//Manually generate a 10*10 map /* map details:(0-Unknown; 1-Road; 2-Rock; 3-Hole; 4-Spinner;) * 0 1 1 2 1 1 3 1 1 1 * 1 1 3 1 1 2 1 4 1 1 * 1 1 4 4 1 2 1 1 0 1 * 3 1 1 1 1 1 4 1 1 1 * 1 1 0 1 1 1 1 2 1 3 * 3 2 1 1 0 1 1 1 2 1 * 1 0 1 1 2 1 1 1 1 4 * 1 1 2 1 1 1 4 1 3 1 * 4 2 1 1 1 1 1 1 1 2 */ public void GenerateTopographyManually() { HorizontalSize = 10; VerticalSize = 10; Topography = new Obstacles[HorizontalSize, VerticalSize]; for (int j = 0; j < VerticalSize; j++) { for (int i = 0; i < HorizontalSize; i++) { Topography[i, j] = new Roads { Coordinate = new Coordinates { X = i, Y = j } }; } } //5 Unknowns //(0,9), (8,7), (2,5), (4,4), (1,2) var unknownsCoors = new List <int[]>() { new int[] { 0, 9 }, new int[] { 8, 7 }, new int[] { 2, 5 }, new int[] { 4, 4 }, new int[] { 1, 2 }, }; foreach (var t in unknownsCoors) { Topography[t[0], t[1]] = new Obstacles { ObstacleType = ObstacleTypes.Unknown, Coordinate = new Coordinates { X = t[0], Y = t[1] } }; } //10 Rocks //(3,9), (5,8), (5,7), (7,5), (1,4), (8,3), (4,2), (2,1), (1,0), (9,0) var rocksCoors = new List <int[]>() { new int[] { 3, 9 }, new int[] { 5, 8 }, new int[] { 5, 7 }, new int[] { 7, 5 }, new int[] { 1, 4 }, new int[] { 8, 3 }, new int[] { 4, 2 }, new int[] { 2, 1 }, new int[] { 1, 0 }, new int[] { 9, 0 }, }; foreach (var t in rocksCoors) { Topography[t[0], t[1]] = new Rocks { Coordinate = new Coordinates { X = t[0], Y = t[1] } }; } //6 Holes //(6,9)-->(7,9) //(2,8)-->(4,0) //(0,6)-->(3,2) //(9,5)-->(6,3) //(0,4)-->(5,5) //(8,1)-->(8,4) var holesCoors = new List <int[]>() { new int[] { 6, 9, 7, 9 }, new int[] { 2, 8, 4, 0 }, new int[] { 0, 6, 3, 2 }, new int[] { 9, 5, 6, 3 }, new int[] { 0, 4, 5, 5 }, new int[] { 8, 1, 8, 4 }, }; foreach (var t in holesCoors) { Topography[t[0], t[1]] = new Holes { Coordinate = new Coordinates { X = t[0], Y = t[1] }, ConnectedCoordinate = new Coordinates { X = t[2], Y = t[3] } }; } //10 Spinners //(7,8)90, (2,7)270, (3,7)0, (6,6)180, (7,4)180, (2,3)270, (4,3)90, (9,2)0, (6,1)90, (0,0)180 var spinnersCoors = new List <int[]>() { new int[] { 7, 8, 90 }, new int[] { 2, 7, 270 }, new int[] { 3, 7, 0 }, new int[] { 6, 6, 180 }, new int[] { 7, 4, 180 }, new int[] { 2, 3, 270 }, new int[] { 4, 3, 90 }, new int[] { 9, 2, 0 }, new int[] { 6, 1, 90 }, new int[] { 0, 0, 180 }, }; foreach (var t in spinnersCoors) { Topography[t[0], t[1]] = new Spinners { Coordinate = new Coordinates { X = t[0], Y = t[1] }, RotateDegrees = t[2] }; } }
//Randomly generate a map, one third are Roads public void GenerateTopographyRandomly() { var rd = new Random(Guid.NewGuid().GetHashCode()); Topography = new Obstacles[HorizontalSize, VerticalSize]; for (int j = 0; j < VerticalSize; j++) { for (int i = 0; i < HorizontalSize; i++) { if (rd.Next(0, 3) == 0) { //one third obstacles are Roads Topography[i, j] = new Roads { Coordinate = new Coordinates { X = i, Y = j } }; } else { var type = (ObstacleTypes)rd.Next(0, CountOfObstacleTypes); switch (type) { //generate unknown obstacle case ObstacleTypes.Unknown: Topography[i, j] = new Obstacles { ObstacleType = ObstacleTypes.Unknown, Coordinate = new Coordinates { X = i, Y = j } }; break; //generate road case ObstacleTypes.Road: Topography[i, j] = new Roads { Coordinate = new Coordinates { X = i, Y = j } }; break; //generate rock case ObstacleTypes.Rock: Topography[i, j] = new Rocks { Coordinate = new Coordinates { X = i, Y = j } }; break; //generate hole case ObstacleTypes.Hole: var rdCoorX = rd.Next(0, HorizontalSize); var rdCoorY = rd.Next(0, VerticalSize); Topography[i, j] = new Holes { Coordinate = new Coordinates { X = i, Y = j }, ConnectedCoordinate = new Coordinates { X = rdCoorX, Y = rdCoorY } }; break; //generate spinner case ObstacleTypes.Spinner: Topography[i, j] = new Spinners { Coordinate = new Coordinates { X = i, Y = j }, //rotate degree maybe 0/90/180/270, randomly set RotateDegrees = 90 * (rd.Next(0, 4)) }; break; //default case default: Topography[i, j] = new Obstacles { ObstacleType = ObstacleTypes.Unknown, Coordinate = new Coordinates { X = i, Y = j } }; break; } } } } }