Esempio n. 1
0
        /// <summary>
        /// Add a block to a global map
        /// </summary>
        /// <param name="block"></param>
        public void AddToGlobalMap(MapBlock block)
        {
            //Does it belong on the global map?
            MapCoordinate coord = block.Tile.Coordinate;

            if (coord.MapType != DRObjects.Enums.MapType.GLOBAL)
            {
                //Error
                throw new Exception("The map block is not for a global map");
            }
            else
                if (coord.X >= worldSize || coord.Y >= worldSize)
                {
                    //error
                    throw new Exception("The map block is outside the bounds of the world");

                }
                else
            {
                try
                {
                    globalGameMap[coord.X,coord.Y] = block ;
                }
                catch
                {
                    //Error
                    throw new Exception("The map already has data at the coordinate " + block.Tile.Coordinate);
                }
            }
        }
Esempio n. 2
0
        /// <summary>
        /// Creates and puts a particular room in a particular rectangle
        /// </summary>
        /// <param name="roomType"></param>
        /// <param name="rect"></param>
        /// <param name="circle">When the room is a Summoning Room, there's the circle</param>
        private static void PutRoom(MapBlock[,] map, int tileID, int level, DungeonRoomType roomType, Rectangle rect, out SummoningCircle circle)
        {
            circle = null;

            string tagName = roomType.ToString().ToLower().Replace("_", " ") + " room";

            LocalMapXMLParser parser = new LocalMapXMLParser();
            var maplet = parser.ParseMapletFromTag(tagName);

            //Change the width and height to match the rectangle we're fitting it in
            //Leave a rim of 1
            maplet.SizeX = rect.Width - 2;
            maplet.SizeY = rect.Height - 2;

            LocalMapGenerator lmg = new LocalMapGenerator();

            Actor[] actors = null;
            MapletActorWanderArea[] areas = null;
            MapletPatrolPoint[] patrolRoutes = null;
            MapletFootpathNode[] footpathNodes = null;

            var gennedMap = lmg.GenerateMap(tileID, null, maplet, false, "", OwningFactions.UNDEAD, out actors, out areas, out patrolRoutes, out footpathNodes);

            //Is this a summoning room?
            if (roomType == DungeonRoomType.SUMMONING)
            {
                //Go through each map block and see if we find a summoning circle
                for (int x = 0; x < gennedMap.GetLength(0); x++)
                {
                    for (int y = 0; y < gennedMap.GetLength(1); y++)
                    {
                        var block = gennedMap[x, y];
                        if (block.GetTopMapItem() != null && block.GetTopMapItem().GetType().Equals(typeof(SummoningCircle)))
                        {
                            circle = block.GetTopMapItem() as SummoningCircle;
                        }
                    }
                }
            }

            if (roomType == DungeonRoomType.COMBAT_PIT)
            {
                int docLevel = (int) level/4;
                docLevel = docLevel < 1 ? 1 : docLevel;
                docLevel = docLevel > 5 ? 5 : docLevel;
                //Generate a combat manual - Level [1..5] will be determined by floor of Dungeon Level /4
                CombatManual cm = new CombatManual(SpecialAttacksGenerator.GenerateSpecialAttack(docLevel));

                //Now place it, somewhere (or at least try 50 times)
                for(int i=0; i < 50; i++)
                {
                    MapBlock randomBlock = gennedMap[GameState.Random.Next(gennedMap.GetLength(0)), GameState.Random.Next(gennedMap.GetLength(1))];

                    if (randomBlock.MayContainItems)
                    {
                        randomBlock.ForcePutItemOnBlock(cm);
                        break;
                    }
                }
            }

            //Do we have any treasure chests?
            for (int x = 0; x < gennedMap.GetLength(0); x++)
            {
                for (int y = 0; y < gennedMap.GetLength(1); y++)
                {
                    var block = gennedMap[x, y];
                    if (block.GetTopMapItem() != null && block.GetTopMapItem().GetType().Equals(typeof(TreasureChest)))
                    {
                        TreasureChest chest = block.GetTopMapItem() as TreasureChest;

                        InventoryItemManager iim = new InventoryItemManager();

                        //Fill em up
                        chest.Contents = iim.FillTreasureChest((InventoryCategory[])Enum.GetValues(typeof(InventoryCategory)), 300 + (50 * level));
                    }
                }
            }

            //Now fit one into the other
            lmg.JoinMaps(map, gennedMap, rect.X + 1, rect.Y + 1);
        }
Esempio n. 3
0
        /// <summary>
        /// Gets a block which is at a particular coordinate. If there is no block marked on the map, it will return an Air block.
        /// </summary>
        /// <param name="coordinate"></param>
        /// <returns></returns>
        public MapBlock GetBlockAtCoordinate(MapCoordinate coordinate)
        {
            if (coordinate.X < this.localGameMap.GetLength(0) && coordinate.X >= 0)
            {
                if (coordinate.Y < this.localGameMap.GetLength(1) && coordinate.Y >= 0)
                {
                    if (coordinate.Z < this.localGameMap.GetLength(2) && coordinate.Z >= 0)
                    {
                        if (this.localGameMap[coordinate.X, coordinate.Y, coordinate.Z] != null)
                        {
                            return this.localGameMap[coordinate.X, coordinate.Y, coordinate.Z];
                        }
                    }
                }
            }

            //doesn't exist, send a blank one
            MapBlock airBlock = new MapBlock();
            airBlock.Tile = new DRObjects.Items.Tiles.Air(coordinate);

            return airBlock;
        }
Esempio n. 4
0
        /// <summary>
        /// Regenerates a site's actors based on the sitedata. If it is not marked as needing regeneration , will do nothing
        /// </summary>
        /// <param name="sitedata"></param>
        /// <param name="currentMap"></param>
        /// <param name="actors"></param>
        /// <returns></returns>
        public static MapBlock[,] RegenerateSite(SiteData sitedata, MapBlock[,] currentMap, Actor[] currentActors, out Actor[] newActors)
        {
            if (!sitedata.MapRegenerationRequired)
            {
                //Do nothing
                newActors = currentActors;
                return currentMap;
            }

            //So, first go through the actors and remove any of them which shouldn't be there. That is to say all of them which are site members (I realise it's a big ugly but it's a clean check)
            List<Actor> actors = currentActors.ToList();

            var actorsToRemove = currentActors.Where(ca => ca.SiteMember);

            //Remove the map items for these actors
            foreach(var a in actorsToRemove)
            {
                a.IsAlive = false;
            }

            //We'll handle actors soon, first we need to go through all the items and set the ones with the wrong owner to inactive
            foreach (var mapBlock in currentMap)
            {
                foreach (var item in mapBlock.GetItems())
                {
                    if (!item.OwnedBy.HasFlag(sitedata.Owners))
                    {
                        item.IsActive = false;
                    }
                    else
                    {
                        item.IsActive = true;
                    }
                }
            }

            //Now go through the site's actors and create the new ones as required
            foreach (ActorProfession profession in Enum.GetValues(typeof(ActorProfession)))
            {
                //So do we have any wander areas for them ?
                var possibleAreas = sitedata.WanderAreas.Where(wa => wa.Factions.HasFlag(sitedata.Owners) && wa.Profession.Equals(profession));
                var possibleRoutes = sitedata.PatrolRoutes.Where(pr => pr.Owners.HasFlag(sitedata.Owners) && pr.Profession.Equals(profession));

                //Any actors?
                if (sitedata.ActorCounts.ContainsKey(profession))
                {
                    //Yes, how many
                    int total = sitedata.ActorCounts[profession];

                    var a = ActorGeneration.CreateActors(sitedata.Owners, profession, total);

                    foreach (var ac in a)
                    {
                        ac.SiteMember = true;
                    }

                    actors.AddRange(a);

                    foreach (var actor in a)
                    {
                        //So, where we going to drop them off ? Randomly
                        int tries = 0;

                        for (; ; )
                        {
                            int randomX = GameState.Random.Next(currentMap.GetLength(0));
                            int randomY = GameState.Random.Next(currentMap.GetLength(1));

                            if (currentMap[randomX, randomY].MayContainItems)
                            {
                                //Plop it on there
                                actor.MapCharacter.Coordinate = new MapCoordinate(randomX, randomY, 0, MapType.LOCAL);
                                currentMap[randomX, randomY].ForcePutItemOnBlock(actor.MapCharacter);
                                tries = 0;
                                break;
                            }
                            else
                            {
                                tries++;
                            }

                            if (tries >= 150)
                            {
                                //give up
                                break;
                            }
                        }

                        //Go through each actor, and either tell them to wander in the whole map, or within any possible area which matches
                        //Any possible area avaialble?
                        List<object> possibleMissions = new List<object>(); //I know :( But Using an interface or trying to mangle together an inheritance was worse

                        possibleMissions.AddRange(possibleAreas.Where(pa => pa.MaxAmount > pa.CurrentAmount));
                        possibleMissions.AddRange(possibleRoutes);

                        var chosenArea = possibleMissions.OrderBy(pa => GameState.Random.Next(100)).FirstOrDefault();

                        if (chosenArea == null)
                        {
                            //Wander around the whole map
                            actor.CurrentMission = new WanderMission() { LoiterPercentage = 25, WanderPoint = new MapCoordinate(currentMap.GetLength(0) / 2, currentMap.GetLength(1) / 2, 0, MapType.LOCAL), WanderRectangle = new Rectangle(0, 0, currentMap.GetLength(0), currentMap.GetLength(1)) };
                        }
                        else
                        {
                            //Is this a patrol or a wander ?
                            if (chosenArea.GetType().Equals(typeof(PatrolRoute)))
                            {
                                var patrolDetails = chosenArea as PatrolRoute;

                                PatrolRouteMission pm = new PatrolRouteMission();
                                pm.PatrolRoute.AddRange(patrolDetails.Route);

                                actor.CurrentMission = pm;
                            }
                            else if (chosenArea.GetType().Equals(typeof(MapletActorWanderArea)))
                            {
                                var wanderDetails = chosenArea as MapletActorWanderArea;

                                //Wander around in that area
                                actor.CurrentMission = new WanderMission() { LoiterPercentage = 25, WanderPoint = new MapCoordinate(wanderDetails.WanderPoint), WanderRectangle = wanderDetails.WanderRect };
                                wanderDetails.CurrentAmount++;
                            }
                        }

                    }

                }

            }

            newActors = actors.ToArray();
            sitedata.MapRegenerationRequired = false; //We're done

            return currentMap;
        }
Esempio n. 5
0
 /// <summary>
 /// Returns true if the current block is in the region
 /// </summary>
 /// <param name="block"></param>
 /// <returns></returns>
 public bool IsInRegion(MapBlock block)
 {
     return Blocks.Any(b => b.Tile.Coordinate.Equals(block.Tile.Coordinate));
 }
Esempio n. 6
0
        /// <summary>
        /// Generates enemies on the map.
        /// </summary>
        /// <param name="enemyCount"></param>
        /// <param name="enemyType"></param>
        /// <returns></returns>
        public MapBlock[,] GenerateEnemies(MapBlock[,] blocks, int enemyCount, string enemyType, out DRObjects.Actor[] actors, int level, int equipmentCost = 0)
        {
            ItemFactory.ItemFactory fact = new ItemFactory.ItemFactory();
            List<Actor> actorList = new List<Actor>();

            //We'll just pick blocks at random until we fail 50 times in a row or run out of enemies to place
            int failureCount = 0;

            for (int i = 0; i < enemyCount; i++)
            {
                if (failureCount == 50)
                {
                    break;
                }

                int x = random.Next(blocks.GetLength(0));
                int y = random.Next(blocks.GetLength(1));

                //Is the block free
                if (blocks[x, y].MayContainItems)
                {
                    int returnedID = -1;
                    //Put the enemy in there

                    //Get the basic Actor object

                    double multiplier = GameState.Random.Next(75, 125);

                    multiplier /= 100; //So we get a number between 0.75 and 1.25

                    Actor actor = ActorGeneration.CreateActor(enemyType, null, null, (int)(level * multiplier), (int)(equipmentCost * multiplier), null, out returnedID);

                    var mapObject = fact.CreateItem("enemies", returnedID);

                    (mapObject as LocalCharacter).Actor = actor;

                    //Create the Actor
                    actor.GlobalCoordinates = null; //useless for now
                    actor.IsPlayerCharacter = false;
                    actor.MapCharacter = mapObject;

                    actorList.Add(actor);

                    blocks[x, y].ForcePutItemOnBlock(mapObject);

                    int missionType = random.Next(3);

                    if (missionType == 0)
                    {
                        //33% of them will Wander -
                        WanderMission mission = new WanderMission();
                        mission.WanderPoint = new MapCoordinate(x, y, 0, MapType.LOCAL);
                        mission.WanderRectangle = new Rectangle(0, 0, blocks.GetLength(0), blocks.GetLength(1));

                        actor.MissionStack.Push(mission);
                    }
                    else if (missionType == 1)
                    {
                        //33% will idle
                        IdleMission mission = new IdleMission();
                        actor.MissionStack.Push(mission);
                    }
                    else
                    {
                        //The rest will patrol
                        PatrolMission mission = new PatrolMission();
                        //Don't give them the point. We;ll choose it later
                        actor.MissionStack.Push(mission);
                    }

                    failureCount = 0;//reset
                }
                else
                {
                    failureCount++;
                    i--; //And again
                }
            }

            //return the map
            actors = actorList.ToArray();
            return blocks;
        }
        /// <summary>
        /// Determines the Desirability of a particular global tile
        /// </summary>
        /// <param name="tile"></param>
        /// <returns></returns>
        public static int DetermineDesirability(MapBlock block)
        {
            GlobalTile tile = block.Tile as GlobalTile; //Get the tile
            int desirability = 0;

            #region Temperature
            //check the temperature
            if (tile.ClimateTemperature > 30)
            {
                //very hot
                desirability -= 2;
            }

            if (tile.ClimateTemperature < 30 && tile.ClimateTemperature > 15)
            {
                //nice temperature
                desirability += 2;
            }
            if (tile.ClimateTemperature > 5)
            {
                //ok temperature
            }
            if (tile.ClimateTemperature < 5)
            {
                //too cold
                desirability -= 3;
            }
            #endregion

            #region Rainfall
            if (tile.Rainfall > 8)
            {
                //too rainy
                desirability -= 2;
            }
            if (tile.Rainfall < 3)
            {
                //too dry
                desirability -= 5;
            }
            #endregion

            #region River?

            if (tile.HasRiver) //rivers are very popular
            {
                desirability += 4;
            }

            #endregion

            #region Elevation

            if (tile.Elevation < 0)
            {
                desirability += 3; //while we can't build on the sea, having the sea next to you is desirable

            }

            if (tile.Elevation > 200)
            {
                desirability += 4; //Having a mountain next to you is useful too
            }
            else if (tile.Elevation > 80)
            {
                desirability += 3; //High land is preferred
            }
            #endregion

            #region Got wood?
            if (tile.Biome.HasValue)
            {
                switch (tile.Biome.Value)
                {
                    case GlobalBiome.DENSE_FOREST:
                        desirability += 5; //Lots of wood
                        break;
                    case GlobalBiome.POLAR_FOREST:
                        desirability += 2; //some wood
                        break;
                    case GlobalBiome.WOODLAND:
                        desirability += 3; //wood
                        break;
                }

            }

            #endregion

            //Any resources?
            if (tile.HasResource)
            {
                //Find it
                MapResource resource = block.GetItems().Where(gi => gi.GetType().Equals(typeof(MapResource))).FirstOrDefault() as MapResource;

                desirability += resource.Desirability;

            }

            return desirability;
        }
        private static byte[,] GeneratePathfindingMap(MapBlock[,] map)
        {
            //Generate a byte map of x and y
            int squareSize = PathfinderInterface.CeilToPower2(Math.Max(map.GetLength(0), map.GetLength(1)));

            byte[,] pf = new byte[squareSize, squareSize];

            for (int i = 0; i < map.GetLength(0); i++)
            {
                for (int j = 0; j < map.GetLength(1); j++)
                {
                    if (i < map.GetLength(0) - 1 && j < map.GetLength(1) - 1)
                    {
                        //Copyable - If it may contain items, put a weight of 5, otherwise a weight of MaxValue. If there's already a road there, put a weight of 1. This'll encourage road reuse.
                        pf[i, j] = map[i, j] != null ? map[i, j].MayContainItems ? (map[i,j].Tile as GlobalTile).HasRoad ? (byte)1 : (byte)5 : Byte.MaxValue : Byte.MaxValue;
                    }
                    else
                    {
                        //Put in the largest possible weight
                        pf[i, j] = Byte.MaxValue;
                    }
                }
            }

            return pf;
        }
Esempio n. 9
0
        /// <summary>
        /// Load the location
        /// </summary>
        /// <param name="location"></param>
        /// <param name="forceRegenerate">If set to true, will regenerate the item anyway</param>
        private void LoadLocation(Location location, bool forceRegenerate = false)
        {
            if (LocalMap.MapGenerated(location.UniqueGUID) && !forceRegenerate)
            {
                //Reload the map
                var savedMap = LocalMap.DeserialiseLocalMap(location.UniqueGUID);

                GameState.LocalMap = new LocalMap(savedMap.localGameMap.GetLength(0), savedMap.localGameMap.GetLength(1), 1, 0);

                GameState.LocalMap.Location = savedMap.Location;

                //GameState.LocalMap.Location = location;

                if (GameState.LocalMap.Location is MapSite && (GameState.LocalMap.Location as MapSite).SiteData.MapRegenerationRequired)
                {
                    Actor[] newActors = null;

                    //Before we do anything, check that we don't need to regenerate it
                    MapBlock[,] savedMap2D = new MapBlock[savedMap.localGameMap.GetLength(0), savedMap.localGameMap.GetLength(1)];

                    for (int x = 0; x < savedMap.localGameMap.GetLength(0); x++)
                    {
                        for (int y = 0; y < savedMap.localGameMap.GetLength(1); y++)
                        {
                            savedMap2D[x, y] = savedMap.localGameMap[x, y, 0]; //NB: CHANGE IF WE GO 3D
                        }
                    }

                    var blocks = SiteGenerator.RegenerateSite((GameState.LocalMap.Location as MapSite).SiteData, savedMap2D, savedMap.Actors.ToArray(), out newActors);

                    List<MapBlock> cM = new List<MapBlock>();

                    foreach (MapBlock block in blocks)
                    {
                        cM.Add(block);
                    }

                    GameState.LocalMap.AddToLocalMap(cM.ToArray());
                    GameState.LocalMap.Actors = newActors.ToList();

                    GameState.LocalMap.Tick(); //Tick to remove the dead actors
                }

                GameState.LocalMap.Actors = new List<Actor>();

                List<MapBlock> collapsedMap = new List<MapBlock>();

                foreach (MapBlock block in savedMap.localGameMap)
                {
                    collapsedMap.Add(block);
                }

                GameState.LocalMap.AddToLocalMap(collapsedMap.ToArray());
                GameState.LocalMap.PathfindingMap = savedMap.PathfindingMap;
                GameState.LocalMap.PointsOfInterest = savedMap.PointsOfInterest;
                GameState.LocalMap.IsUnderground = savedMap.IsUnderground;

                GameState.LocalMap.Actors = savedMap.Actors;

                LocalMapGenerator lmg = new LocalMapGenerator();

                //Go through the actors
                foreach (var actor in GameState.LocalMap.Actors)
                {
                    //Do we have any vendors ?
                    if (actor.VendorDetails != null)
                    {
                        if (Math.Abs((actor.VendorDetails.GenerationTime - GameState.UniverseTime).GetTimeComponent(DRTimeComponent.MONTH)) > 1)
                        {
                            //More than a month old
                            //Regenerate it
                            lmg.UpdateVendorStock(actor);
                        }
                    }
                }

                //Find the player character item
                var playerActor = GameState.LocalMap.Actors.Where(a => a.IsPlayerCharacter).FirstOrDefault();

                GameState.PlayerCharacter.MapCharacter.Coordinate = playerActor.MapCharacter.Coordinate;
                GameState.PlayerCharacter.MapCharacter = playerActor.MapCharacter;

                //GameState.LocalMap.Location = location;
            }
            else
            {
                Actor[] actors = null;

                MapCoordinate startPoint = null;
                List<PointOfInterest> pointsOfInterest = null;

                MapBlock[,] gennedMap = null;

                if (location is BanditCamp)
                {
                    gennedMap = CampGenerator.GenerateCamp((location as BanditCamp).BanditTotal, out startPoint, out actors);
                }
                else if (location is Citadel)
                {
                    var citadel = location as Citadel;

                    CitadelGenerator gen = new CitadelGenerator();
                    gennedMap = gen.GenerateDungeon(citadel.TierCount, citadel.TrapRooms, citadel.GuardRooms, citadel.TreasureRoom, citadel.OwnerCreatureType, (decimal)citadel.PercentageOwned, citadel.MaxWildPopulation, citadel.MaxOwnedPopulation, out startPoint, out actors, out pointsOfInterest);
                }
                else if (location is MapSite)
                {
                    var mapSite = location as MapSite;

                    gennedMap = SiteGenerator.GenerateSite(mapSite.SiteData, out actors);
                    startPoint = new MapCoordinate(gennedMap.GetLength(0) / 2, 0, 0, MapType.LOCAL);
                }
                else if (location is Settlement)
                {
                    List<Actor> settlementActors = null;
                    PointOfInterest sp = null;

                    gennedMap = SettlementGenerator.GenerateMap((location as Settlement), out settlementActors, out sp);

                    actors = settlementActors.ToArray();
                    startPoint = sp.Coordinate;
                }
                else if (location is Dungeon)
                {
                    Dungeon dungeon = null;

                    gennedMap = DungeonGenerator.GenerateDungeonLevel((location as Dungeon).DifficultyLevel, 80, out startPoint, out actors, out dungeon);

                    //Copy the changes, that way we retain the object reference and the guid for serialization
                    (location as Dungeon).Rooms = dungeon.Rooms;
                    (location as Dungeon).SummoningCircles = dungeon.SummoningCircles;

                }

                GameState.LocalMap = new LocalMap(gennedMap.GetLength(0), gennedMap.GetLength(1), 1, 0);
                GameState.LocalMap.Actors = new List<Actor>();

                List<MapBlock> collapsedMap = new List<MapBlock>();

                foreach (MapBlock block in gennedMap)
                {
                    collapsedMap.Add(block);
                }

                GameState.LocalMap.AddToLocalMap(collapsedMap.ToArray());

                GameState.PlayerCharacter.MapCharacter.Coordinate = startPoint;

                MapBlock playerBlock = GameState.LocalMap.GetBlockAtCoordinate(startPoint);
                playerBlock.PutItemOnBlock(GameState.PlayerCharacter.MapCharacter);
                GameState.LocalMap.Actors.AddRange(actors);
                GameState.LocalMap.Actors.Add(GameState.PlayerCharacter);
                GameState.LocalMap.PointsOfInterest = pointsOfInterest;
                GameState.LocalMap.Location = location;

                GameState.LocalMap.IsUnderground = (location is Dungeon);

                if (location is Dungeon) //Spawn at least 10 enemies
                {
                    for (int i = 0; i < 10; i++)
                    {
                        GameState.LocalMap.MinuteChanged(null, null); //Summon!
                    }
                }

            }
        }
Esempio n. 10
0
        public static int NearestNeighbour(int worldSize, MapBlock block)
        {
            List<MapBlock> neighbourhood = new List<MapBlock>();

            int x = block.Tile.Coordinate.X;
            int y = block.Tile.Coordinate.Y;

            //Populate the neighbourhood
            if (x - 1 >= 0)
            {
                neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x - 1, y, 0, MapType.GLOBAL)));

                if (y - 1 >= 0)
                {
                    neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x - 1, y-1, 0, MapType.GLOBAL)));
                }

                if (y + 1 > worldSize)
                {
                    neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x - 1, y + 1, 0, MapType.GLOBAL)));
                }
            }

            if (x + 1 < worldSize)
            {
                neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x + 1, y, 0, MapType.GLOBAL)));

                if (y - 1 >= 0)
                {
                    neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x + 1, y - 1, 0, MapType.GLOBAL)));
                }

                if (y + 1 > worldSize)
                {
                    neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x + 1, y + 1, 0, MapType.GLOBAL)));
                }
            }

            if (y - 1 >= 0)
            {
                neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x, y-1, 0, MapType.GLOBAL)));
            }

            if (y + 1 < worldSize)
            {
                neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x, y+1, 0, MapType.GLOBAL)));
            }

            //now sum their elevations

            foreach (MapBlock nBlock in neighbourhood)
            {
                if ((nBlock.Tile as GlobalTile).Elevation <= -300)
                {
                    //weird error
                    (nBlock.Tile as GlobalTile).Elevation = -300;
                }

            }

            int sum = neighbourhood.Sum(mb => (mb.Tile as GlobalTile).Elevation);

            //work out their average

            sum /= neighbourhood.Count;

            return sum;
        }
Esempio n. 11
0
        public static int InverseDistanceWeighting(MapBlock block, double p, int worldSize)
        {
            Random random = new Random();
            int sample = 100;
            int radius = 2;
            int x = 0;
            int y = 0;
            MapCoordinate[] coorddata = new MapCoordinate[sample];
            Double[] resultdata = new Double[sample];

            for (int i = 0; i < sample; i++)
            {
                x = block.Tile.Coordinate.X + random.Next(radius * 2) - radius;
                y = block.Tile.Coordinate.Y + random.Next(radius * 2) - radius;

                if (x < 0)
                {
                    x = 2;
                }
                if (x >= worldSize)
                {
                    x = worldSize - 2;
                }

                if (y < 0)
                {
                    y = 2;
                }

                if (y >= worldSize)
                {
                    y = worldSize - 2;
                }

                coorddata[i] = new MapCoordinate(x, y, 0, MapType.GLOBAL);

                resultdata[i] = (double)(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x, y, 0, MapType.GLOBAL)).Tile as GlobalTile).Elevation;
            }

            double sum1 = 0;
            double sum2 = 0;

            for (int j = 0; j < coorddata.Length; j++)
            {
                if (coorddata[j] - (block.Tile.Coordinate) != 0)
                {
                    sum2 = sum2 + Math.Pow(1 / (coorddata[j] - (block.Tile.Coordinate)), p);
                }
            }
            for (int i = 0; i < coorddata.Length; i++)
            {
                if (coorddata[i] - (block.Tile.Coordinate) != 0)
                {
                    sum1 += Math.Pow(1 / (coorddata[i] - block.Tile.Coordinate), p) * resultdata[i] / sum2;
                }
                else
                {
                    sum1 = resultdata[i];
                }
            }

            return (int)sum1;
        }
Esempio n. 12
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        /// <summary>
        /// Gets a block which is at a particular coordinate. If there is no block marked on the map, it will return an Air block.
        /// </summary>
        /// <param name="coordinate"></param>
        /// <returns></returns>
        public MapBlock GetBlockAtCoordinate(MapCoordinate coordinate)
        {
            if (coordinate.X < 0 || coordinate.Y < 0)
            {
                //out of range, send an airtile
                MapBlock airBlock = new MapBlock();
                airBlock.Tile = new MapItem();
                airBlock.Tile.Coordinate = coordinate;

                return airBlock;

            }

            if (this.globalGameMap == null || coordinate.X >= worldSize || coordinate.Y >= worldSize)
            {
                //out of range, send an airtile
                //doesn't exist, send an air block.
                MapBlock airBlock = new MapBlock();
                airBlock.Tile = new MapItem();
                airBlock.Tile.Coordinate = coordinate;

                return airBlock;

            }

            if (this.globalGameMap[coordinate.X, coordinate.Y] != null)
            {

                return this.globalGameMap[coordinate.X, coordinate.Y];
            }
            else
            {
                //doesn't exist, send an air block.
                MapBlock airBlock = new MapBlock();
                airBlock.Tile = new DRObjects.Items.Tiles.Air(coordinate);
                airBlock.Tile.Coordinate = coordinate;

                return airBlock;
            }
        }
Esempio n. 13
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 /// <summary>
 /// Adds a number of blocks to the local map
 /// </summary>
 /// <param name="block"></param>
 public void AddToGlobalMap(MapBlock[] blocks)
 {
     foreach (MapBlock block in blocks)
     {
         AddToGlobalMap(block);
     }
 }
Esempio n. 14
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        /// <summary>
        /// Generates a map with a particular biome
        /// </summary>
        /// <param name="herdAmount">The total amount of herds to generate</param>
        /// <param name="BanditAmount">The total amount of bandits to generate.</param>
        /// <param name="actors"></param>
        /// <returns></returns>
        public static MapBlock[,] GenerateMap(GlobalBiome biome, int herdAmount, int banditAmount, out Actor[] actors, out MapCoordinate startPoint)
        {
            MapBlock[,] map = new MapBlock[MAP_EDGE, MAP_EDGE];

            Random random = new Random();

            ItemFactory.ItemFactory factory = new ItemFactory.ItemFactory();

            int tileID = 0;

            factory.CreateItem(Archetype.TILES, details[biome].BaseTileTag, out tileID);

            //Create a new map which is edge X edge in dimensions and made of the base tile
            for (int x = 0; x < MAP_EDGE; x++)
            {
                for (int y = 0; y < MAP_EDGE; y++)
                {
                    MapBlock block = new MapBlock();
                    map[x, y] = block;
                    block.Tile = factory.CreateItem("tile", tileID);
                    block.Tile.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL);
                }
            }

            #region Leave Town Item

            //Now select all the border tiles and put in a "Exit here" border
            for (int x = 0; x < map.GetLength(0); x++)
            {
                MapCoordinate coo = new MapCoordinate(x, 0, 0, MapType.LOCAL);

                LeaveTownItem lti = new LeaveTownItem();
                lti.Coordinate = coo;
                lti.Description = "continue on your journey";
                lti.Name = "Leave Area";

                lti.Coordinate = coo;

                map[x, 0].ForcePutItemOnBlock(lti);

                coo = new MapCoordinate(x, map.GetLength(1) - 1, 0, MapType.LOCAL);

                lti = new LeaveTownItem();
                lti.Coordinate = coo;
                lti.Description = "continue on your journey";
                lti.Name = "Leave Area";

                lti.Coordinate = coo;

                map[x, map.GetLength(1) - 1].ForcePutItemOnBlock(lti);

            }

            for (int y = 0; y < map.GetLength(1); y++)
            {
                MapCoordinate coo = new MapCoordinate(0, y, 0, MapType.LOCAL);

                LeaveTownItem lti = new LeaveTownItem();
                lti.Coordinate = coo;
                lti.Description = "continue on your journey";
                lti.Name = "Leave Area";

                lti.Coordinate = coo;

                map[0, y].ForcePutItemOnBlock(lti);

                coo = new MapCoordinate(map.GetLength(0) - 1, y, 0, MapType.LOCAL);

                lti = new LeaveTownItem();
                lti.Coordinate = coo;
                lti.Description = "continue on your journey";
                lti.Name = "Leave Area";

                lti.Coordinate = coo;

                map[map.GetLength(0) - 1, y].ForcePutItemOnBlock(lti);
            }

            #endregion

            #region Desert Oasis
            if (biome == GlobalBiome.ARID_DESERT)
            {
                //Let's create a pool of water towards one of the corners.
                int randomNumber = random.Next(2);

                int rXCoord = 0;

                if (randomNumber == 1)
                {
                    //Lower
                    rXCoord = random.Next(0, MAP_EDGE / 3);
                }
                else
                {
                    rXCoord = random.Next(2 * MAP_EDGE / 3, MAP_EDGE);
                }

                randomNumber = random.Next(2);

                int rYCoord = 0;

                if (randomNumber == 1)
                {
                    //Lower
                    rYCoord = random.Next(0, MAP_EDGE / 3);
                }
                else
                {
                    rYCoord = random.Next(2 * MAP_EDGE / 3, MAP_EDGE);
                }

                //The pool will have a radius of 3

                MapCoordinate coo = new MapCoordinate(rXCoord, rYCoord, 0, MapType.LOCAL);

                //Go through the blocks with a radius of 3
                var oasisBlocks = map.Cast<MapBlock>().ToArray().Where(b => Math.Abs(b.Tile.Coordinate - coo) <= 3).ToArray();

                int waterTile = -1;

                factory.CreateItem(Archetype.TILES, "water", out waterTile);

                foreach (var block in oasisBlocks)
                {
                    var coord = block.Tile.Coordinate;
                    block.Tile = factory.CreateItem("tile", waterTile);
                    block.Tile.Coordinate = coord;
                }

                var aroundOasis = map.Cast<MapBlock>().ToArray().Where(b => Math.Abs(b.Tile.Coordinate - coo) <= 4 && Math.Abs(b.Tile.Coordinate - coo) > 3).ToArray();

                int dummy;

                int grassTile = 0;

                factory.CreateItem(Archetype.TILES, "grass", out grassTile);

                foreach (var block in aroundOasis)
                {
                    var coord = block.Tile.Coordinate;
                    block.Tile = factory.CreateItem("tile", grassTile);
                    block.Tile.Coordinate = coord;
                }

                //Put in some trees around the pool
                for (int i = 0; i < 3; i++)
                {
                    MapItem tree = factory.CreateItem(Archetype.MUNDANEITEMS, "jungle tree", out dummy);

                    var block = aroundOasis[random.Next(aroundOasis.Length)];

                    if (block.MayContainItems)
                    {
                        //Drop it
                        block.ForcePutItemOnBlock(tree);
                    }
                }

            }
            #endregion

            #region Wetland Splotches

            if (biome == GlobalBiome.WETLAND)
            {
                int waterTile = -1;

                factory.CreateItem(Archetype.TILES, "water", out waterTile);

                for (int i=0; i < 7; i++)
                {
                    MapBlock rBlock = map[random.Next(map.GetLength(0)), random.Next(map.GetLength(1))];

                    Rectangle safeRect = new Rectangle( MAP_EDGE/2 - 5,MAP_EDGE/2 -5,10,10);

                    if (safeRect.Contains(rBlock.Tile.Coordinate.X,rBlock.Tile.Coordinate.Y))
                    {
                        continue; //Not here!
                    }

                    int size = random.Next(1, 3);

                    //Get all the tiles around the block for a particular size
                    var pool = map.Cast<MapBlock>().ToArray().Where(b => Math.Abs(b.Tile.Coordinate - rBlock.Tile.Coordinate) <= size).ToArray();

                    foreach(var block in pool)
                    {
                        MapCoordinate coo = block.Tile.Coordinate;
                        block.Tile = factory.CreateItem("tiles", waterTile);
                        block.Tile.Coordinate = coo;
                    }
                }
            }

            #endregion

            for (int i = 0; i < details[biome].TreeCount; i++)
            {
                int treeID = 0;
                MapItem item = null;

                item = factory.CreateItem(Archetype.MUNDANEITEMS, details[biome].TreeTag, out treeID);

                //try 50 times to put it somewhere
                int tries = 0;

                while (tries < 50)
                {
                    MapBlock randomBlock = map[random.Next(map.GetLength(0)), random.Next(map.GetLength(1))];

                    if (randomBlock.MayContainItems)
                    {
                        randomBlock.ForcePutItemOnBlock(item);
                        break;
                    }

                    tries++;
                }
            }

            List<Actor> actorList = new List<Actor>();

            //There, now that's done, lets generate some animals
            if (herdAmount + banditAmount > 0)
            {
                var herds = ActorGeneration.CreateAnimalHerds(biome, false, null, herdAmount);
                var bandits = CampGenerator.CreateBandits(banditAmount);

                var actorGroups = herds.Union(bandits);

                //Each actor group will be placed in a random 3 radius circle

                foreach (var actorGroup in actorGroups)
                {
                    MapBlock randomBlock = map[random.Next(map.GetLength(0)), random.Next(map.GetLength(1))];

                    Rectangle wanderRect = new Rectangle(randomBlock.Tile.Coordinate.X - 2, randomBlock.Tile.Coordinate.Y - 2, 4, 4);

                    //Put the actor groups somewhere around that block
                    var blocks = map.Cast<MapBlock>().ToArray().Where(b => Math.Abs(b.Tile.Coordinate - randomBlock.Tile.Coordinate) < 4).ToArray();

                    //Pick a number of random blocks

                    foreach (var newActor in actorGroup)
                    {
                        int tries = 0;

                        while (tries < 50)
                        {
                            var actorBlock = blocks[random.Next(blocks.Length)];

                            if (actorBlock.MayContainItems)
                            {
                                //Put it there
                                newActor.MapCharacter.Coordinate = actorBlock.Tile.Coordinate;
                                actorBlock.ForcePutItemOnBlock(newActor.MapCharacter);

                                //Make them wander
                                newActor.MissionStack.Push(new WanderMission() { LoiterPercentage = 50, WanderPoint = actorBlock.Tile.Coordinate, WanderRectangle = wanderRect });

                                actorList.Add(newActor);

                                break;
                            }

                            tries++;
                        }
                    }
                }

            }

            //Drop the player in the thick of it
            MapBlock center = map[map.GetLength(0) / 2, map.GetLength(1) / 2];

            center.RemoveTopItem(); //Remove it if someone else wanted it

            startPoint = center.Tile.Coordinate;

            actors = actorList.ToArray();

            return map;
        }
Esempio n. 15
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        /// <summary>
        /// Generates a dungeon having a particular amount of tiers, trap rooms, guard rooms and treasure rooms
        /// </summary>
        /// <param name="tiers">How many 'layers' the dungeon contains</param>
        /// <param name="enemyArray">A list of enemy actors</param>
        /// <param name="guardRooms">The maximum amount of guardrooms contained in the dungeon</param>
        /// <param name="maxOwnedPopulation">For each owned room which generates enemies, the maximum amount GENERATED in each room (does not preclude patrols from entering the same room)</param>
        /// <param name="maxWildPopulation">For each wild room which generates enemies, the maximum amount GENERATED in each room.</param>
        /// <param name="ownerType">For each owned room, the type of the enemies to create</param>
        /// <param name="percentageOwned">The percentage of the rooms which are owned as opposed to being wild. Bear in mind that wild rooms can spawn quite a bit of enemies</param>
        /// <param name="pointsOfInterest">The points of interest (ie guard and treasure rooms for instance) which have been generated. Used for patrols</param>
        /// <param name="startPoint">The entrance start point</param>
        /// <param name="utilityRooms">The maximum amount of Utility rooms to generate - these might contain civilian orcs which ignore the maxOwnedPopulation value</param>
        /// <param name="treasureRooms">The maximum amount of teasure rooms to generate</param>
        /// <returns></returns>
        public MapBlock[,] GenerateDungeon(int tiers, int utilityRooms, int guardRooms, int treasureRooms, string ownerType,
            decimal percentageOwned, int maxWildPopulation, int maxOwnedPopulation,
            out MapCoordinate startPoint, out DRObjects.Actor[] enemyArray, out List<PointOfInterest> pointsOfInterest)
        {
            startPoint = new MapCoordinate(0, 0, 0, MapType.LOCAL);
            pointsOfInterest = new List<PointOfInterest>();

            List<DRObjects.Actor> enemies = new List<DRObjects.Actor>();
            List<CitadelRoom> rooms = new List<CitadelRoom>();
            int uniqueID = 0;

            //Start with the root node
            CitadelRoom root = new CitadelRoom();
            root.SquareNumber = (int)Math.Ceiling((double)WIDTH / 2);
            root.TierNumber = 0;
            root.UniqueID = uniqueID++;
            root.Connections.Add(-1); //this is a special id. We'll use it to create a start point

            rooms.Add(root);

            int currentTier = 1;
            int square = (int)Math.Ceiling((double)WIDTH / 2);
            CitadelRoom focusNode = root;

            Random random = new Random(DateTime.UtcNow.Millisecond);

            while (currentTier < tiers)
            {
                //Create a new node
                CitadelRoom newNode = new CitadelRoom();

                newNode.SquareNumber = square;
                newNode.TierNumber = currentTier;
                newNode.UniqueID = uniqueID++;
                newNode.CitadelRoomType = CitadelRoomType.EMPTY_ROOM;
                //connect the focus node to this node
                focusNode.Connections.Add(newNode.UniqueID);
                newNode.Connections.Add(focusNode.UniqueID);

                //change the focus node
                focusNode = newNode;
                //aaaand add it to the list
                rooms.Add(newNode);

                //Now we decide whether to stay in the same tier - or increase the tier
                int randomNumber = random.Next(100);

                int siblings = rooms.Where(r => r.TierNumber.Equals(currentTier)).Count();
                int treshold = 0;

                switch (siblings)
                {
                    case 1: treshold = PROB_2; break;
                    case 2: treshold = PROB_3; break;
                    case 3: treshold = PROB_4; break;
                    case 4: treshold = PROB_5; break;
                    default: treshold = 0; break; //NEVER
                }

                if (randomNumber < treshold)
                {
                    //then stay in the same place - go either left or right. Can we go in that direction?
                    bool canGoRight = !rooms.Any(r => (r.SquareNumber.Equals(square + 1) && r.TierNumber.Equals(currentTier)) || square + 1 > WIDTH);
                    bool canGoLeft = !rooms.Any(r => (r.SquareNumber.Equals(square - 1) && r.TierNumber.Equals(currentTier)) || square - 1 < 0);

                    if (canGoLeft && canGoRight)
                    {
                        //pick one at random
                        square += random.Next(2) == 1 ? 1 : -1;
                    }
                    else if (canGoLeft)
                    {
                        square -= 1;
                    }
                    else if (canGoRight)
                    {
                        square += 1;
                    }
                    else
                    {
                        //We've done it all
                        currentTier++;
                    }
                }
                else
                {
                    currentTier++;
                }
            }

            //Now that that part is done, lets add some more paths so we turn this into a graph
            foreach (CitadelRoom room in rooms)
            {
                //For each room, check who is a sibling or immediatly under him. There is a 50% chance of forming a link
                CitadelRoom[] potentialRooms = GetPathableRooms(rooms, room.TierNumber, room.SquareNumber);

                foreach (CitadelRoom potentialRoom in potentialRooms)
                {
                    //Is there a connection already?
                    if (!potentialRoom.Connections.Contains(room.UniqueID))
                    {
                        if (random.Next(2) == 1)
                        {
                            //add a connection
                            room.Connections.Add(potentialRoom.UniqueID);
                            potentialRoom.Connections.Add(room.UniqueID);
                        }
                    }
                }
            }

            //go through the rooms and set some as wild rooms already
            foreach (var room in rooms)
            {
                if (random.Next(100) > percentageOwned)
                {
                    //Wild room
                    room.CitadelRoomType = CitadelRoomType.WILD_ROOM;
                }
            }

            //Lets assign the rooms based on the maximum amount.

            //Some rooms have more probability in certain regions.

            //So lets divide the rooms in 3
            //Favoured - x3
            //Other - x2
            //Unfavoured - x1

            int lowerBoundary = rooms.Count / 3;
            int upperBoundary = 2 * rooms.Count / 3;

            var orderedUtilities = rooms.Where
                (o => o.CitadelRoomType == CitadelRoomType.EMPTY_ROOM).OrderByDescending(o => random.Next(100) *
                (o.UniqueID > upperBoundary ? 1 : o.UniqueID > lowerBoundary ? 2 : 3)).Where(r => r.CitadelRoomType == CitadelRoomType.EMPTY_ROOM
                    ).ToArray().Take(utilityRooms);

            foreach (var room in orderedUtilities)
            {
                room.CitadelRoomType = CitadelRoomType.UTILITY_ROOM;
            }

            //Same thing for treasure rooms
            var orderedTreasure = rooms.Where
                (o => o.CitadelRoomType == CitadelRoomType.EMPTY_ROOM).OrderByDescending(o => random.Next(100) *
                (o.UniqueID > upperBoundary ? 3 : o.UniqueID > lowerBoundary ? 2 : 1)).Where(r => r.CitadelRoomType == CitadelRoomType.EMPTY_ROOM
                    ).Take(treasureRooms);

            foreach (var room in orderedTreasure)
            {
                room.CitadelRoomType = CitadelRoomType.TREASURE_ROOM;
            }

            //And guard rooms
            var orderedGuard = rooms.Where
                (o => o.CitadelRoomType == CitadelRoomType.EMPTY_ROOM).OrderByDescending(o => random.Next(100) *
                (o.UniqueID > upperBoundary ? 1 : o.UniqueID > lowerBoundary ? 3 : 2)).Where(r => r.CitadelRoomType == CitadelRoomType.EMPTY_ROOM
                    ).Take(guardRooms);

            foreach (var room in orderedGuard)
            {
                room.CitadelRoomType = CitadelRoomType.GUARD_ROOM;
            }

            //Now that that part is done, we put them on the actual grid.

            //We go for a 15x15 room and connect the items in it.

            //15x15 - with a gap of 7 between them for tunnels
            int mapWidth = ((WIDTH + 7) * 20);
            int mapHeight = ((tiers + 7) * 20);

            //Create new blocks
            MapBlock[,] map = new MapBlock[mapWidth, mapHeight];

            for (int x = 0; x < map.GetLength(0); x++)
            {
                for (int y = 0; y < map.GetLength(1); y++)
                {
                    map[x, y] = new MapBlock()
                        {
                            Tile = new MapItem()
                            {
                                Coordinate = new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL),
                                MayContainItems = false
                            }
                        };
                }
            }

            LocalMapGenerator gen = new LocalMapGenerator();
            LocalMapXMLParser xmlGen = new LocalMapXMLParser();

            //Start generating the maps and then stitch them upon the main map
            foreach (CitadelRoom room in rooms)
            {
                MapBlock[,] gennedMap = null;
                string tag = String.Empty;

                switch (room.CitadelRoomType)
                {
                    case CitadelRoomType.EMPTY_ROOM: tag = "Empty Dungeon"; break;
                    case CitadelRoomType.GUARD_ROOM: tag = "Guard Dungeon"; break;
                    case CitadelRoomType.UTILITY_ROOM: tag = "Utility Dungeon"; break;
                    case CitadelRoomType.TREASURE_ROOM: tag = "Treasure Dungeon"; break;
                    case CitadelRoomType.WILD_ROOM: tag = "Empty Dungeon"; break;
                    default:
                        throw new NotImplementedException("Dungeon Room " + room.CitadelRoomType + " not planned for yet.");
                }

                //Generate it :)
                Maplet maplet = xmlGen.ParseMapletFromTag(tag);

                Actor[] acts = null;
                MapletActorWanderArea[] wanderAreas = null;
                MapletPatrolPoint[] patrolPoints = null;
                MapletFootpathNode[] footPath = null;

                gennedMap = gen.GenerateMap(25, null, maplet, true, "", OwningFactions.ORCS ,out acts,out wanderAreas,out patrolPoints,out footPath);

                enemies.AddRange(acts);

                //Is it a treasure room?
                if (room.CitadelRoomType == CitadelRoomType.TREASURE_ROOM)
                {
                    //Generate some loot
                    GenerateLoot(gennedMap, room.TierNumber);
                }

                PointOfInterest mapletInterest = null;

                if (room.CitadelRoomType == CitadelRoomType.GUARD_ROOM || room.CitadelRoomType == CitadelRoomType.TREASURE_ROOM)
                {
                    //This will be a point of interest. Select a random walkable point in the room and mark the place as such
                    for (int tryAmount = 0; tryAmount < 50; tryAmount++)
                    {
                        //Try for a maximum of 50 times
                        int x = random.Next(gennedMap.GetLength(0));
                        int y = random.Next(gennedMap.GetLength(1));

                        if (gennedMap[x, y].Tile.MayContainItems)
                        {
                            //Put this as the point
                            PointOfInterest interest = new PointOfInterest();
                            interest.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL);

                            if (room.CitadelRoomType == CitadelRoomType.GUARD_ROOM)
                            {
                                interest.Type = PointOfInterestType.GUARD_ROOM;
                            }
                            else if (room.CitadelRoomType == CitadelRoomType.TREASURE_ROOM)
                            {
                                interest.Type = PointOfInterestType.TREASURE;
                            }

                            pointsOfInterest.Add(interest);
                            mapletInterest = interest;
                            break;
                        }
                    }
                }

                DRObjects.Actor[] roomEnemies = new DRObjects.Actor[] { };

                if (room.CitadelRoomType == CitadelRoomType.GUARD_ROOM || room.CitadelRoomType == CitadelRoomType.TREASURE_ROOM)
                {
                    //Create an amount of enemies - level doesn't matter, we'll regen later
                    gennedMap = gen.GenerateEnemies(gennedMap, random.Next(maxOwnedPopulation), ownerType, out roomEnemies, 10);

                    enemies.AddRange(roomEnemies);
                }

                if (room.CitadelRoomType == CitadelRoomType.WILD_ROOM)
                {
                    //Create an amount of wild enemies - let's get a random type for this room. This will be of level 5. Later we'll have proper wildlife
                    string type = ActorGeneration.GetEnemyType(false);

                    gennedMap = gen.GenerateEnemies(gennedMap, random.Next(maxWildPopulation), type, out roomEnemies, 5);

                    //go through all of room enemies and set them to idle
                    foreach (var enemy in roomEnemies)
                    {
                        enemy.MissionStack.Clear();
                        enemy.MissionStack.Push(new IdleMission());
                    }

                    enemies.AddRange(roomEnemies);

                }

                //fit her onto the main map

                int xIncreaser = room.SquareNumber * 20;
                int yIncreaser = (room.TierNumber * 20) + 3;

                //Fix the patrol points of any enemies
                foreach (Actor enemy in roomEnemies.Union(acts))
                {
                    if (enemy.MissionStack.Count != 0 && enemy.MissionStack.Peek().MissionType == DRObjects.ActorHandling.ActorMissionType.WANDER)
                    {
                        //Change patrol point
                        MapCoordinate point = (enemy.MissionStack.Peek() as WanderMission).WanderPoint;
                        point.X += xIncreaser;
                        point.Y += yIncreaser;

                        //Change the rectangle x and y too
                        Rectangle rect = (enemy.MissionStack.Peek() as WanderMission).WanderRectangle;
                        rect.X = xIncreaser;
                        rect.Y = yIncreaser;

                        (enemy.MissionStack.Peek() as WanderMission).WanderRectangle = rect; //apparently rectangles are immutable or something
                    }
                }
                //Update the point of interest if there is one
                if (mapletInterest != null)
                {
                    mapletInterest.Coordinate.X += xIncreaser;
                    mapletInterest.Coordinate.Y += yIncreaser;
                }

                for (int x = 0; x < gennedMap.GetLength(0); x++)
                {
                    for (int y = 0; y < gennedMap.GetLength(1); y++)
                    {
                        map[x + xIncreaser, y + yIncreaser] = gennedMap[x, y];
                        map[x + xIncreaser, y + yIncreaser].Tile.Coordinate = new MapCoordinate(x + xIncreaser, y + yIncreaser, 0, DRObjects.Enums.MapType.LOCAL);

                        foreach (var item in map[x + xIncreaser, y + yIncreaser].GetItems())
                        {
                            item.Coordinate = new MapCoordinate(x + xIncreaser, y + yIncreaser, 0, DRObjects.Enums.MapType.LOCAL);
                        }
                    }
                }

                //Lets draw the connections - only the ones who's rooms we've drawn yet

                ItemFactory.ItemFactory factory = new ItemFactory.ItemFactory();

                foreach (var connection in room.Connections.Where(c => c < room.UniqueID))
                {
                    if (connection == -1)
                    {
                        //Entrance hall!
                        //Create a line of 3 at the bottom and return the coordinates
                        int topEdgeY = yIncreaser;
                        int bottomEdgeXMin = 0 + xIncreaser;
                        int bottomEdgeXMax = gennedMap.GetLength(0) + xIncreaser;

                        //Find the start
                        int xStart = (bottomEdgeXMax - bottomEdgeXMin) / 2 + bottomEdgeXMin;

                        //Set the start point
                        startPoint = new MapCoordinate(xStart + 1, topEdgeY - 2, 0, MapType.LOCAL);
                        //Put the 'leave town' item on it

                        map[startPoint.X, startPoint.Y].ForcePutItemOnBlock(new LeaveTownItem());

                        int x = xStart;
                        int y = topEdgeY;

                        //go 3 steps down
                        for (int a = 0; a < 3; a++)
                        {
                            for (int x1 = 0; x1 < 3; x1++)
                            {
                                //Draw!
                                map[x + x1, y].Tile = factory.CreateItem("TILES", 25);
                                map[x + x1, y].Tile.Coordinate = new MapCoordinate(x + x1, y, 0, MapType.LOCAL);
                            }

                            y--; //move down
                        }

                        y = topEdgeY;

                        //Walk back
                        do
                        {
                            for (int x1 = 0; x1 < 3; x1++)
                            {
                                //Draw!
                                map[x + x1, y].Tile = factory.CreateItem("TILES", 25);
                                map[x + x1, y].Tile.Coordinate = new MapCoordinate(x + x1, y, 0, MapType.LOCAL);
                            }

                            y++; //move up
                        } while (x >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems);

                        //Put the spikes at the entrance
                        int dummy = -1;

                        map[xStart, topEdgeY - 2].ForcePutItemOnBlock(factory.CreateItem(Archetype.MUNDANEITEMS, "spikes", out dummy));
                        map[xStart + 2, topEdgeY - 2].ForcePutItemOnBlock(factory.CreateItem(Archetype.MUNDANEITEMS, "spikes", out dummy));

                        continue;
                    }

                    //Identify the room to be connected with
                    var roomToBeConnected = rooms.Where(r => r.UniqueID.Equals(connection)).FirstOrDefault();

                    //Determine the direction relative to the current room
                    if (roomToBeConnected.SquareNumber > room.SquareNumber)
                    {
                        //RIGHT
                        //Find the rightmost edge of the room and start... somewhere

                        int rightEdgeX = gennedMap.GetLength(0) + xIncreaser;
                        int rightEdgeYMin = 0 + yIncreaser;
                        int rightEdgeYMax = gennedMap.GetLength(1) + yIncreaser;

                        //Pick a start at random
                        int yStart = random.Next(rightEdgeYMax - rightEdgeYMin - 2) + rightEdgeYMin;

                        //Now 'walk' from ystart-ystart+3 until you hit on something which has a block in it

                        int x = rightEdgeX;
                        int y = yStart;

                        while (x < map.GetLength(0) && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems)
                        {
                            for (int y1 = 0; y1 < 3; y1++)
                            {
                                //Draw!
                                map[x, y + y1].Tile = factory.CreateItem("TILES", 25);
                                map[x, y + y1].Tile.Coordinate = new MapCoordinate(x, y + y1, 0, MapType.LOCAL);
                            }

                            x++; //increment x
                        }

                        x = rightEdgeX - 1;

                        //now lets walk backwards too
                        while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems)
                        {
                            for (int y1 = 0; y1 < 3; y1++)
                            {
                                //Draw!
                                map[x, y + y1].Tile = factory.CreateItem("TILES", 25);
                                map[x, y + y1].Tile.Coordinate = new MapCoordinate(x, y + y1, 0, MapType.LOCAL);
                            }

                            x--; //walk back
                        }

                    }
                    else if (roomToBeConnected.SquareNumber < room.SquareNumber)
                    {
                        //LEFT
                        //Find the leftMose edge of the room and start... somewhere

                        int leftEdgeX = xIncreaser;
                        int leftEdgeYMin = 0 + yIncreaser;
                        int leftEdgeYMax = gennedMap.GetLength(1) + yIncreaser;

                        //Pick a start at random
                        int yStart = random.Next(leftEdgeYMax - leftEdgeYMin - 2) + leftEdgeYMin;

                        //Now 'walk' from ystart-ystart+3 until you hit on something which has a block in it

                        int x = leftEdgeX;
                        int y = yStart;

                        do
                        {

                            for (int y1 = 0; y1 < 3; y1++)
                            {
                                //Draw!
                                map[x, y + y1].Tile = factory.CreateItem("TILES", 25);
                                map[x, y + y1].Tile.Coordinate = new MapCoordinate(x, y + y1, 0, MapType.LOCAL);
                            }

                            x--; //decrement x
                        } while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems);

                        x = leftEdgeX + 1;
                        //walk backwards
                        do
                        {
                            for (int y1 = 0; y1 < 3; y1++)
                            {
                                //Draw!
                                map[x, y + y1].Tile = factory.CreateItem("TILES", 25);
                                map[x, y + y1].Tile.Coordinate = new MapCoordinate(x, y + y1, 0, MapType.LOCAL);
                            }

                            x++; //walk back
                        } while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems);

                    }
                    else if (roomToBeConnected.TierNumber < room.TierNumber)
                    {
                        //BOTTOM
                        //Find the bottommost edge of the room and start... somewhere

                        int bottomEdgeY = yIncreaser;
                        int bottomEdgeXMin = 0 + xIncreaser;
                        int bottomEdgeXMax = gennedMap.GetLength(0) + xIncreaser;

                        //Pick a start at random
                        int xStart = random.Next(bottomEdgeXMax - bottomEdgeXMin - 2) + bottomEdgeXMin;

                        //Now 'walk' from xstart-xstart+3 until you hit on something which has a block in it

                        int x = xStart;
                        int y = bottomEdgeY;

                        do
                        {
                            for (int x1 = 0; x1 < 3; x1++)
                            {

                                //Draw!
                                map[x + x1, y].Tile = factory.CreateItem("TILES", 25);
                                map[x + x1, y].Tile.Coordinate = new MapCoordinate(x + x1, y, 0, MapType.LOCAL);
                            }

                            y--; //decrement y
                        } while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems);

                        y = bottomEdgeY + 1;

                        //Walk backwards
                        do
                        {
                            for (int x1 = 0; x1 < 3; x1++)
                            {
                                //Draw!
                                map[x + x1, y].Tile = factory.CreateItem("TILES", 25);
                                map[x + x1, y].Tile.Coordinate = new MapCoordinate(x + x1, y, 0, MapType.LOCAL);
                            }

                            y++; //walk back
                        } while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems);

                    }
                    else if (roomToBeConnected.TierNumber > room.TierNumber)
                    {
                        //TOP - Won't ever happen - but sure
                        //Find the topmost edge of the room and start... somewhere

                        int topEdgeY = yIncreaser + gennedMap.GetLength(1);
                        int bottomEdgeXMin = 0 + xIncreaser;
                        int bottomEdgeXMax = gennedMap.GetLength(0) + xIncreaser;

                        //Pick a start at random
                        int xStart = random.Next(bottomEdgeXMax - bottomEdgeXMin - 2) + bottomEdgeXMin;

                        //Now 'walk' from xstart-xstart+3 until you hit on something which has a block in it

                        int x = xStart;
                        int y = topEdgeY;

                        do
                        {
                            bool holed = false;

                            for (int x1 = 0; x1 < 3; x1++)
                            {

                                if (!holed)
                                {
                                    //Have a chance of putting in a hole
                                    if (random.Next(8) == 0)
                                    {
                                        holed = true;
                                        continue; //don't put in a tile
                                    }
                                }

                                //Draw!
                                map[x + x1, y].Tile = factory.CreateItem("TILES", 25);
                                map[x + x1, y].Tile.Coordinate = new MapCoordinate(x + x1, y, 0, MapType.LOCAL);
                            }

                            y++; //move up
                        } while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems);

                        //walk back
                        y = topEdgeY + 1;

                        do
                        {
                            for (int x1 = 0; x1 < 3; x1++)
                            {
                                //Draw!
                                map[x + x1, y].Tile = factory.CreateItem("TILES", 25);
                                map[x + x1, y].Tile.Coordinate = new MapCoordinate(x + x1, y, 0, MapType.LOCAL);
                            }

                            y--; //move down
                        } while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems);
                    }
                }
            }

            //We need to fix the enemies to conform to the standards
            ConformEnemies(enemies);

            enemyArray = enemies.ToArray();

            return map;
        }
        /// <summary>
        /// Puts settlement items on a particular location pertianing to a particular settlement.
        /// </summary>
        /// <param name="capital">Whether it's the capital or not</param>
        /// <param name="settlement">The settlement which it represents</param>
        /// <param name="block">The block making up the center</param>
        private static SettlementItem CreateSettlement(bool capital, Settlement settlement, MapBlock block, int owner)
        {
            //Put an entire group of SettlementItems on it
            MapCoordinate[] settlementCoordinates = new MapCoordinate[10];

            SettlementItem retItem = null;

            settlementCoordinates[7] = new MapCoordinate(block.Tile.Coordinate.X - 1, block.Tile.Coordinate.Y - 1, 0, MapType.GLOBAL);
            settlementCoordinates[8] = new MapCoordinate(block.Tile.Coordinate.X, block.Tile.Coordinate.Y - 1, 0, MapType.GLOBAL);
            settlementCoordinates[9] = new MapCoordinate(block.Tile.Coordinate.X + 1, block.Tile.Coordinate.Y - 1, 0, MapType.GLOBAL);
            settlementCoordinates[4] = new MapCoordinate(block.Tile.Coordinate.X - 1, block.Tile.Coordinate.Y, 0, MapType.GLOBAL);
            settlementCoordinates[5] = new MapCoordinate(block.Tile.Coordinate.X, block.Tile.Coordinate.Y, 0, MapType.GLOBAL);
            settlementCoordinates[6] = new MapCoordinate(block.Tile.Coordinate.X + 1, block.Tile.Coordinate.Y, 0, MapType.GLOBAL);
            settlementCoordinates[1] = new MapCoordinate(block.Tile.Coordinate.X - 1, block.Tile.Coordinate.Y + 1, 0, MapType.GLOBAL);
            settlementCoordinates[2] = new MapCoordinate(block.Tile.Coordinate.X, block.Tile.Coordinate.Y + 1, 0, MapType.GLOBAL);
            settlementCoordinates[3] = new MapCoordinate(block.Tile.Coordinate.X + 1, block.Tile.Coordinate.Y + 1, 0, MapType.GLOBAL);

            //Block the radius around it from colonising
            MapBlock[] regionalBlocks = GetBlocksAroundPoint(block.Tile.Coordinate, HUMAN_COLONY_BLOCKING_RADIUS);

            foreach (MapBlock rblock in regionalBlocks)
            {
                (rblock.Tile as GlobalTile).IsBlockedForColonisation = true;
            }

            //Claim the land around it
            MapBlock[] claimedBlocks = GetBlocksAroundPoint(block.Tile.Coordinate, HUMAN_COLONY_CLAIMING_RADIUS);

            foreach (MapBlock rblock in claimedBlocks)
            {
                //This is a disputed region. For now let's not allow creep.
                //Later this might be cause for war
                if (!(rblock.Tile as GlobalTile).Owner.HasValue)
                {
                    (rblock.Tile as GlobalTile).Owner = owner;
                }
            }

            for (int corner = 1; corner < 10; corner++)
            {
                var cornerBlock = GameState.GlobalMap.GetBlockAtCoordinate(settlementCoordinates[corner]);

                //Cut any forests down
                switch ((cornerBlock.Tile as GlobalTile).Biome)
                {
                    case GlobalBiome.DENSE_FOREST:
                        (cornerBlock.Tile as GlobalTile).Biome = GlobalBiome.GRASSLAND;
                        break;
                    case GlobalBiome.WOODLAND:
                        (cornerBlock.Tile as GlobalTile).Biome = GlobalBiome.GRASSLAND;
                        break;
                    case GlobalBiome.POLAR_FOREST:
                        (cornerBlock.Tile as GlobalTile).Biome = GlobalBiome.POLAR_DESERT;
                        break;
                }

                var settlementItem = new SettlementItem()
                {
                    Coordinate = settlementCoordinates[corner],
                    IsCapital = capital,
                    MayContainItems = true,
                    SettlementCorner = corner,
                    SettlementSize = settlement.SettlementSize,
                    Description = (capital ? "the capital of " + settlement.Name : "the settlement of " + settlement.Name) + " owned by " + settlement.Civilisation.Name,
                    Name = settlement.Name,
                    Settlement = settlement,
                    OwnerID = owner
                };

                GameState.GlobalMap.GetBlockAtCoordinate(settlementCoordinates[corner])
                .ForcePutItemOnBlock(settlementItem);

                if (settlementItem.SettlementCorner == 5) //center
                {
                    retItem = settlementItem;
                }
            }

               return retItem;
        }
Esempio n. 17
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        /// <summary>
        /// Generates loot for treasure rooms. We will have LOOT_MULTIPLIER of loot multiplied by tierNumber
        /// </summary>
        public void GenerateLoot(MapBlock[,] blocks, int tierNumber)
        {
            //Determine the maximum total value we want to generate
            int totalValue = tierNumber * LOOT_MULTIPLIER;

            InventoryItemManager mgr = new InventoryItemManager();
            var items = mgr.GetItemsWithAMaxValue(null, totalValue);

            //Put the items on the map
            foreach (var item in items)
            {
                //Find a random point. Try 50 times
                for (int attempts = 0; attempts < 50; attempts++)
                {
                    var chosenBlock = blocks[GameState.Random.Next(blocks.GetLength(0)), GameState.Random.Next(blocks.GetLength(1))];

                    if (chosenBlock.MayContainItems)
                    {
                        //Put it in
                        chosenBlock.ForcePutItemOnBlock(item);
                        break;
                    }
                }
            }
        }
        /// <summary>
        /// Initialises the World Map in preperation. Creates the regions with empty ones, and sets the default tile settings
        /// </summary>
        private static void Initialisation()
        {
            //start the map
            GameState.GlobalMap = new GlobalMap(WORLDSIZE);

            regions = new Region[REGIONSIZE + 1];

            //fill the regions with new regions

            for (int i = 0; i < regions.Length; i++)
            {
                regions[i] = new Region();
            }

            //populate the world map with a number of tiles with an elevation of 40

            for (int x = 0; x < WORLDSIZE; x++)
            {
                lock (GlobalMap.lockMe)
                { //this is rather inefficient, but it will allow the interface to draw something
                    //CurrentStep = "Populating Tiles for line :" + x;

                    for (int y = 0; y < WORLDSIZE; y++)
                    {
                        MapBlock block = new MapBlock();
                        block.Tile = new GlobalTile();
                        block.Tile.Coordinate = new MapCoordinate(x, y, 0, MapType.GLOBAL);

                        GlobalTile gTile = (block.Tile as GlobalTile);
                        gTile.Elevation = 40;
                        gTile.ClimateTemperature = 0;
                        gTile.HasHillSlope = false;
                        gTile.HasRiver = false;
                        gTile.Rainfall = 0;

                        GameState.GlobalMap.AddToGlobalMap(block);
                    }
                }
            }
        }
Esempio n. 19
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        /// <summary>
        /// Generates a camp
        /// </summary>
        /// <returns></returns>
        public static MapBlock[,] GenerateCamp(int enemies, out MapCoordinate startPoint, out DRObjects.Actor[] enemyArray)
        {
            MapBlock[,] map = new MapBlock[MAP_EDGE, MAP_EDGE];

            Random random = new Random();

            ItemFactory.ItemFactory factory = new ItemFactory.ItemFactory();

            int grassTileID = 0;

            factory.CreateItem(Archetype.TILES, "grass", out grassTileID);

            //Create a new map which is edge X edge in dimensions and made of grass
            for (int x = 0; x < MAP_EDGE; x++)
            {
                for (int y = 0; y < MAP_EDGE; y++)
                {
                    MapBlock block = new MapBlock();
                    map[x, y] = block;
                    block.Tile = factory.CreateItem("tile", grassTileID);
                    block.Tile.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL);
                }
            }

            //Now created a wall
            int pallisadeID = 0;

            factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall lr", out pallisadeID);

            //Create a square of pallisade wall

            int startCoord = (MAP_EDGE - FORTIFICATION_EDGE) / 2;
            int endCoord = MAP_EDGE - ((MAP_EDGE - FORTIFICATION_EDGE) / 2);

            for (int x = startCoord + 1; x < endCoord; x++)
            {
                MapBlock block = map[x, startCoord];
                MapItem item = factory.CreateItem("mundaneitems", pallisadeID);

                block.ForcePutItemOnBlock(item);

                block = map[x, endCoord];
                item = factory.CreateItem("mundaneitems", pallisadeID);

                block.ForcePutItemOnBlock(item);
            }

            pallisadeID = 0;

            for (int y = startCoord + 1; y < endCoord; y++)
            {
                factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall tb", out pallisadeID);

                MapBlock block = map[startCoord, y];
                MapItem item = factory.CreateItem("mundaneitems", pallisadeID);

                block.ForcePutItemOnBlock(item);

                factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall bt", out pallisadeID);

                block = map[endCoord, y];
                item = factory.CreateItem("mundaneitems", pallisadeID);

                block.ForcePutItemOnBlock(item);
            }

            //We need to poke a hole in wall as an entrance
            //Let's poke one at the top and one at the bottom
            int center = MAP_EDGE / 2;

            int rValue = GameState.Random.Next(2);

            for (int x = -1; x < 2; x++)
            {
                if (rValue == 1)
                {
                    MapBlock block = map[center + x, startCoord];

                    block.RemoveTopItem();
                }
                else
                {
                    MapBlock block = map[center + x, endCoord];

                    block.RemoveTopItem();
                }
            }

            rValue = GameState.Random.Next(2);

            for (int y = -1; y < 2; y++)
            {
                if (rValue == 1)
                {
                    MapBlock block = map[startCoord, y + center];
                    block.RemoveTopItem();
                }
                else
                {
                    MapBlock block = map[endCoord, y + center];
                    block.RemoveTopItem();
                }
            }

            //Now, let's create some maplets in there

            //There's a single maplet containing the other maplets - let's get it
            LocalMapXMLParser lm = new LocalMapXMLParser();
            Maplet maplet = lm.ParseMapletFromTag("camp");

            LocalMapGenerator gen = new LocalMapGenerator();
            //TODO: LATER THE OWNER MIGHT NOT BE A BANDIT
            MapletActorWanderArea[] wanderAreas = null;
            MapletPatrolPoint[] patrolPoints = null;
            MapletFootpathNode[] footPath = null;

            var gennedMap = gen.GenerateMap(grassTileID, null, maplet, false, "", OwningFactions.BANDITS, out enemyArray, out wanderAreas, out patrolPoints,out footPath);

            gen.JoinMaps(map, gennedMap, startCoord + 1, startCoord + 1);

            //Let's add some trees and stuff
            int decorCount = (int)(map.GetLength(1) * 0.50);

            //Just find as many random points and if it happens to be grass, drop them
            int itemID = 0;

            for (int i = 0; i < decorCount; i++)
            {
                //Just trees
                MapItem decorItem = factory.CreateItem(Archetype.MUNDANEITEMS, "tree", out itemID);

                //Pick a random point
                MapBlock randomBlock = map[random.Next(map.GetLength(0)), random.Next(map.GetLength(1))];

                //Make sure its not inside the camp
                if (randomBlock.Tile.Coordinate.X >= startCoord && randomBlock.Tile.Coordinate.X <= endCoord && randomBlock.Tile.Coordinate.Y >= startCoord && randomBlock.Tile.Coordinate.Y <= endCoord)
                {
                    //Not within the camp
                    i--;
                    continue; //try again
                }

                if (randomBlock.MayContainItems && randomBlock.Tile.Name == "Grass")
                {
                    //Yes, can support it
                    randomBlock.ForcePutItemOnBlock(decorItem);
                }
                //Otherwise forget all about it
            }

            //Now select all the border tiles and put in a "Exit here" border
            for (int x = 0; x < map.GetLength(0); x++)
            {
                MapCoordinate coo = new MapCoordinate(x, 0, 0, MapType.LOCAL);

                LeaveTownItem lti = new LeaveTownItem();
                lti.Coordinate = coo;
                lti.Description = "path outside the town";
                lti.Name = "Leave Town";

                lti.Coordinate = coo;

                map[x, 0].ForcePutItemOnBlock(lti);

                coo = new MapCoordinate(x, map.GetLength(1) - 1, 0, MapType.LOCAL);

                lti = new LeaveTownItem();
                lti.Coordinate = coo;
                lti.Description = "path outside the town";
                lti.Name = "Leave Town";

                lti.Coordinate = coo;

                map[x, map.GetLength(1) - 1].ForcePutItemOnBlock(lti);

            }

            for (int y = 0; y < map.GetLength(1); y++)
            {
                MapCoordinate coo = new MapCoordinate(0, y, 0, MapType.LOCAL);

                LeaveTownItem lti = new LeaveTownItem();
                lti.Coordinate = coo;
                lti.Description = "path outside the town";
                lti.Name = "Leave Town";

                lti.Coordinate = coo;

                map[0, y].ForcePutItemOnBlock(lti);

                coo = new MapCoordinate(map.GetLength(0) - 1, y, 0, MapType.LOCAL);

                lti = new LeaveTownItem();
                lti.Coordinate = coo;
                lti.Description = "path outside the town";
                lti.Name = "Town Borders";

                lti.Coordinate = coo;

                map[map.GetLength(0) - 1, y].ForcePutItemOnBlock(lti);
            }

            #region Treasure Room

            //This is a bit naughty. We need to locate where the tiles become soil

            MapCoordinate soilStart = null;

            bool breakOut = false;

            for (int x = 0; x < map.GetLength(0); x++)
            {
                for (int y = 0; y < map.GetLength(1); y++)
                {
                    if (map[x, y].Tile.Name.ToLower().Equals("soil"))
                    {
                        soilStart = new MapCoordinate(x, y, 0, MapType.LOCAL);
                        breakOut = true;
                        break;
                    }
                }

                if (breakOut)
                {
                    break;
                }
            }

            //Also naughty, we know it's 5x5

            #region Inner Wall

            for (int x = 0; x < 5; x++)
            {
                factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall lr", out pallisadeID);

                MapItem item = factory.CreateItem("mundaneitems", pallisadeID);

                if (x != 2) //hole in the top
                {
                    map[soilStart.X + x, soilStart.Y].ForcePutItemOnBlock(item);
                }

                factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall lr", out pallisadeID);

                item = factory.CreateItem("mundaneitems", pallisadeID);

                map[soilStart.X + x, soilStart.Y + 5].ForcePutItemOnBlock(item);

            }

            for (int y = 0; y < 5; y++)
            {
                factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall tb", out pallisadeID);

                MapItem item = factory.CreateItem("mundaneitems", pallisadeID);

                map[soilStart.X - 1, soilStart.Y + y].ForcePutItemOnBlock(item);

                factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall bt", out pallisadeID);

                item = factory.CreateItem("mundaneitems", pallisadeID);

                map[soilStart.X + 5, soilStart.Y + y].ForcePutItemOnBlock(item);
            }

            #endregion

            #endregion

            #region Patrol Points

            //Now let's collect the patrol points. We're going to have two possible patrols - one around each of the entrances - and another on the outside corners of the map

            List<MapCoordinate> outsidePatrol = new List<MapCoordinate>();

            outsidePatrol.Add(new MapCoordinate(startCoord - 2, startCoord, 0, MapType.LOCAL));
            outsidePatrol.Add(new MapCoordinate(endCoord + 2, startCoord, 0, MapType.LOCAL));
            outsidePatrol.Add(new MapCoordinate(endCoord + 2, endCoord, 0, MapType.LOCAL));
            outsidePatrol.Add(new MapCoordinate(startCoord - 2, endCoord, 0, MapType.LOCAL));

            List<MapCoordinate> insidePatrol = new List<MapCoordinate>();

            insidePatrol.Add(new MapCoordinate(center, startCoord + 1, 0, MapType.LOCAL));
            insidePatrol.Add(new MapCoordinate(center, endCoord - 1, 0, MapType.LOCAL));
            insidePatrol.Add(new MapCoordinate(startCoord + 1, center, 0, MapType.LOCAL));
            insidePatrol.Add(new MapCoordinate(endCoord - 1, center, 0, MapType.LOCAL));

            //Go through all of those and make sure they're clear of anything that wouldn't let them walk upon them
            foreach (var coordinate in outsidePatrol)
            {
                map[coordinate.X, coordinate.Y].RemoveTopItem();
            }

            foreach (var coordinate in insidePatrol)
            {
                map[coordinate.X, coordinate.Y].RemoveTopItem();
            }

            #endregion

            #region Actors

            enemyArray = CreateBandits(enemies, outsidePatrol.Select(op => new PatrolPoint() { AcceptableRadius = 2, Coordinate = op }).ToList(), insidePatrol.Select(op => new PatrolPoint() { AcceptableRadius = 2, Coordinate = op }).ToList());

            int tries = 0;

            //Put them on the mappity map
            for (int i = 0; i < enemyArray.Length; i++)
            {
                Actor actor = enemyArray[i];

                int randomX = random.Next(map.GetLength(0));
                int randomY = random.Next(map.GetLength(1));

                if (map[randomX, randomY].MayContainItems)
                {
                    //Plop it on there
                    actor.MapCharacter.Coordinate = new MapCoordinate(randomX, randomY, 0, MapType.LOCAL);
                    map[randomX, randomY].ForcePutItemOnBlock(actor.MapCharacter);
                    tries = 0;

                    ////If they are wandering, make them wander in the right place
                    //var mission = actor.MissionStack.Peek();

                    //if (mission.MissionType == ActorMissionType.WANDER)
                    //{
                    //    var wander = mission as WanderMission;

                    //    wander.WanderPoint = new MapCoordinate(actor.MapCharacter.Coordinate);
                    //    wander.WanderRectangle = new Rectangle(startCoord, startCoord, FORTIFICATION_EDGE, FORTIFICATION_EDGE);
                    //}

                }
                else
                {
                    tries++;
                    i--;
                }

                if (tries >= 50)
                {
                    //give up
                    continue;
                }
            }

            #endregion

            startPoint = new MapCoordinate(map.GetLength(0) / 2, 0, 0, MapType.LOCAL);

            return map;
        }
Esempio n. 20
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        /// <summary>
        /// Places the contents of the items in the maplet into the base map. Tiles must already have been set at this point, as this will only place mapitems.
        /// </summary>
        /// <param name="baseMap">The Base Map</param>
        /// <param name="maplet">The maplet items to place</param>
        /// <param name="startX">The x coordinate on the basemap where to start</param>
        /// <param name="startY">The y coordinate on the basemap where to start</param>
        /// <returns></returns>
        public MapBlock[,] JoinMaps(MapBlock[,] baseMap, MapBlock[,] maplet, int startX, int startY)
        {
            for (int x = 0; x < maplet.GetLength(0); x++)
            {
                for (int y = 0; y < maplet.GetLength(1); y++)
                {
                    MapBlock block = baseMap[x + startX, y + startY];
                    MapBlock mapletBlock = maplet[x, y];

                    if (block.GetItems().Length == 0)
                    {
                        //This means there is nothing on this block, so lets replace it
                        //The only time when this will be true is if there is a shared wall, in which case we'll keep the parent wall type
                        baseMap[x + startX, y + startY] = mapletBlock;
                        //Fix the base coordinate
                        baseMap[x + startX, y + startY].Tile.Coordinate = new MapCoordinate(x + startX, y + startY, 0, DRObjects.Enums.MapType.LOCAL);

                        //also fix any items on the tile
                        foreach (MapItem item in baseMap[x + startX, y + startY].GetItems())
                        {
                            item.Coordinate = new MapCoordinate(x + startX, y + startY, 0, DRObjects.Enums.MapType.LOCAL);
                        }
                    }

                }
            }

            return baseMap;
        }
Esempio n. 21
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        public static MapBlock[] GetBlocksAroundPoint(MapBlock[,] map, MapCoordinate centre, int radius)
        {
            int minY = centre.Y - Math.Abs(radius);
            int maxY = centre.Y + Math.Abs(radius);

            int minX = centre.X - Math.Abs(radius);
            int maxX = centre.X + Math.Abs(radius);

            List<MapBlock> returnList = new List<MapBlock>();

            //go through all of them

            for (int yLoop = maxY; yLoop >= minY; yLoop--)
            {
                for (int xLoop = minX; xLoop <= maxX; xLoop++)
                {
                    MapCoordinate coord = new MapCoordinate(xLoop, yLoop, 0, MapType.GLOBAL);

                    if (xLoop >= 0 && xLoop < map.GetLength(0) && yLoop >= 0 && yLoop < map.GetLength(1))
                    { //make sure they're in the map
                        returnList.Add(map[xLoop, yLoop]);
                    }
                }
            }

            return returnList.ToArray();
        }
Esempio n. 22
0
        /// <summary>
        /// Generates a map based on the maplet assigned
        /// </summary>
        /// <param name="maplet">The maplet to generate</param>
        /// <param name="parentWallID">The wall that the parent has</param>
        /// <param name="parentTileID">The ID of the tiles used in the parent maplet item</param>
        /// <param name="enemyType">The type of actor which is dominant in this map</param>
        /// <param name="owner">The owner of the map. Any maplet items which don't belong will be hidden</param>
        /// <param name="actors">The actors which we have generated</param>
        /// <param name="actorType">The type of actors to generate</param>
        /// <returns></returns>
        public MapBlock[,] GenerateMap(int parentTileID, int? parentWallID, Maplet maplet, bool preferSides, string actorType, OwningFactions owner,
            out Actor[] actors, out MapletActorWanderArea[] wAreas, out MapletPatrolPoint[] patrolRoutes, out MapletFootpathNode[] footpathNodes)
        {
            List<Actor> actorList = new List<Actor>();
            List<MapletActorWanderArea> wanderAreas = new List<MapletActorWanderArea>();
            List<MapletPatrolPoint> patrolRouteList = new List<MapletPatrolPoint>();
            List<MapletFootpathNode> footpathNodeList = new List<MapletFootpathNode>();

            PlanningMapItemType[,] planningMap = new PlanningMapItemType[maplet.SizeX, maplet.SizeY];

            //Step 1: Plan how the map will look

            //Step 1a: Set all tiles to available, and set the frame to walls if there's a wall
            planningMap = this.CreateBlueprint(maplet);

            //Step 1b: Put in the tiles in the actual map, and the walls if they are present
            MapBlock[,] generatedMap = new MapBlock[maplet.SizeX, maplet.SizeY];
            ItemFactory.ItemFactory factory = new ItemFactory.ItemFactory();

            int tileID = 0;

            if (maplet.Tiled)
            {
                if (maplet.TileID.HasValue)
                {
                    tileID = maplet.TileID.Value;
                }
                else
                {
                    //Load the tileID from the factory
                    factory.CreateItem(Archetype.TILES, maplet.TileTag, out tileID);
                }

            }
            else
            {
                tileID = parentTileID;
            }

            //That's the tiles done
            for (int x = 0; x < generatedMap.GetLength(0); x++)
            {
                for (int y = 0; y < generatedMap.GetLength(1); y++)
                {
                    MapItem tile = factory.CreateItem("tile", tileID);
                    tile.Coordinate = new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL);

                    MapBlock block = new MapBlock();
                    block.Tile = tile;

                    generatedMap[x, y] = block;
                }
            }

            //Do the walls now if they are required
            int? wallID = null;
            int tempWallID = -1;

            if (parentWallID.HasValue)
            {
                MapItem wall = factory.CreateItem("MUNDANEITEMS", parentWallID.Value);
                wallID = parentWallID;
            }
            else
            {
                MapItem wall = factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "wall", out tempWallID);
                wallID = tempWallID;
            }

            if (maplet.Walled && wallID.HasValue)
            {
                //wall the edge tiles
                for (int x = 0; x < maplet.SizeX; x++)
                {
                    generatedMap[x, 0].PutItemOnBlock(factory.CreateItem("mundaneitems", wallID.Value));
                    generatedMap[x, maplet.SizeY - 1].PutItemOnBlock(factory.CreateItem("mundaneitems", wallID.Value));

                    if (maplet.WindowProbability.HasValue && maplet.WindowProbability.Value > 0)
                    {
                        if (random.Next(100) < maplet.WindowProbability.Value)
                        {
                            int itemID;
                            //Put a window :)
                            generatedMap[x, 0].ForcePutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "window", out itemID));
                        }
                        else if (random.Next(100) < maplet.WindowProbability.Value)
                        {
                            int itemID;
                            //Put a window :)
                            generatedMap[x, maplet.SizeY - 1].ForcePutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "window", out itemID));
                        }
                    }
                }

                for (int y = 0; y < maplet.SizeY; y++)
                {
                    generatedMap[0, y].PutItemOnBlock(factory.CreateItem("mundaneitems", wallID.Value));
                    generatedMap[maplet.SizeX - 1, y].PutItemOnBlock(factory.CreateItem("mundaneitems", wallID.Value));

                    if (maplet.WindowProbability.HasValue && maplet.WindowProbability.Value > 0)
                    {
                        if (random.Next(100) < maplet.WindowProbability.Value)
                        {
                            int itemID;
                            //Put a window :)
                            generatedMap[0, y].ForcePutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "window", out itemID));
                        }
                        else if (random.Next(100) < maplet.WindowProbability.Value)
                        {
                            int itemID;
                            //Put a window :)
                            generatedMap[maplet.SizeX - 1, y].ForcePutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "window", out itemID));
                        }
                    }
                }

            }

            //Step 1c: Determine where we'll put the maplets
            foreach (MapletContentsMaplet childMaplet in maplet.MapletContents.Where(mc => (mc is MapletContentsMaplet)).OrderByDescending(mc => mc.ProbabilityPercentage).ThenBy(mc => random.Next()))
            {
                //Calculate the probability of putting the item in, and how many items we're putting
                for (int i = 0; i < childMaplet.MaxAmount; i++)
                {
                    if (random.NextDouble() * 100 <= childMaplet.ProbabilityPercentage)
                    {
                        //Does it fit?
                        int x = -1;
                        int y = -1;
                        PlanningMapItemType[,] newMap;

                        //Convert the child maplet into a planning map
                        PlanningMapItemType[,] childMapletBlueprint = this.CreateBlueprint(childMaplet.Maplet);
                        //mark the areas covered by the blueprint as being held by that blueprint

                        if (childMaplet.Position == PositionAffinity.FIXED)
                        {
                            if (Fits(planningMap, childMapletBlueprint, childMaplet.x.Value, childMaplet.y.Value, out newMap))
                            {
                                //it fits, generate it - <3 Recursion
                                Actor[] childActors = null;

                                MapletActorWanderArea[] wanderA = null;
                                MapletPatrolPoint[] patrolPoints = null;
                                MapletFootpathNode[] fpNodes = null;

                                MapBlock[,] childMap = this.GenerateMap(tileID, wallID.Value, childMaplet.Maplet, childMaplet.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.SIDES, actorType, owner, out childActors, out wanderA, out patrolPoints, out fpNodes);

                                //Add the child actors
                                actorList.AddRange(childActors);

                                //Update any actors's locations should they have any
                                foreach (var actor in childActors)
                                {
                                    if (actor.MissionStack.Count() > 0)
                                    {
                                        var wander = actor.MissionStack.Peek() as WanderMission;

                                        if (wander != null)
                                        {
                                            wander.WanderPoint.X += childMaplet.x.Value;
                                            wander.WanderPoint.Y += childMaplet.y.Value;

                                            wander.WanderRectangle = new Rectangle(wander.WanderRectangle.X + childMaplet.x.Value, wander.WanderRectangle.Y + childMaplet.y.Value, wander.WanderRectangle.Width, wander.WanderRectangle.Height);
                                        }

                                    }
                                }

                                //Update any wander areas too
                                foreach (var area in wanderA)
                                {
                                    area.WanderRect = new Rectangle(area.WanderRect.X + childMaplet.x.Value, area.WanderRect.Y + childMaplet.y.Value, area.WanderRect.Width, area.WanderRect.Height);
                                    area.WanderPoint.X += childMaplet.x.Value;
                                    area.WanderPoint.Y += childMaplet.y.Value;
                                }

                                //and patrol points
                                foreach (var point in patrolPoints)
                                {
                                    point.Point.X += childMaplet.x.Value;
                                    point.Point.Y += childMaplet.y.Value;
                                }

                                foreach (var n in fpNodes)
                                {
                                    n.Point.X += childMaplet.x.Value;
                                    n.Point.Y += childMaplet.y.Value;
                                }

                                //And add them
                                wanderAreas.AddRange(wanderA);
                                patrolRouteList.AddRange(patrolPoints);
                                footpathNodeList.AddRange(fpNodes);

                                //Join the two maps together
                                generatedMap = this.JoinMaps(generatedMap, childMap, childMaplet.x.Value, childMaplet.y.Value);
                            }
                        }
                        else
                        {
                            if (Fits(planningMap, childMapletBlueprint, childMaplet.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.SIDES, childMaplet.FirstFit, childMaplet.Padding, out x, out y, out newMap))
                            {
                                //it fits, generate it - <3 Recursion
                                Actor[] childActors = null;
                                MapletActorWanderArea[] wanderA = null;
                                MapletPatrolPoint[] patrolPoints = null;
                                MapletFootpathNode[] fpNodes = null;

                                MapBlock[,] childMap = this.GenerateMap(tileID, wallID.Value, childMaplet.Maplet, childMaplet.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.SIDES, actorType, owner, out childActors, out wanderA, out patrolPoints, out fpNodes);

                                //Add the child actors
                                actorList.AddRange(childActors);

                                //Update any actors's locations should they have any
                                foreach (var actor in childActors)
                                {
                                    if (actor.MissionStack.Count() > 0)
                                    {
                                        var wander = actor.MissionStack.Peek() as WanderMission;

                                        if (wander != null)
                                        {
                                            wander.WanderPoint.X += x;
                                            wander.WanderPoint.Y += y;

                                            wander.WanderRectangle = new Rectangle(wander.WanderRectangle.X + x, wander.WanderRectangle.Y + y, wander.WanderRectangle.Width, wander.WanderRectangle.Height);
                                        }

                                    }
                                }

                                //Update any wander areas too
                                foreach (var area in wanderA)
                                {
                                    area.WanderRect = new Rectangle(area.WanderRect.X + x, area.WanderRect.Y + y, area.WanderRect.Width, area.WanderRect.Height);
                                    area.WanderPoint.X += x;
                                    area.WanderPoint.Y += y;
                                }

                                //and patrol routes
                                foreach (var point in patrolPoints)
                                {
                                    point.Point.X += x;
                                    point.Point.Y += y;
                                }

                                foreach (var n in fpNodes)
                                {
                                    n.Point.X += x;
                                    n.Point.Y += y;
                                }

                                //And add them
                                wanderAreas.AddRange(wanderA);
                                patrolRouteList.AddRange(patrolPoints);
                                footpathNodeList.AddRange(fpNodes);

                                //Join the two maps together
                                generatedMap = this.JoinMaps(generatedMap, childMap, x, y);
                            }
                        }
                    }
                }
            }

            //Step 2: Put the items into the map

            //Lets list places we can put it in
            List<MapBlock> candidateBlocks = new List<MapBlock>();

            for (int x = 0; x < planningMap.GetLength(0); x++)
            {
                for (int y = 0; y < planningMap.GetLength(1); y++)
                {
                    if (planningMap[x, y] == PlanningMapItemType.FREE)
                    {
                        candidateBlocks.Add(generatedMap[x, y]);
                    }

                }
            }
            List<MapBlock> edgeBlocks = new List<MapBlock>();

            //Lets also get the edge mapblocks - for those who prefer being on the edge
            for (int x = 0; x < planningMap.GetLength(0); x++)
            {
                if (!maplet.Walled)
                {
                    if (planningMap[x, 0] == PlanningMapItemType.FREE)
                    {
                        edgeBlocks.Add(generatedMap[x, 0]);
                    }

                    if (planningMap[x, planningMap.GetLength(1) - 1] == PlanningMapItemType.FREE)
                    {
                        edgeBlocks.Add(generatedMap[x, planningMap.GetLength(1) - 1]);
                    }
                }
                else
                {
                    if (planningMap[x, 1] == PlanningMapItemType.FREE)
                    {
                        edgeBlocks.Add(generatedMap[x, 1]);
                    }

                    if (planningMap[x, planningMap.GetLength(1) - 2] == PlanningMapItemType.FREE)
                    {
                        edgeBlocks.Add(generatedMap[x, planningMap.GetLength(1) - 2]);
                    }
                }

            }

            //Doing the y parts
            for (int y = 0; y < planningMap.GetLength(1); y++)
            {
                if (!maplet.Walled)
                {
                    if (planningMap[0, y] == PlanningMapItemType.FREE)
                    {
                        edgeBlocks.Add(generatedMap[0, y]);
                    }

                    if (planningMap[planningMap.GetLength(0) - 1, y] == PlanningMapItemType.FREE)
                    {
                        edgeBlocks.Add(generatedMap[planningMap.GetLength(0) - 1, y]);
                    }
                }
                else
                {
                    if (planningMap[1, y] == PlanningMapItemType.FREE)
                    {
                        edgeBlocks.Add(generatedMap[1, y]);
                    }

                    if (planningMap[planningMap.GetLength(0) - 2, y] == PlanningMapItemType.FREE)
                    {
                        edgeBlocks.Add(generatedMap[planningMap.GetLength(0) - 2, y]);
                    }

                }

            }

            //go through the maplet contents

            //Get the smallest x and y coordinate in the candidate blocks so we can use it for fixed things

            int smallestX = -1;
            int smallestY = -1;

            try
            {
                smallestX = candidateBlocks.Select(b => b.Tile.Coordinate.X).Min();
                smallestY = candidateBlocks.Select(b => b.Tile.Coordinate.Y).Min();
            }
            catch
            {
                //No space :(

            }

            foreach (MapletContents contents in maplet.MapletContents.Where(mc => mc is MapletContentsItem || mc is MapletContentsItemTag || mc is MapletContentsItemSpecial).OrderByDescending(mc => mc.ProbabilityPercentage))
            {
                //We'll see if we even put this at all
                MapItem itemPlaced = null;

                for (int i = 0; i < contents.MaxAmount; i++)
                {
                    //lets see what the probability of putting it in is
                    if ((random.NextDouble() * 100) <= contents.ProbabilityPercentage)
                    {
                        //Put it in
                        if (contents is MapletContentsItem)
                        {
                            MapletContentsItem mapletContent = (MapletContentsItem)contents;
                            itemPlaced = factory.CreateItem(mapletContent.ItemCategory, mapletContent.ItemID);
                        }
                        else
                            if (contents is MapletContentsItemTag)
                            {
                                MapletContentsItemTag mapletContent = (MapletContentsItemTag)contents;
                                int tempInt;
                                itemPlaced = factory.CreateItem(mapletContent.Category, mapletContent.Tag, out tempInt);
                                //I CHANGED THIS
                                itemPlaced.OwnedBy = mapletContent.Factions;
                            }
                            else
                                if (contents is MapletContentsItemSpecial)
                                {
                                    //what type is it
                                    switch ((contents as MapletContentsItemSpecial).Type)
                                    {
                                        case "StairsUp":
                                            itemPlaced = new DungeonStairs(true); break;
                                        case "StairsDown":
                                            itemPlaced = new DungeonStairs(false); break;
                                        case "SummoningCircle":
                                            itemPlaced = new SummoningCircle(); break;
                                        case "TreasureChest":
                                            itemPlaced = new TreasureChest(); break;
                                        case "Altar":
                                            itemPlaced = new Altar(); break;
                                        case "WishingWell":
                                            itemPlaced = new WishingWell(); break;
                                        case "Potion":
                                            var potionType = (PotionType[]) Enum.GetValues(typeof(PotionType));
                                            var potion = potionType.GetRandom();
                                            itemPlaced = new Potion(potion);
                                            break;
                                        default:
                                            throw new NotImplementedException("No code for " + (contents as MapletContentsItemSpecial).Type + " can be found");
                                    }
                                }

                        if (candidateBlocks.Count != 0)
                        {
                            //Lets decide where to put it

                            if (contents.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.SIDES && edgeBlocks.Count != 0)
                            {
                                //pick a place at random and add it to the maplet
                                int position = random.Next(edgeBlocks.Count);

                                edgeBlocks[position].PutItemOnBlock(itemPlaced);

                                if (!contents.AllowItemsOnTop)
                                {
                                    //remove it from both
                                    candidateBlocks.Remove(edgeBlocks[position]);
                                    edgeBlocks.RemoveAt(position);
                                }
                            }

                            if (contents.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.MIDDLE && candidateBlocks.Except(edgeBlocks).Count() != 0)
                            {
                                //pick a place at random and add it to the maplet
                                int position = random.Next(candidateBlocks.Except(edgeBlocks).Count());

                                MapBlock block = candidateBlocks.Except(edgeBlocks).ToArray()[position];

                                block.PutItemOnBlock(itemPlaced);

                                if (!contents.AllowItemsOnTop)
                                {
                                    //remove it from both
                                    candidateBlocks.Remove(block);
                                    edgeBlocks.Remove(block);
                                }
                            }

                            if (contents.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.ANYWHERE)
                            {
                                //pick a place at random and add it to the maplet
                                int position = random.Next(candidateBlocks.Count);

                                candidateBlocks[position].PutItemOnBlock(itemPlaced);

                                if (!contents.AllowItemsOnTop)
                                {
                                    //remove it from both
                                    edgeBlocks.Remove(candidateBlocks[position]);
                                    candidateBlocks.RemoveAt(position);
                                }
                            }

                            if (contents.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.FIXED)
                            {
                                //Fix it in a particular position.
                                MapCoordinate coordinate = new MapCoordinate(smallestX + contents.x.Value, smallestY + contents.y.Value, 0, DRObjects.Enums.MapType.LOCAL);

                                var selectedBlock = candidateBlocks.Where(cb => cb.Tile.Coordinate.Equals(coordinate)).FirstOrDefault();

                                if (selectedBlock != null)
                                { //maybe someone put something there already
                                    selectedBlock.PutItemOnBlock(itemPlaced);
                                }

                                if (!contents.AllowItemsOnTop)
                                {
                                    //and remoev it from both
                                    candidateBlocks.Remove(selectedBlock);
                                    edgeBlocks.Remove(selectedBlock);
                                }
                            }
                        }
                    }
                }

            }

            //Step 3: Stripe through the map except for the current maplet's walls - work out where the walls are, and for each wall segment, put a door in
            #region Wall Segments
            List<Line> wallSegments = new List<Line>();

            for (int x = 1; x < planningMap.GetLength(0) - 1; x++)
            {
                //lets see if we find a wall Segment
                Line wallSegment = null;

                for (int y = 1; y < planningMap.GetLength(1) - 1; y++)
                {
                    if (planningMap[x, y] == PlanningMapItemType.WALL)
                    {
                        //Three possibilities exist. Either this is the start of a wall segment
                        //Or this is a continuation of a wall segment
                        //Or this is the end of a wall segment
                        // -> Because there is an intersection
                        // -> Because there was an active wall segment and there is no wall in this one
                        if (wallSegment == null)
                        {
                            //Its a start
                            wallSegment = new Line(new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL), null);
                        }
                        else
                        {
                            //Continuation or end
                            //Check if there's an interesection
                            //Go up one and down one. If there is the maplet's walls there won't be a door - but then there'll be a double wall anyway which makes no sense
                            if (planningMap[x + 1, y] == PlanningMapItemType.WALL || planningMap[x - 1, y] == PlanningMapItemType.WALL)
                            {
                                //terminate the wall - and start a new one
                                wallSegment.End = new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL);
                                wallSegments.Add(wallSegment);

                                wallSegment = new Line(new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL), null);
                            }
                            else
                            {
                                //do nothing, its a continuation
                            }
                        }

                    }
                    else
                    {
                        //Mayhaps a line has stopped?
                        if (wallSegment != null)
                        {
                            //It has - lets terminate it
                            wallSegment.End = new MapCoordinate(x, y - 1, 0, DRObjects.Enums.MapType.LOCAL);
                            wallSegments.Add(wallSegment);

                            wallSegment = null;
                        }

                    }

                }

                //Check if there's an active line - maybe it reaches till the end of the maplet
                if (wallSegment != null)
                {
                    wallSegment.End = new MapCoordinate(x, (planningMap.GetLength(1) - 1), 0, DRObjects.Enums.MapType.LOCAL);
                    wallSegments.Add(wallSegment);
                    wallSegment = null;
                }
            }

            //Now stripe in the other direction
            for (int y = 1; y < planningMap.GetLength(1) - 1; y++)
            {
                //lets see if we find a wall Segment
                Line wallSegment = null;

                for (int x = 1; x < planningMap.GetLength(0) - 1; x++)
                {
                    if (planningMap[x, y] == PlanningMapItemType.WALL)
                    {
                        //Three possibilities exist. Either this is the start of a wall segment
                        //Or this is a continuation of a wall segment
                        //Or this is the end of a wall segment
                        // -> Because there is an intersection
                        // -> Because there was an active wall segment and there is no wall in this one
                        if (wallSegment == null)
                        {
                            //Its a start
                            wallSegment = new Line(new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL), null);
                        }
                        else
                        {
                            //Continuation or end
                            //Check if there's an interesection
                            //Go up one and down one. If there is the maplet's walls there won't be a door - but then there'll be a double wall anyway which makes no sense
                            if (planningMap[x, y + 1] == PlanningMapItemType.WALL || planningMap[x, y - 1] == PlanningMapItemType.WALL)
                            {
                                //terminate the wall - and start a new one
                                wallSegment.End = new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL);
                                wallSegments.Add(wallSegment);

                                wallSegment = new Line(new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL), null);
                            }
                            else
                            {
                                //do nothing, its a continuation
                            }
                        }

                    }
                    else
                    {
                        //Mayhaps a line has stopped?
                        if (wallSegment != null)
                        {
                            //It has - lets terminate it
                            wallSegment.End = new MapCoordinate(x - 1, y, 0, DRObjects.Enums.MapType.LOCAL);
                            wallSegments.Add(wallSegment);

                            wallSegment = null;
                        }

                    }

                }

                //Check if there's an active line - maybe it reaches till the end of the maplet
                if (wallSegment != null)
                {
                    wallSegment.End = new MapCoordinate(planningMap.GetLength(0) - 1, y, 0, DRObjects.Enums.MapType.LOCAL);
                    wallSegments.Add(wallSegment);
                    wallSegment = null;
                }
            }

            #endregion Wall Segments

            #region Doors

            //Get all wall segments larger than 0, and we can put a door there

            foreach (Line segment in wallSegments.Where(ws => ws.Length() > 1))
            {
                //Put a door somewhere, as long as its not the start or end
                //Oh and remove the wall

                MapBlock block = null;

                if (segment.Start.X == segment.End.X)
                {
                    //Get the entirety of the segment
                    List<int> possibleYs = new List<int>();

                    int smallerY = Math.Min(segment.Start.Y, segment.End.Y);
                    int largerY = Math.Max(segment.Start.Y, segment.End.Y);

                    //Check in the real map whether the tile next to it is free for walking in
                    for (int y = smallerY + 1; y <= largerY; y++)
                    {
                        if (generatedMap[segment.Start.X - 1, y].MayContainItems && generatedMap[segment.Start.X + 1, y].MayContainItems)
                        {
                            possibleYs.Add(y);
                        }
                    }

                    //Now check whether there's a possible y, and pick a random one from it
                    if (possibleYs.Count != 0)
                    {
                        block = generatedMap[segment.Start.X, possibleYs[random.Next(possibleYs.Count - 1)]];
                    }
                    else
                    {
                        //nothing to do - take smallest
                        block = generatedMap[segment.Start.X, segment.Start.Y + 1];
                    }
                }
                else
                {
                    List<int> possibleXs = new List<int>();

                    int smallerX = Math.Min(segment.Start.X, segment.End.X);
                    int largerX = Math.Max(segment.Start.X, segment.End.X);

                    //Check in the real map whether the tile next to it is free for walking in
                    for (int x = smallerX + 1; x <= largerX; x++)
                    {
                        if (generatedMap[x, segment.Start.Y - 1].MayContainItems && generatedMap[x, segment.Start.Y + 1].MayContainItems)
                        {
                            possibleXs.Add(x);
                        }
                    }

                    //Now check whether there's a possible x, and pick a random one from it
                    if (possibleXs.Count != 0)
                    {
                        block = generatedMap[possibleXs[random.Next(possibleXs.Count - 1)], segment.Start.Y];
                    }
                    else
                    {
                        //nothing to do - take the smallest one
                        block = generatedMap[segment.Start.X + 1, segment.Start.Y];
                    }

                }

                try
                {
                    if (block != null)
                    {
                        block.RemoveTopItem();
                        int doorID = -1;
                        block.PutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "door", out doorID));
                    }
                }
                catch { }
            }

            #endregion

            #region Enemies

            //Now lets create enemies :)
            foreach (var mc in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletActor))).OrderByDescending(o => o.ProbabilityPercentage))
            {
                var actor = mc as MapletActor;

                for (int i = 0; i < actor.MaxAmount; i++)
                {
                    //Check the random
                    if (random.Next(100) < actor.ProbabilityPercentage)
                    {
                        int actorID = 0;

                        string enemyType = actor.UseLocalType ? actorType : actor.EnemyType;

                        //For now set gear cost to 0
                        Actor newActor = ActorGeneration.CreateActor(enemyType, actor.EnemyTag, null, 10, 0, null, out actorID);

                        if (actor.VendorType.HasValue)
                        {
                            GenerateVendor(newActor, actor);
                        }

                        //Generate the map character
                        var mapCharacter = factory.CreateItem("enemies", actorID);

                        newActor.MapCharacter = mapCharacter;

                        if (!actor.Factions.HasFlag(owner))
                        {
                            //inactive character
                            newActor.MapCharacter.IsActive = false;
                        }

                        (mapCharacter as LocalCharacter).Actor = newActor;

                        //Lets position them randomly
                        for (int attempt = 0; attempt < 150; attempt++)
                        {
                            //Try 150 times
                            int x = random.Next(maplet.SizeX);
                            int y = random.Next(maplet.SizeY);

                            if (generatedMap[x, y].MayContainItems)
                            {
                                //Put it there
                                mapCharacter.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL);
                                generatedMap[x, y].ForcePutItemOnBlock(mapCharacter);
                                actorList.Add(newActor);

                                //What mission does he have?
                                if (actor.EnemyMission == ActorMissionType.WANDER)
                                {
                                    newActor.MissionStack.Push(new WanderMission()
                                        {
                                            LoiterPercentage = 80,
                                            WanderPoint = new MapCoordinate(mapCharacter.Coordinate),
                                            WanderRectangle = new Rectangle(0, 0, generatedMap.GetLength(0), generatedMap.GetLength(1))
                                        });
                                }

                                break;
                            }
                        }
                    }
                }
            }

            #endregion

            #region Wander Areas

            foreach (var mc in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletActorWanderArea))))
            {
                var wander = mc as MapletActorWanderArea;

                //The area of this is going to be the entire maplet (so if we're in a submaplet, they'll wander in there - Awesome no ?)
                wander.WanderRect = new Rectangle(0, 0, generatedMap.GetLength(0), generatedMap.GetLength(1));

                //Pick the wander point to be the middle of the rectangle. If the point isn't valid we might have a problem
                wander.WanderPoint = new MapCoordinate(generatedMap.GetLength(0) / 2, generatedMap.GetLength(1) / 2, 0, MapType.LOCAL);

                MapletActorWanderArea clone = new MapletActorWanderArea();
                clone.WanderPoint = new MapCoordinate(wander.WanderPoint);
                clone.WanderRect = new Rectangle(wander.WanderRect.X, wander.WanderRect.Y, wander.WanderRect.Width, wander.WanderRect.Height);
                clone.Profession = wander.Profession;
                clone.OwnerFactions = wander.OwnerFactions;

                wanderAreas.Add(clone);
            }

            wAreas = wanderAreas.ToArray();

            #endregion

            #region Patrol Points & Paths

            foreach (var mc in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletPatrolPoint))))
            {
                var point = mc as MapletPatrolPoint;

                //The point is going to be in the middle of the entire maplet
                point.Point = new MapCoordinate(generatedMap.GetLength(0) / 2, generatedMap.GetLength(1) / 2, 0, MapType.LOCAL);

                MapletPatrolPoint clone = new MapletPatrolPoint();
                clone.Point = new MapCoordinate(point.Point);
                clone.OwnerFactions = point.OwnerFactions;
                clone.Profession = point.Profession;
                clone.PointRadius = point.PointRadius;

                patrolRouteList.Add(clone);
            }

            patrolRoutes = patrolRouteList.ToArray();

            foreach (var n in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletFootpathNode))))
            {
                var node = n as MapletFootpathNode;

                //Point is going to be in the middle of the entire maplet
                node.Point = new MapCoordinate(generatedMap.GetLength(0) / 2, generatedMap.GetLength(1) / 2, 0, MapType.LOCAL);

                //Better create a new one
                MapletFootpathNode clone = new MapletFootpathNode();
                clone.Point = new MapCoordinate(node.Point);
                clone.IsPrimary = node.IsPrimary;

                footpathNodeList.Add(clone);
            }

            footpathNodes = footpathNodeList.ToArray();

            #endregion

            #region Aniamls

            //Now lets create enemies :)
            foreach (var mc in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletHerd))).OrderByDescending(o => o.ProbabilityPercentage))
            {
                var herd = mc as MapletHerd;

                for (int i = 0; i < herd.MaxAmount; i++)
                {
                    //Check the random
                    if (random.Next(100) < herd.ProbabilityPercentage)
                    {
                        var herds = ActorGeneration.CreateAnimalHerds(herd.Biome, herd.Domesticated, herd.HerdTag, 1);

                        foreach (var animalHerd in herds)
                        {
                            foreach (var animal in animalHerd)
                            {
                                //Position them on the map
                                for (int attempt = 0; attempt < 150; attempt++)
                                {
                                    //Try 150 times
                                    int x = random.Next(maplet.SizeX);
                                    int y = random.Next(maplet.SizeY);

                                    if (generatedMap[x, y].MayContainItems)
                                    {
                                        //Put it there
                                        animal.MapCharacter.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL);
                                        generatedMap[x, y].ForcePutItemOnBlock(animal.MapCharacter);
                                        actorList.Add(animal);

                                        //Wander around does he have?
                                        animal.MissionStack.Push(new WanderMission()
                                        {
                                            LoiterPercentage = 80,
                                            WanderPoint = new MapCoordinate(animal.MapCharacter.Coordinate),
                                            WanderRectangle = new Rectangle(0, 0, generatedMap.GetLength(0), generatedMap.GetLength(1))
                                        });

                                        break;
                                    }
                                }
                            }
                        }

                    }
                }
            }

            #endregion

            actors = actorList.ToArray();

            #region Ownership

            //Go through all map items - If they're not valid for this particular owner, make them inactive.
            foreach (var mapBlock in generatedMap)
            {
                foreach (var item in mapBlock.GetItems())
                {
                    if (!item.OwnedBy.HasFlag(owner))
                    {
                        item.IsActive = false;
                    }
                }
            }

            #endregion

            //we're done
            return generatedMap;
        }
Esempio n. 23
0
        /// <summary>
        /// Part 1 - Generate the base map
        /// </summary>
        /// <param name="level"></param>
        /// <param name="percentCovered"></param>
        /// <returns></returns>
        private static MapBlock[,] GenerateBaseMap(int level, int percentCovered, out List<Rectangle> rectangles, out int tileID)
        {
            MapBlock[,] map = new MapBlock[SIZE, SIZE];

            ItemFactory.ItemFactory fact = new ItemFactory.ItemFactory();

            //Put the tiles
            tileID = -1;
            var dummy = fact.CreateItem("tiles", "cave", out tileID);

            for (int x = 0; x < SIZE; x++)
            {
                for (int y = 0; y < SIZE; y++)
                {
                    map[x, y] = new MapBlock(); //Start with air :)
                    map[x, y].Tile = new Air();
                    map[x, y].Tile.Coordinate = (new MapCoordinate(x, y, 0, MapType.LOCAL));
                }
            }

            //Now we need to drop particular shapes on the map, with a minimum area of MINIMUM_AREA until we reach a particular percentage covered
            int totalCovered = 0;
            //Or until we run out of attempts
            int attempts = 0;

            rectangles = new List<Rectangle>();

            while (totalCovered < AREA && attempts < 50)
            {
                attempts++;
                //Pick a random spot to drop it in
                Random random = GameState.Random;

                Point p = new Point(random.Next(SIZE), random.Next(SIZE));

                //From this point, draw a rectangle with a random size from Edge to Edge
                Rectangle rect = new Rectangle(p.X, p.Y, random.Next(MINIMUM_EDGE, MAXIMUM_EDGE), random.Next(MINIMUM_EDGE, MAXIMUM_EDGE));

                //Does it have a valid area? Is it within the current map
                if ((rect.Width * rect.Height) >= MINIMUM_AREA && rect.Right < SIZE && rect.Bottom < SIZE)
                {
                    //Does it intersect or is contained within another rectangle ?
                    //(This will not preclude two rectangles next to each other, as long as they don't intersect)

                    if (rectangles.Any(r => r.Intersects(rect) || r.Contains(rect) || rect.Contains(r)))
                    {
                        //invalid
                        continue;
                    }

                    rectangles.Add(rect); //Valid
                    totalCovered += (rect.Width * rect.Height);
                    attempts = 0;
                }
                else
                {
                    //invalid
                    continue;
                }
            }

            //Now we should have a number of rectangles, let's turn those into actual rooms
            foreach (var rect in rectangles)
            {
                for (int x = 0; x < rect.Width; x++)
                {
                    for (int y = 0; y < rect.Height; y++)
                    {
                        MapCoordinate coord = new MapCoordinate(rect.X + x, rect.Y + y, 0, MapType.LOCAL);

                        MapBlock b = map[coord.X, coord.Y];
                        b.Tile = fact.CreateItem("tiles", tileID);
                        b.Tile.Coordinate = coord;
                    }
                }
            }
            int pathTile = -1;
            dummy = fact.CreateItem("tiles", "pavement", out pathTile);

            //Let's connect each room with each other room
            for (int i = 0; i < rectangles.Count; i++)
            {
                Rectangle curr = rectangles[i];
                Rectangle next = i == rectangles.Count - 1 ? rectangles[0] : rectangles[i + 1];  //Next rectangle is either the one in the list, or the first one

                PathfinderInterface.Nodes = GeneratePathfindingMapConnector(map);

                //Path from the center of the rectangles

                var path = PathfinderInterface.GetPath(new MapCoordinate(curr.Center.X, curr.Center.Y, 0, MapType.LOCAL), new MapCoordinate(next.Center.Y, next.Center.Y, 0, MapType.LOCAL));

                if (path != null)
                {
                    //Path it!
                    foreach (var p in path)
                    {
                        if (!map[p.X, p.Y].MayContainItems)
                        {
                            MapCoordinate coord = new MapCoordinate(p.X, p.Y, 0, MapType.LOCAL);

                            MapBlock b = map[coord.X, coord.Y];
                            b.Tile = fact.CreateItem("tiles", pathTile);
                            b.Tile.Coordinate = coord;
                        }
                    }
                }
            }

            //Now we can go through the blocks and put walls around the border

            int borderID = -1;
            dummy = fact.CreateItem("mundaneitems", "dungeon wall", out borderID);

            for (int x = 0; x < SIZE; x++)
            {
                for (int y = 0; y < SIZE; y++)
                {
                    MapBlock current = map[x, y];

                    if (!current.MayContainItems)
                    {
                        //Are we near one which can contain items?
                        if (GetBlocksAroundPoint(map, current.Tile.Coordinate, 1).Any(b => b.MayContainItems))
                        {
                            //Yep - put a wall there
                            current.ForcePutItemOnBlock(fact.CreateItem("mundaneitems", borderID));
                        }
                    }
                }
            }

            return map;
        }
Esempio n. 24
0
 /// <summary>
 /// Returns true if this block is a distance of 1 away from any of the blocks in this region
 /// </summary>
 /// <param name="block"></param>
 /// <returns></returns>
 public bool IsNeighbour(MapBlock block)
 {
     return Blocks.Any(b => Math.Abs(b.Tile.Coordinate - block.Tile.Coordinate) <= 1);
 }
Esempio n. 25
0
        /// <summary>
        /// Generates a pathfinding map for connecting
        /// </summary>
        /// <param name="map"></param>
        /// <returns></returns>
        private static byte[,] GeneratePathfindingMapConnector(MapBlock[,] map)
        {
            //Generate a byte map of x and y
            int squareSize = PathfinderInterface.CeilToPower2(Math.Max(map.GetLength(0), map.GetLength(1)));

            byte[,] pf = new byte[squareSize, squareSize];

            for (int i = 0; i < map.GetLength(0); i++)
            {
                for (int j = 0; j < map.GetLength(1); j++)
                {
                    if (i < map.GetLength(0) - 1 && j < map.GetLength(1) - 1)
                    {
                        //To promote path reuse - if it contains a path give it a weight of 1, otherwise 5, otherwise 50

                        if (map[i, j] == null)
                        {
                            pf[i, j] = Byte.MaxValue;
                        }
                        else if (map[i, j].MayContainItems)
                        {
                            if (map[i, j].Tile.InternalName.ToLower() == "pavement")
                            {
                                pf[i, j] = (byte)1;
                            }
                            else
                            {
                                pf[i, j] = (byte)5;
                            }
                        }
                        else
                        {
                            pf[i, j] = (byte)50;
                        }
                    }
                    else
                    {
                        //Put in the largest possible weight
                        pf[i, j] = Byte.MaxValue;
                    }
                }
            }

            return pf;
        }
Esempio n. 26
0
        /// <summary>
        /// Generates a pathfinding map from the mapl pushed in
        /// </summary>
        /// <returns></returns>
        private static byte[,] GeneratePathfindingMap(MapBlock[,] map)
        {
            //Generate a byte map of x and y
            int squareSize = PathfinderInterface.CeilToPower2(Math.Max(map.GetLength(0), map.GetLength(1)));

            byte[,] pf = new byte[squareSize, squareSize];

            for (int i = 0; i < map.GetLength(0); i++)
            {
                for (int j = 0; j < map.GetLength(1); j++)
                {
                    if (i < map.GetLength(0) - 1 && j < map.GetLength(1) - 1)
                    {
                        //Copyable - if it may contain items, put a weight of 1, otherwise an essagerated one. Also consider who the owners are. If it's owned by someone in particular then ignore it
                        pf[i, j] = map[i, j] != null ? map[i, j].MayContainItems || map[i,j].GetTopItem().OwnedBy != (OwningFactions.ABANDONED | OwningFactions.BANDITS | OwningFactions.HUMANS | OwningFactions.ORCS | OwningFactions.UNDEAD )
                            ? (byte)1 : Byte.MaxValue : Byte.MaxValue;
                    }
                    else
                    {
                        //Put in the largest possible weight
                        pf[i, j] = Byte.MaxValue;
                    }
                }
            }

            return pf;
        }
Esempio n. 27
0
        /// <summary>
        /// Add a block to a local map
        /// </summary>
        /// <param name="block"></param>
        public void AddToLocalMap(MapBlock block)
        {
            //Does it belong on the local map?
            MapCoordinate coord = block.Tile.Coordinate;

            try
            {
                //Check whether the block is within the bounds of the map

                if (block.Tile.Coordinate.X < this.localGameMap.GetLength(0) && block.Tile.Coordinate.X >= 0)
                {
                    if (block.Tile.Coordinate.Y < this.localGameMap.GetLength(1) && block.Tile.Coordinate.Y >= 0)
                    {
                        if (block.Tile.Coordinate.Z < this.localGameMap.GetLength(2) && block.Tile.Coordinate.Z >= 0)
                        {
                            //write it
                            localGameMap[block.Tile.Coordinate.X, block.Tile.Coordinate.Y, block.Tile.Coordinate.Z] = block;
                        }
                    }
                }
            }
            catch
            {
                //Error
                throw new Exception("The map already has data at the coordinate " + block.Tile.Coordinate);
            }
        }