private static MindField GetMindField(ITileGenerator itg, Point startingPoint) { var mf = new MindField(itg); mf.SetStartPosition(startingPoint); return(mf); }
public MindField(ITileGenerator tileGenerator) { _tileGenerator = tileGenerator; _movers = new IMover[] { new NorthMover(), new SouthMover(), new EastMover(), new WestMover(), }; TurtlesCurrentPosition = new Point(0, 0); Tiles = _tileGenerator.GenerateTiles(); }
public void ScheduleLoadTile(ITileGenerator tileGenerator, BackgroundWorker backgroundWorker) { if (State == TileState.Pending) { this.tileGenerator = tileGenerator; State = TileState.Loading; backgroundWorker.DoWork += LoadTileInBackground; } }
public void GenerateMap() { tileGenerator = new TileGenerate(mapSize, transform, typeOftiles, scale); tileMap = tileGenerator.Generate(); settlementGenerotor = new SettlementGenerator(mapSize, transform, townLocalization, tileMap, scale); settlementMap = settlementGenerotor.Generate(); routeGenerator = new RouteGenerator(settlementMap, transform, routeLocalization, scale); routeGenerator.Generate(); }
// Vygeneruje mapu, jako parametry přijíma Maze Settings a IWinCondition, jinými slovy pravidla, jak se má mapa generovat, a podmínku pro splnění úrovně public PathfindingNode[] GenerateMaze(MazeSettingsSO mazeSettings, IWinCondition winCondition, out int nodeCount) { _mazeSettings = mazeSettings; _winCondition = winCondition; _generationsRules = _winCondition.SpecialGenerationRules(); // Vygeneruje buňky, pokud jich vygeneruje málo může generaci opakovat ICellGenerator cellGenerator = GetComponent <ICellGenerator>(); _startPoint = new Vector3(_mazeSettings.centerPoint.x - ((float)_mazeSettings.width / 2f) * _mazeSettings.distanceBetweenCells, _mazeSettings.centerPoint.y, _mazeSettings.centerPoint.z - ((float)_mazeSettings.length / 2f) * _mazeSettings.distanceBetweenCells); // RLpos int generationCounter = 0; while (generationCounter < _mazeSettings.triesToGenerateMaze) { _cellData = cellGenerator.GenerateCells(_mazeSettings, _startPoint); if ((float)_cellData.CellCount / (float)(_mazeSettings.length * _mazeSettings.width) >= _mazeSettings.minCellPercentage) { break; } generationCounter++; } // Rozdělí buňky na podbuňky ISubcellGenerator subcellGenerator = GetComponent <ISubcellGenerator>(); _subcellData = subcellGenerator.GenerateSubcells(_mazeSettings, _cellData, _startPoint, 1); // Pokud je u podmínky k zvítězení pravidlo na vedlejší místnost, tak ji vygeneruje if (_generationsRules.Contains(GenerationRule.OuterRoom)) { CreateOuterRoom(); } // Vytvoří na mapě části místností pro všechny podbuňky ITileGenerator tileGenerator = GetComponent <TileGenerator>(); tileGenerator.GenerateTiles(_subcellData, _generationsRules.Contains(GenerationRule.OuterRoom) ? (_subcellData.EmptySpotInArray - 1) : _subcellData.EmptySpotInArray); // Vytvoří vrcholy pro hledání cesty PathfindingNodeGenerator pathfindingNodeGenerator = GetComponent <PathfindingNodeGenerator>(); _pathfindingNodes = pathfindingNodeGenerator.GenerateNodes(_mazeSettings, _subcellData); GetComponent <Spawner>().SpawnReturnPortal(_subcellData.SpawnPoint); GameManager.Instance.Player.transform.position = new Vector3(_subcellData.SpawnPoint.x, _subcellData.SpawnPoint.y + _playerYOffset, _subcellData.SpawnPoint.z); SpawnEnemies(); nodeCount = _pathfindingNodes.Length; return(_pathfindingNodes); }
private void Construct(ITileGenerator a_refTileGenrator) { m_refTileGenrator = a_refTileGenrator; }
public AIModule(ITileGenerator tileGenerator) { this._tileGenerator = tileGenerator; this.m_rand = new Random(); }
public Game(IBoard board, ITileGenerator generator) { this.board = board ?? throw new ArgumentNullException(); tileGenerator = generator ?? throw new ArgumentNullException(); Score = 0; }
private static IMindField GetMindField(GameSettings gs, ITileGenerator tileGenerator) { return(new MindField(tileGenerator)); }