/// <summary> /// Section of teh floor, contain Puzzles. /// </summary> /// <param name="startRoom">Start room of this section.</param> /// <param name="path">Critical path for this section.</param> /// <param name="haveBossRoom">Should we place a boss door in this section.</param> /// <param name="rng">Randrom generator for this dungeon.</param> public DungeonFloorSection(RoomTrait startRoom, List <MazeMove> path, bool haveBossRoom, MTRandom rng) { _lockColorProvider = new LockColorProvider(); _lockedDoorCandidates = new LinkedList <LockedDoorCandidateNode>(); this.Places = new List <PlaceNode>(); this.Puzzles = new List <Puzzle>(); _placeBossDoor = haveBossRoom; _rng = rng; this.InitLists(startRoom, path); }
/// <summary> /// Section of teh floor, contain Puzzles. /// </summary> /// <param name="startRoom">Start room of this section.</param> /// <param name="path">Critical path for this section.</param> /// <param name="haveBossRoom">Should we place a boss door in this section.</param> /// <param name="rng">Randrom generator for this dungeon.</param> public DungeonFloorSection(RoomTrait startRoom, List<MazeMove> path, bool haveBossRoom, MTRandom rng) { _lockColorProvider = new LockColorProvider(); _lockedDoorCandidates = new LinkedList<LockedDoorCandidateNode>(); this.Places = new List<PlaceNode>(); this.Puzzles = new List<Puzzle>(); _placeBossDoor = haveBossRoom; _rng = rng; this.InitLists(startRoom, path); }