static void DrunkWalkItr(NMap map, NLocate currentLoc, Stack <NLocate> rounte, byte val, int step = 1) { if (rounte.Count > map.DataSize() / (4 * step)) { Console.WriteLine("I am awake !!!"); return; } map.SetBlock(currentLoc, val); List <NLocate> locs = new List <NLocate>(); List <NLocate> stepAroundLocs = new List <NLocate>(); stepAroundLocs.Add(new NLocate(currentLoc.X + step, currentLoc.Y)); stepAroundLocs.Add(new NLocate(currentLoc.X - step, currentLoc.Y)); stepAroundLocs.Add(new NLocate(currentLoc.X, currentLoc.Y + step)); stepAroundLocs.Add(new NLocate(currentLoc.X, currentLoc.Y - step)); //Console.WriteLine(map.Print()); foreach (var l in stepAroundLocs) { if ((map.GetBlock(l) != val) && (map.WithIn(l))) { locs.Add(l); } } if (locs.Count > 0) { var dLoc = RandomSelect <NLocate> .Select(locs); Line(map, currentLoc, dLoc, val); rounte.Push(dLoc); DrunkWalkItr(map, dLoc, rounte, val); } else { rounte.Pop(); if (rounte.Count > 0) { DrunkWalkItr(map, rounte.Peek(), rounte, val); } else { Console.WriteLine("no way!!!"); return; } } }
public static NMap CaveWallMap(int width, int height, float rate, int holeLeft)//dig map { NMap map = new NMap(width, height); map.Noise(rate); CellularAutomata2D rule = new CellularAutomata2D("s45678b5678"); map = rule.Run(map, 3); var blobs = NBlob.Find(map, 255); blobs.FillByLeftBlob(map, holeLeft, 0); blobs.NoiseConnect(map, 255); map = map.InverseVal(); bool HorV = RandomNum.Roll(0.5f); NLocate Entrance = new NLocate(); NLocate Exit = new NLocate(); if (HorV) { Entrance = RandomSelect <NLocate> .Select(new List <NLocate>(map.LeftLocates(0))).Right(); Exit = RandomSelect <NLocate> .Select(new List <NLocate>(map.RightLocates(0))).Left(); } else { Entrance = RandomSelect <NLocate> .Select(new List <NLocate>(map.TopLocates(0))).Down(); Exit = RandomSelect <NLocate> .Select(new List <NLocate>(map.BottomLocates(0))).Up(); } map.SetBlock(Entrance.Square(1), 0); map.SetBlock(Exit.Square(1), 0); map.SetBlock(Entrance, (byte)DungeonBuilding.Port); map.SetBlock(Exit, (byte)DungeonBuilding.Port); NLocationRecogition.FindTreasure(map, 3); NLocationRecogition.FindDeadEnd(map, 3); NLocationRecogition.FindPassage(map, 4); return(map); }