public void DisposeDungeon(CLRScriptBase script)
 {
     foreach (RandomDungeonArea area in AreasOfDungeon)
     {
         area.ClearArea(script);
         if (!DungeonStore.CachedAreas.ContainsKey(area.TemplateAreaId))
         {
             DungeonStore.CachedAreas.Add(area.TemplateAreaId, new List <uint>());
         }
         DungeonStore.CachedAreas[area.TemplateAreaId].Add(area.AreaId);
     }
     AreasOfDungeon.Clear();
 }
        public RandomDungeon(string areaPrefix, int areasToGenerate, int cr, string name, CLRScriptBase script)
        {
            CR = cr;
            DungeonStore.FindAvailableAreas(areaPrefix);

            List <RandomDungeonArea> sourceAreas = new List <RandomDungeonArea>();

            if (areasToGenerate > 1)
            {
                foreach (RandomDungeonArea area in DungeonStore.AvailableAreas[areaPrefix])
                {
                    if (area.AreaExits.Count <= areasToGenerate && area.AreaExits.Count > 1)
                    {
                        sourceAreas.Add(area);
                    }
                }
            }
            else
            {
                foreach (RandomDungeonArea area in DungeonStore.AvailableAreas[areaPrefix])
                {
                    if (area.AreaExits.Count == 1)
                    {
                        sourceAreas.Add(area);
                    }
                }
            }

            RandomDungeonArea template = sourceAreas[rnd.Next(sourceAreas.Count)];
            RandomDungeonArea toAdd    = new RandomDungeonArea();

            toAdd.TemplateAreaId = template.AreaId;
            toAdd.DungeonName    = name;
            toAdd.AreaExits      = new List <ExitDirection>();
            toAdd.AreaExits.AddRange(template.AreaExits);
            toAdd.DungeonExit = toAdd.AreaExits[rnd.Next(toAdd.AreaExits.Count)];
            toAdd.AreaExits.Remove(toAdd.DungeonExit);
            toAdd.X          = areasToGenerate + 1;
            toAdd.Y          = areasToGenerate + 1;
            toAdd.Z          = areasToGenerate + 1;
            toAdd.CR         = cr;
            areasToGenerate -= toAdd.AreaExits.Count;
            areasToGenerate -= 1;
            AreasOfDungeon.Add(toAdd);

            List <RandomDungeonArea> areasNeedingAdjacentAreas = new List <RandomDungeonArea>();

            areasNeedingAdjacentAreas.Add(toAdd);

            while (areasNeedingAdjacentAreas.Count > 0)
            {
                // Randomly select one of our bare ends to build out from.
                RandomDungeonArea toExpand = areasNeedingAdjacentAreas[rnd.Next(areasNeedingAdjacentAreas.Count)];

                // Build a temporary collection of exit directions from this area, but
                // don't count the directions that already have adjacent areas.
                List <ExitDirection> NextAreaDirections = new List <ExitDirection>();
                NextAreaDirections.AddRange(toExpand.AreaExits);
                foreach (ExitDirection used in toExpand.AdjacentAreas.Keys)
                {
                    NextAreaDirections.Remove(used);
                }
                if (NextAreaDirections.Count == 0)
                {
                    // If that's all of the exits, then this area shouldn't actually be on the list
                    // of candidates to expand.
                    areasNeedingAdjacentAreas.Remove(toExpand);
                    continue;
                }

                // Pick a random direction out of those available and set the new area's coordinates
                // appropriately.
                ExitDirection nextAreaDirection = NextAreaDirections[rnd.Next(NextAreaDirections.Count)];
                toAdd = new RandomDungeonArea();
                _setAreaCoordinates(toExpand, toAdd, nextAreaDirection);

                // Scan for adjacent areas, and determine the necessary parts of the target area.
                Dictionary <ExitDirection, bool> necessaryBorders          = new Dictionary <ExitDirection, bool>();
                Dictionary <ExitDirection, RandomDungeonArea> adjacentToBe = new Dictionary <ExitDirection, RandomDungeonArea>();
                _buildBorders(necessaryBorders, adjacentToBe, toAdd);


                // If we can't generate more areas, order the new areas to not open up any more exits that we'd have to
                // attach areas to. Future additions will just be attaching things to dangling ATs.
                if (areasToGenerate <= 0)
                {
                    _sealBorders(necessaryBorders);
                }

                // Now that we know where the area is and what borders it has to maintain, we
                // loop through the areas that are available and build a list of all of the ones
                // that fit the restrictions of the area's location.
                sourceAreas.Clear();
                foreach (RandomDungeonArea area in DungeonStore.AvailableAreas[areaPrefix])
                {
                    bool areaUseful = true;
                    foreach (KeyValuePair <ExitDirection, bool> dir in necessaryBorders)
                    {
                        if (dir.Value)
                        {
                            if (!area.AreaExits.Contains(dir.Key))
                            {
                                areaUseful = false;
                            }
                        }
                        if (!dir.Value)
                        {
                            if (area.AreaExits.Contains(dir.Key))
                            {
                                areaUseful = false;
                            }
                        }
                        if (!areaUseful)
                        {
                            break;
                        }
                    }
                    if (areaUseful)
                    {
                        sourceAreas.Add(area);
                    }
                }

                if (sourceAreas.Count >= 1)
                {
                    // If we have more at least one area that fits the bill, we'll try to use that, so that
                    // the dungeon feels as connected and continuous as possible.
                    template             = sourceAreas[rnd.Next(sourceAreas.Count)];
                    toAdd.TemplateAreaId = template.AreaId;
                    toAdd.DungeonName    = name;
                    toAdd.AreaExits.AddRange(template.AreaExits);
                    toAdd.CR = cr;
                    foreach (KeyValuePair <ExitDirection, RandomDungeonArea> adj in adjacentToBe)
                    {
                        toAdd.AdjacentAreas.Add(adj.Key, adj.Value);
                        switch (adj.Key)
                        {
                        case ExitDirection.North:
                            adj.Value.AdjacentAreas.Add(ExitDirection.South, toAdd);
                            break;

                        case ExitDirection.South:
                            adj.Value.AdjacentAreas.Add(ExitDirection.North, toAdd);
                            break;

                        case ExitDirection.East:
                            adj.Value.AdjacentAreas.Add(ExitDirection.West, toAdd);
                            break;

                        case ExitDirection.West:
                            adj.Value.AdjacentAreas.Add(ExitDirection.East, toAdd);
                            break;

                        case ExitDirection.Up:
                            adj.Value.AdjacentAreas.Add(ExitDirection.Down, toAdd);
                            break;

                        case ExitDirection.Down:
                            adj.Value.AdjacentAreas.Add(ExitDirection.Up, toAdd);
                            break;
                        }
                    }
                    areasToGenerate -= (toAdd.AreaExits.Count - toAdd.AdjacentAreas.Count);
                    AreasOfDungeon.Add(toAdd);
                    areasNeedingAdjacentAreas.Add(toAdd);
                }
                else
                {
                    // But if no area fits the bill, we loop over each of the exits we're expecting and
                    // attach the dead end area with the appropriate exit to them.
                    foreach (KeyValuePair <ExitDirection, RandomDungeonArea> adj in adjacentToBe)
                    {
                        int X = toAdd.X;
                        int Y = toAdd.Y;
                        int Z = toAdd.Z;
                        switch (adj.Key)
                        {
                        case ExitDirection.North:
                            template = getSingleExitArea(ExitDirection.South, areaPrefix);
                            break;

                        case ExitDirection.South:
                            template = getSingleExitArea(ExitDirection.North, areaPrefix);
                            break;

                        case ExitDirection.East:
                            template = getSingleExitArea(ExitDirection.West, areaPrefix);
                            break;

                        case ExitDirection.West:
                            template = getSingleExitArea(ExitDirection.East, areaPrefix);
                            break;

                        case ExitDirection.Up:
                            template = getSingleExitArea(ExitDirection.Down, areaPrefix);
                            break;

                        case ExitDirection.Down:
                            template = getSingleExitArea(ExitDirection.Up, areaPrefix);
                            break;
                        }
                        toAdd   = new RandomDungeonArea();
                        toAdd.X = X;
                        toAdd.Y = Y;
                        toAdd.Z = Z;
                        toAdd.TemplateAreaId = template.AreaId;
                        toAdd.DungeonName    = name;
                        toAdd.AreaExits.AddRange(template.AreaExits);
                        toAdd.AdjacentAreas.Add(adj.Key, adj.Value);
                        switch (adj.Key)
                        {
                        case ExitDirection.North:
                            adj.Value.AdjacentAreas.Add(ExitDirection.South, toAdd);
                            break;

                        case ExitDirection.South:
                            adj.Value.AdjacentAreas.Add(ExitDirection.North, toAdd);
                            break;

                        case ExitDirection.East:
                            adj.Value.AdjacentAreas.Add(ExitDirection.West, toAdd);
                            break;

                        case ExitDirection.West:
                            adj.Value.AdjacentAreas.Add(ExitDirection.East, toAdd);
                            break;

                        case ExitDirection.Up:
                            adj.Value.AdjacentAreas.Add(ExitDirection.Down, toAdd);
                            break;

                        case ExitDirection.Down:
                            adj.Value.AdjacentAreas.Add(ExitDirection.Up, toAdd);
                            break;
                        }
                        areasToGenerate -= (toAdd.AreaExits.Count - toAdd.AdjacentAreas.Count);
                        AreasOfDungeon.Add(toAdd);
                        areasNeedingAdjacentAreas.Add(toAdd);
                    }
                }
            }
        }