public RDMazeGenSettings(Location worldSize) : base() { Size = worldSize; FillPatterns.Add(new BlankRegionPattern()); FillPatterns.Add(new SteppedHallwayPattern(new PlateauFixedNumbAndSpace(4, 2, 2), 0.3f)); FillPatterns.Add(new SteppedHallwayPattern(new PlateauFixedWidthAndSpace(2, 2, 2), 0.3f)); FillPatterns.Add(new SteppedHallwayPattern(new PlateauFixedWidthAndSpace(5, 1, 2), 0.3f)); FillPatterns.Add(new ThickHurdlePattern(new PlateauFixedNumbAndSpace(4, 2, 2), 0.6f, 0.3f)); FillPatterns.Add(new ThickHurdlePattern(new PlateauFixedWidthAndSpace(2, 2, 2), 0.1f, 0.0f)); FillPatterns.Add(new ThickHurdlePattern(new PlateauFixedWidthAndSpace(5, 1, 2), 0.8f, 0.15f)); FillPatterns.Add(new CarvedPlusPattern()); FillPatterns.Add(new XPattern(new Interval(0.46f, 2.174f, true, 3))); FillPatterns.Add(new CirclePattern(2)); FillPatterns.Add(new CirclePattern(3)); PlatformsPattern temp = new PlatformsPattern(2, 2, 0.3f, 15, new Interval(0.8f, 1.25f, true, 3)); temp.MaxSuitability = Suitability.Little; FillPatterns.Add(temp); temp = new PlatformsPattern(2, 1, 0.2f, 15, new Interval(0.8f, 1.25f, true, 3)); temp.MaxSuitability = Suitability.Little; FillPatterns.Add(temp); FillPatterns.Add(new ConcentricSquaresPattern()); FillPatterns.Add(new LinePattern()); FillPatterns.Add(new AlternatingStepsPattern()); }
public RoguelikeGenSettings() : base() { NumberOfNodes = new Location(4, 4); WrapAroundX = false; WrapAroundY = false; RoomDimensions = new Location(5, 5); RoomXVariance = new Interval(-3, 3, true, 0); RoomYVariance = new Interval(-3, 3, true, 0); TunnelThickness = new Location(3, 2); TunnelLength = new Location(5, 3); PercentRooms = 0.5f; //Fill patterns. FillPatterns.Add(new BlankRegionPattern(6)); FillPatterns.Add(new CirclePattern(1)); FillPatterns.Add(new CirclePattern(2)); FillPatterns.Add(new PlatformsPattern(2, 1, 0.08f, 15, new Interval(0.6f, 1.6667f, true, 4))); ((PlatformsPattern)FillPatterns[FillPatterns.Count - 1]).MaxSuitability = Suitability.Moderate; FillPatterns.Add(new PlatformsPattern(1, 1, 0.6f, 15, new Interval(0.6f, 1.6667f, true, 4))); ((PlatformsPattern)FillPatterns[FillPatterns.Count - 1]).MaxSuitability = Suitability.Little; FillPatterns.Add(new ConcentricSquaresPattern()); FillPatterns.Add(new AlternatingStepsPattern()); FillPatterns.Add(new ZipperPattern(new PlateauFixedWidthAndSpace(2, 1, 1), new Interval(0.3f, 3.0f, true, 2), 20)); FillPatterns.Add(new ZipperPattern(new PlateauFixedNumbAndSpace(4, 1, 1), new Interval(0.3f, 3.0f, true, 2), 20)); }