コード例 #1
0
        /** Build a map using templated rooms */
        public MapInfo GenerateDungeonWithStory()
        {
            //Load standard room types
            RoomTemplate room1     = RoomTemplateLoader.LoadTemplateFromFile("RogueBasin.bin.Debug.vaults.vault1.room", StandardTemplateMapping.terrainMapping);
            RoomTemplate corridor1 = RoomTemplateLoader.LoadTemplateFromFile("RogueBasin.bin.Debug.vaults.corridortemplate3x1.room", StandardTemplateMapping.terrainMapping);

            RoomTemplate replacementVault = RoomTemplateLoader.LoadTemplateFromFile("RogueBasin.bin.Debug.vaults.replacevault1.room", StandardTemplateMapping.terrainMapping);
            RoomTemplate placeHolderVault = RoomTemplateLoader.LoadTemplateFromFile("RogueBasin.bin.Debug.vaults.placeholdervault1.room", StandardTemplateMapping.terrainMapping);

            bool    dungeonCreationSuccessful = false;
            MapInfo mapInfo;

            do
            {
                //Build cargo bay level

                var cargoMapBuilder        = new TemplatedMapBuilder(100, 100);
                var cargoTemplateGenerator = new TemplatedMapGenerator(cargoMapBuilder);

                PlaceOriginRoom(cargoTemplateGenerator, room1);
                PlaceRandomConnectedRooms(cargoTemplateGenerator, 4, room1, corridor1, 5, 10);

                //Add mass transit connection
                var cargoTransitConnection = AddRoomToRandomOpenDoor(cargoTemplateGenerator, replacementVault, corridor1, 3);

                //Add escape pods
                var escapePodsConnection = AddRoomToRandomOpenDoor(cargoTemplateGenerator, placeHolderVault, corridor1, 3);

                //Add a small number of place holder holder rooms for vaults
                var cargoPlaceholders      = new List <Connection>();
                int maxPlaceHolders        = 2;
                int cargoTotalPlaceHolders = 0;

                do
                {
                    var placeHolderRoom = AddRoomToRandomOpenDoor(cargoTemplateGenerator, placeHolderVault, corridor1, 3);
                    if (placeHolderRoom != null)
                    {
                        cargoPlaceholders.Add(placeHolderRoom);
                        cargoTotalPlaceHolders++;
                    }
                    else
                    {
                        break;
                    }
                } while (cargoTotalPlaceHolders < maxPlaceHolders);

                cargoTemplateGenerator.ReplaceUnconnectedDoorsWithTerrain(RoomTemplateTerrain.Wall);

                //Build bridge

                var bridgeMapBuilder        = new TemplatedMapBuilder(100, 100);
                var bridgeTemplateGenerator = new TemplatedMapGenerator(bridgeMapBuilder, 100);

                PlaceOriginRoom(bridgeTemplateGenerator, room1);
                PlaceRandomConnectedRooms(bridgeTemplateGenerator, 4, room1, corridor1, 5, 10);

                //Add mass transit connection
                var bridgeTransitConnection = AddRoomToRandomOpenDoor(bridgeTemplateGenerator, replacementVault, corridor1, 3);

                //Add main bridge
                var bridgeMainBridgeConnection = AddRoomToRandomOpenDoor(bridgeTemplateGenerator, placeHolderVault, corridor1, 3);

                //Replace spare doors with walls
                bridgeTemplateGenerator.ReplaceUnconnectedDoorsWithTerrain(RoomTemplateTerrain.Wall);

                //Build the graph containing all the levels

                //Build and add the cargo map

                var mapInfoBuilder = new MapInfoBuilder();
                var startRoom      = 0;
                mapInfoBuilder.AddConstructedLevel(0, cargoTemplateGenerator.ConnectivityMap, cargoTemplateGenerator.GetRoomTemplatesInWorldCoords(), cargoTemplateGenerator.GetDoorsInMapCoords(), startRoom);

                //Build and add the bridge map, with a connection to the cargo map

                mapInfoBuilder.AddConstructedLevel(1, bridgeTemplateGenerator.ConnectivityMap, bridgeTemplateGenerator.GetRoomTemplatesInWorldCoords(), bridgeTemplateGenerator.GetDoorsInMapCoords(),
                                                   new Connection(cargoTransitConnection.Target, bridgeTransitConnection.Target));

                mapInfo = new MapInfo(mapInfoBuilder);
                var mapHeuristics = new MapHeuristics(mapInfo.Model.GraphNoCycles, startRoom);

                //LOCKS

                //MAIN QUEST

                //Escape pod door
                //  - bridge self-destruct

                mapInfo.Model.DoorAndClueManager.PlaceDoorAndClue(new DoorRequirements(escapePodsConnection, "escape"), bridgeMainBridgeConnection.Target);

                //MAIN QUEST SUPPORT

                //Level-local lock on bridge level on critical path to main bridge. Place clue a reasonable distance away, not on critical path (if possible)

                var bridgeCriticalPath       = mapInfo.Model.GetPathBetweenVerticesInReducedMap(bridgeTransitConnection.Target, bridgeMainBridgeConnection.Target);
                var bridgeCriticalConnection = bridgeCriticalPath.ElementAt(bridgeCriticalPath.Count() / 2);

                var allRoomsForCriticalClue = mapInfo.Model.DoorAndClueManager.GetValidRoomsToPlaceClueForDoor(bridgeCriticalConnection);
                var bridgeRooms             = mapInfo.GetRoomIndicesForLevel(1);
                var bridgeCriticalPathRooms = bridgeCriticalPath.Select(c => c.Source).Union(bridgeCriticalPath.Select(c => c.Target));

                var allowedBridgeRoomsNotOnCriticalPath = allRoomsForCriticalClue.Intersect(bridgeRooms).Except(bridgeCriticalPathRooms);

                int roomForCriticalBridgeClue;
                if (allowedBridgeRoomsNotOnCriticalPath.Count() > 0)
                {
                    var distancesBetweenClueAndDoor = mapInfo.Model.GetDistanceOfVerticesFromParticularVertexInReducedMap(bridgeCriticalConnection.Source, allowedBridgeRoomsNotOnCriticalPath);

                    //Get room that is half maximum distance from door
                    var verticesByDistance = distancesBetweenClueAndDoor.OrderByDescending(kv => kv.Value).Select(kv => kv.Key);
                    roomForCriticalBridgeClue = verticesByDistance.ElementAt(verticesByDistance.Count() / 2);

                    //Or as far away as possible
                    roomForCriticalBridgeClue = MaxEntry(distancesBetweenClueAndDoor).Key;
                }
                else
                {
                    roomForCriticalBridgeClue = allRoomsForCriticalClue.RandomElement();
                }

                mapInfo.Model.DoorAndClueManager.PlaceDoorAndClue(new DoorRequirements(bridgeCriticalConnection, "green"), roomForCriticalBridgeClue);

                LogFile.Log.LogEntryDebug("L0 Critical Path, candidates: " + allowedBridgeRoomsNotOnCriticalPath.Count() + " lock at: " + bridgeCriticalConnection + " clue at " + roomForCriticalBridgeClue, LogDebugLevel.High);

                //Add maps to the dungeon

                Map masterMap = cargoMapBuilder.MergeTemplatesIntoMap(terrainMapping);

                //Set player's start location (must be done before adding items)

                var firstRoom = mapInfo.GetRoom(0);
                masterMap.PCStartLocation = new Point(firstRoom.X + firstRoom.Room.Width / 2, firstRoom.Y + firstRoom.Room.Height / 2);

                //Add terrain and randomize walls

                Dictionary <MapTerrain, List <MapTerrain> > brickTerrainMapping = new Dictionary <MapTerrain, List <MapTerrain> > {
                    { MapTerrain.Wall, new List <MapTerrain> {
                          MapTerrain.BrickWall1, MapTerrain.BrickWall1, MapTerrain.BrickWall1, MapTerrain.BrickWall2, MapTerrain.BrickWall3, MapTerrain.BrickWall4, MapTerrain.BrickWall5
                      } }
                };

                Map randomizedMapL1 = MapTerrainRandomizer.RandomizeTerrainInMap(masterMap, brickTerrainMapping);
                Game.Dungeon.AddMap(randomizedMapL1);

                Map masterMapL2 = bridgeMapBuilder.MergeTemplatesIntoMap(terrainMapping);
                Dictionary <MapTerrain, List <MapTerrain> > panelTerrainMapping = new Dictionary <MapTerrain, List <MapTerrain> > {
                    { MapTerrain.Wall, new List <MapTerrain> {
                          MapTerrain.PanelWall1, MapTerrain.PanelWall1, MapTerrain.PanelWall1, MapTerrain.PanelWall2, MapTerrain.PanelWall3, MapTerrain.PanelWall4, MapTerrain.PanelWall5
                      } }
                };
                Map randomizedMapL2 = MapTerrainRandomizer.RandomizeTerrainInMap(masterMapL2, panelTerrainMapping);
                Game.Dungeon.AddMap(randomizedMapL2);

                //Recalculate walkable to allow placing objects
                Game.Dungeon.RefreshAllLevelPathingAndFOV();

                //Add elevator features to link the maps

                //L1 -> L2
                var elevator1Loc = mapInfo.GetRandomPointInRoomOfTerrain(cargoTransitConnection.Target, RoomTemplateTerrain.Floor);
                var elevator2Loc = mapInfo.GetRandomPointInRoomOfTerrain(bridgeTransitConnection.Target, RoomTemplateTerrain.Floor);

                Game.Dungeon.AddFeature(new Features.Elevator(1, elevator2Loc), 0, elevator1Loc);
                Game.Dungeon.AddFeature(new Features.Elevator(0, elevator1Loc), 1, elevator2Loc);

                //Add non-interactable features
                var bridgeRoomOnMap = mapInfo.GetRoom(bridgeMainBridgeConnection.Target);
                AddStandardDecorativeFeaturesToRoom(1, bridgeRoomOnMap, 50, DecorationFeatureDetails.decorationFeatures[DecorationFeatureDetails.DecorationFeatures.Machine]);
                var escapePodsRoom = mapInfo.GetRoom(escapePodsConnection.Target);
                AddStandardDecorativeFeaturesToRoom(0, escapePodsRoom, 50, DecorationFeatureDetails.decorationFeatures[DecorationFeatureDetails.DecorationFeatures.Machine]);

                //Add clues

                //Find a random room corresponding to a vertex with a clue and place a clue there
                foreach (var cluesAtVertex in mapInfo.Model.DoorAndClueManager.ClueMap)
                {
                    foreach (var clue in cluesAtVertex.Value)
                    {
                        var possibleRooms = clue.PossibleClueRoomsInFullMap;
                        var randomRoom    = possibleRooms[Game.Random.Next(possibleRooms.Count)];

                        bool placedItem = false;
                        do
                        {
                            var pointInRoom = mapInfo.GetRandomPointInRoomOfTerrain(randomRoom, RoomTemplateTerrain.Floor);

                            placedItem = Game.Dungeon.AddItem(new Items.Clue(clue), mapInfo.GetLevelForRoomIndex(randomRoom), pointInRoom);
                        } while (!placedItem);
                    }
                }

                //Add locks to dungeon as simple doors

                foreach (var door in mapInfo.Model.DoorAndClueManager.DoorMap.Values)
                {
                    var lockedDoor = new Locks.SimpleLockedDoor(door);
                    var doorInfo   = mapInfo.GetDoorForConnection(door.DoorConnectionFullMap);
                    lockedDoor.LocationLevel = doorInfo.LevelNo;
                    lockedDoor.LocationMap   = doorInfo.MapLocation;

                    LogFile.Log.LogEntryDebug("Lock door level " + lockedDoor.LocationLevel + " loc: " + doorInfo.MapLocation, LogDebugLevel.High);

                    Game.Dungeon.AddLock(lockedDoor);
                }

                dungeonCreationSuccessful = true;
            } while (!dungeonCreationSuccessful);

            //Set map for visualisation
            return(mapInfo);
        }
コード例 #2
0
ファイル: DungeonMaker.cs プロジェクト: Sinellil/roguelike-cs
        /// <summary>
        /// Adds levels and interconnecting staircases
        /// </summary>
        private void SetupMapsGraphingDemo(bool doLocks, int noLocks)
        {
            Dungeon dungeon = Game.Dungeon;

            MapGeneratorBSP hallsGen = new MapGeneratorBSP();
            hallsGen.NoSplitChance = 3;
            //Clip to 60
            hallsGen.Width = 40;
            if(doLocks)
                hallsGen.Width = 50;
            hallsGen.Height = 25;

            hallsGen.GenerateMap(0);

            MapModel connectivityModel = null;

            if (doLocks)
            {
                //Optionally add door locks

                //Firstly find the node in the reduced map that corresponds to the player start location
                connectivityModel = hallsGen.GraphModel;

                int startNode = connectivityModel.StartVertexNoCycleMap;
                LogFile.Log.LogEntryDebug("PC start vertex: " + startNode, LogDebugLevel.High);

                connectivityModel.LockRandomEdgeRandomClue("red");

                if (noLocks > 1)
                {
                    connectivityModel.LockRandomEdgeRandomClue("green");
                    connectivityModel.LockRandomEdgeRandomClue("blue");
                    connectivityModel.LockRandomEdgeRandomClue("yellow");
                }

                var visualiser = new DoorClueGraphvizExport(connectivityModel);
                visualiser.OutputClueDoorGraph("bsptree-door");
                visualiser.OutputDoorDependencyGraph("bsptree-dep");

                //Find the doors corresponding to locked connections and lock them
                foreach (var door in connectivityModel.DoorAndClueManager.DoorMap)
                {
                    //The door knows its location in the full map, so this should work with cycles
                    hallsGen.LockConnection(door.Value);
                }
            }

            //Add map to dungeon
            int levelNo = Game.Dungeon.AddMap(hallsGen.BaseMap);
            //Add locks to dungeon as simple doors
            foreach (var locksInLocation in hallsGen.MapSquareLocks)
            {
                var lockLocation = locksInLocation.Key;
                foreach(var thisLock in locksInLocation.Value) {
                    var lockedDoor = new Locks.SimpleLockedDoor(thisLock);

                    lockedDoor.LocationLevel = levelNo;
                    lockedDoor.LocationMap = lockLocation;
                    Game.Dungeon.AddLock(lockedDoor);
                }
            }

            //Place the player, so monster placing can be checked against it
            //Game.Dungeon.Player.LocationLevel = 0; //on reload, don't reset this
            //needs to be done before placing items
            Game.Dungeon.Player.LocationMap = Game.Dungeon.Levels[Game.Dungeon.Player.LocationLevel].PCStartLocation;
            if (doLocks)
            {
                //Find a random room corresponding to a vertex with a clue and place a clue there
                foreach (var cluesAtVertex in connectivityModel.DoorAndClueManager.ClueMap)
                {
                    foreach (var clue in cluesAtVertex.Value)
                    {
                        var possibleRooms = clue.PossibleClueRoomsInFullMap;
                        var randomRoom = possibleRooms[Game.Random.Next(possibleRooms.Count)];

                        var pointInRoom = hallsGen.RandomPointInRoomById(randomRoom);

                        Game.Dungeon.AddItem(new Items.Clue(clue), 0, pointInRoom.GetPointInRoomOnly());
                    }

                }
            }

            //Run graphviz to png the output then display
            try {
                var graphVizLocation = Game.Config.Entries[Config.GraphVizLocation];

                GraphVizUtils.RunGraphVizPNG(graphVizLocation, "bsptree-base");

                GraphVizUtils.DisplayPNGInChildWindow("bsptree-base");

                if (doLocks)
                {
                    GraphVizUtils.RunGraphVizPNG(graphVizLocation, "bsptree-door");
                    GraphVizUtils.RunGraphVizPNG(graphVizLocation, "bsptree-dep");
                    GraphVizUtils.DisplayPNGInChildWindow("bsptree-door");
                    GraphVizUtils.DisplayPNGInChildWindow("bsptree-dep");
                }
            }
            catch(Exception) {
                LogFile.Log.LogEntryDebug("Can't find graphViz in config file", LogDebugLevel.High);
            }

            //Add standard dock triggers (allows map abortion & completion)
            //AddStandardEntryExitTriggers(dungeon, hallsGen, levelNo);

            //Setup pathfinding
            CalculateWalkableAndTCOD();

            //Place dock bay feature at PC startloc
            Game.Dungeon.AddFeature(new Features.DockBay(), levelNo, Game.Dungeon.Levels[levelNo].PCStartLocation);
        }
コード例 #3
0
        /** Build a map using templated rooms */
        public MapInfo GenerateDungeonWithReplacedVaults()
        {
            //Load standard room types
            RoomTemplate room1     = RoomTemplateLoader.LoadTemplateFromFile("RogueBasin.bin.Debug.vaults.vault1.room", StandardTemplateMapping.terrainMapping);
            RoomTemplate corridor1 = RoomTemplateLoader.LoadTemplateFromFile("RogueBasin.bin.Debug.vaults.corridortemplate3x1.room", StandardTemplateMapping.terrainMapping);

            RoomTemplate replacementVault = RoomTemplateLoader.LoadTemplateFromFile("RogueBasin.bin.Debug.vaults.replacevault1.room", StandardTemplateMapping.terrainMapping);
            RoomTemplate placeHolderVault = RoomTemplateLoader.LoadTemplateFromFile("RogueBasin.bin.Debug.vaults.placeholdervault1.room", StandardTemplateMapping.terrainMapping);

            //Build level 1

            var l1mapBuilder        = new TemplatedMapBuilder(100, 100);
            var l1templateGenerator = new TemplatedMapGenerator(l1mapBuilder);

            PlaceOriginRoom(l1templateGenerator, room1);
            PlaceRandomConnectedRooms(l1templateGenerator, 5, room1, corridor1, 5, 10);

            //Add a place holder room for the elevator
            var l1elevatorConnection = AddRoomToRandomOpenDoor(l1templateGenerator, placeHolderVault, corridor1, 3);
            var l1elevatorIndex      = l1elevatorConnection.Target;

            LogFile.Log.LogEntryDebug("Level 1 elevator at index " + l1elevatorIndex, LogDebugLevel.High);

            //Build level 2

            var l2mapBuilder        = new TemplatedMapBuilder(100, 100);
            var l2templateGenerator = new TemplatedMapGenerator(l2mapBuilder, 100);

            PlaceOriginRoom(l2templateGenerator, room1);
            PlaceRandomConnectedRooms(l2templateGenerator, 5, room1, corridor1, 5, 10);

            //Add a place holder room for the elevator
            var l2elevatorConnection = AddRoomToRandomOpenDoor(l2templateGenerator, placeHolderVault, corridor1, 3);
            var l2elevatorIndex      = l2elevatorConnection.Target;

            LogFile.Log.LogEntryDebug("Level 2 elevator at index " + l2elevatorIndex, LogDebugLevel.High);

            //Replace the placeholder vaults with the actual elevator rooms
            l1templateGenerator.ReplaceRoomTemplate(l1elevatorIndex, l1elevatorConnection, replacementVault, 0);
            l2templateGenerator.ReplaceRoomTemplate(l2elevatorIndex, l2elevatorConnection, replacementVault, 0);

            //Replace spare doors with walls
            l1templateGenerator.ReplaceUnconnectedDoorsWithTerrain(RoomTemplateTerrain.Wall);
            l2templateGenerator.ReplaceUnconnectedDoorsWithTerrain(RoomTemplateTerrain.Wall);

            //Build the graph containing all the levels

            //Build and add the l1 map

            var mapInfoBuilder = new MapInfoBuilder();
            var startRoom      = 0;

            mapInfoBuilder.AddConstructedLevel(0, l1templateGenerator.ConnectivityMap, l1templateGenerator.GetRoomTemplatesInWorldCoords(), l1templateGenerator.GetDoorsInMapCoords(), startRoom);

            //Build and add the l2 map

            mapInfoBuilder.AddConstructedLevel(1, l2templateGenerator.ConnectivityMap, l2templateGenerator.GetRoomTemplatesInWorldCoords(), l2templateGenerator.GetDoorsInMapCoords(),
                                               new Connection(l1elevatorIndex, l2elevatorIndex));

            MapInfo mapInfo       = new MapInfo(mapInfoBuilder);
            var     mapHeuristics = new MapHeuristics(mapInfo.Model.GraphNoCycles, startRoom);

            //LOCKS

            //Add a locked door on a dead end, localised to level 0
            var level0Indices       = mapInfo.GetRoomIndicesForLevel(0);
            var roomConnectivityMap = mapHeuristics.GetTerminalBranchConnections();

            var deadEnds         = roomConnectivityMap[0];
            var deadEndsInLevel0 = deadEnds.Where(c => level0Indices.Contains(c.Source) && level0Indices.Contains(c.Target)).ToList();

            var randomDeadEndToLock = deadEndsInLevel0.RandomElement();

            var allRoomsForClue0    = mapInfo.Model.DoorAndClueManager.GetValidRoomsToPlaceClueForDoor(randomDeadEndToLock);
            var roomsForClue0Level0 = allRoomsForClue0.Intersect(level0Indices);
            var roomForClue0        = roomsForClue0Level0.RandomElement();

            LogFile.Log.LogEntryDebug("Lock door " + randomDeadEndToLock + " clue at " + roomForClue0, LogDebugLevel.High);

            mapInfo.Model.DoorAndClueManager.PlaceDoorAndClue(new DoorRequirements(randomDeadEndToLock, "yellow"), roomForClue0);

            //Add a locked door halfway along the critical path between the l0 and l1 elevators
            var l0CriticalPath       = mapInfo.Model.GetPathBetweenVerticesInReducedMap(startRoom, l1elevatorIndex);
            var l0CriticalConnection = l0CriticalPath.ElementAt(l0CriticalPath.Count() / 2);

            var allRoomsForCriticalL0Clue = mapInfo.Model.DoorAndClueManager.GetValidRoomsToPlaceClueForDoor(l0CriticalConnection);
            var roomForCriticalL0Clue     = allRoomsForCriticalL0Clue.RandomElement();

            mapInfo.Model.DoorAndClueManager.PlaceDoorAndClue(new DoorRequirements(l0CriticalConnection, "green"), roomForCriticalL0Clue);

            LogFile.Log.LogEntryDebug("L0 Critical Path, candidates: " + l0CriticalPath.Count() + " lock at: " + l0CriticalConnection + " clue at " + roomForCriticalL0Clue, LogDebugLevel.High);

            //Add a multi-level clue
            var level1Indices = mapInfo.GetRoomIndicesForLevel(1);

            var deadEndsInLevel1 = deadEnds.Where(c => level1Indices.Contains(c.Source) && level1Indices.Contains(c.Target)).ToList();

            var randomDeadEndToLockL1 = deadEndsInLevel1.RandomElement();

            var allRoomsForClue1    = mapInfo.Model.DoorAndClueManager.GetValidRoomsToPlaceClueForDoor(randomDeadEndToLockL1);
            var roomsForClue1Level0 = allRoomsForClue1.Intersect(level0Indices);
            var roomForClue1        = roomsForClue0Level0.RandomElement();

            LogFile.Log.LogEntryDebug("Lock door " + randomDeadEndToLock + " clue at " + roomForClue0, LogDebugLevel.High);

            mapInfo.Model.DoorAndClueManager.PlaceDoorAndClue(new DoorRequirements(randomDeadEndToLockL1, "red"), roomForClue1);

            //Add a locked door to a dead end, localised to level 1 and place the clue as far away as possible on that level

            var randomDeadEndToLockL1FarClue = deadEndsInLevel1.RandomElement();

            var allRoomsForFarClue          = mapInfo.Model.DoorAndClueManager.GetValidRoomsToPlaceClueForDoor(randomDeadEndToLockL1FarClue);
            var roomsForFarClueLevel1       = allRoomsForFarClue.Intersect(level1Indices);
            var distancesBetweenClueAndDoor = mapInfo.Model.GetDistanceOfVerticesFromParticularVertexInReducedMap(randomDeadEndToLockL1.Source, roomsForFarClueLevel1);
            var roomForFarClue = MaxEntry(distancesBetweenClueAndDoor).Key;

            LogFile.Log.LogEntryDebug("Lock door " + randomDeadEndToLockL1FarClue + " clue at " + roomForFarClue, LogDebugLevel.High);

            mapInfo.Model.DoorAndClueManager.PlaceDoorAndClue(new DoorRequirements(randomDeadEndToLockL1FarClue, "magenta"), roomForFarClue);

            //Add maps to the dungeon

            Map masterMap = l1mapBuilder.MergeTemplatesIntoMap(terrainMapping);

            //Set player's start location (must be done before adding items)

            var firstRoom = mapInfo.GetRoom(0);

            masterMap.PCStartLocation = new Point(firstRoom.X + firstRoom.Room.Width / 2, firstRoom.Y + firstRoom.Room.Height / 2);

            //Add terrain and randomize walls

            Dictionary <MapTerrain, List <MapTerrain> > brickTerrainMapping = new Dictionary <MapTerrain, List <MapTerrain> > {
                { MapTerrain.Wall, new List <MapTerrain> {
                      MapTerrain.BrickWall1, MapTerrain.BrickWall1, MapTerrain.BrickWall1, MapTerrain.BrickWall2, MapTerrain.BrickWall3, MapTerrain.BrickWall4, MapTerrain.BrickWall5
                  } }
            };

            Map randomizedMapL1 = MapTerrainRandomizer.RandomizeTerrainInMap(masterMap, brickTerrainMapping);

            Game.Dungeon.AddMap(randomizedMapL1);

            Map masterMapL2 = l2mapBuilder.MergeTemplatesIntoMap(terrainMapping);
            Dictionary <MapTerrain, List <MapTerrain> > panelTerrainMapping = new Dictionary <MapTerrain, List <MapTerrain> > {
                { MapTerrain.Wall, new List <MapTerrain> {
                      MapTerrain.PanelWall1, MapTerrain.PanelWall1, MapTerrain.PanelWall1, MapTerrain.PanelWall2, MapTerrain.PanelWall3, MapTerrain.PanelWall4, MapTerrain.PanelWall5
                  } }
            };
            Map randomizedMapL2 = MapTerrainRandomizer.RandomizeTerrainInMap(masterMapL2, panelTerrainMapping);

            Game.Dungeon.AddMap(randomizedMapL2);

            //Recalculate walkable to allow placing objects
            Game.Dungeon.RefreshAllLevelPathingAndFOV();

            //Add elevator features to link the maps

            //L1 -> L2
            var elevator1Loc = mapInfo.GetRandomPointInRoomOfTerrain(l1elevatorIndex, RoomTemplateTerrain.Floor);
            var elevator2Loc = mapInfo.GetRandomPointInRoomOfTerrain(l2elevatorIndex, RoomTemplateTerrain.Floor);

            Game.Dungeon.AddFeature(new Features.Elevator(1, elevator2Loc), 0, elevator1Loc);
            Game.Dungeon.AddFeature(new Features.Elevator(0, elevator1Loc), 1, elevator2Loc);


            //Add clues

            //Find a random room corresponding to a vertex with a clue and place a clue there
            foreach (var cluesAtVertex in mapInfo.Model.DoorAndClueManager.ClueMap)
            {
                foreach (var clue in cluesAtVertex.Value)
                {
                    var possibleRooms = clue.PossibleClueRoomsInFullMap;
                    var randomRoom    = possibleRooms[Game.Random.Next(possibleRooms.Count)];

                    var pointInRoom = mapInfo.GetRandomPointInRoomOfTerrain(randomRoom, RoomTemplateTerrain.Floor);

                    Game.Dungeon.AddItem(new Items.Clue(clue), mapInfo.GetLevelForRoomIndex(randomRoom), pointInRoom);
                }
            }

            //Add locks to dungeon as simple doors

            foreach (var door in mapInfo.Model.DoorAndClueManager.DoorMap.Values)
            {
                var lockedDoor = new Locks.SimpleLockedDoor(door);
                var doorInfo   = mapInfo.GetDoorForConnection(door.DoorConnectionFullMap);
                lockedDoor.LocationLevel = doorInfo.LevelNo;
                lockedDoor.LocationMap   = doorInfo.MapLocation;

                LogFile.Log.LogEntryDebug("Lock door level " + lockedDoor.LocationLevel + " loc: " + doorInfo.MapLocation, LogDebugLevel.High);

                Game.Dungeon.AddLock(lockedDoor);
            }

            //Set map for visualisation
            return(mapInfo);
        }