public void ConnectionsOfMultipleDepthFromDeadEndFinalRoomsCanBeFound() { var standardMap = BuildBranchingTestMap(); var mapNoCycles = new MapCycleReducer(standardMap.RoomConnectionGraph.Edges); var mapH = new MapHeuristics(mapNoCycles, 1); var expectedConnections = new Dictionary <int, List <Connection> > { { 0, new List <Connection>(new Connection[] { new Connection(1, 2), new Connection(5, 6), new Connection(13, 14), new Connection(13, 15), new Connection(16, 17), new Connection(12, 18) }) }, { 1, new List <Connection>(new Connection[] { new Connection(3, 5), new Connection(11, 12), new Connection(4, 16) }) }, { 2, new List <Connection>(new Connection[] { new Connection(3, 4) }) } }; var terminalConnectionsFound = mapH.GetTerminalBranchConnections(); CollectionAssert.AreEquivalent(expectedConnections[0], terminalConnectionsFound[0]); CollectionAssert.AreEquivalent(expectedConnections[1], terminalConnectionsFound[1]); CollectionAssert.AreEquivalent(expectedConnections[2], terminalConnectionsFound[2]); CollectionAssert.AreEquivalent(expectedConnections.Keys, terminalConnectionsFound.Keys); }
public void DeadEndNodesAreFoundInSinglePathGraphs() { ConnectivityMap newMap = new ConnectivityMap(); newMap.AddRoomConnection(1, 2); newMap.AddRoomConnection(2, 3); var mapNoCycles = new MapCycleReducer(newMap.RoomConnectionGraph.Edges); var mapH = new MapHeuristics(mapNoCycles, 1); var expectedConnections = new Dictionary <int, List <Connection> > { { 0, new List <Connection>(new Connection[] { new Connection(1, 2), new Connection(2, 3) }) } }; var terminalConnectionsFound = mapH.GetTerminalBranchConnections(); //TODO: We have slightly pathological behaviour that all non-terminal node connections //will be double counted in the CollectionAssert.AreEquivalent(expectedConnections[0], terminalConnectionsFound[0]); CollectionAssert.AreEquivalent(expectedConnections.Keys, terminalConnectionsFound.Keys); }
/** Build a map using templated rooms */ public MapInfo GenerateDungeonWithReplacedVaults() { //Load standard room types RoomTemplate room1 = RoomTemplateLoader.LoadTemplateFromFile("RogueBasin.bin.Debug.vaults.vault1.room", StandardTemplateMapping.terrainMapping); RoomTemplate corridor1 = RoomTemplateLoader.LoadTemplateFromFile("RogueBasin.bin.Debug.vaults.corridortemplate3x1.room", StandardTemplateMapping.terrainMapping); RoomTemplate replacementVault = RoomTemplateLoader.LoadTemplateFromFile("RogueBasin.bin.Debug.vaults.replacevault1.room", StandardTemplateMapping.terrainMapping); RoomTemplate placeHolderVault = RoomTemplateLoader.LoadTemplateFromFile("RogueBasin.bin.Debug.vaults.placeholdervault1.room", StandardTemplateMapping.terrainMapping); //Build level 1 var l1mapBuilder = new TemplatedMapBuilder(100, 100); var l1templateGenerator = new TemplatedMapGenerator(l1mapBuilder); PlaceOriginRoom(l1templateGenerator, room1); PlaceRandomConnectedRooms(l1templateGenerator, 5, room1, corridor1, 5, 10); //Add a place holder room for the elevator var l1elevatorConnection = AddRoomToRandomOpenDoor(l1templateGenerator, placeHolderVault, corridor1, 3); var l1elevatorIndex = l1elevatorConnection.Target; LogFile.Log.LogEntryDebug("Level 1 elevator at index " + l1elevatorIndex, LogDebugLevel.High); //Build level 2 var l2mapBuilder = new TemplatedMapBuilder(100, 100); var l2templateGenerator = new TemplatedMapGenerator(l2mapBuilder, 100); PlaceOriginRoom(l2templateGenerator, room1); PlaceRandomConnectedRooms(l2templateGenerator, 5, room1, corridor1, 5, 10); //Add a place holder room for the elevator var l2elevatorConnection = AddRoomToRandomOpenDoor(l2templateGenerator, placeHolderVault, corridor1, 3); var l2elevatorIndex = l2elevatorConnection.Target; LogFile.Log.LogEntryDebug("Level 2 elevator at index " + l2elevatorIndex, LogDebugLevel.High); //Replace the placeholder vaults with the actual elevator rooms l1templateGenerator.ReplaceRoomTemplate(l1elevatorIndex, l1elevatorConnection, replacementVault, 0); l2templateGenerator.ReplaceRoomTemplate(l2elevatorIndex, l2elevatorConnection, replacementVault, 0); //Replace spare doors with walls l1templateGenerator.ReplaceUnconnectedDoorsWithTerrain(RoomTemplateTerrain.Wall); l2templateGenerator.ReplaceUnconnectedDoorsWithTerrain(RoomTemplateTerrain.Wall); //Build the graph containing all the levels //Build and add the l1 map var mapInfoBuilder = new MapInfoBuilder(); var startRoom = 0; mapInfoBuilder.AddConstructedLevel(0, l1templateGenerator.ConnectivityMap, l1templateGenerator.GetRoomTemplatesInWorldCoords(), l1templateGenerator.GetDoorsInMapCoords(), startRoom); //Build and add the l2 map mapInfoBuilder.AddConstructedLevel(1, l2templateGenerator.ConnectivityMap, l2templateGenerator.GetRoomTemplatesInWorldCoords(), l2templateGenerator.GetDoorsInMapCoords(), new Connection(l1elevatorIndex, l2elevatorIndex)); MapInfo mapInfo = new MapInfo(mapInfoBuilder); var mapHeuristics = new MapHeuristics(mapInfo.Model.GraphNoCycles, startRoom); //LOCKS //Add a locked door on a dead end, localised to level 0 var level0Indices = mapInfo.GetRoomIndicesForLevel(0); var roomConnectivityMap = mapHeuristics.GetTerminalBranchConnections(); var deadEnds = roomConnectivityMap[0]; var deadEndsInLevel0 = deadEnds.Where(c => level0Indices.Contains(c.Source) && level0Indices.Contains(c.Target)).ToList(); var randomDeadEndToLock = deadEndsInLevel0.RandomElement(); var allRoomsForClue0 = mapInfo.Model.DoorAndClueManager.GetValidRoomsToPlaceClueForDoor(randomDeadEndToLock); var roomsForClue0Level0 = allRoomsForClue0.Intersect(level0Indices); var roomForClue0 = roomsForClue0Level0.RandomElement(); LogFile.Log.LogEntryDebug("Lock door " + randomDeadEndToLock + " clue at " + roomForClue0, LogDebugLevel.High); mapInfo.Model.DoorAndClueManager.PlaceDoorAndClue(new DoorRequirements(randomDeadEndToLock, "yellow"), roomForClue0); //Add a locked door halfway along the critical path between the l0 and l1 elevators var l0CriticalPath = mapInfo.Model.GetPathBetweenVerticesInReducedMap(startRoom, l1elevatorIndex); var l0CriticalConnection = l0CriticalPath.ElementAt(l0CriticalPath.Count() / 2); var allRoomsForCriticalL0Clue = mapInfo.Model.DoorAndClueManager.GetValidRoomsToPlaceClueForDoor(l0CriticalConnection); var roomForCriticalL0Clue = allRoomsForCriticalL0Clue.RandomElement(); mapInfo.Model.DoorAndClueManager.PlaceDoorAndClue(new DoorRequirements(l0CriticalConnection, "green"), roomForCriticalL0Clue); LogFile.Log.LogEntryDebug("L0 Critical Path, candidates: " + l0CriticalPath.Count() + " lock at: " + l0CriticalConnection + " clue at " + roomForCriticalL0Clue, LogDebugLevel.High); //Add a multi-level clue var level1Indices = mapInfo.GetRoomIndicesForLevel(1); var deadEndsInLevel1 = deadEnds.Where(c => level1Indices.Contains(c.Source) && level1Indices.Contains(c.Target)).ToList(); var randomDeadEndToLockL1 = deadEndsInLevel1.RandomElement(); var allRoomsForClue1 = mapInfo.Model.DoorAndClueManager.GetValidRoomsToPlaceClueForDoor(randomDeadEndToLockL1); var roomsForClue1Level0 = allRoomsForClue1.Intersect(level0Indices); var roomForClue1 = roomsForClue0Level0.RandomElement(); LogFile.Log.LogEntryDebug("Lock door " + randomDeadEndToLock + " clue at " + roomForClue0, LogDebugLevel.High); mapInfo.Model.DoorAndClueManager.PlaceDoorAndClue(new DoorRequirements(randomDeadEndToLockL1, "red"), roomForClue1); //Add a locked door to a dead end, localised to level 1 and place the clue as far away as possible on that level var randomDeadEndToLockL1FarClue = deadEndsInLevel1.RandomElement(); var allRoomsForFarClue = mapInfo.Model.DoorAndClueManager.GetValidRoomsToPlaceClueForDoor(randomDeadEndToLockL1FarClue); var roomsForFarClueLevel1 = allRoomsForFarClue.Intersect(level1Indices); var distancesBetweenClueAndDoor = mapInfo.Model.GetDistanceOfVerticesFromParticularVertexInReducedMap(randomDeadEndToLockL1.Source, roomsForFarClueLevel1); var roomForFarClue = MaxEntry(distancesBetweenClueAndDoor).Key; LogFile.Log.LogEntryDebug("Lock door " + randomDeadEndToLockL1FarClue + " clue at " + roomForFarClue, LogDebugLevel.High); mapInfo.Model.DoorAndClueManager.PlaceDoorAndClue(new DoorRequirements(randomDeadEndToLockL1FarClue, "magenta"), roomForFarClue); //Add maps to the dungeon Map masterMap = l1mapBuilder.MergeTemplatesIntoMap(terrainMapping); //Set player's start location (must be done before adding items) var firstRoom = mapInfo.GetRoom(0); masterMap.PCStartLocation = new Point(firstRoom.X + firstRoom.Room.Width / 2, firstRoom.Y + firstRoom.Room.Height / 2); //Add terrain and randomize walls Dictionary <MapTerrain, List <MapTerrain> > brickTerrainMapping = new Dictionary <MapTerrain, List <MapTerrain> > { { MapTerrain.Wall, new List <MapTerrain> { MapTerrain.BrickWall1, MapTerrain.BrickWall1, MapTerrain.BrickWall1, MapTerrain.BrickWall2, MapTerrain.BrickWall3, MapTerrain.BrickWall4, MapTerrain.BrickWall5 } } }; Map randomizedMapL1 = MapTerrainRandomizer.RandomizeTerrainInMap(masterMap, brickTerrainMapping); Game.Dungeon.AddMap(randomizedMapL1); Map masterMapL2 = l2mapBuilder.MergeTemplatesIntoMap(terrainMapping); Dictionary <MapTerrain, List <MapTerrain> > panelTerrainMapping = new Dictionary <MapTerrain, List <MapTerrain> > { { MapTerrain.Wall, new List <MapTerrain> { MapTerrain.PanelWall1, MapTerrain.PanelWall1, MapTerrain.PanelWall1, MapTerrain.PanelWall2, MapTerrain.PanelWall3, MapTerrain.PanelWall4, MapTerrain.PanelWall5 } } }; Map randomizedMapL2 = MapTerrainRandomizer.RandomizeTerrainInMap(masterMapL2, panelTerrainMapping); Game.Dungeon.AddMap(randomizedMapL2); //Recalculate walkable to allow placing objects Game.Dungeon.RefreshAllLevelPathingAndFOV(); //Add elevator features to link the maps //L1 -> L2 var elevator1Loc = mapInfo.GetRandomPointInRoomOfTerrain(l1elevatorIndex, RoomTemplateTerrain.Floor); var elevator2Loc = mapInfo.GetRandomPointInRoomOfTerrain(l2elevatorIndex, RoomTemplateTerrain.Floor); Game.Dungeon.AddFeature(new Features.Elevator(1, elevator2Loc), 0, elevator1Loc); Game.Dungeon.AddFeature(new Features.Elevator(0, elevator1Loc), 1, elevator2Loc); //Add clues //Find a random room corresponding to a vertex with a clue and place a clue there foreach (var cluesAtVertex in mapInfo.Model.DoorAndClueManager.ClueMap) { foreach (var clue in cluesAtVertex.Value) { var possibleRooms = clue.PossibleClueRoomsInFullMap; var randomRoom = possibleRooms[Game.Random.Next(possibleRooms.Count)]; var pointInRoom = mapInfo.GetRandomPointInRoomOfTerrain(randomRoom, RoomTemplateTerrain.Floor); Game.Dungeon.AddItem(new Items.Clue(clue), mapInfo.GetLevelForRoomIndex(randomRoom), pointInRoom); } } //Add locks to dungeon as simple doors foreach (var door in mapInfo.Model.DoorAndClueManager.DoorMap.Values) { var lockedDoor = new Locks.SimpleLockedDoor(door); var doorInfo = mapInfo.GetDoorForConnection(door.DoorConnectionFullMap); lockedDoor.LocationLevel = doorInfo.LevelNo; lockedDoor.LocationMap = doorInfo.MapLocation; LogFile.Log.LogEntryDebug("Lock door level " + lockedDoor.LocationLevel + " loc: " + doorInfo.MapLocation, LogDebugLevel.High); Game.Dungeon.AddLock(lockedDoor); } //Set map for visualisation return(mapInfo); }