Example #1
0
        public static void Run()
        {
            Console.Clear();
            const string title  = "4: A Map with Stairs Up and Down";
            var          layout = new MapGen <MapGenContext>();

            // Initialize a 3x2 grid of 10x10 cells.
            var startGen = new InitGridPlanStep <MapGenContext>(1)
            {
                CellX      = 3,
                CellY      = 2,
                CellWidth  = 9,
                CellHeight = 9,
            };

            layout.GenSteps.Add(-4, startGen);

            // Create a path that is composed of a ring around the edge
            var path = new GridPathBranch <MapGenContext>
            {
                RoomRatio   = new RandRange(70),
                BranchRatio = new RandRange(0, 50),
            };

            var genericRooms = new SpawnList <RoomGen <MapGenContext> >
            {
                { new RoomGenSquare <MapGenContext>(new RandRange(4, 8), new RandRange(4, 8)), 10 }, // cross
                { new RoomGenRound <MapGenContext>(new RandRange(5, 9), new RandRange(5, 9)), 10 },  // round
            };

            path.GenericRooms = genericRooms;

            var genericHalls = new SpawnList <PermissiveRoomGen <MapGenContext> >
            {
                { new RoomGenAngledHall <MapGenContext>(50), 10 },
            };

            path.GenericHalls = genericHalls;

            layout.GenSteps.Add(-4, path);

            // Output the rooms into a FloorPlan
            layout.GenSteps.Add(-2, new DrawGridToFloorStep <MapGenContext>());

            // Draw the rooms of the FloorPlan onto the tiled map, with 1 TILE padded on each side
            layout.GenSteps.Add(0, new DrawFloorToTileStep <MapGenContext>(1));

            // Add the stairs up and down
            layout.GenSteps.Add(2, new FloorStairsStep <MapGenContext, StairsUp, StairsDown>(new StairsUp(), new StairsDown()));

            // Run the generator and print
            MapGenContext context = layout.GenMap(MathUtils.Rand.NextUInt64());

            Print(context.Map, title);
        }
Example #2
0
        public static void Run()
        {
            Console.Clear();
            const string title = "8: Implementation as a MapCreationStrategy in RogueSharp";
            ExampleCreationStrategy <Map> exampleCreation = new ExampleCreationStrategy <Map>();

            // Initialize a 6x4 grid of 10x10 cells.
            var startGen = new InitGridPlanStep <MapGenContext>(1)
            {
                CellX      = 6,
                CellY      = 4,
                CellWidth  = 9,
                CellHeight = 9,
            };

            exampleCreation.Layout.GenSteps.Add(-4, startGen);

            // Create a path that is composed of a ring around the edge
            var path = new GridPathBranch <MapGenContext>
            {
                RoomRatio   = new RandRange(70),
                BranchRatio = new RandRange(0, 50),
            };

            var genericRooms = new SpawnList <RoomGen <MapGenContext> >
            {
                { new RoomGenSquare <MapGenContext>(new RandRange(4, 8), new RandRange(4, 8)), 10 }, // cross
                { new RoomGenRound <MapGenContext>(new RandRange(5, 9), new RandRange(5, 9)), 10 },  // round
            };

            path.GenericRooms = genericRooms;

            var genericHalls = new SpawnList <PermissiveRoomGen <MapGenContext> >
            {
                { new RoomGenAngledHall <MapGenContext>(50), 10 },
            };

            path.GenericHalls = genericHalls;

            exampleCreation.Layout.GenSteps.Add(-4, path);

            // Output the rooms into a FloorPlan
            exampleCreation.Layout.GenSteps.Add(-2, new DrawGridToFloorStep <MapGenContext>());

            // Draw the rooms of the FloorPlan onto the tiled map, with 1 TILE padded on each side
            exampleCreation.Layout.GenSteps.Add(0, new DrawFloorToTileStep <MapGenContext>(1));

            // Run the generator and print
            exampleCreation.Seed = MathUtils.Rand.NextUInt64();
            Map map = Map.Create(exampleCreation);

            Print(map, title);
        }
Example #3
0
        public static void Run()
        {
            Console.Clear();
            const string title = "3: A Map made with Rooms and Halls arranged in a grid.";

            var layout = new MapGen <MapGenContext>();

            // Initialize a 6x4 grid of 10x10 cells.
            var startGen = new InitGridPlanStep <MapGenContext>(1)
            {
                CellX      = 6,
                CellY      = 4,
                CellWidth  = 9,
                CellHeight = 9,
            };

            layout.GenSteps.Add(-4, startGen);

            // Create a path that is composed of branches in grid lock
            var path = new GridPathBranch <MapGenContext>
            {
                RoomRatio   = new RandRange(70),
                BranchRatio = new RandRange(0, 50),
            };

            var genericRooms = new SpawnList <RoomGen <MapGenContext> >
            {
                new RoomGenSquare <MapGenContext>(new RandRange(4, 8), new RandRange(4, 8)), // cross
                new RoomGenRound <MapGenContext>(new RandRange(5, 9), new RandRange(5, 9)),  // round
            };

            path.GenericRooms = genericRooms;

            var genericHalls = new SpawnList <PermissiveRoomGen <MapGenContext> > {
                new RoomGenAngledHall <MapGenContext>(50)
            };

            path.GenericHalls = genericHalls;

            layout.GenSteps.Add(-4, path);

            // Output the rooms into a FloorPlan
            layout.GenSteps.Add(-2, new DrawGridToFloorStep <MapGenContext>());

            // Draw the rooms of the FloorPlan onto the tiled map, with 1 TILE padded on each side
            layout.GenSteps.Add(0, new DrawFloorToTileStep <MapGenContext>(1));

            // Run the generator and print
            MapGenContext context = layout.GenMap(MathUtils.Rand.NextUInt64());

            Print(context.Map, title);
        }
Example #4
0
        public static void Run()
        {
            Console.Clear();
            const string title  = "6: A Map with Randomly Placed Items/Mobs";
            var          layout = new MapGen <MapGenContext>();

            // Initialize a 6x4 grid of 10x10 cells.
            var startGen = new InitGridPlanStep <MapGenContext>(1)
            {
                CellX      = 6,
                CellY      = 4,
                CellWidth  = 9,
                CellHeight = 9,
            };

            layout.GenSteps.Add(-4, startGen);

            // Create a path that is composed of a ring around the edge
            var path = new GridPathBranch <MapGenContext>
            {
                RoomRatio   = new RandRange(70),
                BranchRatio = new RandRange(0, 50),
            };

            var genericRooms = new SpawnList <RoomGen <MapGenContext> >
            {
                { new RoomGenSquare <MapGenContext>(new RandRange(4, 8), new RandRange(4, 8)), 10 }, // cross
                { new RoomGenRound <MapGenContext>(new RandRange(5, 9), new RandRange(5, 9)), 10 },  // round
            };

            path.GenericRooms = genericRooms;

            var genericHalls = new SpawnList <PermissiveRoomGen <MapGenContext> >
            {
                { new RoomGenAngledHall <MapGenContext>(50), 10 },
            };

            path.GenericHalls = genericHalls;

            layout.GenSteps.Add(-4, path);

            // Output the rooms into a FloorPlan
            layout.GenSteps.Add(-2, new DrawGridToFloorStep <MapGenContext>());

            // Draw the rooms of the FloorPlan onto the tiled map, with 1 TILE padded on each side
            layout.GenSteps.Add(0, new DrawFloorToTileStep <MapGenContext>(1));

            // Add the stairs up and down
            layout.GenSteps.Add(2, new FloorStairsStep <MapGenContext, StairsUp, StairsDown>(new StairsUp(), new StairsDown()));

            // Generate water (specified by user as Terrain 2) with a frequency of 35%, using Perlin Noise in an order of 3, softness 1.
            const int terrain       = 2;
            var       waterPostProc = new PerlinWaterStep <MapGenContext>(new RandRange(35), 3, new Tile(terrain), 1, false);

            layout.GenSteps.Add(3, waterPostProc);

            // Remove walls where diagonals of water exist and replace with water
            layout.GenSteps.Add(4, new DropDiagonalBlockStep <MapGenContext>(new Tile(terrain)));

            // Remove water stuck in the walls
            layout.GenSteps.Add(4, new EraseIsolatedStep <MapGenContext>(new Tile(terrain)));

            // Apply Items
            var itemSpawns = new SpawnList <Item>
            {
                { new Item((int)'!'), 10 },
                { new Item((int)']'), 10 },
                { new Item((int)'='), 10 },
                { new Item((int)'?'), 10 },
                { new Item((int)'$'), 10 },
                { new Item((int)'/'), 10 },
                { new Item((int)'*'), 50 },
            };
            RandomSpawnStep <MapGenContext, Item> itemPlacement = new RandomSpawnStep <MapGenContext, Item>(new PickerSpawner <MapGenContext, Item>(new LoopedRand <Item>(itemSpawns, new RandRange(10, 19))));

            layout.GenSteps.Add(6, itemPlacement);

            // Apply Mobs
            var mobSpawns = new SpawnList <Mob>
            {
                { new Mob((int)'r'), 20 },
                { new Mob((int)'T'), 10 },
                { new Mob((int)'D'), 5 },
            };
            RandomSpawnStep <MapGenContext, Mob> mobPlacement = new RandomSpawnStep <MapGenContext, Mob>(new PickerSpawner <MapGenContext, Mob>(new LoopedRand <Mob>(mobSpawns, new RandRange(10, 19))));

            layout.GenSteps.Add(6, mobPlacement);

            // Run the generator and print
            MapGenContext context = layout.GenMap(MathUtils.Rand.NextUInt64());

            Print(context.Map, title);
        }
    void createMap()
    {
        MapGen <MapGenContext> layout = new MapGen <MapGenContext>();

        //Initialize a 6x4 grid of 10x10 cells.
        InitGridPlanStep <MapGenContext> startGen = new InitGridPlanStep <MapGenContext>(1);

        startGen.CellX = 6;
        startGen.CellY = 4;

        startGen.CellWidth  = 9;
        startGen.CellHeight = 9;
        layout.GenSteps.Add(-4, startGen);

        //Create a path that is composed of a ring around the edge
        GridPathBranch <MapGenContext> path = new GridPathBranch <MapGenContext>();

        path.RoomRatio   = new RandRange(70);
        path.BranchRatio = new RandRange(0, 50);

        SpawnList <RoomGen <MapGenContext> > genericRooms = new SpawnList <RoomGen <MapGenContext> >();

        //cross
        genericRooms.Add(new RoomGenSquare <MapGenContext>(new RandRange(4, 8), new RandRange(4, 8)));
        //round
        genericRooms.Add(new RoomGenRound <MapGenContext>(new RandRange(5, 9), new RandRange(5, 9)));
        path.GenericRooms = genericRooms;

        SpawnList <PermissiveRoomGen <MapGenContext> > genericHalls = new SpawnList <PermissiveRoomGen <MapGenContext> >();

        genericHalls.Add(new RoomGenAngledHall <MapGenContext>(50));
        path.GenericHalls = genericHalls;

        layout.GenSteps.Add(-4, path);

        //Output the rooms into a FloorPlan
        layout.GenSteps.Add(-2, new DrawGridToFloorStep <MapGenContext>());

        //Draw the rooms of the FloorPlan onto the tiled map, with 1 TILE padded on each side
        layout.GenSteps.Add(0, new DrawFloorToTileStep <MapGenContext>(10));

        //Add the stairs up and down
        layout.GenSteps.Add(2, new FloorStairsStep <MapGenContext, StairsUp, StairsDown>(new StairsUp(), new StairsDown()));

        //Generate water (specified by user as Terrain 2) with a frequency of 35%, using Perlin Noise in an order of 3, softness 1.
        int terrain = 2;
        PerlinWaterStep <MapGenContext> waterPostProc = new PerlinWaterStep <MapGenContext>(new RandRange(35), 3, new TileTest(terrain), 1, false);

        layout.GenSteps.Add(3, waterPostProc);

        //Remove walls where diagonals of water exist and replace with water
        layout.GenSteps.Add(4, new DropDiagonalBlockStep <MapGenContext>(new TileTest(terrain)));
        //Remove water stuck in the walls
        layout.GenSteps.Add(4, new EraseIsolatedStep <MapGenContext>(new TileTest(terrain)));

        //Apply Items
        SpawnList <Item> itemSpawns = new SpawnList <Item>();

        for (int i = 0; i < items.Count; i++)
        {
            itemSpawns.Add(new Item(i), items[i].percentage);
        }

        RandomSpawnStep <MapGenContext, Item> itemPlacement = new RandomSpawnStep <MapGenContext, Item>(new PickerSpawner <MapGenContext, Item>(new LoopedRand <Item>(itemSpawns, new RandRange(8, 17))));

        layout.GenSteps.Add(6, itemPlacement);

        //Apply Mobs

        /*SpawnList<Mob> mobSpawns = new SpawnList<Mob>();
         * mobSpawns.Add(new Mob((int)'r'), 20);
         * mobSpawns.Add(new Mob((int)'T'), 10);
         * mobSpawns.Add(new Mob((int)'D'), 5);
         * RandomSpawnStep<MapGenContext, Mob> mobPlacement = new RandomSpawnStep<MapGenContext, Mob>(new PickerSpawner<MapGenContext, Mob>(new LoopedRand<Mob>(mobSpawns, new RandRange(10, 19))));
         * layout.GenSteps.Add(6, mobPlacement);*/

        //Run the generator and print
        MapGenContext context = layout.GenMap(RogueElements.MathUtils.Rand.NextUInt64());

        Print(context.Map);
    }
        public static string Generate(int cellX, int cellY, int cellWidth = 10, int cellHeight = 10)
        {
            var layout = new MapGen <MapGenContext>();


            var startGen = new InitGridPlanStep <MapGenContext>(1)
            {
                CellX      = cellX,
                CellY      = cellY,
                CellWidth  = cellWidth - 1,
                CellHeight = cellHeight - 1,
            };

            layout.GenSteps.Add(-4, startGen);

            // Create a path that is composed of a ring around the edge
            var path = new GridPathBranch <MapGenContext>
            {
                RoomRatio   = new RandRange(70),
                BranchRatio = new RandRange(0, 50),
            };

            var genericRooms = new SpawnList <RoomGen <MapGenContext> >
            {
                { new RoomGenSquare <MapGenContext>(new RandRange(4, 8), new RandRange(4, 8)), 15 }
            };

            path.GenericRooms = genericRooms;

            var genericHalls = new SpawnList <PermissiveRoomGen <MapGenContext> >
            {
                { new RoomGenAngledHall <MapGenContext>(0), 10 },
            };

            path.GenericHalls = genericHalls;

            layout.GenSteps.Add(-4, path);

            // Output the rooms into a FloorPlan
            layout.GenSteps.Add(-2, new DrawGridToFloorStep <MapGenContext>());

            // Draw the rooms of the FloorPlan onto the tiled map, with 1 TILE padded on each side
            layout.GenSteps.Add(0, new DrawFloorToTileStep <MapGenContext>(1));

            // Generate water (specified by user as Terrain 2) with a frequency of 20%, using Perlin Noise in an order of 3, softness 1.
            const int terrain       = 2;
            var       waterPostProc = new PerlinWaterStep <MapGenContext>(new RandRange(20), 3, new Tile(terrain), 1, false);

            layout.GenSteps.Add(3, waterPostProc);

            // Remove walls where diagonals of water exist and replace with water
            layout.GenSteps.Add(4, new DropDiagonalBlockStep <MapGenContext>(new Tile(terrain)));

            // Remove water stuck in the walls
            layout.GenSteps.Add(4, new EraseIsolatedStep <MapGenContext>(new Tile(terrain)));

            // Run the generator and print
            MapGenContext context = layout.GenMap(MathUtils.Rand.NextUInt64());

            return(Format(context.Map));
        }