Example #1
0
        ////////////////////////////////////////////////////////////////////////////////////////////////////
        /// <summary>	Excavate bend. </summary>
        ///
        /// <remarks>
        /// "Perpindicular" here refers to the coordinate perpindicular to the orientation of the two
        /// rooms.  If the rooms are oriented vertically then perpindicular refers to the horizontal (x)
        /// coordinate wo that startPerpindicular is the starting column. If they're oriented vertically,
        /// startPerpindicular is the starting row.  Parallel refers to the coordinate parallel to the
        /// orientation.  Bend is always in the perpindicular coordinate. Unidirectional but named as
        /// though dir was vertical.  Darrellp, 9/18/2011.
        /// </remarks>
        ///
        /// <param name="map">			The map to be excavated. </param>
        /// <param name="startColumn">	The start perpindicular. </param>
        /// <param name="endColumn">	The end perpindicular. </param>
        /// <param name="startRow">		The start parallel. </param>
        /// <param name="endRow">		The end parallel. </param>
        /// <param name="bend">			The bend coordinate. </param>
        /// <param name="groom">		The room being prepared for this corridor. </param>
        /// <param name="dir">			The direction the bend is supposed to run. </param>
        ////////////////////////////////////////////////////////////////////////////////////////////////////
        private static void ExcavateBend(IRoomsMap map, int startColumn, int endColumn, int startRow, int endRow, int bend, GenericRoom groom, Dir dir)
        {
            Dir otherDir = MapCoordinates.OtherDirection(dir);

            // Create corridor to the bend
            ExcavateCorridorRun(map, startColumn, startRow, bend, groom, dir);

            // Create the cross corridor at the bend
            ExcavateCorridorRun(map, bend, startColumn, endColumn, groom, otherDir);

            // Create the corridor from the bend to the destination
            ExcavateCorridorRun(map, endColumn, bend, endRow, groom, dir);
        }
Example #2
0
        ////////////////////////////////////////////////////////////////////////////////////////////////////
        /// <summary>	Excavate between connected rooms in a grid connection. </summary>
        ///
        /// <remarks>	Variables named from the perspective that dir is vertical Darrellp, 9/19/2011. </remarks>
        ///
        /// <param name="map">				The map to be excavated. </param>
        /// <param name="dir">				The direction the merge will take place in. </param>
        /// <param name="topEntrance">		The small coordinate entrance. </param>
        /// <param name="bottomEntrance">	The large coordinate entrance. </param>
        /// <param name="groom">			The room being prepared for this corridor. </param>
        ////////////////////////////////////////////////////////////////////////////////////////////////////
        private void CreateBend(IRoomsMap map, Dir dir, MapCoordinates topEntrance, MapCoordinates bottomEntrance, GenericRoom groom)
        {
            // locals
            Dir otherDir    = MapCoordinates.OtherDirection(dir);
            int startRow    = topEntrance[dir];
            int endRow      = bottomEntrance[dir];
            int startColumn = topEntrance[otherDir];
            int endColumn   = bottomEntrance[otherDir];

            // Determine bend location
            int bendRow = _rnd.Next(startRow + 1, endRow);

            // Excavate the bend between the two rooms
            ExcavateBend(map, startColumn, endColumn, startRow, endRow, bendRow, groom, dir);
        }
Example #3
0
        ////////////////////////////////////////////////////////////////////////////////////////////////////
        /// <summary>	Merge two rooms. </summary>
        ///
        /// <remarks>	Named as though dir was vertical.  Darrellp, 9/22/2011. </remarks>
        ///
        /// <param name="topRoomsGridLocation">	The location of the top room in the grid. </param>
        /// <param name="dir">					The direction of the merge. </param>
        ////////////////////////////////////////////////////////////////////////////////////////////////////
        private void MergeTwoRooms(MapCoordinates topRoomsGridLocation, Dir dir)
        {
            // Get grid coordinates of the other room
            MapCoordinates bottomRoomsGridLocation = topRoomsGridLocation.NextLarger(dir);
            Dir            otherDir = MapCoordinates.OtherDirection(dir);

            // Retrieve both rooms
            RectangularRoom topRoom    = RoomAt(topRoomsGridLocation);
            RectangularRoom bottomRoom = RoomAt(bottomRoomsGridLocation);

            // Are the rooms unmergable?
            if (!CheckMergeForOverlap(topRoom, bottomRoom, otherDir))
            {
                // Return and don't merge them - use normal corridors
                return;
            }

            // Remove their generic counterparts
            _mapRoomToGenericRooms.Remove(topRoom);
            _mapRoomToGenericRooms.Remove(bottomRoom);

            // Get their current coordinates, etc.
            int topRoomsBottom    = topRoom.LargeCoord(dir);
            int topRoomsTop       = topRoom.SmallCoord(dir);
            int bottomRoomsTop    = bottomRoom.SmallCoord(dir);
            int bottomRoomsHeight = bottomRoom.Size(dir);
            int topRoomsWidth     = topRoom.Size(otherDir);
            int bottomRoomsWidth  = bottomRoom.Size(otherDir);

            // Pick a random spot between the rooms to merge them
            // This will be the new inside coord of the small coordinate room
            int mergeRow = _rnd.Next(topRoomsBottom, bottomRoomsTop);

            // Determine all the new coordinates
            int            topRoomsNewHeight    = mergeRow - topRoomsTop + 1;
            int            bottomRoomsNewHeight = bottomRoomsTop - mergeRow + bottomRoomsHeight - 1;
            MapCoordinates bottomRoomsLocation  = bottomRoom.Location;

            bottomRoomsLocation[dir] = mergeRow + 1;

            // Create our new expanded rooms
            RectangularRoom roomTopNew = RectangularRoom.CreateUndirectional(
                topRoom.Location,
                topRoomsNewHeight,
                topRoomsWidth,
                topRoomsGridLocation[dir],
                topRoomsGridLocation[otherDir],
                dir);
            RectangularRoom roomBottomNew = RectangularRoom.CreateUndirectional(
                bottomRoomsLocation,
                bottomRoomsNewHeight,
                bottomRoomsWidth,
                bottomRoomsGridLocation[dir],
                bottomRoomsGridLocation[otherDir],
                dir);

            // Install the new rooms
            SetRoomAt(topRoomsGridLocation, roomTopNew);
            SetRoomAt(bottomRoomsGridLocation, roomBottomNew);

            // Create the new generic rooms
            // We don't create the single merged generic room until we excavate because we don't know
            // the layout until then.
            _mapRoomToGenericRooms[roomTopNew]    = roomTopNew.ToGeneric();
            _mapRoomToGenericRooms[roomBottomNew] = roomBottomNew.ToGeneric();

            // Mark this in our merges structure
            _merges.Connect(topRoomsGridLocation, bottomRoomsGridLocation);
        }
Example #4
0
        ////////////////////////////////////////////////////////////////////////////////////////////////////
        /// <summary>	Excavate a merge between two rooms. </summary>
        ///
        /// <remarks>
        /// Names are named as though dir was vertical and dirOther horizontal. Darrellp, 9/22/2011.
        /// </remarks>
        ///
        /// <param name="map">			The map. </param>
        /// <param name="topRoom">		The top room. </param>
        /// <param name="bottomRoom">	The bottom room. </param>
        /// <param name="dir">			The dir. </param>
        ////////////////////////////////////////////////////////////////////////////////////////////////////
        private void ExcavateMerge(IRoomsMap map, RectangularRoom topRoom, RectangularRoom bottomRoom, Dir dir)
        {
            // Get the opposite direction
            Dir dirOther = MapCoordinates.OtherDirection(dir);

            // Are the rooms unmergable?
            if (!CheckOverlap(topRoom, bottomRoom, dirOther))
            {
                // Should have caught this in MergeTwoRooms - throw exception
                throw new RogueException("Non-overlapping rooms made it to ExcavateMerge");
            }

            // Get the appropriate coordinates
            int topRoomsLeft     = topRoom.Location[dirOther];
            int topRoomsRight    = topRoomsLeft + topRoom.Size(dirOther) - 1;
            int bottomRoomsLeft  = bottomRoom.Location[dirOther];
            int bottomRoomsRight = bottomRoomsLeft + bottomRoom.Size(dirOther) - 1;

            // Get the high and low points of the overlap
            int overlapLeft  = Math.Max(topRoomsLeft, bottomRoomsLeft) + 1;
            int overlapRight = Math.Min(topRoomsRight, bottomRoomsRight) - 1;

            // Create our new merged generic room
            GenericRoom groomTop    = _mapRoomToGenericRooms[topRoom];
            GenericRoom groomBottom = _mapRoomToGenericRooms[bottomRoom];

            groomTop.CombineWith(groomBottom);

            // For each column in the grid
            foreach (RectangularRoom[] roomColumn in _rooms)
            {
                // For each row in the grid
                for (int iRow = 0; iRow < _rooms[0].Length; iRow++)
                {
                    // Get the rect room at that spot
                    RectangularRoom room = roomColumn[iRow];

                    // Is it mapped to our defunct bottom room?
                    if (_mapRoomToGenericRooms[room] == groomBottom)
                    {
                        // Map it to our shiny new top room
                        _mapRoomToGenericRooms[room] = groomTop;
                    }
                }
            }

            // Get the location we're going to start the clearing at
            int            topRoomsBottom  = topRoom.Location[dir] + topRoom.Size(dir) - 1;
            MapCoordinates currentLocation = MapCoordinates.CreateUndirectional(topRoomsBottom, overlapLeft, dir);
            char           floorChar       = TerrainFactory.TerrainToChar(TerrainType.Floor);

            // For each spot along the overlap
            for (int iCol = overlapLeft; iCol <= overlapRight; iCol++)
            {
                // Clear out the two walls of the abutting rooms
                currentLocation[dirOther]    = iCol;
                map[currentLocation].Terrain = TerrainType.Floor;
                groomTop[currentLocation]    = floorChar;
                currentLocation[dir]         = topRoomsBottom + 1;
                map[currentLocation].Terrain = TerrainType.Floor;
                groomTop[currentLocation]    = floorChar;
                currentLocation[dir]         = topRoomsBottom;
            }
            Debug.Assert(groomBottom == groomTop || !_mapRoomToGenericRooms.ContainsValue(groomBottom));
        }