Example #1
0
        public override void ApplyToPath(IRandom rand, GridPlan floorPlan)
        {
            IRoomGen newGen = this.Rooms.Pick(rand).Copy();
            Loc      size   = newGen.ProposeSize(rand);

            // choose certain rooms in the list to be special rooms
            // special rooms are required; so make sure they don't overlap
            List <int> room_indices = new List <int>();

            for (int ii = 0; ii < floorPlan.RoomCount; ii++)
            {
                GridRoomPlan plan = floorPlan.GetRoomPlan(ii);
                if (!BaseRoomFilter.PassesAllFilters(plan, this.Filters))
                {
                    continue;
                }
                if (plan.PreferHall)
                {
                    continue;
                }
                Loc boundsSize = GetBoundsSize(floorPlan, plan);
                if (boundsSize.X >= size.X && boundsSize.Y >= size.Y)
                {
                    room_indices.Add(ii);
                }
            }

            if (room_indices.Count > 0)
            {
                int          ind  = rand.Next(room_indices.Count);
                GridRoomPlan plan = floorPlan.GetRoomPlan(room_indices[ind]);
                plan.RoomGen = newGen;
                foreach (RoomComponent component in this.RoomComponents)
                {
                    plan.Components.Set(component.Clone());
                }
                room_indices.RemoveAt(ind);
                GenContextDebug.DebugProgress("Set Special Room");
            }
        }
Example #2
0
        public override void ApplyToPath(IRandom rand, FloorPlan floorPlan)
        {
            // choose certain rooms in the list to be special rooms
            // special rooms are required; so make sure they don't overlap
            IRoomGen newGen = this.Rooms.Pick(rand).Copy();
            Loc      size   = newGen.ProposeSize(rand);

            newGen.PrepareSize(rand, size);
            int factor = floorPlan.DrawRect.Area / newGen.Draw.Area;

            // TODO: accept smaller rooms to replace
            // bulldozing the surrounding rooms to get the space
            var room_indices = new SpawnList <RoomHallIndex>();

            for (int ii = 0; ii < floorPlan.RoomCount; ii++)
            {
                FloorRoomPlan plan = floorPlan.GetRoomPlan(ii);
                if (!plan.Immutable &&
                    plan.RoomGen.Draw.Width >= newGen.Draw.Width &&
                    plan.RoomGen.Draw.Height >= newGen.Draw.Height)
                {
                    room_indices.Add(new RoomHallIndex(ii, false), ComputeRoomChance(factor, plan.RoomGen.Draw, newGen.Draw));
                }
            }

            for (int ii = 0; ii < floorPlan.HallCount; ii++)
            {
                var            roomHall = new RoomHallIndex(ii, true);
                IFloorRoomPlan plan     = floorPlan.GetRoomHall(roomHall);
                if (plan.RoomGen.Draw.Width >= newGen.Draw.Width &&
                    plan.RoomGen.Draw.Height >= newGen.Draw.Height)
                {
                    room_indices.Add(roomHall, ComputeRoomChance(factor, plan.RoomGen.Draw, newGen.Draw));
                }
            }

            while (room_indices.Count > 0)
            {
                int           ind         = room_indices.PickIndex(rand);
                RoomHallIndex oldRoomHall = room_indices.GetSpawn(ind);
                Dictionary <Dir4, List <RoomHallIndex> > adjacentIndicesByDir = GetDirectionAdjacents(floorPlan, oldRoomHall);
                var adjacentsByDir = new Dictionary <Dir4, List <IRoomGen> >();
                foreach (Dir4 dir in DirExt.VALID_DIR4)
                {
                    adjacentsByDir[dir] = new List <IRoomGen>();
                    foreach (RoomHallIndex adj in adjacentIndicesByDir[dir])
                    {
                        adjacentsByDir[dir].Add(floorPlan.GetRoomHall(adj).RoomGen);
                    }
                }

                Loc placement = this.FindPlacement(rand, adjacentsByDir, newGen, floorPlan.GetRoomHall(oldRoomHall).RoomGen);
                if (placement != new Loc(-1))
                {
                    newGen.SetLoc(placement);
                    this.PlaceRoom(rand, floorPlan, newGen, oldRoomHall);
                    GenContextDebug.DebugProgress("Set Special Room");
                    return;
                }

                room_indices.RemoveAt(ind);
            }
        }