private void CreateCorridors() { if (_rooms.Count > 1) { foreach (int key in _rooms.Keys) { if (_rooms[key].Neighbors.Count < _rooms.Count - 2) { List <int> notNeighborsKey = _rooms.Keys.ToList(); // contains all not non neighbors of the current room List <int> neighborsKey = _rooms[key].Neighbors.Keys.ToList(); // contains the neighbors of the current and the current room foreach (int neighbor in _rooms[key].Neighbors.Keys) { notNeighborsKey.Remove(neighbor); } notNeighborsKey.Remove(_rooms[key].Id); neighborsKey.Add(_rooms[key].Id); char[,] corridorMap = new char[_map.GetLength(0), _map.GetLength(1)]; for (int y = 0; y < _map.GetLength(0); y++) { for (int x = 0; x < _map.GetLength(1); x++) { corridorMap[y, x] = _map[y, x]; } } for (int i = 0; i < neighborsKey.Count; i++) { Room neighborRoom = _rooms[neighborsKey[i]]; for (int y = 0; y < neighborRoom.Map.GetLength(0); y++) { for (int x = 0; x < neighborRoom.Map.GetLength(1); x++) { corridorMap[y + neighborRoom.Origin.Y, x + neighborRoom.Origin.X] = Configuration.Void; } } } Room roomPicked = _rooms[Utility.nextInt(_random, 0, neighborsKey.Count)]; Algorithm d = new Algorithm(corridorMap); d.AddRule(new Rule()) // Prochain objectif, choisir une salle au hasard, un point de type mur au hasard de la salle choisie // effectuer un A* pour trouver la salle la plus proche /*int roomToJoin = Utility.nextInt(_random, 0, allKeys.Count - 1); * * Point p1 = _rooms[key].Origin; * Point p2 = _rooms[allKeys[roomToJoin]].Origin; * * Room r1 = _rooms[key]; * Room r2 = _rooms[allKeys[roomToJoin]]; * * char[,] corridorMap = new char[_map.GetLength(0), _map.GetLength(1)]; * for(int y = 0; y < _map.GetLength(0); y++) * { * for(int x = 0; x < _map.GetLength(1); x++) * { * corridorMap[y, x] = _map[y, x]; * } * } * * for (int y = 0; y < r1.Map.GetLength(0); y++) * { * for (int x = 0; x < r1.Map.GetLength(1); x++) * { * char tileValue = corridorMap[y + r1.Origin.Y, x + r1.Origin.X]; * if (tileValue == Configuration.Wall) { * corridorMap[y + r1.Origin.Y, x + r1.Origin.X] = Configuration.Ground; * } * } * } * * for (int y = 0; y < r2.Map.GetLength(0); y++) * { * for (int x = 0; x < r2.Map.GetLength(1); x++) * { * char tileValue = corridorMap[y + r2.Origin.Y, x + r2.Origin.X]; * if (tileValue == Configuration.Wall) * { * corridorMap[y + r2.Origin.Y, x + r2.Origin.X] = Configuration.Ground; * } * } * } * * * * * r1.Neighbors.Add(r2.Id, r2); * r2.Neighbors.Add(r1.Id, r1); */ } } } }