = new List <BaseRoomFilter>(); }