public void ChangeMap(eLevelId levelId) { var level = engineDataManager.LevelPresets.First(x => x.LevelId == (int)levelId); var levelDetails = engineDataManager.LevelDetails.First(x => x.Id == level.LevelId); var levelType = engineDataManager.LevelTypes.First(x => x.Id == levelDetails.LevelType); var mapNames = new List <string>(); if (level.File1 != "0") { mapNames.Add(level.File1); } if (level.File2 != "0") { mapNames.Add(level.File2); } if (level.File3 != "0") { mapNames.Add(level.File3); } if (level.File4 != "0") { mapNames.Add(level.File4); } if (level.File5 != "0") { mapNames.Add(level.File5); } if (level.File6 != "0") { mapNames.Add(level.File6); } var random = new Random(Seed); var mapName = "data\\global\\tiles\\" + mapNames[random.Next(mapNames.Count())].Replace("/", "\\"); MapName = level.Name; Act = levelType.Act; MapData = resourceManager.GetMPQDS1(mapName, level, levelDetails, levelType); getMapEngine().NotifyMapChanged(); }
public static string GetMusicPathForLevel(eLevelId levelId) { switch (levelId) { case eLevelId.None: return(string.Empty); case eLevelId.Act1_Town1: return(BGMAct1Town1); case eLevelId.Act1_CaveTreasure2: return(BGMAct1Caves); case eLevelId.Act1_CaveTreasure3: return(BGMAct1Caves); case eLevelId.Act1_CaveTreasure4: return(BGMAct1Caves); case eLevelId.Act1_CaveTreasure5: return(BGMAct1Caves); case eLevelId.Act1_CryptCountessX: return(BGMAct1BloodRavenResolution); // TODO: Verify case eLevelId.Act1_Tower2: return(BGMAct1Caves); // TODO: Verify case eLevelId.Act1_MonFront: return(BGMAct1DenOfEvilAction); // TODO: Verify case eLevelId.Act1_Courtyard1: return(BGMAct1Monastery); // TODO: Verify case eLevelId.Act1_Courtyard2: return(BGMAct1Monastery); // TODO: Verify case eLevelId.Act1_Cathedral: return(BGMAct1Monastery); // TODO: Verify case eLevelId.Act1_Andariel: return(BGMAct1AndarielAction); case eLevelId.Act1_Tristram: return(BGMAct1Tristram); case eLevelId.Act2_Town: return(BGMAct2Town2); case eLevelId.Act2_Harem: return(BGMAct2Harem); case eLevelId.Act2_DurielsLair: return(BGMAct2Lair); case eLevelId.Act3_Town: return(BGMAct3Town3); case eLevelId.Act3_DungeonTreasure1: return(BGMAct3Kurast); // TODO: Verify case eLevelId.Act3_DungeonTreasure2: return(BGMAct3Kurast); // TODO: Verify case eLevelId.Act3_SewerTreasureX: return(BGMAct3KurastSewer); // TODO: Verify case eLevelId.Act3_Temple1: return(BGMAct3Kurast); // TODO: Verify case eLevelId.Act3_Temple2: return(BGMAct3Kurast); // TODO: Verify case eLevelId.Act3_Temple3: return(BGMAct3Kurast); // TODO: Verify case eLevelId.Act3_Temple4: return(BGMAct3Kurast); // TODO: Verify case eLevelId.Act3_Temple5: return(BGMAct3Kurast); // TODO: Verify case eLevelId.Act3_Temple6: return(BGMAct3Kurast); // TODO: Verify case eLevelId.Act3_MephistoComplex: return(BGMAct3MefDeathAction); // TODO: Verify case eLevelId.Act4_Fortress: return(BGMAct4Mesa); // TODO: Verify case eLevelId.Act5_Town: return(BGMAct5XTown); case eLevelId.Act5_TempleFinalRoom: return(BGMAct2Sanctuary); // TODO: Verify case eLevelId.Act5_ThroneRoom: return(BGMAct2Sanctuary); // TODO: Verify case eLevelId.Act5_WorldStone: return(BGMAct4ForgeAction); // TODO: Verify case eLevelId.Act5_TempleEntrance: return(BGMAct5Baal); // TODO: Verify case eLevelId.Act5_BaalEntrance: return(BGMAct5Baal); // TODO: Verify default: return(string.Empty); } }
public IMapInfo InsertMap(eLevelId levelId, IMapInfo parentMap = null) => InsertMap((int)levelId, new Point(0, 0), parentMap);