/// <summary>
        /// This Function sets up a level with its specific objects to make a
        /// level for the game
        /// </summary>
        /// <param name="player"> Get player for level</param>
        /// <param name="exit"> Get an exit point for level</param>
        /// <param name="map"> set a map to show objects of level</param>
        /// <param name="items"> For the storation of items</param>
        /// <param name="grabItems"> To grab items on level</param>
        /// <param name="traps"> Set traps on level</param>
        /// <param name="foods"> Set food on level</param>
        /// <param name="weapons"> Set weapons on level</param>
        /// <param name="enemies"> Set enemies on level</param>
        /// <param name="RowSize"> Get row on level </param>
        /// <param name="ColSize"> get col on level</param>
        /// <param name="cells"> get the cells from level</param>
        internal void Setup(Player player, CurrentMapObjects exit,
                            CurrentMapObjects map, List <CurrentMapObjects> items,
                            List <Items> grabItems, List <Trap> traps, List <Food> foods,
                            List <Weapons> weapons, List <Enemy> enemies,
                            int RowSize, int ColSize, BoardCells[,] cells)
        {
            // Max size of objects in Levels
            int maxTrapsInLvl   = Linear(Current, Diff, 2);
            int maxItemsInLvl   = Linear(Current, Diff, 2);
            int maxEnemiesInLvl = Linear(Current, Diff, 2);

            //Add objects to item list
            items.Add(exit);
            items.Add(map);

            // Generate a random numb of objects in level
            int numberOfTraps   = rnd.Next(maxTrapsInLvl);
            int numberOfItems   = rnd.Next(maxItemsInLvl);
            int numberOfEnemies = rnd.Next(maxEnemiesInLvl);

            // Set random Traps around on map and put a trap with its specific
            // information about the object and add it to its lists
            for (int i = 0; i < numberOfTraps; i++)
            {
                int  row  = rnd.Next(RowSize);
                int  col  = rnd.Next(ColSize);
                Trap trap = new Trap((new Position(row, col)), Chars.trap,
                                     $"this is a trap! watch out!", rnd.Next(100));

                traps.Add(trap);
                items.Add(trap);
            }

            // Set random Items around the map and put a map with its specific
            // information about the object and add it to its lists
            for (int i = 0; i < numberOfItems; i++)
            {
                Position foodPosition;
                Position weaponPosition;

                do
                {
                    foodPosition = new Position(rnd.Next(RowSize), rnd.Next(ColSize));
                }while (foodPosition.Row == exit.Position.Row &&
                        foodPosition.Col == exit.Position.Col);

                do
                {
                    weaponPosition = new Position(rnd.Next(RowSize), rnd.Next(ColSize));
                }while (weaponPosition.Row == exit.Position.Row &&
                        weaponPosition.Col == exit.Position.Col);

                Food food = new Food(foodPosition, Chars.food,
                                     " An apple a day keeps god astray", rnd.Next(10),
                                     rnd.Next(100));

                Weapons weapon = new Weapons(weaponPosition,
                                             Chars.weapon, "dagger", rnd.Next(10), rnd.Next(100),
                                             rnd.Next(10));

                items.Add(food);
                grabItems.Add(food);
                foods.Add(food);

                items.Add(weapon);
                grabItems.Add(weapon);
                weapons.Add(weapon);
            }

            // Set random enemies around the map and put them with its specific
            // information about the object and add it to its list
            for (int i = 0; i < numberOfEnemies; i++)
            {
                int row = rnd.Next(RowSize);
                int col = rnd.Next(ColSize);

                Position enemyPosition;

                do
                {
                    enemyPosition = new Position(row, col);
                }while (enemyPosition.Row == exit.Position.Row &&
                        enemyPosition.Col == exit.Position.Col);

                Enemy enemy = new Enemy((new Position(row, col)), Chars.enemy,
                                        " A wild enemy has appeared!", rnd.Next(100));

                enemies.Add(enemy);
                items.Add(enemy);
            }

            // empty cells so the player can't see what's on the map immediately
            for (int i = 0; i < RowSize; i++)
            {
                for (int j = 0; j < ColSize; j++)
                {
                    cells[i, j] = new BoardCells((char)Chars.empty, false);
                }
            }


            cells[player.Position.Row, player.Position.Col] = new BoardCells(player.name, false);
        }
Exemple #2
0
        internal void Setup(Player player, CurrentMapObjects exit,
                            CurrentMapObjects map, List <CurrentMapObjects> items, List <Items> grabItems,
                            List <Trap> traps, List <Food> foods, List <Weapons> weapons, List <Enemy> enemies,
                            int RowSize, int ColSize, BoardCells[,] cells)
        {
            // Max size of objects in Levels
            int maxTrapsInLvl   = Linear(Current, Diff, 2);
            int maxItemsInLvl   = Linear(Current, Diff, 2);
            int maxEnemiesInLvl = Linear(Current, Diff, 2);

            //Add objects to item list
            items.Add(exit);
            items.Add(map);


            //
            int numberOfTraps   = rnd.Next(maxTrapsInLvl);
            int numberOfItems   = rnd.Next(maxItemsInLvl);
            int numberOfEnemies = rnd.Next(maxEnemiesInLvl);

            // Set random Traps around on map
            for (int i = 0; i < numberOfTraps; i++)
            {
                int row = rnd.Next(RowSize);
                int col = rnd.Next(ColSize);

                Trap trap = new Trap((new Position(row, col)), Chars.trap, $"this is a trap! watch out!", rnd.Next(100));

                traps.Add(trap);
                items.Add(trap);
            }

            // Set random Items around the map
            for (int i = 0; i < numberOfItems; i++)
            {
                int row = rnd.Next(RowSize);
                int col = rnd.Next(ColSize);


                Food food = new Food((new Position(row, col)), Chars.food, " An apple a day keeps god astray", rnd.Next(10), rnd.Next(100));

                Weapons weapon = new Weapons((new Position(row, col)), Chars.weapon, "dagger", rnd.Next(10), rnd.Next(100), rnd.Next(10));


                items.Add(food);
                grabItems.Add(food);
                foods.Add(food);

                items.Add(weapon);
                grabItems.Add(weapon);
                weapons.Add(weapon);
            }

            // Set random enemies around the map
            for (int i = 0; i < numberOfEnemies; i++)
            {
                int row = rnd.Next(RowSize);
                int col = rnd.Next(ColSize);

                Enemy enemy = new Enemy((new Position(row, col)), Chars.enemy, " A wild enemy has appeared!", rnd.Next(100));

                enemies.Add(enemy);
                items.Add(enemy);
            }


            for (int i = 0; i < RowSize; i++)
            {
                for (int j = 0; j < ColSize; j++)
                {
                    cells[i, j] = new BoardCells((char)Chars.empty, false, new Position(i, j));
                }
            }


            cells[player.Position.Row, player.Position.Col] = new BoardCells(player.name, false, new Position(player.Position.Row, player.Position.Col));
        }