/// <summary> /// Creates a new dungeon artitect to work within the specified bounds /// </summary> /// <param name="iSize"></param> /// <param name="jSize"></param> public DungeonArtitect(int iSize, int jSize) { _Blueprint = new SquareCellMap <BlueprintCell>(iSize, jSize); for (int i = 0; i < iSize; i++) { for (int j = 0; j < jSize; j++) { _Blueprint[i, j] = new BlueprintCell(); } } }
/// <summary> /// 'Delete' a cell in the blueprint by returning it to /// </summary> /// <param name="i"></param> /// <param name="j"></param> /// <param name="room"></param> protected void DeleteCell(int i, int j, Room room) { if (Blueprint.Exists(i, j)) { BlueprintCell cell = Blueprint[i, j]; if (cell.Room == room) { cell.Room = null; cell.GenerationType = CellGenerationType.Untouched; } } }