Esempio n. 1
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    public DesignedBuilding(SocialStructure socialStructure)
    {
        maxSocialTier = GetMaxSocialTier(socialStructure);
        var livingQuarters = GetLivingQuarters(socialStructure);
        var commonSpaces   = GetCommonSpaces(socialStructure);

        DetermineSize(livingQuarters);
        DetermineSize(commonSpaces);
        foreach (var room in livingQuarters)
        {
            rooms.Add(room);
        }
        foreach (var room in commonSpaces)
        {
            rooms.Add(room);
        }
        var bossRoom = new BossRoom()
        {
            size = 100
        };

        rooms.Add(bossRoom);
        socialStructure.population[0].quality         = 4;
        socialStructure.population[0].associatedRooms = new List <Room> {
            bossRoom
        };
        layout = new DesignedBuildingLayout(this);
        layout.LayoutRooms();
    }
Esempio n. 2
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    public override IEnumerator PlayAnimation(GameObject boss, BossRoom room)
    {
        PlayerCamera camera = PlayerCamera.Instance;

        camera.enabled = false;

        DungeonCreator.Instance.AdjustMask(new Vector2(room.Border.xMin, room.Border.yMin), room.Border.size);

        yield return(EnumeratorUtil.GoToInSecondsSlerp(camera.transform, room.Middle, 2.0f));

        BossUIManager.Instance.Show(boss.GetComponent <Entity>(), 2.0f);
        yield return(new WaitForSeconds(2.0f));

        if (Player.LocalPlayer.isServer)
        {
            List <Player> activePlayers = PlayersDict.Instance.Players;
            for (int i = 0; i < activePlayers.Count; i++)
            {
                activePlayers[i].SmoothSync.teleportAnyObjectFromServer(room.PlayersStartPos, Quaternion.identity, new Vector3(1, 1, 1));
            }
        }

        yield return(EnumeratorUtil.GoToInSecondsSlerp(camera.transform, Player.LocalPlayer.transform.position, 2.0f));

        camera.enabled = true;
    }
Esempio n. 3
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    public void OnPlayerReadyToEnterChanged(Player player, bool ready)
    {
        if (!ready)
        {
            playersReady.Remove(player);
        }
        else
        {
            if (playersReady.Contains(player) == false)
            {
                playersReady.Add(player);
            }
        }

        BossRoom bossRoom = DungeonDict.Instance.BossRoom;

        if (bossRoom.CurrentState != BossRoom.State.ReadyToEnter)
        {
            return;
        }

        if (playersReady.Count == PlayersDict.Instance.Players.Count)
        {
            bossRoom.OnAllPlayersReadyToEnter(this);
        }
    }
Esempio n. 4
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    void Start()
    {
        placed_tiles = new Dictionary <Vector2Int, Tile>();

        placed_blocks = new Dictionary <Vector2Int, Block>();
        Room load = FindObjectOfType <Room>();

        if (load != null)
        {
            LoadRoom(load);
            if (boss_room)
            {
                edited_room.gameObject.AddComponent <BossRoom>();
                BossRoom br = edited_room.GetComponent <BossRoom>();
                br.Copy(edited_room);
                Destroy(edited_room);
                edited_room = br;
            }
        }
        else
        {
            edited_room = Instantiate(base_room);
            if (boss_room)
            {
                edited_room.gameObject.AddComponent <BossRoom>();
                BossRoom br = edited_room.GetComponent <BossRoom>();
                br.Copy(edited_room);
                Destroy(edited_room);
                edited_room = br;
            }
            PlaceBlock(Vector2Int.zero);
        }
        current = square;
    }
Esempio n. 5
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    void SpawnRooms(Dictionary <Vector2Int, Room> room_dict)
    {
        positions_to_rooms = new Dictionary <Vector2Int, Room>();
        foreach (Vector2Int v in room_dict.Keys)
        {
            Room new_room = Instantiate(room_dict[v], new Vector3(v.x * room_width, v.y * room_height, 0), Quaternion.identity);
            new_room.grid_position = v;
            new_room.SetSize(room_width, room_height);
            adjacent_rooms.Add(new_room, new List <Room>());
            foreach (Vector2Int pos in new_room.template.GetCoordinateList())
            {
                positions_to_rooms.Add(pos + v, new_room);
                new_room.template.GetBlock(pos).DisablePathway();
            }
            new_room.LoadTileSet(ts);
            new_room.SpawnRandomRoomset();
            if (new_room as BossRoom != null)
            {
                boss_room = new_room as BossRoom;
            }
            else
            {
                rooms.Add(new_room);
            }
        }

        item_pool.Shuffle();
        List <Room> can_spawn_item = new List <Room>(rooms);
        int         target_items   = 3;

        while (can_spawn_item.Count > 0 && target_items > 0)
        {
            can_spawn_item.Shuffle();
            ItemSpawner item_spawn = can_spawn_item[0].GetComponentInChildren <ItemSpawner>();
            if (item_spawn == null)
            {
                can_spawn_item.RemoveAt(0);
            }
            else
            {
                item_spawn.SpawnItemChest().SetSpawnItem(item_pool[0]);
                item_pool.RemoveAt(0);
                target_items--;
                can_spawn_item.RemoveAt(0);
            }
        }

        if (boss_room.reward)
        {
            boss_room.reward.SpawnItemChest().SetSpawnItem(item_pool[0]);
            item_pool.RemoveAt(0);
        }
        foreach (Room r in rooms)
        {
            foreach (ItemSpawner ispawn in r.GetComponentsInChildren <ItemSpawner>())
            {
                Destroy(ispawn.gameObject);
            }
        }
    }
    private DungeonRoom CreateRandomExit(PlanetData data, DungeonRoom room, bool locked,
                                         int lockID, bool bossRoom, bool treasure,
                                         PlanetDifficultyModifiers difficultyModifiers)
    {
        if (room.ExitCount == 4)
        {
            return(room);
        }

        List <Direction> directions = new List <Direction>
        {
            Direction.Up, Direction.Right, Direction.Down, Direction.Left
        };

        //remove any directions that are not available
        for (int j = directions.Count - 1; j >= 0; j--)
        {
            IntPair roomPos = AddDirection(room.position, directions[j]);
            if (data.GetRoomAtPosition(roomPos) != null)
            {
                directions.RemoveAt(j);
            }
        }

        //if no available directions then we're in a dead end
        if (directions.Count == 0)
        {
            return(room);
        }

        Direction randomDirection = directions[Random.Range(0, directions.Count)];
        IntPair   pos             = AddDirection(room.position, randomDirection);

        DungeonRoom newRoom;

        if (bossRoom)
        {
            newRoom = new BossRoom(pos, room, difficultyModifiers.enemyRoomDifficulty);
        }
        else if (treasure)
        {
            newRoom = new TreasureRoom(pos, room);
        }
        else
        {
            newRoom = PickRandomRoom(pos, room, difficultyModifiers);
        }
        data.AddRoom(newRoom);

        if (locked)
        {
            ConnectWithLock(room, newRoom, randomDirection, lockID);
        }
        else
        {
            Connect(room, newRoom, randomDirection);
        }

        return(newRoom);
    }
Esempio n. 7
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        /// <summary>
        /// Generates specific values for the DungeonType.
        /// </summary>
        /// <param name="room">The current room.</param>
        /// <param name="dungeonRoomObject">The gameobject to which the room should be generate don.</param>
        /// <param name="levelNumber">The number of the level.</param>
        /// <returns>The fully generated DungeonRoom.</returns>
        private DungeonRoom SetRoomType(Room room, GameObject dungeonRoomObject, int levelNumber, DungeonConfig config)
        {
            switch (room.Type)
            {
            case RoomType.Start:
                StartRoom startRoom = dungeonRoomObject.AddComponent <StartRoom>();
                if (Player.LocalPlayer.isServer && levelNumber == 0)
                {
                    startRoom.SpawnItems(RegionDict.Instance.StartingRoomPickables, DungeonCreator.Instance.TilePositionToWorldPosition(room.Position + (room.Layout.Size / 2)));
                }
                return(startRoom);

            case RoomType.Combat:
                CombatRoom combatRoom = dungeonRoomObject.AddComponent <CombatRoom>();
                combatRoom.ThreatLevel    = room.TileCount;
                combatRoom.enemiesToSpawn = new EnemyObject[combatRoom.ThreatLevel / 48];
                for (int j = 0; j < combatRoom.enemiesToSpawn.Length; j++)
                {
                    combatRoom.enemiesToSpawn[j] = RandomUtil.Element(RegionDict.Instance.EnemiesToSpawn);
                }
                return(combatRoom);

            case RoomType.Loot:
                LootRoom lootRoom = dungeonRoomObject.AddComponent <LootRoom>();
                lootRoom.pickables = new Pickable[room.TileCount / 48];
                for (int j = 0; j < lootRoom.pickables.Length; j++)
                {
                    lootRoom.pickables[j] = RandomUtil.Element(RegionDict.Instance.LootingRoomPickables);
                }
                return(lootRoom);

            case RoomType.Shop:
                ShopRoom  shopRoom = dungeonRoomObject.AddComponent <ShopRoom>();
                const int numItems = 4;
                shopRoom.shopItems = new Pickable[numItems];
                shopRoom.locations = new Vector2[numItems];
                // TODO: Replace Pickabledict with dungeon config shop pickables.
                for (int j = 0; j < numItems; j++)
                {
                    int rnd = Random.Range(0, config.shopItems.Length);
                    shopRoom.shopItems[j] = config.shopItems[rnd];
                    shopRoom.locations[j] = room.Position + new Vector2Int((int)room.GameObjects[j + 4].Position.x, (int)room.GameObjects[j + 4].Position.y);
                }
                shopRoom.SpawnItems();
                return(shopRoom);

            case RoomType.Boss:
                BossRoom bossRoom = dungeonRoomObject.AddComponent <BossRoom>();
                bossRoom.bossObjects = new BossObject[] { RandomUtil.Element(RegionDict.Instance.BossesToSpawn) };
                DungeonDict.Instance.SetBossRoom(bossRoom);
                return(bossRoom);

            case RoomType.Empty:
                EmptyRoom emptyRoom = dungeonRoomObject.AddComponent <EmptyRoom>();
                return(emptyRoom);

            default:
                throw new System.Exception("Unknown room type! (" + room.Type + ")");
            }
        }
Esempio n. 8
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    /// <summary>
    /// функция создает комнату с монстрами
    /// </summary>
    public static RoomType RollRT(List <Hero> party)
    {
        RoomSize = 3;
        if (DgnInfo.RoomNum < 5)
        {
            int Rand = Random.Range(0, 100) + 1;
            if (Rand <= 80)
            {
                OrdRoom Room = new OrdRoom(party);
                return(Room);

                //Room.Fight(Room);
                DgnInfo.RoomNum++;
            }
            else
            {
                Treasury Treasury = new Treasury(party);
                return(Treasury);

                //Treasury.Fight(Treasury);
                DgnInfo.RoomNum++;
            }
        }
        else
        {
            BossRoom Boss = new BossRoom(party);
            return(Boss);

            //Boss.Fight(Boss);
            DgnInfo.RoomNum = 1;
            DgnInfo.DgnLvl++;
        }
    }
Esempio n. 9
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    void PlaceBossRoom(Room connectedRoom)
    {
        List <Direction> directions = GetRandomValidCorridorDirections(connectedRoom, Random.Range(1, 5));

        if (directions.Count == 0)
        {
            return;
        }

        foreach (Direction direction in directions)
        {
            Vector2 roomPos = FindValidRoomPlacement(connectedRoom, direction, true);

            if (roomPos == nullVector)
            {
                break;
            }

            BossRoom bossRoom = ScriptableObject.CreateInstance <BossRoom>();
            bossRoom.SetupRoom(roomPos, bossRoomWidth, bossRoomHeight, direction);
            rooms.Add(bossRoom);

            Corridor corridor = PlaceCorridor(connectedRoom, bossRoom, direction);

            if (corridor != null)
            {
                spawnedBossRoom = true;
                bossRoom.AddCorridor(corridor);
                connectedRoom.AddCorridor(corridor);
                return;
            }
        }
    }
Esempio n. 10
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    IEnumerator SpawnBossRoom()
    {
        yield return(new WaitUntil(() => SceneManager.GetActiveScene().buildIndex == 2));

        if (shuffledBosses.Count > 0)
        {
            BossRoom bossRoom = Instantiate(shuffledBosses.Dequeue(), transform.position, Quaternion.identity) as BossRoom;
        }
    }
Esempio n. 11
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    protected override Builder GetBuilder()
    {
        var res = new BossLevelBuilder
        {
            BossRoom = new BossRoom()
        };

        BossRoom = res.BossRoom;
        return(res);
    }
Esempio n. 12
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        public void SetupRooms(List <RoomDef> Rooms)
        {
            Entrance = null;
            Exit     = null;
            Boss     = null;
            Granny   = null;
            OldMan   = null;
            MultiConnection.Clear();
            SingleConnection.Clear();
            SubShop.Clear();

            foreach (var Room in Rooms)
            {
                Room.SetEmpty();
            }

            foreach (var Room in Rooms)
            {
                if (Room is BossRoom b)
                {
                    Boss = b;
                }
                else if (Room is OldManRoom)
                {
                    OldMan = (OldManRoom)Room;
                }
                else if (Room is GrannyRoom)
                {
                    Granny = (GrannyRoom)Room;
                }
                else if (Room is EntranceRoom)
                {
                    Entrance = (EntranceRoom)Room;
                }
                else if (Room is ExitRoom)
                {
                    Exit = (ExitRoom)Room;
                }
                else if (Room is SubShopRoom)
                {
                    SubShop.Add(Room);
                }
                else if (Room.GetMaxConnections(RoomDef.Connection.All) == 1)
                {
                    SingleConnection.Add(Room);
                }
                else if (Room.GetMaxConnections(RoomDef.Connection.All) > 1)
                {
                    MultiConnection.Add(Room);
                }
            }

            WeightRooms(MultiConnection);
            MultiConnection = new List <RoomDef>(MultiConnection);
        }
Esempio n. 13
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    public override void Enter()
    {
        UIMng.Instance.CallEvent(UIList.Loading, "StopBlick");
        UIMng.Instance.SetActive(UIList.Loading, false);
        UIMng.Instance.FadeIn(false, 1f, null);
        UIMng.Instance.CallEvent(UIList.Mouse, "Release");
        UIMng.Instance.CallEvent(UIList.Mouse, "SetUp");
        UIMng.Instance.SetActive(UIList.HUD, false);
        _bossRoom = FindObjectOfType <BossRoom>();
        _bossRoom.Init();

        _bossRoom.CutScene(1);
    }
Esempio n. 14
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    private List <Room> CreateRooms()
    {
        var output = new List <Room>();

        for (int roomNumber = 0; roomNumber < 36; roomNumber++)
        {
            output.Add(new VaultRoom()
            {
                size = Random.Range(4, 26)
            });
        }
        var bossRoom = new BossRoom()
        {
            size = 100
        };

        output.Add(bossRoom);
        return(output);
    }
Esempio n. 15
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    // Start is called before the first frame update
    void Start()
    {
        parentTransform = transform.parent;
        // parentCollider = GetComponentInParent<BoxCollider>();
        currentMovement = 0;
        // collider = GetComponent<BoxCollider>();
        originalPoisition = transform.position;
        renderer          = GetComponent <MeshRenderer>();
        bossRoom          = GameObject.Find("Boss Room Trigger").GetComponent <BossRoom>();

        finalDestinationPositions = new float[movementTimeAndDestinations.Length];
        for (int i = 0; i < movementTimeAndDestinations.Length; i++)
        {
            float f = parentTransform.position.y;
            for (int j = 0; j <= i; j++)
            {
                f += movementTimeAndDestinations[j].destinationPosition;
            }


            finalDestinationPositions[i] = f;
        }
    }
Esempio n. 16
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        static Dungeon GetCustomDungeon()
        {
            var roomN = new BossRoom()
            {
                Coords = new RoomCoords(0, 1)
            };
            var roomNE = new Chamber()
            {
                Coords = new RoomCoords(1, 1)
            };
            var roomW = new Chamber()
            {
                Coords = new RoomCoords(-1, 0)
            };
            var roomC = new StartRoom()
            {
                Coords = new RoomCoords(0, 0)
            };
            var roomE = new Chamber()
            {
                Coords = new RoomCoords(1, 0)
            };
            var roomSW = new Chamber()
            {
                Coords = new RoomCoords(-1, -1)
            };
            var roomS = new Chamber()
            {
                Coords = new RoomCoords(0, -1)
            };
            var roomSE = new Chamber()
            {
                Coords = new RoomCoords(1, -1)
            };
            var roomNW = new Chamber()
            {
                Coords = new RoomCoords(-1, 1)
            };

            roomNW.AdjacentEast  = roomN;
            roomNW.AdjacentSouth = roomW;

            roomN.AdjacentWest = roomNW;
            roomN.AdjacentEast = roomNE;

            roomNE.AdjacentWest  = roomN;
            roomNE.AdjacentSouth = roomE;

            roomE.AdjacentNorth = roomNE;
            roomE.AdjacentWest  = roomC;

            roomC.AdjacentEast  = roomE;
            roomC.AdjacentWest  = roomW;
            roomC.AdjacentSouth = roomS;

            roomS.AdjacentNorth = roomC;
            roomS.AdjacentEast  = roomSE;
            roomS.AdjacentWest  = roomSW;

            roomSE.AdjacentWest = roomS;

            roomW.AdjacentNorth = roomNW;
            roomW.AdjacentEast  = roomC;
            roomW.AdjacentSouth = roomSW;

            roomSW.AdjacentNorth = roomW;
            roomSW.AdjacentEast  = roomS;

            return(new Dungeon()
            {
                Rooms = new List <Room>
                {
                    roomNW, roomN, roomNE, roomW, roomC, roomE, roomSW, roomS, roomSE
                }
            });
        }
 private void Awake()
 {
     instance = this;
 }
Esempio n. 18
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 public override IEnumerator PlayAnimation(GameObject boss, BossRoom room)
 {
     yield break;
 }
Esempio n. 19
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 /// <summary>
 /// Plays the animation.
 /// </summary>
 /// <param name="boss">The spawned boss.</param>
 /// <param name="room">The room where the boss spawned.</param>
 public abstract IEnumerator PlayAnimation(GameObject boss, BossRoom room);
Esempio n. 20
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    // Add a boss and KeyRoom away from each other
    void AddBossAndKeyRooms()
    {
        // Create boss room first at the farthest position in the map from the spawnpoint
        int[] posBoss = FarthestRoomFrom(roomGridY / 2, roomGridX / 2);
        tabRooms[posBoss[0], posBoss[1]] = new BossRoom(roomWidth, roomHeight, posBoss[1] * (tileSize * roomWidth), posBoss[0] * (tileSize * roomHeight), tileSize);
        ConnectToExistingRooms(posBoss[0], posBoss[1]);

        // Create keyRoom at the farthest position from the created boss room
        int[] posKey = FarthestRoomFrom(posBoss[0], posBoss[1]);
        tabRooms[posKey[0], posKey[1]] = new KeyRoom(roomWidth, roomHeight, posKey[1] * (tileSize * roomWidth), posKey[0] * (tileSize * roomHeight), tileSize);
        ConnectToExistingRooms(posKey[0], posKey[1]);
    }
Esempio n. 21
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    public void DefineRooms()
    {
        HashSet <int> treasureRooms = new HashSet <int>();

        //Define what room ids are going to be treasure rooms
        if (treasureRoomQuantity <= _dungeonRooms.Count)
        {
            while (treasureRoomQuantity > 0)
            {
                int randomRoomID = Random.Range(2, _dungeonRooms.Count + 1);
                if (!treasureRooms.Contains(randomRoomID))
                {
                    treasureRooms.Add(randomRoomID);
                    treasureRoomQuantity--;
                }
            }
        }
        int bottomStartRoom = GetRandomSideRoom(3);
        int topEndRoom      = GetRandomSideRoom(1);

        RoomController roomComponent = null;

        foreach (DungeonRoom dungeonRoom in _dungeonRooms)
        {
            if (treasureRooms.Contains(dungeonRoom.id))
            {
                roomComponent = dungeonRoom.room.AddComponent(typeof(TreasureRoom)) as TreasureRoom;
            }
            else
            {
                roomComponent = dungeonRoom.room.AddComponent(typeof(EnemiesRoom)) as EnemiesRoom;
            }

            _dungeonRoomsComponent.Add(roomComponent);
            Rect roomFloorsRectangle = new Rect(dungeonRoom.roomRectangle.position, new Vector2(dungeonRoom.roomRectangle.width - 2f, dungeonRoom.roomRectangle.height - 4f));
            roomComponent.Initialize(this, tilesPosition, dungeonRoom.id, dungeonRoom.roomRectangle, roomFloorsRectangle);
            roomComponent.DrawRoomInteriors();
            //Set player initial position at a random floor tile of the first room
            if (dungeonRoom.id == bottomStartRoom)
            {
                GameObject    initialCorridorInstance = Instantiate(initialCorridor, roomComponent.DestroyRandomSideWall(3), Quaternion.identity, roomComponent.transform.GetChild(0));
                GatewayPortal initialCorridorGateway  = initialCorridorInstance.GetComponent <GatewayPortal>();
                GameObject    firstRoomTile           = tilesPosition[(int)initialCorridorInstance.transform.position.x, (int)initialCorridorInstance.transform.position.y + 1];
                tilesPosition[(int)initialCorridorInstance.transform.position.x, (int)initialCorridorInstance.transform.position.y].tag = "Gateway";

                roomComponent.isFirstRoom = true;
                firstRoomTile.tag         = "Gateway";
                initialCorridorGateway.Initialize(this, 1, corridorSpeed, tilesPosition, _clsPlayerController.transform, _clsPlayerController, _clsPlayerSpriteManager);
                initialCorridorGateway.SetSimpleGateway(firstRoomTile);
                _clsPlayerController.gameObject.transform.position = new Vector3(initialCorridorInstance.transform.position.x, initialCorridorInstance.transform.position.y - 40);
            }
            //Set boss room in the last dungeon room
            if (dungeonRoom.id == topEndRoom)
            {
                GameObject    bossRoomInstance  = Instantiate(bossRoom, roomComponent.DestroyRandomSideWall(1), Quaternion.identity);
                BossRoom      bossRoomComponent = bossRoomInstance.GetComponent <BossRoom>();
                GatewayPortal bossRoomGateway   = bossRoomInstance.GetComponent <GatewayPortal>();
                tilesPosition[(int)bossRoomInstance.transform.position.x, (int)bossRoomInstance.transform.position.y].tag = "Gateway";

                bossRoomGateway.Initialize(this, 1, corridorSpeed, tilesPosition, _clsPlayerController.transform, _clsPlayerController, _clsPlayerSpriteManager);
                bossRoomGateway.SetSimpleGateway(bossRoomComponent.firstPortalStop);
                bossRoomComponent.Initialize(this, tilesPosition, dungeonRoom.id + 1);
                roomComponent.roomGateways.Add(bossRoomGateway);
            }
        }
    }
Esempio n. 22
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 /// <summary>
 /// Sets the boss room.
 /// </summary>
 /// <param name="bossRoom">The boss room to be set.</param>
 public void SetBossRoom(BossRoom bossRoom)
 {
     BossRoom = bossRoom;
 }
Esempio n. 23
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    private List <RoomSpawn> SpawnBossRoom(List <RoomSpawn> roomSpawns, int floor)
    {
        //pick random boss from floor list
        BossRoom bossRoom = floorBosses[floor].bossRooms[Random.Range(0, floorBosses[floor].bossRooms.Count - 1)];

        //setup RoomSpawn for boss room
        RoomSpawn     bossRoomSpawn     = new RoomSpawn();
        RoomDescriber bossRoomDescriber = bossRoom.bossRoom.GetComponent <RoomDescriber>();
        //add doors
        List <DoorDescriber> doors = new List <DoorDescriber>();

        for (int i = 0; i < bossRoomDescriber.doorways.Count; i++)
        {
            doors.Add(bossRoomDescriber.doorways[i].GetComponent <DoorDescriber>());
            doors[i].location = new Vector2(
                bossRoomDescriber.doorways[i].transform.position.x,
                bossRoomDescriber.doorways[i].transform.position.y);
            doors[i].doorOpen     = true;
            doors[i].elevatorDoor = false;
        }

        bossRoomSpawn.roomSize = bossRoomDescriber.roomSize;
        bossRoomSpawn.doors    = doors;

        List <Vector2> bossRoomDoorAdjusts = new List <Vector2>();

        foreach (DoorDescriber door in bossRoomSpawn.doors)
        {
            bossRoomDoorAdjusts.Add(GetDoorAdjust(door));
        }

        List <RoomSpawn> validRooms = new List <RoomSpawn>();

        //find all VALID rooms for this particular boss room
        foreach (RoomSpawn room in roomSpawns)
        {
            foreach (DoorDescriber door in room.doors)
            {
                bool found = false;
                foreach (Vector2 bossRoomAdjust in bossRoomDoorAdjusts)
                {
                    if (IsDoorInverse(GetDoorAdjust(door), bossRoomAdjust))
                    {
                        validRooms.Add(room);
                        break;
                    }
                }
                if (found)
                {
                    break;
                }
            }
        }

        bool       finished    = false;
        int        maxLoops    = Constants.LEVELGEN_BOSS_ROOM_MAX_LOOPS;
        List <int> usableRooms = new List <int>();

        for (int i = 0; i < validRooms.Count; i++)
        {
            usableRooms.Add(i);
        }

        do
        {
            //pick random valid room, then pick random valid door
            int randomPick = Random.Range(0, usableRooms.Count - 1);
            usableRooms.RemoveAt(randomPick);
            if (usableRooms.Count == 0)
            {
                Debug.LogError("Ran out of usable rooms to spawn boss room: Regenerating level");
                GenerateLevel(floor);
                return(null);
            }
            int randomRoom   = usableRooms[randomPick];
            int bossDoorPick = -1;
            int roomDoorPick = -1;
            for (int i = 0; i < validRooms[randomRoom].doors.Count; i++)
            {
                for (int j = 0; j < bossRoomDoorAdjusts.Count; j++)
                {
                    if (IsDoorInverse(GetDoorAdjust(validRooms[randomRoom].doors[i]), bossRoomDoorAdjusts[j]))
                    {
                        bossDoorPick = j;
                        roomDoorPick = i;
                    }
                }
            }

            //spawn boss room
            Vector2 roomMove = MatchDoorRoomAdjust(
                bossRoomSpawn.location,
                bossRoomSpawn.doors[bossDoorPick].location,
                validRooms[randomRoom].location,
                validRooms[randomRoom].doors[roomDoorPick].location,
                GetDoorAdjust(validRooms[randomRoom].doors[roomDoorPick]));

            bossRoomSpawn.location += roomMove;
            if (!CheckRoomIntersections(roomSpawns, bossRoomSpawn))
            {
                GameObject bossRoomObj = Instantiate(bossRoom.bossRoom, mapTransform);
                bossRoomObj.transform.position = bossRoomSpawn.location;
                bossRoomSpawn.obj = bossRoomObj;

                bossRoomSpawn.doors[bossDoorPick].doorOpen          = false;
                validRooms[randomRoom].doors[roomDoorPick].doorOpen = false;

                bossRoomPick = bossRoomSpawn;
                bossPick     = bossRoom.boss;

                roomSpawns.Add(bossRoomSpawn);
                graph.AddNodes(bossRoomSpawn.obj.GetComponent <RoomDescriber>().enemyPathPoints, 0);
                finished = true;
            }
            maxLoops--;
        } while (maxLoops > 0 && !finished && usableRooms.Count > 0);
        if (maxLoops == 0)
        {
            Debug.LogError("Boss room failed to spawn, max iterations passed");
        }
        else if (usableRooms.Count == 0)
        {
            Debug.LogError("Boss room failed to spawn, ran out of rooms to search through");
        }
        Debug.Log($"Generating boss room took {Constants.LEVELGEN_BOSS_ROOM_MAX_LOOPS - maxLoops} iterations");
        return(roomSpawns);
    }