void DrawHalls(DungeonArrayHall hall) { if (hall.TurnPoints.Count > 0) { bool addedEntrance = false; DrawHallTile(hall.TurnPoints[0].X, hall.TurnPoints[0].Y, ref addedEntrance); for (int i = 0; i < hall.TurnPoints.Count - 1; i++) { DrawHall(hall.TurnPoints[i], hall.TurnPoints[i + 1], ref addedEntrance); } for (int i = hall.TurnPoints.Count - 1; i > 0; i--) { DrawHall(hall.TurnPoints[i], hall.TurnPoints[i - 1], ref addedEntrance); } } }
//an initial create-map method public override void Generate(int seed, RDungeonFloor entry, List<FloorBorder> floorBorders, Dictionary<int, List<int>> borderLinks) { //TODO: make sure that this algorithm follows floorBorders and borderLinks constraints this.seed = seed; this.entry = entry; FloorBorders = floorBorders; BorderLinks = borderLinks; BorderPoints = new Loc2D[floorBorders.Count]; rand = new Random(seed); MapArray = new Tile[entry.FloorSettings["CellX"] * entry.FloorSettings["CellWidth"] + 2, entry.FloorSettings["CellY"] * entry.FloorSettings["CellHeight"] + 2]; GridArray = new GridType[entry.FloorSettings["CellX"] * entry.FloorSettings["CellWidth"] + 2, entry.FloorSettings["CellY"] * entry.FloorSettings["CellHeight"] + 2]; Rooms = new DungeonArrayRoom[entry.FloorSettings["CellX"], entry.FloorSettings["CellY"]]; //array of all rooms VHalls = new DungeonArrayHall[entry.FloorSettings["CellX"], entry.FloorSettings["CellY"] - 1]; //vertical halls HHalls = new DungeonArrayHall[entry.FloorSettings["CellX"] - 1, entry.FloorSettings["CellY"]]; //horizontal halls StartRoom = new Loc2D(-1, -1); //marks spawn point bool isDone; // bool used for various purposes //initialize map array to empty for (int y = 0; y < Height; y++) { for (int x = 0; x < Width; x++) { GridArray[x, y] = GridType.Blocked; } } //initialize all rooms+halls to closed by default for (int x = 0; x < entry.FloorSettings["CellX"]; x++) { for (int y = 0; y < entry.FloorSettings["CellY"]; y++) { Rooms[x, y] = new DungeonArrayRoom(); } } for (int x = 0; x < entry.FloorSettings["CellX"]; x++) { for (int y = 0; y < entry.FloorSettings["CellY"] - 1; y++) { VHalls[x, y] = new DungeonArrayHall(); } } for (int x = 0; x < entry.FloorSettings["CellX"] - 1; x++) { for (int y = 0; y < entry.FloorSettings["CellY"]; y++) { HHalls[x, y] = new DungeonArrayHall(); } } // path generation algorithm StartRoom = new Loc2D(rand.Next(0, entry.FloorSettings["CellX"]), rand.Next(0, entry.FloorSettings["CellY"])); // randomly determine start room Loc2D wanderer = StartRoom; int pathsMade = 0; int pathsNeeded = rand.Next(0, 6) + 5; // magic numbers, determine what the dungeon looks like (in general, paths) Direction4 prevDir = Direction4.None; // direction of movement do { if (rand.Next(0, (2 + pathsMade)) == 0) {//will end the current path and start a new one from the start if (rand.Next(0, 2) == 0) {//determine if the room should be open or a hall Rooms[wanderer.X, wanderer.Y].Opened = DungeonArrayRoom.RoomState.Open; } else { Rooms[wanderer.X, wanderer.Y].Opened = DungeonArrayRoom.RoomState.Hall; } pathsMade++; wanderer = StartRoom; prevDir = Direction4.None; } else { bool working = true; do { Loc2D sample = wanderer; Direction4 nextDir = (Direction4)rand.Next(0, 4); if (nextDir != prevDir) {//makes sure there is no backtracking Operations.MoveInDirection4(ref sample, nextDir, 1); prevDir = Operations.ReverseDir(nextDir); if (sample.X >= 0 && sample.X < entry.FloorSettings["CellX"] && sample.Y >= 0 && sample.Y < entry.FloorSettings["CellY"]) {// a is the room to be checked after making a move between rooms openHallBetween(wanderer, sample); wanderer = sample; working = false; } } else { prevDir = Direction4.None; } } while (working); if (rand.Next(0, 2) == 0) {//determine if the room should be open or a hall Rooms[wanderer.X, wanderer.Y].Opened = DungeonArrayRoom.RoomState.Open; } else { Rooms[wanderer.X, wanderer.Y].Opened = DungeonArrayRoom.RoomState.Hall; } } } while (pathsMade < pathsNeeded); Rooms[StartRoom.X, StartRoom.Y].Opened = DungeonArrayRoom.RoomState.Open; //Determine key rooms isDone = false; do { //determine ending room randomly int x = rand.Next(0, Rooms.GetLength(0)); int y = rand.Next(0, Rooms.GetLength(1)); if (Rooms[x, y].Opened == DungeonArrayRoom.RoomState.Open) { EndRoom = new Loc2D(x, y); isDone = true; } } while (!isDone); StartRoom = new Loc2D(-1, -1); isDone = false; do { //determine starting room randomly int x = rand.Next(0, Rooms.GetLength(0)); int y = rand.Next(0, Rooms.GetLength(1)); if (Rooms[x, y].Opened == DungeonArrayRoom.RoomState.Open) { StartRoom = new Loc2D(x, y); isDone = true; } } while (!isDone); // begin part 2, creating ASCII map //create rooms for (int i = 0; i < Rooms.GetLength(0); i++) { for (int j = 0; j < Rooms.GetLength(1); j++) { if (Rooms[i, j].Opened != DungeonArrayRoom.RoomState.Closed) { createRoom(i, j); } } } for (int i = 0; i < Rooms.GetLength(0); i++) { for (int j = 0; j < Rooms.GetLength(1); j++) { if (Rooms[i, j].Opened != DungeonArrayRoom.RoomState.Closed) { drawRoom(i, j); } } } for (int i = 0; i < Rooms.GetLength(0); i++) { for (int j = 0; j < Rooms.GetLength(1); j++) { if (Rooms[i, j].Opened != DungeonArrayRoom.RoomState.Closed) { padSingleRoom(i, j); } } } for (int i = 0; i < VHalls.GetLength(0); i++) { for (int j = 0; j < VHalls.GetLength(1); j++) { if (VHalls[i, j].Open) { createVHall(i, j); } } } for (int i = 0; i < HHalls.GetLength(0); i++) { for (int j = 0; j < HHalls.GetLength(1); j++) { if (HHalls[i, j].Open) { createHHall(i, j); } } } for (int i = 0; i < VHalls.GetLength(0); i++) { for (int j = 0; j < VHalls.GetLength(1); j++) { if (VHalls[i, j].Open) { DrawHalls(VHalls[i, j]); } } } for (int i = 0; i < HHalls.GetLength(0); i++) { for (int j = 0; j < HHalls.GetLength(1); j++) { if (HHalls[i, j].Open) { DrawHalls(HHalls[i, j]); } } } addSEpos(StartRoom, true); addSEpos(EndRoom, false); //texturing MapLayer ground = new MapLayer(Width, Height); GroundLayers.Add(ground); for (int y = 0; y < Height; y++) { for (int x = 0; x < Width; x++) { if (GridArray[x, y] == GridType.End) { MapArray[x, y] = new Tile(PMDToolkit.Enums.TileType.ChangeFloor, 1, 0, 0); GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(47, 0), 0); } else if (GridArray[x, y] == GridType.Blocked) { MapArray[x, y] = new Tile(PMDToolkit.Enums.TileType.Blocked, 0, 0, 0); bool[] blockedDirs = new bool[8]; for (int n = 0; n < 8; n++) { blockedDirs[n] = IsBlocked(x, y, (Direction8)n); } if (blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { int layer = 0; if (!blockedDirs[(int)Direction8.DownLeft]) layer += 8 * 2; if (!blockedDirs[(int)Direction8.UpLeft]) layer += 1; if (!blockedDirs[(int)Direction8.UpRight]) layer += 8; if (!blockedDirs[(int)Direction8.DownRight]) layer += 2; GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (!blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { int layer = 6; if (blockedDirs[(int)Direction8.UpRight]) layer += 1 * 8; if (blockedDirs[(int)Direction8.UpLeft]) layer += 2 * 8; GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { int layer = 7; if (blockedDirs[(int)Direction8.DownRight]) layer += 1 * 8; if (blockedDirs[(int)Direction8.UpRight]) layer += 2 * 8; GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { int layer = 4; if (blockedDirs[(int)Direction8.DownLeft]) layer += 1 * 8; if (blockedDirs[(int)Direction8.DownRight]) layer += 2 * 8; GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) { int layer = 5; if (blockedDirs[(int)Direction8.UpLeft]) layer += 1 * 8; if (blockedDirs[(int)Direction8.DownLeft]) layer += 2 * 8; GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (!blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { int layer = 34; if (blockedDirs[(int)Direction8.UpRight]) layer += 8; GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { int layer = 35; if (blockedDirs[(int)Direction8.DownRight]) layer += 8; GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) { int layer = 32; if (blockedDirs[(int)Direction8.DownLeft]) layer += 8; GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (!blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) { int layer = 33; if (blockedDirs[(int)Direction8.UpLeft]) layer += 8; GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(36, 0), 0); else if (!blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(37, 0), 0); else if (!blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(38, 0), 0); else if (!blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(39, 0), 0); else if (!blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(44, 0), 0); else if (blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(45, 0), 0); else if (!blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(46, 0), 0); } else { MapArray[x, y] = new Tile(PMDToolkit.Enums.TileType.Walkable, 0, 0, 0); GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(47, 0), 0); } } } GenItems(); SpawnNpcs(); }
//an initial create-map method public override void Generate(int seed, RDungeonFloor entry, List <FloorBorder> floorBorders, Dictionary <int, List <int> > borderLinks) { //TODO: make sure that this algorithm follows floorBorders and borderLinks constraints this.seed = seed; this.entry = entry; FloorBorders = floorBorders; BorderLinks = borderLinks; BorderPoints = new Loc2D[floorBorders.Count]; rand = new Random(seed); MapArray = new Tile[entry.FloorSettings["CellX"] * entry.FloorSettings["CellWidth"] + 2, entry.FloorSettings["CellY"] * entry.FloorSettings["CellHeight"] + 2]; GridArray = new GridType[entry.FloorSettings["CellX"] * entry.FloorSettings["CellWidth"] + 2, entry.FloorSettings["CellY"] * entry.FloorSettings["CellHeight"] + 2]; Rooms = new DungeonArrayRoom[entry.FloorSettings["CellX"], entry.FloorSettings["CellY"]]; //array of all rooms VHalls = new DungeonArrayHall[entry.FloorSettings["CellX"], entry.FloorSettings["CellY"] - 1]; //vertical halls HHalls = new DungeonArrayHall[entry.FloorSettings["CellX"] - 1, entry.FloorSettings["CellY"]]; //horizontal halls StartRoom = new Loc2D(-1, -1); //marks spawn point bool isDone; // bool used for various purposes //initialize map array to empty for (int y = 0; y < Height; y++) { for (int x = 0; x < Width; x++) { GridArray[x, y] = GridType.Blocked; } } //initialize all rooms+halls to closed by default for (int x = 0; x < entry.FloorSettings["CellX"]; x++) { for (int y = 0; y < entry.FloorSettings["CellY"]; y++) { Rooms[x, y] = new DungeonArrayRoom(); } } for (int x = 0; x < entry.FloorSettings["CellX"]; x++) { for (int y = 0; y < entry.FloorSettings["CellY"] - 1; y++) { VHalls[x, y] = new DungeonArrayHall(); } } for (int x = 0; x < entry.FloorSettings["CellX"] - 1; x++) { for (int y = 0; y < entry.FloorSettings["CellY"]; y++) { HHalls[x, y] = new DungeonArrayHall(); } } // path generation algorithm StartRoom = new Loc2D(rand.Next(0, entry.FloorSettings["CellX"]), rand.Next(0, entry.FloorSettings["CellY"])); // randomly determine start room Loc2D wanderer = StartRoom; int pathsMade = 0; int pathsNeeded = rand.Next(0, 6) + 5; // magic numbers, determine what the dungeon looks like (in general, paths) Direction4 prevDir = Direction4.None; // direction of movement do { if (rand.Next(0, (2 + pathsMade)) == 0) //will end the current path and start a new one from the start { if (rand.Next(0, 2) == 0) //determine if the room should be open or a hall { Rooms[wanderer.X, wanderer.Y].Opened = DungeonArrayRoom.RoomState.Open; } else { Rooms[wanderer.X, wanderer.Y].Opened = DungeonArrayRoom.RoomState.Hall; } pathsMade++; wanderer = StartRoom; prevDir = Direction4.None; } else { bool working = true; do { Loc2D sample = wanderer; Direction4 nextDir = (Direction4)rand.Next(0, 4); if (nextDir != prevDir) //makes sure there is no backtracking { Operations.MoveInDirection4(ref sample, nextDir, 1); prevDir = Operations.ReverseDir(nextDir); if (sample.X >= 0 && sample.X < entry.FloorSettings["CellX"] && sample.Y >= 0 && sample.Y < entry.FloorSettings["CellY"]) // a is the room to be checked after making a move between rooms { openHallBetween(wanderer, sample); wanderer = sample; working = false; } } else { prevDir = Direction4.None; } } while (working); if (rand.Next(0, 2) == 0) //determine if the room should be open or a hall { Rooms[wanderer.X, wanderer.Y].Opened = DungeonArrayRoom.RoomState.Open; } else { Rooms[wanderer.X, wanderer.Y].Opened = DungeonArrayRoom.RoomState.Hall; } } } while (pathsMade < pathsNeeded); Rooms[StartRoom.X, StartRoom.Y].Opened = DungeonArrayRoom.RoomState.Open; //Determine key rooms isDone = false; do //determine ending room randomly { int x = rand.Next(0, Rooms.GetLength(0)); int y = rand.Next(0, Rooms.GetLength(1)); if (Rooms[x, y].Opened == DungeonArrayRoom.RoomState.Open) { EndRoom = new Loc2D(x, y); isDone = true; } } while (!isDone); StartRoom = new Loc2D(-1, -1); isDone = false; do //determine starting room randomly { int x = rand.Next(0, Rooms.GetLength(0)); int y = rand.Next(0, Rooms.GetLength(1)); if (Rooms[x, y].Opened == DungeonArrayRoom.RoomState.Open) { StartRoom = new Loc2D(x, y); isDone = true; } } while (!isDone); // begin part 2, creating ASCII map //create rooms for (int i = 0; i < Rooms.GetLength(0); i++) { for (int j = 0; j < Rooms.GetLength(1); j++) { if (Rooms[i, j].Opened != DungeonArrayRoom.RoomState.Closed) { createRoom(i, j); } } } for (int i = 0; i < Rooms.GetLength(0); i++) { for (int j = 0; j < Rooms.GetLength(1); j++) { if (Rooms[i, j].Opened != DungeonArrayRoom.RoomState.Closed) { drawRoom(i, j); } } } for (int i = 0; i < Rooms.GetLength(0); i++) { for (int j = 0; j < Rooms.GetLength(1); j++) { if (Rooms[i, j].Opened != DungeonArrayRoom.RoomState.Closed) { padSingleRoom(i, j); } } } for (int i = 0; i < VHalls.GetLength(0); i++) { for (int j = 0; j < VHalls.GetLength(1); j++) { if (VHalls[i, j].Open) { createVHall(i, j); } } } for (int i = 0; i < HHalls.GetLength(0); i++) { for (int j = 0; j < HHalls.GetLength(1); j++) { if (HHalls[i, j].Open) { createHHall(i, j); } } } for (int i = 0; i < VHalls.GetLength(0); i++) { for (int j = 0; j < VHalls.GetLength(1); j++) { if (VHalls[i, j].Open) { DrawHalls(VHalls[i, j]); } } } for (int i = 0; i < HHalls.GetLength(0); i++) { for (int j = 0; j < HHalls.GetLength(1); j++) { if (HHalls[i, j].Open) { DrawHalls(HHalls[i, j]); } } } addSEpos(StartRoom, true); addSEpos(EndRoom, false); //texturing MapLayer ground = new MapLayer(Width, Height); GroundLayers.Add(ground); for (int y = 0; y < Height; y++) { for (int x = 0; x < Width; x++) { if (GridArray[x, y] == GridType.End) { MapArray[x, y] = new Tile(PMDToolkit.Enums.TileType.ChangeFloor, 1, 0, 0); GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(47, 0), 0); } else if (GridArray[x, y] == GridType.Blocked) { MapArray[x, y] = new Tile(PMDToolkit.Enums.TileType.Blocked, 0, 0, 0); bool[] blockedDirs = new bool[8]; for (int n = 0; n < 8; n++) { blockedDirs[n] = IsBlocked(x, y, (Direction8)n); } if (blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { int layer = 0; if (!blockedDirs[(int)Direction8.DownLeft]) { layer += 8 * 2; } if (!blockedDirs[(int)Direction8.UpLeft]) { layer += 1; } if (!blockedDirs[(int)Direction8.UpRight]) { layer += 8; } if (!blockedDirs[(int)Direction8.DownRight]) { layer += 2; } GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (!blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { int layer = 6; if (blockedDirs[(int)Direction8.UpRight]) { layer += 1 * 8; } if (blockedDirs[(int)Direction8.UpLeft]) { layer += 2 * 8; } GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { int layer = 7; if (blockedDirs[(int)Direction8.DownRight]) { layer += 1 * 8; } if (blockedDirs[(int)Direction8.UpRight]) { layer += 2 * 8; } GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { int layer = 4; if (blockedDirs[(int)Direction8.DownLeft]) { layer += 1 * 8; } if (blockedDirs[(int)Direction8.DownRight]) { layer += 2 * 8; } GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) { int layer = 5; if (blockedDirs[(int)Direction8.UpLeft]) { layer += 1 * 8; } if (blockedDirs[(int)Direction8.DownLeft]) { layer += 2 * 8; } GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (!blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { int layer = 34; if (blockedDirs[(int)Direction8.UpRight]) { layer += 8; } GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { int layer = 35; if (blockedDirs[(int)Direction8.DownRight]) { layer += 8; } GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) { int layer = 32; if (blockedDirs[(int)Direction8.DownLeft]) { layer += 8; } GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (!blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) { int layer = 33; if (blockedDirs[(int)Direction8.UpLeft]) { layer += 8; } GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(), 0); } else if (blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) { GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(36, 0), 0); } else if (!blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) { GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(37, 0), 0); } else if (!blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) { GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(38, 0), 0); } else if (!blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(39, 0), 0); } else if (!blockedDirs[(int)Direction8.Down] && blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && blockedDirs[(int)Direction8.Right]) { GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(44, 0), 0); } else if (blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) { GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(45, 0), 0); } else if (!blockedDirs[(int)Direction8.Down] && !blockedDirs[(int)Direction8.Left] && !blockedDirs[(int)Direction8.Up] && !blockedDirs[(int)Direction8.Right]) { GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(46, 0), 0); } } else { MapArray[x, y] = new Tile(PMDToolkit.Enums.TileType.Walkable, 0, 0, 0); GroundLayers[0].Tiles[x, y] = new TileAnim(new Loc2D(47, 0), 0); } } } GenItems(); SpawnNpcs(); }