/** 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); }
/// <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); }
/** 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); }