/* This creates a player and a random dungeon of the given difficulty level and node-capacity * The player is positioned at the dungeon's starting-node. * The constructor also randomly seeds monster-packs and items into the dungeon. The total * number of monsters are as specified. Monster-packs should be seeded as such that * the nodes' capacity are not violated. Furthermore the seeding of the monsters * and items should meet the balance requirements stated in the Project Document. */ public Game(uint difficultyLevel, uint nodeCapcityMultiplier, uint numberOfMonsters) { player = new Player(); dungeon = new Dungeon(difficultyLevel, nodeCapcityMultiplier); packs = new List <Pack>(); items = new List <Item>(); // Game should have at least one monster. if (numberOfMonsters < 2) { throw new GameCreationException("Not enough monsters. numberOfMonsters should be >= 2"); } // Check if node multiplier is bigger then 1, else dungeon cannot have any monsters. if (nodeCapcityMultiplier <= 0) { throw new GameCreationException("Invalid nodeCapcityMultiplier must be > 0"); } // Check if dungeon is big enough to hold all the monsters. uint maxCapacity = 0; dungeon.allNodes.ForEach(node => maxCapacity += nodeCapcityMultiplier * (dungeon.level(node) + 1)); if (numberOfMonsters > maxCapacity) { throw new GameCreationException("The number of monsters (" + numberOfMonsters + ") exceed dungeon capacity (" + maxCapacity + ")"); } Logger.log("Creating a game of difficulty level " + difficultyLevel + ", node capacity multiplier " + nodeCapcityMultiplier + ", and " + numberOfMonsters + " monsters."); player.dungeon = dungeon; // Player should start at the starting node. player.location = dungeon.startNode; // Get all dungeon bridges. List <Node> bridges = new List <Node>(dungeon.bridges); // Pretend the start and exit node are also a bridge. bridges.Insert(0, dungeon.startNode); bridges.Add(dungeon.exitNode); // The total hp off all monsters, will later be used to determine the amount of healing potions that can be spawned. int totalMonsterHp = 0; // Number of packs created. int packCount = 0; // Number of monsters created. int monsterCount = 0; // Helper function for pack creation. Func <uint, Node, Pack> createPack = new Func <uint, Node, Pack>((numberOfMonstersToCreate, node) => { // Create a pack with the number of monsters. Pack pack = new Pack("Pack" + packCount++, numberOfMonstersToCreate); pack.dungeon = dungeon; pack.location = node; pack.zoneNumber = pack.location.zoneNumber; node.packs.Add(pack); monsterCount += (int)numberOfMonstersToCreate; pack.members.ForEach(member => { member.pack = pack; totalMonsterHp += member.HP; }); packs.Add(pack); return(pack); }); // Distribute packs/monsters in dungeon. for (int level = 0; level <= difficultyLevel; level++) { // The amount of monster allowed in this zone. int monsterPerZone = (int)Math.Floor((2.0 * (level + 1) * numberOfMonsters) / ((difficultyLevel + 2) * (difficultyLevel + 1))); // The last level (zone) does not have to follow the formula above and can get the remaining monsters. if (level == difficultyLevel) { monsterPerZone += ((int)numberOfMonsters - monsterCount) - monsterPerZone; } // All the nodes in the in this zone. (without the start or exit node). List <Node> nodes = Util.getAllNodesBetween(bridges[level], bridges[level + 1]).FindAll(node => node != dungeon.startNode && node != dungeon.exitNode); // For each node in level. for (int i = 0; i < nodes.Count && monsterPerZone > 0; i++) { // The max number of monster that can be on this node. uint nodeCapacityLimit = nodeCapcityMultiplier * (dungeon.level(nodes[i]) + 1); // Subtract the monsters that are already on this node. nodes[i].packs.ForEach(pack => nodeCapacityLimit -= (uint)pack.members.Count); // Take a random number of monster to create for this pack on this node. // But do not exceed the node capacity. uint numberOfMonstersToCreate = (uint)RandomGenerator.rnd.Next((int)(Math.Min(nodeCapacityLimit, monsterPerZone) + 1)); // Check if we can still create a pack, we do not wish to create a pack of zero monsters. if (numberOfMonstersToCreate > 0) { // Subtract the amount of monster spawned from the total monster pool. // This pool should reach zero by the end of the zone. monsterPerZone -= (int)numberOfMonstersToCreate; // Put the pack on then node. createPack(numberOfMonstersToCreate, nodes[i]); } } // Not necessarily all monster should have been created, due to the randomness. // So we just distribute the rest of the monster accordingly. for (int i = 0; i < nodes.Count && monsterPerZone > 0; i++) { // The number of monsters this node can still hold. uint remainingNodeCapacity = nodeCapcityMultiplier * (dungeon.level(nodes[i]) + 1); nodes[i].packs.ForEach(pack => remainingNodeCapacity -= (uint)pack.members.Count); uint numberOfMonstersToCreate = (uint)Math.Min(monsterPerZone, remainingNodeCapacity); // Check if we can still create a pack, we do not wish to create a pack of zero monsters. if (numberOfMonstersToCreate > 0) { monsterPerZone -= (int)numberOfMonstersToCreate; createPack(numberOfMonstersToCreate, nodes[i]); } } // Monsters for this zone should be exactly zero. // If not the zone was to small and the dungeon is invalid. if (monsterPerZone != 0) { throw new GameCreationException("To many monsters to fit in zone!"); } } // Player HP player.HP = Math.Min(player.HPbase, (int)(0.8 * totalMonsterHp)); // All nodes in dungeon without the start and exit node. List <Node> allNodes = dungeon.allNodes.FindAll(node => node != dungeon.startNode && node != dungeon.exitNode); // HP left to spend is the difference between 80% of the total monster HP and the player HP including all possible potions. int hpLeftToSpend = (int)Math.Floor(totalMonsterHp * 0.8) - player.HP; // Minus the HP of possible healing potion already in player bag. //hpLeftToSpend -= (int)player.bag.OfType<HealingPotion>().Sum(item => item.HPvalue); // Generate healing potions. for (int i = 0; ; i++) { HealingPotion potion = new HealingPotion("HP_" + i); // Check if the healing potion will not exceed the maximum amount of HP. if (hpLeftToSpend - potion.HPvalue >= 0) { // Decrease the maximum amount of HP that can still be allocated to healing potions. hpLeftToSpend -= (int)potion.HPvalue; items.Add(potion); // Add potion to random node in dungeon. allNodes[RandomGenerator.rnd.Next(allNodes.Count)].items.Add(potion); } else { break; } } // Generate crystals. for (int i = 0; i < allNodes.Count; i++) { // Each node has 10% chance to spawn a crystal. if (RandomGenerator.rnd.Next(10) == 0) { Crystal crystal = new Crystal("Cry_" + i); items.Add(crystal); // Add crystal to node. allNodes[i].items.Add(crystal); } } }
public uint Capacity(Dungeon d) { return(d.M * (d.level(this) + 1)); }
//public int state; /* This creates a player and a random dungeon of the given difficulty level and node-capacity * The player is positioned at the dungeon's starting-node. * The constructor also randomly seeds monster-packs and items into the dungeon. The total * number of monsters are as specified. Monster-packs should be seeded as such that * the nodes' capacity are not violated. Furthermore the seeding of the monsters * and items should meet the balance requirements stated in the Project Document. */ public Game(uint difficultyLevel, uint nodeCapacityMultiplier, uint numberOfMonsters) { try{ Logger.log("Creating a game of difficulty level " + difficultyLevel + ", node capacity multiplier " + nodeCapacityMultiplier + ", and " + numberOfMonsters + " monsters."); dungeon = new Dungeon(difficultyLevel, nodeCapacityMultiplier, random); //call dungeon constructor player = new Player(); player.location = dungeon.startNode; int numberOfMonstersToPut = (int)numberOfMonsters; //a temporary variable to keep track of number of monsters to put in the dungeon int min = 1, max = 1; //used in while loop to define number of monsters in a pack int packId = 0; uint numberOfNodesInZone = 0; //a temporary variable to store number of nodes in a zone (in foreach loop) //Randomly seeds monsters into the dungeon //Currently puts all monsters in the dungeon at the creation Logger.log("Number of monsters to put in total : " + numberOfMonsters); while (numberOfMonstersToPut > 0) //while there are monsters to put in the dungeon { foreach (Zone z in dungeon.zones) //Seeds monsters zone by zone { int monstersInZone = -1; // -1 is just for control does not have any meaning if (z.id == difficultyLevel) { //if it is the last zone monstersInZone = numberOfMonstersToPut; //put remainder monsters } else //else every zone gets proportioned number of monsters { monstersInZone = getProportion(numberOfMonsters, z.id, difficultyLevel); //gets number of monsters to put in this zone } Logger.log("Will put " + monstersInZone + " monsters to the zone " + z.id); numberOfNodesInZone = (uint)z.nodesInZone.Count; //get number of nodes (N) while (monstersInZone > 0) //while there are monsters to put in the zone { int nodeNumber = random.Next(0, (int)numberOfNodesInZone); //randomly pick which node to locate Node nodeToLocate = z.nodesInZone.ElementAt <Node>(nodeNumber); //get this node instance int nodeCapacity = (int)z.capacity - (nodeToLocate.currentNumberOfMonsters()); //number of monsters that can locate in that node //check the capacity nodeCapacity, if less than 1 try another node, else create a monster pack of size min=1 max=nodeCapacity Logger.log("Node to locate: " + nodeToLocate.id + " with capacity " + nodeCapacity); if (nodeCapacity > 1) { //the upper limit for max is either the node's capacity or remaining number of monsters that should be located in this zone if (nodeCapacity < monstersInZone) { max = nodeCapacity; //if node capacity is less than remaining monsters to put, update max limit } else { max = monstersInZone; } int monstersToLocate = random.Next(min, max + 1); //decide how many monsters will be in this monster-pack between this number limit Pack newPack = new Pack("" + packId, (uint)monstersToLocate, this.dungeon); //Create a pack Logger.log("Putting " + monstersToLocate + " monsters in pack" + packId + " locating in " + nodeToLocate.id); newPack.location = z.nodesInZone.ElementAt <Node>(nodeNumber); //Assign this pack's location packId++; //increase pack ID z.nodesInZone.ElementAt <Node>(nodeNumber).packs.Add(newPack); //add pack to the node monstersInZone -= monstersToLocate; //decrease number of monsters to be located in the zone numberOfMonstersToPut -= monstersToLocate; //decrease number of monsters to be located in the dungeon Logger.log("monsters to locate in zone: " + monstersInZone + " in dungeon: " + numberOfMonstersToPut); } } } } itemsToSeed = new List <Item>(); //stores the list of items to be seeded in the dungeon int itemTotal = 0; //There is a constraint for HP value of the player & HP values of items that player has in the bag //and HP values of items exist in the dungeon Logger.log("Upper limit " + (0.8 * getHPM())); while (getItemsHP() <= (0.8 * getHPM())) //while this constraint is satisfied, it creates items { int decide = random.Next(0, 2); //0 or 1, 0 means create healing potion, 1 means create magic crystal if (decide == 0) { //create healing potion HealingPotion healingPotion = new HealingPotion("" + itemTotal); //create it with id itemTotal++; itemsToSeed.Add(healingPotion); //add it into the list Logger.log("Created healing potion " + healingPotion.id); } else if (decide == 1) { //create crystal Crystal crystal = new Crystal("" + itemTotal); itemTotal++; itemsToSeed.Add(crystal); //add it into the list Logger.log("Created crystal " + crystal.id); } else { Logger.log("Something went wrong"); } Logger.log("Current itemsToSeedHP " + getItemsHP()); } //since it leaves the while loop just after this constraint is passed //remove last created item for property to hold itemsToSeed.RemoveAt(itemsToSeed.Count - 1); Logger.log("Current getITemsHP " + getItemsHP()); //Randomly seed items in the itemsToSeed list //Currently puts all items in the dungeon at the creation int numberOfItemsToPut = itemsToSeed.Count; //number of items to seed is the length of the list Logger.log("Number of items to put in total : " + numberOfItemsToPut); int itemsInZone = (int)(numberOfItemsToPut / (int)difficultyLevel); //Equally partition the number of items, except the last zone int normalItemsInZone = itemsInZone; //used for indexing the items in itemsToSeed for the last level //because itemsInZone for the last level changes, indexing changes int itemsIndex = 0; //index of the item in the itemsToSeed list while (numberOfItemsToPut > 0) //while there are items to put in the dungeon { foreach (Zone z in dungeon.zones) //for each zone { if (z.id == difficultyLevel) { //if it is the last zone itemsInZone = numberOfItemsToPut; //put remainder items } Logger.log("Will put " + itemsInZone + " items to the zone " + z.id); numberOfNodesInZone = (uint)z.nodesInZone.Count; //get number of nodes (N) for (int i = 0; i < itemsInZone; i++) { //for each item to put in this zone int nodeNumber = random.Next(0, (int)numberOfNodesInZone); //randomly pick which node to locate Node nodeToLocate = z.nodesInZone.ElementAt <Node>(nodeNumber); //get this node Item itemToAdd = itemsToSeed.ElementAt <Item>((int)(itemsIndex * normalItemsInZone + i)); //starts from 0 for level 1, 0+number of items put in each zone for level 2 //increases by number of items put in zone for every level Logger.log("Putting item positioned " + (itemsIndex * normalItemsInZone + i) + " to " + nodeToLocate.id); nodeToLocate.items.Add(itemToAdd); //add the item to this node numberOfItemsToPut--; //Decrease number of items to put } itemsIndex++; //increase items index } } }catch { throw new GameCreationException("Could not create the game"); } }
public Game(int difficultyLevel, int nodeCapacityMultiplier, int numberOfMonsters, bool testing) { Logger.log("Creating a game of difficulty level " + difficultyLevel + ", node capacity multiplier " + nodeCapacityMultiplier + ", and " + numberOfMonsters + " monsters."); dungeon = new Dungeon(difficultyLevel, nodeCapacityMultiplier, numberOfMonsters, testing); }
public void DungeonIsValidTest_1() { Dungeon a = new Dungeon(10, 1); a.graph.Clear(); Node u = new Node(); Node v = new Node(); Node w = new Node(); Node x = new Node(); Node y = new Node(); Node z = new Node(); u.id = ("" + 0); v.id = ("" + 1); w.id = ("" + 2); x.id = ("" + 3); y.id = ("" + 4); z.id = ("" + 5); // 0 --> 1 --> 2 u.connect(v); v.connect(w); a.graph.Add(u); a.graph.Add(v); a.graph.Add(w); a.graph.Add(x); a.graph.Add(y); a.graph.Add(z); a.dungeon_size = a.graph.Count; bool result = a.dungeon_is_ok(); Assert.AreEqual(true, result); a.graph.Add(y); u.connect(w); u.connect(x); u.connect(y); u.connect(z); a.dungeon_size = a.graph.Count; result = a.dungeon_is_ok(); Assert.AreEqual(false, result); //clean a.graph.Clear(); u.neighbors.Clear(); v.neighbors.Clear(); w.neighbors.Clear(); x.neighbors.Clear(); y.neighbors.Clear(); z.neighbors.Clear(); u.connect(v); u.connect(w); u.connect(x); u.connect(y); v.connect(u); v.connect(w); v.connect(x); v.connect(y); w.connect(u); w.connect(v); w.connect(x); w.connect(y); x.connect(u); x.connect(w); x.connect(v); x.connect(y); y.connect(u); y.connect(w); y.connect(x); y.connect(v); a.graph.Add(u); a.graph.Add(v); a.graph.Add(w); a.graph.Add(x); a.graph.Add(y); a.dungeon_size = a.graph.Count; result = a.dungeon_is_ok(); Assert.AreEqual(false, result); }
public void generateRandomDungeonTest_level10() { Dungeon a = new Dungeon(10, 1); Assert.AreEqual(Predicates.isValidDungeon(a.startNode, a.exitNode, 10), true); }
public void Level_Test_Groot() { //test a bigger graph (figure 1 from project description) Dungeon a = new Dungeon(1, 1); a.graph.Clear(); a.startNode = null; a.exitNode = null; Node[] xs = new Node[10]; //startnode xs[0] = new Node("0"); xs[0].nodeLevel = 1; a.startNode = xs[0]; xs[1] = new Node("1"); xs[1].nodeLevel = 1; xs[2] = new Node("2"); xs[2].nodeLevel = 1; xs[3] = new Node("3"); xs[3].nodeLevel = 1; xs[4] = new Node("4"); xs[4].nodeLevel = 1; Bridge b1 = new Bridge("10"); b1.nodeLevel = 1; xs[0].connect(xs[1]); xs[0].connect(xs[3]); xs[0].connect(xs[2]); xs[2].connect(xs[1]); xs[2].connect(xs[3]); xs[3].connect(xs[4]); b1.connectToNodeOfSameZone(xs[1]); b1.connectToNodeOfSameZone(xs[2]); //level 2 xs[5] = new Node("5"); xs[5].nodeLevel = 2; xs[6] = new Node("6"); xs[6].nodeLevel = 2; b1.connectToNodeOfNextZone(xs[5]); b1.connectToNodeOfNextZone(xs[6]); Bridge b2 = new Bridge("11"); b2.nodeLevel = 2; xs[5].connect(xs[6]); b2.connectToNodeOfSameZone(xs[5]); b2.connectToNodeOfSameZone(xs[6]); //level 0 xs[7] = new Node("7"); xs[7].nodeLevel = 3; b2.connectToNodeOfNextZone(xs[7]); xs[8] = new Node("8"); xs[8].nodeLevel = 3; b2.connectToNodeOfNextZone(xs[8]); //exit node xs[9] = new Node("9"); xs[9].nodeLevel = 3; xs[9].connect(xs[7]); xs[9].connect(xs[8]); a.startNode = xs[0]; a.exitNode = xs[9]; a.bridges = new Bridge[] { b1, b2 }; for (int i = 0; i < 10; i++) { a.graph.Add(xs[i]); } a.graph.Add(b1); a.graph.Add(b2); a.dungeon_size = 12; foreach (Node n in Predicates.reachableNodes(a.startNode)) { Assert.AreEqual(n.nodeLevel, a.level(n)); } }
private int distance(Node u, Player p) { return(Dungeon.shortestpath(u, p.location).Count); }