private void StartNewBattle() { MapGenerator mapGen = new MapGenerator(_randomator, _myInterface, _myDrawer); _currentMap = mapGen.GenerateBasicGrasslands(Constants.MapSize, Constants.MapSize); this._playerTeam = _currentMap.TeamRosterGetTeamFrom(0); _currentMap.SetTile(new Coords(0, 0), new Tile(_currentMap, new Coords(CoordsType.Tile, 0, 0), Constants.TileGeneratorGrass)); _currentMap.SetTile(new Coords(0, 1), new Tile(_currentMap, new Coords(CoordsType.Tile, 0, 1), Constants.TileGeneratorGrass)); _currentMap.SetTile(new Coords(3, 3), new Tile(_currentMap, new Coords(CoordsType.Tile, 3, 3), Constants.TileGeneratorGrass)); _currentMap.AnalyzeTileAccessibility(); _scheduler = new Scheduler(_currentMap); _ledger = new Ledger(_scheduler); _myInterface.MyDrawer = _myDrawer; Creature hero1 = _currentMap.CreateCreature(new Coords(CoordsType.Tile, 0, 0), _currentMap.TeamRosterGetTeamFrom(0), Constants.CreatureGeneratorHero, new BrainPlayerControlled(), _myDrawer, _myInterface); Creature hero2 = _currentMap.CreateCreature(new Coords(CoordsType.Tile, 0, 1), _currentMap.TeamRosterGetTeamFrom(0), Constants.CreatureGeneratorHero, new BrainPlayerControlled(), _myDrawer, _myInterface); hero2.SkillPointsAdd(5); _currentMap.CreateItem(hero1, Constants.ItemGeneratorSword); _currentMap.CreateItem(hero2, Constants.ItemGeneratorSword); _currentMap.CreateItem(hero2, Constants.ItemGeneratorBow); }
public void PopulateMapWithMonsters(MapBattle map) { map.CreateTeam(Color.Red); map.CreateTeam(Color.Blue); //team 1. fix this later. for (int i = 0; i < map.BoundX; ++i) { for (int j = 0; j < map.BoundY; ++j) { UInt32 dicethrow = _randomator.NSidedDice(50, 1); if (dicethrow == 20 && map.TileIsPassable(new Coords(i, j))) { Creature goblin = map.CreateCreature(new Coords(CoordsType.Tile, i, j), map.TeamRosterGetTeamFrom(1), Constants.CreatureGeneratorGoblin, new BrainBasicAI(_drawer), _drawer, _interface); //map.CreateSpellForCreature(goblin, Spells.SkillMelee, _drawer, _interface); } } } }