public void PresetPicker() { PresetPicker <int> testPicker = new PresetPicker <int>(5); Mock <IRandom> testRand = new Mock <IRandom>(MockBehavior.Strict); Assert.That(testPicker.Pick(testRand.Object), Is.EqualTo(5)); }
public override void Apply(ZoneGenContext zoneContext, IGenContext context, StablePriorityQueue <Priority, IGenStep> queue) { //find the first postproc that is a GridRoom postproc and add this to its special rooms //NOTE: if a room-based generator is not found as the generation step, it will just skip this floor but treat it as though it was placed. if (SpreadPlan.CheckIfDistributed(zoneContext, context)) { //TODO: allow arbitrary components to be added RoomGenOption genDuo = Spawns.Pick(context.Rand); SetGridSpecialRoomStep <MapGenContext> specialStep = new SetGridSpecialRoomStep <MapGenContext>(); SetSpecialRoomStep <ListMapGenContext> listSpecialStep = new SetSpecialRoomStep <ListMapGenContext>(); specialStep.Filters = genDuo.Filters; if (specialStep.CanApply(context)) { specialStep.Rooms = new PresetPicker <RoomGen <MapGenContext> >(genDuo.GridOption); specialStep.RoomComponents.Set(new ImmutableRoom()); queue.Enqueue(PriorityGrid, specialStep); } else if (listSpecialStep.CanApply(context)) { listSpecialStep.Rooms = new PresetPicker <RoomGen <ListMapGenContext> >(genDuo.ListOption); listSpecialStep.RoomComponents.Set(new ImmutableRoom()); PresetPicker <PermissiveRoomGen <ListMapGenContext> > picker = new PresetPicker <PermissiveRoomGen <ListMapGenContext> >(); picker.ToSpawn = new RoomGenAngledHall <ListMapGenContext>(0); listSpecialStep.Halls = picker; queue.Enqueue(PriorityList, listSpecialStep); } } }
public static void Run() { Console.Clear(); const string title = "7: A Map with Special Rooms"; var layout = new MapGen <MapGenContext>(); // Initialize a 54x40 floorplan with which to populate with rectangular floor and halls. InitFloorPlanStep <MapGenContext> startGen = new InitFloorPlanStep <MapGenContext>(54, 40); layout.GenSteps.Add(-2, startGen); // Create some room types to place SpawnList <RoomGen <MapGenContext> > genericRooms = new SpawnList <RoomGen <MapGenContext> > { { new RoomGenSquare <MapGenContext>(new RandRange(7, 9), new RandRange(7, 9)), 10 }, // square { new RoomGenRound <MapGenContext>(new RandRange(6, 10), new RandRange(6, 10)), 10 }, // round }; // Create some hall types to place var genericHalls = new SpawnList <PermissiveRoomGen <MapGenContext> > { { new RoomGenAngledHall <MapGenContext>(0, new RandRange(3, 7), new RandRange(3, 7)), 10 }, }; // Feed the room and hall types to a path that is composed of a branching tree FloorPathBranch <MapGenContext> path = new FloorPathBranch <MapGenContext>(genericRooms, genericHalls) { HallPercent = 50, FillPercent = new RandRange(40), BranchRatio = new RandRange(0, 25), }; path.RoomComponents.Set(new MainRoomComponent()); path.HallComponents.Set(new MainHallComponent()); layout.GenSteps.Add(-1, path); string[] custom = new string[] { "~~~..~~~", "~~~..~~~", "~~#..#~~", "........", "........", "~~#..#~~", "~~~..~~~", "~~~..~~~", }; SetSpecialRoomStep <MapGenContext> listSpecialStep = new SetSpecialRoomStep <MapGenContext> { Rooms = new PresetPicker <RoomGen <MapGenContext> >(CreateRoomGenSpecific <MapGenContext>(custom)), }; listSpecialStep.RoomComponents.Set(new TreasureRoomComponent()); PresetPicker <PermissiveRoomGen <MapGenContext> > picker = new PresetPicker <PermissiveRoomGen <MapGenContext> > { ToSpawn = new RoomGenAngledHall <MapGenContext>(0), }; listSpecialStep.Halls = picker; layout.GenSteps.Add(-1, listSpecialStep); // 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())); // 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 }, }; RandomRoomSpawnStep <MapGenContext, Item> itemPlacement = new RandomRoomSpawnStep <MapGenContext, Item>(new PickerSpawner <MapGenContext, Item>(new LoopedRand <Item>(itemSpawns, new RandRange(10, 19)))); layout.GenSteps.Add(6, itemPlacement); // Apply Treasure Items var treasureSpawns = new SpawnList <Item> { { new Item((int)'!'), 10 }, { new Item((int)'*'), 50 }, }; RandomRoomSpawnStep <MapGenContext, Item> treasurePlacement = new RandomRoomSpawnStep <MapGenContext, Item>(new PickerSpawner <MapGenContext, Item>(new LoopedRand <Item>(treasureSpawns, new RandRange(7, 10)))); treasurePlacement.Filters.Add(new RoomFilterComponent(false, new TreasureRoomComponent())); layout.GenSteps.Add(6, treasurePlacement); // Run the generator and print MapGenContext context = layout.GenMap(MathUtils.Rand.NextUInt64()); Print(context.Map, title); }