Example #1
0
        /// <summary>
        /// Decides on the bounds for each hall.  Also writes to the adjacent rooms' SideReqs and tile permissions
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <param name="vertical"></param>
        /// <param name="rand">todo: describe rand parameter on ChooseHallBounds</param>
        public void ChooseHallBounds(IRandom rand, int x, int y, bool vertical)
        {
            GridRoomPlan startRoom = this.GetRoomPlan(new Loc(x, y));
            GridRoomPlan endRoom   = this.GetRoomPlan(new Loc(x + (vertical ? 0 : 1), y + (vertical ? 1 : 0)));

            GridHallGroup hallGroup = vertical ? this.VHalls[x][y] : this.HHalls[x][y];

            if (hallGroup.MainHall != null)
            {
                // also sets the sidereqs
                int      tier          = vertical ? x : y;
                Dir4     dir           = vertical ? Dir4.Down : Dir4.Right;
                IntRange startRange    = this.GetHallTouchRange(startRoom.RoomGen, dir, tier);
                IntRange endRange      = this.GetHallTouchRange(endRoom.RoomGen, dir.Reverse(), tier);
                IntRange combinedRange = new IntRange(Math.Min(startRange.Min, endRange.Min), Math.Max(startRange.Max, endRange.Max));
                Loc      start         = startRoom.RoomGen.Draw.End;
                Loc      end           = endRoom.RoomGen.Draw.Start;

                Rect startCell = this.GetCellBounds(startRoom.Bounds);
                Rect endCell   = this.GetCellBounds(endRoom.Bounds);

                Rect bounds = vertical ? new Rect(combinedRange.Min, start.Y, combinedRange.Length, end.Y - start.Y)
                    : new Rect(start.X, combinedRange.Min, end.X - start.X, combinedRange.Length);

                // a side constitutes intruding bound when the rectangle moves forward enough to go to the other side
                // and the other side touched is outside of side B's bound (including borders)

                // startRange intrudes if startRange goes outside end's tier (borders included)
                bool startIntrude = !endCell.GetSide(dir.ToAxis()).Contains(startRange);

                // and end is greater than the edge (borders excluded)
                bool endTouch = bounds.GetScalar(dir) == endCell.GetScalar(dir.Reverse());

                bool endIntrude = !startCell.GetSide(dir.ToAxis()).Contains(endRange);

                // and end is greater than the edge (borders excluded)
                bool startTouch = bounds.GetScalar(dir.Reverse()) == startCell.GetScalar(dir);

                // neither side intrudes bound: use the computed rectangle
                if ((!startIntrude && !endIntrude) || (endTouch && startTouch) ||
                    (!(startIntrude && endIntrude) && ((startIntrude && endTouch) || (endIntrude && startTouch))))
                {
                    hallGroup.MainHall.RoomGen.PrepareSize(rand, bounds.Size);
                    hallGroup.MainHall.RoomGen.SetLoc(bounds.Start);
                }
                else
                {
                    int      divPoint      = startCell.GetScalar(dir) + 1;
                    IntRange startDivRange = startRange;
                    IntRange endDivRange   = endRange;
                    if (startIntrude && !endIntrude)
                    {
                        // side A intrudes bound, side B does not: divide A and B; doesn't matter who gets border
                        // side A touches border, side B does not: divide A and B; A gets border
                        //
                        // side A does not, side B touches border: A gets border; don't need B - this cannot happen
                        // side A touches border, side B touches border: A gets border; don't need B - this cannot happen
                        //
                        // in short, divide with start getting the border
                        // startDivRange needs to contain endRange
                        startDivRange = combinedRange;
                    }
                    else if (!startIntrude && endIntrude)
                    {
                        // side A does not, side B intrudes bound: divide A and B; doesn't matter who gets border
                        // side A does not, side B touches border: divide A and B; B gets border
                        //
                        // side A touches border, side B does not: B gets border; don't need A - this cannot happen
                        // side A touches border, side B touches border: B gets border; don't need B - this cannot happen
                        //
                        // in short, divide with end getting the border
                        // endDivRange needs to contain startRange
                        divPoint    = startCell.GetScalar(dir);
                        endDivRange = combinedRange;
                    }
                    else
                    {
                        // side A intrudes bound, side B intrudes bound: divide A and B; doesn't matter who gets border
                        if (startTouch)
                        {
                            // side A touches border, side B does not: divide A and B; A gets border
                        }

                        if (endTouch)
                        {
                            // side A does not, side B touches border: divide A and B; B gets border
                            divPoint = startCell.GetScalar(dir);
                        }

                        // side A touches border, side B touches border: A gets border; don't need B -  this cannot happen
                        // both sides need to cover the intersection of their cells
                        IntRange interCellSide = IntRange.Intersect(startCell.GetSide(dir.ToAxis()), endCell.GetSide(dir.ToAxis()));
                        startDivRange = IntRange.IncludeRange(startDivRange, interCellSide);
                        endDivRange   = IntRange.IncludeRange(endDivRange, interCellSide);
                    }

                    Rect startBox = vertical ? new Rect(startDivRange.Min, start.Y, startDivRange.Length, divPoint - start.Y)
                        : new Rect(start.X, startDivRange.Min, divPoint - start.X, startDivRange.Length);
                    Rect endBox = vertical ? new Rect(endDivRange.Min, divPoint, endDivRange.Length, end.Y - divPoint)
                        : new Rect(divPoint, endDivRange.Min, end.X - divPoint, endDivRange.Length);

                    GridHallPlan originalHall = hallGroup.MainHall;
                    hallGroup.HallParts.Add(new GridHallPlan((IPermissiveRoomGen)originalHall.RoomGen.Copy(), originalHall.Components));
                    hallGroup.HallParts[0].RoomGen.PrepareSize(rand, startBox.Size);
                    hallGroup.HallParts[0].RoomGen.SetLoc(startBox.Start);
                    hallGroup.HallParts[1].RoomGen.PrepareSize(rand, endBox.Size);
                    hallGroup.HallParts[1].RoomGen.SetLoc(endBox.Start);
                }
            }
        }
Example #2
0
        /// <summary>
        /// Generates the position and size of each room and hall, and places it in the specified IFloorPlanGenContext.
        /// </summary>
        /// <param name="map"></param>
        public void PlaceRoomsOnFloor(IFloorPlanGenContext map)
        {
            // decide on room sizes
            for (int ii = 0; ii < this.ArrayRooms.Count; ii++)
            {
                this.ChooseRoomBounds(map.Rand, ii);
            }

            // decide on halls; write to RoomSideReqs
            for (int xx = 0; xx < this.VHalls.Length; xx++)
            {
                for (int yy = 0; yy < this.VHalls[xx].Length; yy++)
                {
                    this.ChooseHallBounds(map.Rand, xx, yy, true);
                }
            }

            for (int xx = 0; xx < this.HHalls.Length; xx++)
            {
                for (int yy = 0; yy < this.HHalls[xx].Length; yy++)
                {
                    this.ChooseHallBounds(map.Rand, xx, yy, false);
                }
            }

            GenContextDebug.StepIn("Main Rooms");

            List <RoomHallIndex> roomToHall = new List <RoomHallIndex>();

            foreach (var plan in this.ArrayRooms)
            {
                if (plan.PreferHall)
                {
                    roomToHall.Add(new RoomHallIndex(map.RoomPlan.HallCount, true));
                    map.RoomPlan.AddHall((IPermissiveRoomGen)plan.RoomGen, plan.Components);
                    GenContextDebug.DebugProgress("Add Hall Room");
                }
                else
                {
                    roomToHall.Add(new RoomHallIndex(map.RoomPlan.RoomCount, false));
                    map.RoomPlan.AddRoom(plan.RoomGen, plan.Components);
                    GenContextDebug.DebugProgress("Added Room");
                }
            }

            GenContextDebug.StepOut();

            GenContextDebug.StepIn("Connecting Halls");

            for (int xx = 0; xx < this.VHalls.Length; xx++)
            {
                for (int yy = 0; yy < this.VHalls[xx].Length; yy++)
                {
                    GridHallGroup hallGroup = this.VHalls[xx][yy];
                    for (int ii = 0; ii < hallGroup.HallParts.Count; ii++)
                    {
                        List <RoomHallIndex> adj = new List <RoomHallIndex>();
                        if (ii == 0)
                        {
                            int upRoom = this.Rooms[xx][yy];
                            if (upRoom > -1)
                            {
                                adj.Add(roomToHall[upRoom]);
                            }
                        }
                        else
                        {
                            adj.Add(new RoomHallIndex(map.RoomPlan.HallCount - 1, true));
                        }

                        if (ii == hallGroup.HallParts.Count - 1)
                        {
                            int downRoom = this.Rooms[xx][yy + 1];
                            if (downRoom > -1)
                            {
                                adj.Add(roomToHall[downRoom]);
                            }
                        }

                        map.RoomPlan.AddHall(hallGroup.HallParts[ii].RoomGen, hallGroup.HallParts[ii].Components, adj.ToArray());
                        GenContextDebug.DebugProgress("Add Hall");
                    }
                }
            }

            for (int xx = 0; xx < this.HHalls.Length; xx++)
            {
                for (int yy = 0; yy < this.HHalls[xx].Length; yy++)
                {
                    GridHallGroup hallGroup = this.HHalls[xx][yy];

                    for (int ii = 0; ii < hallGroup.HallParts.Count; ii++)
                    {
                        List <RoomHallIndex> adj = new List <RoomHallIndex>();
                        if (ii == 0)
                        {
                            int leftRoom = this.Rooms[xx][yy];
                            if (leftRoom > -1)
                            {
                                adj.Add(roomToHall[leftRoom]);
                            }
                        }
                        else
                        {
                            adj.Add(new RoomHallIndex(map.RoomPlan.HallCount - 1, true));
                        }

                        if (ii == hallGroup.HallParts.Count - 1)
                        {
                            int rightRoom = this.Rooms[xx + 1][yy];
                            if (rightRoom > -1)
                            {
                                adj.Add(roomToHall[rightRoom]);
                            }
                        }

                        map.RoomPlan.AddHall(hallGroup.HallParts[ii].RoomGen, hallGroup.HallParts[ii].Components, adj.ToArray());
                        GenContextDebug.DebugProgress("Add Hall");
                    }
                }
            }

            GenContextDebug.StepOut();
        }