public Dungeon(ChunkData[,] subChunks, Vec2i subentra, Vec2i worldEntrance, List <Entity> dungeonEntity, DungeonBoss boss, SimpleDungeonKey key = null) : base(subChunks, subentra, worldEntrance) { DungeonEntities = dungeonEntity; Boss = boss; Vec2i entranceChunk = World.GetChunkPosition(SubworldEntrance); int local = WorldObject.ObjectPositionHash(SubworldEntrance); if (!(subChunks[entranceChunk.x, entranceChunk.z].GetObject(SubworldEntrance.x, SubworldEntrance.z) is DungeonEntrance)) { //If the entrance isn't a dungeon entrance. DungeonEntrance de = new CaveDungeonEntrance(subentra, this, new WorldObjectMetaData(direction: new Vec2i(0, -1))); SubworldChunks[entranceChunk.x, entranceChunk.z].SetObject(SubworldEntrance.x, SubworldEntrance.z, de); } Key = key; if (Key == null) { IsLocked = false; } else { IsLocked = true; } }
public List <ChunkData> Generate(GenerationRandom genRan) { Vec2i tilebase = Shell.Position * World.ChunkSize; if (Shell.BanditCampLevel > 1 && Shell.Size.x > 3 && Shell.Size.z > 3) { //If this camp is large enough, generate a dungeon entrance. Vec2i localPos = new Vec2i(2, TileSize.z / 2 - 2); CaveDungeonEntrance entr = new CaveDungeonEntrance(tilebase + localPos, null, new WorldObjectMetaData(direction: new Vec2i(1, 0))); IMultiTileObjectChild[,] children = entr.GetChildren(); Objects[localPos.x, localPos.z] = entr; for (int x = 0; x < entr.Size.x; x++) { for (int z = 0; z < entr.Size.z; z++) { if (x == 0 && z == 0) { continue; } Objects[localPos.x + x, localPos.z + z] = children[x, z] as WorldObjectData; } } Debug.Log("Generated Bandit Camp with Dungeon at " + this.Shell.Position, Debug.CHUNK_STRUCTURE_GENERATION); Shell.SetDungeonEntrance(entr); entr.SetChunkStructure(Shell); } else { Debug.Log("Generated Bandit Camp no Dungeon at " + this.Shell.Position, Debug.CHUNK_STRUCTURE_GENERATION); } Objects[11, 11] = new LootSack(tilebase + new Vec2i(11, 11)); FinalLootChest = Objects[11, 11] as IInventoryObject; for (int x = 0; x < TileSize.x; x++) { for (int z = 0; z < TileSize.z; z++) { if (x == 0) { Objects[x, z] = new WoodSpikeWall(tilebase + new Vec2i(x, z)); } if (z == 0) { Objects[x, z] = new WoodSpikeWall(tilebase + new Vec2i(x, z)); } if (x == TileSize.x - 1 && z < TileSize.z / 2 - 2 && z > TileSize.z / 2 + 2) { Objects[x, z] = new WoodSpikeWall(tilebase + new Vec2i(x, z)); } if (z == TileSize.z - 1) { Objects[x, z] = new WoodSpikeWall(tilebase + new Vec2i(x, z)); } Tiles[x, z] = Tile.DIRT.ID; } } EntityFaction banditFaction = new EntityFaction("Bandit_Camp"); for (int x = 0; x < Shell.Size.x; x++) { for (int z = 0; z < Shell.Size.z; z++) { //Entity e = new Bandit(); //e.SetPosition(tilebase + new Vec2i(x * World.ChunkSize + 5, z * World.ChunkSize + z + 3)); //Shell.AddEntity(x, z, e); //e.SetEntityFaction(banditFaction); } } Entity e = new Bandit(); e.SetPosition(tilebase + new Vec2i(2 * World.ChunkSize + 5, 2 * World.ChunkSize + 2 + 3)); Shell.AddEntity(0, 0, e); e.SetEntityFaction(banditFaction); return(ToChunkData()); }