コード例 #1
0
ファイル: LevelGenerator.cs プロジェクト: bdsowers/cutiequest
    private void PlaceTraps()
    {
        DungeonBiomeData biomeData = Game.instance.currentDungeonData.biomeData;

        // Collect regions with shared trap IDs
        Dictionary <int, List <Vector2Int> > regions = new Dictionary <int, List <Vector2Int> >();

        for (int x = 0; x < mDungeon.width; ++x)
        {
            for (int y = 0; y < mDungeon.height; ++y)
            {
                RandomDungeonTileData td = mDungeon.Data(x, y);
                if (td.trap >= 0)
                {
                    List <Vector2Int> positions = null;
                    bool exists = regions.TryGetValue(td.trap, out positions);
                    if (!exists)
                    {
                        positions = new List <Vector2Int>();
                        regions.Add(td.trap, positions);
                    }

                    positions.Add(new Vector2Int(x, y));
                }
            }
        }

        // Try to place the traps
        // Traps may have requirements - ie: they may require certain region sizes
        // They may also conditionally take up 1 or all spaces of a region
        // todo bdsowers - break traps apart into traps & spawners so that traps
        // aren't responsible for spawning themselves, which is awkward...

        // Now generate traps, filling the respective regions (where still possible)

        // Find all the trap generators
        List <PlacedTrap> trapPlacerPrefabs = new List <PlacedTrap>();
        int maxTrapPrefabsToConsider        = MaxTrapsToConsider(biomeData);

        for (int i = 0; i < maxTrapPrefabsToConsider; ++i)
        {
            string prefabName = biomeData.trapPrefabs[i];

            GameObject prefab     = PrefabManager.instance.PrefabByName(prefabName);
            PlacedTrap trapPlacer = prefab.GetComponent <PlacedTrap>();
            if (trapPlacer != null)
            {
                trapPlacerPrefabs.Add(prefab.GetComponent <PlacedTrap>());
            }
            else
            {
                Debug.LogError("Unplaceable trap in biome: " + prefabName);
            }
        }

        List <PlacedTrap> potentialTraps = new List <PlacedTrap>();

        foreach (KeyValuePair <int, List <Vector2Int> > pair in regions)
        {
            int prob = 15;
            if (Game.instance.quirkRegistry.IsQuirkActive <TrapQueenQuirk>())
            {
                prob = 75;
            }

            if (Random.Range(0, 100) > prob)
            {
                continue;
            }

            potentialTraps.Clear();
            potentialTraps.AddRange(trapPlacerPrefabs);

            bool trapPlaced = false;
            while (!trapPlaced && potentialTraps.Count > 0)
            {
                PlacedTrap trap = potentialTraps.Sample();
                if (trap.CanSpawn(pair.Value))
                {
                    trap.Spawn(pair.Value, this);
                    trapPlaced = true;
                }
                else
                {
                    potentialTraps.Remove(trap);
                }
            }
        }
    }
コード例 #2
0
ファイル: LevelGenerator.cs プロジェクト: bdsowers/cutiequest
    private void GenerateEnvironmentFromDungeon(RandomDungeon dungeon)
    {
        DungeonBiomeData biomeData = Game.instance.currentDungeonData.biomeData;

        for (int x = 0; x < dungeon.width; ++x)
        {
            for (int y = 0; y < dungeon.height; ++y)
            {
                RandomDungeonTileData tileData = dungeon.Data(x, y);

                if (dungeon.TileType(x, y) >= 'A' && dungeon.TileType(x, y) <= 'Z')
                {
                    HandleCheatTile(tileData, x, y, biomeData);
                }
                else if (dungeon.TileType(x, y) == RandomDungeonTileData.EMPTY_TILE)
                {
                    mCollisionMap.MarkSpace(x, y, -1);
                }
                else if (dungeon.TileType(x, y) == RandomDungeonTileData.WALL_TILE)
                {
                    // In the space level, we actually have requirements for what wall tiles
                    // can be placed where; otherwise we get weird decoration clipping
                    if (Game.instance.currentDungeonData.dungeonNum == 3)
                    {
                        bool hasForwardTile = (y + 1 < dungeon.height);
                        char forwardTile    = hasForwardTile ? dungeon.TileType(x, y + 1) : RandomDungeonTileData.EMPTY_TILE;
                        if (forwardTile != RandomDungeonTileData.WALKABLE_TILE &&
                            forwardTile != RandomDungeonTileData.EXIT_TILE &&
                            forwardTile != RandomDungeonTileData.EMPTY_TILE)
                        {
                            int wall = Random.Range(0, 2);
                            PlaceMapPrefab(biomeData.wallPrefabs[wall], x, y, WALKABLEMAP_STATIC_MARK);
                        }
                        else
                        {
                            PlaceMapPrefab(biomeData.wallPrefabs.Sample(), x, y, WALKABLEMAP_STATIC_MARK);
                        }
                    }
                    else
                    {
                        PlaceMapPrefab(biomeData.wallPrefabs.Sample(), x, y, WALKABLEMAP_STATIC_MARK);
                    }
                }
                else if (dungeon.TileType(x, y) == RandomDungeonTileData.WALKABLE_TILE ||
                         dungeon.TileType(x, y) == RandomDungeonTileData.EXIT_TILE ||
                         dungeon.TileType(x, y) == AVATAR_POSITION)
                {
                    PlaceMapPrefab(biomeData.floorPrefabs.Sample(), x, y, -1, 0, true);
                }
                else if (dungeon.TileType(x, y) == SHOP_PEDESTAL)
                {
                    PlaceMapPrefab(biomeData.floorPrefabs[0], x, y).GetComponent <RevealWhenAvatarIsClose>().allowScaleVariation = false;;

                    PlaceMapPrefab(biomeData.shopPedestablPrefab, x, y, WALKABLEMAP_STATIC_MARK).GetComponent <RevealWhenAvatarIsClose>().allowScaleVariation = false;
                    GameObject buyableItem = PlaceMapPrefab(RandomItem(), x, y);
                    buyableItem.transform.localPosition += Vector3.up * 0.3f;

                    GameObject activationPlate = PlaceMapPrefab("ActivationPlate", x, y + 1);
                    PlaceSurroundingActivationPlates(x, y, null, null, null, buyableItem.GetComponent <Item>());
                }
                else if (dungeon.TileType(x, y) == SHOP_KEEPER)
                {
                    PlaceMapPrefab(biomeData.floorPrefabs[0], x, y);
                    GameObject shopKeeper = PlaceMapPrefab("ShopKeep", x, y, WALKABLEMAP_USE_PREFAB_MARK, 0.5f);

                    PlaceSurroundingActivationPlates(x, y, "shopkeep_talk", null, shopKeeper);

                    if (Game.instance.isShopKeeperEnemy)
                    {
                        Game.instance.MakeShopKeeperEnemy();
                    }
                }
                else if (dungeon.TileType(x, y) == PRESET_ENEMY)
                {
                    PlaceMapPrefab(biomeData.floorPrefabs[0], x, y);
                    PlaceEnemy(CurrentDungeonFloorData(), new Vector2Int(x, y));
                }


                if (tileData.chest == 2)
                {
                    PlaceChest(new Vector2Int(x, y));
                }
                else if (tileData.chest == 1)
                {
                    bool generateShrine = (Random.Range(0, 100) < 50);
                    if (generateShrine)
                    {
                        Debug.Log("A special room has spawned including a shrine.");
                        PlaceShrine(new Vector2Int(x, y));
                    }
                    else
                    {
                        Debug.Log("A special room has spawned including a chest.");
                        PlaceChest(new Vector2Int(x, y));
                    }
                }
            }
        }
    }