public override void Action(CommandCaller caller, string input, string[] args) { Main.NewText("The sky has been Fortified!"); if (Main.dungeonX < Main.maxTilesX * .5f) { Center = (int)((double)Main.maxTilesX * 0.8); } else { Center = (int)((double)Main.maxTilesX * 0.2); } if (Main.maxTilesX > 8000) { lowerLimit = 320; maxDistanceFromCenter = 750; } else if (Main.maxTilesX > 6000) { lowerLimit = 230; maxDistanceFromCenter = 550; } else { lowerLimit = 130; maxDistanceFromCenter = 320; } QwertyMethods.BreakTiles(Center - maxDistanceFromCenter, 0, maxDistanceFromCenter * 2, (int)(lowerLimit)); //Main.NewText(maxDistanceFromCenter); //Main.NewText(Main.maxTilesX); if (Main.dungeonX < Main.maxTilesX * .5f) { startingX = (int)((double)Main.maxTilesX * 0.8); } else { startingX = (int)((double)Main.maxTilesX * 0.2); } //Main.NewText(startingX); int roomsPerLayer = 7; if (Main.maxTilesX > 8000) { roomsPerLayer += 4; } if (Main.maxTilesX > 6000) { roomsPerLayer += 4; } else { } int roomHeight = 25; int roomWidth = 25; int bridgeHeight = 25; int bridgeWidth = 75; int verticalHeight = 21; int verticalWith = 25; int HeightOffset = (roomHeight - 1) / 2; int WidthOffset = (roomWidth - 1) / 2; int startingY = 110; if (Main.maxTilesX > 8000) { startingY = 195; } else if (Main.maxTilesX > 6000) { startingY = 145; } else { startingY = 110; } if (Main.maxTilesX > 8000) { startingY -= 25; } startingX -= WidthOffset + (((roomsPerLayer - 1) / 2) * (roomWidth + bridgeWidth)); startingY -= HeightOffset; int treasure = Main.rand.Next(roomsPerLayer - 1); if (treasure >= (roomsPerLayer - 1) / 2) { treasure++; } for (int n = 0; n < roomsPerLayer; n++) { if (n == (roomsPerLayer - 1) / 2) { //Main.NewText(n + ", " + startingX + (n * (roomWidth + bridgeWidth)) + ", " + startingY); generateRoom(startingX + (n * (roomWidth + bridgeWidth)), startingY, -1); } else { if (n == treasure) { //Main.NewText(n + ", " + startingX + (n * (roomWidth + bridgeWidth)) + ", " + startingY); generateRoom(startingX + (n * (roomWidth + bridgeWidth)), startingY, -2); } else { //Main.NewText(n + ", " + startingX + (n * (roomWidth + bridgeWidth)) + ", " + startingY); generateRoom(startingX + (n * (roomWidth + bridgeWidth)), startingY, 1); } } if (n != roomsPerLayer - 1) { generateBridge(startingX + roomWidth + (n * (roomWidth + bridgeWidth)), startingY, 0); } } treasure = Main.rand.Next(roomsPerLayer); for (int n = 0; n < roomsPerLayer; n++) { if (n == treasure) { generateRoom(startingX + (n * (roomWidth + bridgeWidth)), startingY - 1 * (roomHeight + verticalHeight), -2); } else { generateRoom(startingX + (n * (roomWidth + bridgeWidth)), startingY - 1 * (roomHeight + verticalHeight), 1); } Vertical(startingX + (n * (roomWidth + bridgeWidth)), startingY - 1 * (roomHeight + verticalHeight) + roomHeight, 1); if (n != roomsPerLayer - 1) { generateBridge(startingX + roomWidth + (n * (roomWidth + bridgeWidth)), startingY - 1 * (roomHeight + verticalHeight), 0); } } if (Main.maxTilesX > 6000) { treasure = Main.rand.Next(roomsPerLayer); for (int n = 0; n < roomsPerLayer; n++) { if (n == treasure) { generateRoom(startingX + (n * (roomWidth + bridgeWidth)), startingY + 1 * (roomHeight + verticalHeight), -2); } else { generateRoom(startingX + (n * (roomWidth + bridgeWidth)), startingY + 1 * (roomHeight + verticalHeight), 1); } Vertical(startingX + (n * (roomWidth + bridgeWidth)), startingY + 1 * (roomHeight + verticalHeight) - verticalHeight, 1); if (n != roomsPerLayer - 1) { generateBridge(startingX + roomWidth + (n * (roomWidth + bridgeWidth)), startingY + 1 * (roomHeight + verticalHeight), 0); } } treasure = Main.rand.Next(roomsPerLayer); for (int n = 0; n < roomsPerLayer; n++) { if (n == treasure) { generateRoom(startingX + (n * (roomWidth + bridgeWidth)), startingY - 2 * (roomHeight + verticalHeight), -2); } else { generateRoom(startingX + (n * (roomWidth + bridgeWidth)), startingY - 2 * (roomHeight + verticalHeight), 1); } Vertical(startingX + (n * (roomWidth + bridgeWidth)), startingY - 2 * (roomHeight + verticalHeight) + roomHeight, 1); if (n != roomsPerLayer - 1) { generateBridge(startingX + roomWidth + (n * (roomWidth + bridgeWidth)), startingY - 2 * (roomHeight + verticalHeight), 0); } } } if (Main.maxTilesX > 8000) { treasure = Main.rand.Next(roomsPerLayer); for (int n = 0; n < roomsPerLayer; n++) { if (n == treasure) { generateRoom(startingX + (n * (roomWidth + bridgeWidth)), startingY + 2 * (roomHeight + verticalHeight), -2); } else { generateRoom(startingX + (n * (roomWidth + bridgeWidth)), startingY + 2 * (roomHeight + verticalHeight), 1); } Vertical(startingX + (n * (roomWidth + bridgeWidth)), startingY + 2 * (roomHeight + verticalHeight) - verticalHeight, 1); if (n != roomsPerLayer - 1) { generateBridge(startingX + roomWidth + (n * (roomWidth + bridgeWidth)), startingY + 2 * (roomHeight + verticalHeight), 0); } } } }
public static void BuildFortress() { int lowerLimit; int upperLimit = 60; int CenterX; int maxDistanceFromCenter; int mediumRoomCount = Main.rand.Next(8, 11); int smallRoomsPerMed = 2; int tinyRoomsPerMed = 3; if (Main.dungeonX < Main.maxTilesX * .5f) { CenterX = (int)((double)Main.maxTilesX * 0.8); } else { CenterX = (int)((double)Main.maxTilesX * 0.2); } if (Main.maxTilesX > 8000) { lowerLimit = 320; maxDistanceFromCenter = 750; mediumRoomCount *= 6; } else if (Main.maxTilesX > 6000) { lowerLimit = 230; maxDistanceFromCenter = 550; mediumRoomCount *= 3; } else { lowerLimit = 130; maxDistanceFromCenter = 320; } int height = lowerLimit - upperLimit; Vector2 topLeft = new Vector2(CenterX - maxDistanceFromCenter, upperLimit); QwertyMethods.BreakTiles(CenterX - maxDistanceFromCenter, 0, maxDistanceFromCenter * 2, (int)(lowerLimit)); bool[,] region = new bool[maxDistanceFromCenter * 2, height]; /* * for(int i = 0; i < region.GetLength(0); i++) * { * for(int j = 0; i < region.GetLength(1); j++) * { * region[i, j] = false; * } * }*/ Vector2 offset = new Vector2(maxDistanceFromCenter - Fortress2Blueprints.AltarRooms.GetLength(3) / 2, height / 2 - Fortress2Blueprints.AltarRooms.GetLength(2) / 2); Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.AltarRoomTileTypes, Fortress2Blueprints.AltarRooms); OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.AltarRooms.GetLength(3), Fortress2Blueprints.AltarRooms.GetLength(2), ref region); int l = 4; if (Main.maxTilesX < 6000) { //for (int l/2 = 1; l/2 < l; l/2++) { for (int b = 1; b < l; b++) { if ((b % 2 != 0 && l / 2 % 2 == 0) || (b % 2 == 0 && l / 2 % 2 != 0)) { offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.LargeRooms.GetLength(3) / 2, l / 2 * height / l - Fortress2Blueprints.LargeRooms.GetLength(2) / 2); if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.LargeRooms.GetLength(3), Fortress2Blueprints.LargeRooms.GetLength(2), region)) { Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.LargeRoomTileTypes, Fortress2Blueprints.LargeRooms); OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.LargeRooms.GetLength(3), Fortress2Blueprints.LargeRooms.GetLength(2), ref region); } } } } l = 8; // for (int l/2 = 1; l/2 < l; l/2++) { for (int b = 1; b < l; b++) { if ((b % 2 != 0 && l / 2 % 2 == 0) || (b % 2 == 0 && l / 2 % 2 != 0)) { offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.MediumRooms.GetLength(3) / 2, l / 2 * height / l - Fortress2Blueprints.MediumRooms.GetLength(2) / 2); if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.MediumRooms.GetLength(3), Fortress2Blueprints.MediumRooms.GetLength(2), region)) { Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.MediumRoomTileTypes, Fortress2Blueprints.MediumRooms); OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.MediumRooms.GetLength(3), Fortress2Blueprints.MediumRooms.GetLength(2), ref region); } } } } l = 16; //for (int l/2 = 1; l/2 < l; l/2++) { for (int b = 1; b < l; b++) { if ((b % 2 != 0 && l / 2 % 2 == 0) || (b % 2 == 0 && l / 2 % 2 != 0)) { offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.SmallRooms.GetLength(3) / 2, l / 2 * height / l - Fortress2Blueprints.SmallRooms.GetLength(2) / 2); if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.SmallRooms.GetLength(3), Fortress2Blueprints.SmallRooms.GetLength(2), region)) { Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.SmallRoomTileTypes, Fortress2Blueprints.SmallRooms); OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.SmallRooms.GetLength(3), Fortress2Blueprints.SmallRooms.GetLength(2), ref region); } } } } l = 32; //for (int l/2 = 1; l/2 < l; l/2++) { for (int b = 1; b < l; b++) { if ((b % 2 != 0 && l / 2 % 2 == 0) || (b % 2 == 0 && l / 2 % 2 != 0)) { offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.TinyRooms.GetLength(3) / 2, l / 2 * height / l - Fortress2Blueprints.TinyRooms.GetLength(2) / 2); if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.TinyRooms.GetLength(3), Fortress2Blueprints.TinyRooms.GetLength(2), region)) { Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.TinyRoomTileTypes, Fortress2Blueprints.TinyRooms); OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.TinyRooms.GetLength(3), Fortress2Blueprints.TinyRooms.GetLength(2), ref region); } } } } } else if (Main.maxTilesX < 8000) { for (int q = 1; q < l; q++) { for (int b = 1; b < l; b++) { if ((b % 2 != 0 && q % 2 == 0) || (b % 2 == 0 && q % 2 != 0)) { offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.LargeRooms.GetLength(3) / 2, q * height / l - Fortress2Blueprints.LargeRooms.GetLength(2) / 2); if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.LargeRooms.GetLength(3), Fortress2Blueprints.LargeRooms.GetLength(2), region)) { Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.LargeRoomTileTypes, Fortress2Blueprints.LargeRooms); OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.LargeRooms.GetLength(3), Fortress2Blueprints.LargeRooms.GetLength(2), ref region); } } } } l = 6; for (int q = 1; q < l; q++) { for (int b = 1; b < l; b++) { if ((b % 2 != 0 && q % 2 == 0) || (b % 2 == 0 && q % 2 != 0)) { offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.MediumRooms.GetLength(3) / 2, q * height / l - Fortress2Blueprints.MediumRooms.GetLength(2) / 2); if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.MediumRooms.GetLength(3), Fortress2Blueprints.MediumRooms.GetLength(2), region)) { Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.MediumRoomTileTypes, Fortress2Blueprints.MediumRooms); OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.MediumRooms.GetLength(3), Fortress2Blueprints.MediumRooms.GetLength(2), ref region); } } } } l = 12; for (int q = 1; q < l; q++) { for (int b = 1; b < l; b++) { if ((b % 2 != 0 && q % 2 == 0) || (b % 2 == 0 && q % 2 != 0)) { offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.SmallRooms.GetLength(3) / 2, q * height / l - Fortress2Blueprints.SmallRooms.GetLength(2) / 2); if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.SmallRooms.GetLength(3), Fortress2Blueprints.SmallRooms.GetLength(2), region)) { Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.SmallRoomTileTypes, Fortress2Blueprints.SmallRooms); OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.SmallRooms.GetLength(3), Fortress2Blueprints.SmallRooms.GetLength(2), ref region); } } } } l = 18; for (int q = 1; q < l; q++) { for (int b = 1; b < l; b++) { if ((b % 2 != 0 && q % 2 == 0) || (b % 2 == 0 && q % 2 != 0)) { offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.TinyRooms.GetLength(3) / 2, q * height / l - Fortress2Blueprints.TinyRooms.GetLength(2) / 2); if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.TinyRooms.GetLength(3), Fortress2Blueprints.TinyRooms.GetLength(2), region)) { Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.TinyRoomTileTypes, Fortress2Blueprints.TinyRooms); OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.TinyRooms.GetLength(3), Fortress2Blueprints.TinyRooms.GetLength(2), ref region); } } } } } else { for (int q = 1; q < l; q++) { for (int b = 1; b < l; b++) { if ((b % 2 != 0 && q % 2 == 0) || (b % 2 == 0 && q % 2 != 0)) { offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.LargeRooms.GetLength(3) / 2, q * height / l - Fortress2Blueprints.LargeRooms.GetLength(2) / 2); if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.LargeRooms.GetLength(3), Fortress2Blueprints.LargeRooms.GetLength(2), region)) { Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.LargeRoomTileTypes, Fortress2Blueprints.LargeRooms); OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.LargeRooms.GetLength(3), Fortress2Blueprints.LargeRooms.GetLength(2), ref region); } } } } l = 8; for (int q = 1; q < l; q++) { for (int b = 1; b < l; b++) { if ((b % 2 != 0 && q % 2 == 0) || (b % 2 == 0 && q % 2 != 0)) { offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.MediumRooms.GetLength(3) / 2, q * height / l - Fortress2Blueprints.MediumRooms.GetLength(2) / 2); if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.MediumRooms.GetLength(3), Fortress2Blueprints.MediumRooms.GetLength(2), region)) { Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.MediumRoomTileTypes, Fortress2Blueprints.MediumRooms); OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.MediumRooms.GetLength(3), Fortress2Blueprints.MediumRooms.GetLength(2), ref region); } } } } l = 16; for (int q = 1; q < l; q++) { for (int b = 1; b < l; b++) { if ((b % 2 != 0 && q % 2 == 0) || (b % 2 == 0 && q % 2 != 0)) { offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.SmallRooms.GetLength(3) / 2, q * height / l - Fortress2Blueprints.SmallRooms.GetLength(2) / 2); if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.SmallRooms.GetLength(3), Fortress2Blueprints.SmallRooms.GetLength(2), region)) { Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.SmallRoomTileTypes, Fortress2Blueprints.SmallRooms); OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.SmallRooms.GetLength(3), Fortress2Blueprints.SmallRooms.GetLength(2), ref region); } } } } l = 32; for (int q = 1; q < l; q++) { for (int b = 1; b < l; b++) { if ((b % 2 != 0 && q % 2 == 0) || (b % 2 == 0 && q % 2 != 0)) { offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.TinyRooms.GetLength(3) / 2, q * height / l - Fortress2Blueprints.TinyRooms.GetLength(2) / 2); if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.TinyRooms.GetLength(3), Fortress2Blueprints.TinyRooms.GetLength(2), region)) { Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.TinyRoomTileTypes, Fortress2Blueprints.TinyRooms); OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.TinyRooms.GetLength(3), Fortress2Blueprints.TinyRooms.GetLength(2), ref region); } } } } } /* * int l = 4; * for(int q =1; q< l; q++) * { * for(int b =1; b < l; b++) * { * if ((b % 2 != 0 && q % 2 == 0) || (b % 2 == 0 && q % 2 != 0)) * { * offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.LargeRooms.GetLength(3) / 2, q * height / l - Fortress2Blueprints.LargeRooms.GetLength(2) / 2); * if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.LargeRooms.GetLength(3), Fortress2Blueprints.LargeRooms.GetLength(2), region)) * { * Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.LargeRoomTileTypes, Fortress2Blueprints.LargeRooms); * OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.LargeRooms.GetLength(3), Fortress2Blueprints.LargeRooms.GetLength(2), ref region); * } * } * } * } * * l = 8; * for (int q = 1; q < l; q++) * { * for (int b = 1; b < l; b++) * { * if ((b % 2 != 0 && q % 2 == 0) || (b % 2 == 0 && q % 2 != 0)) * { * offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.MediumRooms.GetLength(3) / 2, q * height / l - Fortress2Blueprints.MediumRooms.GetLength(2) / 2); * if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.MediumRooms.GetLength(3), Fortress2Blueprints.MediumRooms.GetLength(2), region)) * { * Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.MediumRoomTileTypes, Fortress2Blueprints.MediumRooms); * OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.MediumRooms.GetLength(3), Fortress2Blueprints.MediumRooms.GetLength(2), ref region); * } * } * } * } * l = 16; * * for (int q = 1; q < l; q++) * { * for (int b = 1; b < l; b++) * { * if ((b % 2 != 0 && q % 2 == 0) || (b % 2 == 0 && q % 2 != 0)) * { * offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.SmallRooms.GetLength(3) / 2, q * height / l - Fortress2Blueprints.SmallRooms.GetLength(2) / 2); * if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.SmallRooms.GetLength(3), Fortress2Blueprints.SmallRooms.GetLength(2), region)) * { * Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.SmallRoomTileTypes, Fortress2Blueprints.SmallRooms); * OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.SmallRooms.GetLength(3), Fortress2Blueprints.SmallRooms.GetLength(2), ref region); * } * } * } * } * l = 32; * for (int q = 1; q < l; q++) * { * for (int b = 1; b < l; b++) * { * if ((b % 2 != 0 && q % 2 == 0) || (b % 2 == 0 && q % 2 != 0)) * { * offset = new Vector2(b * 2 * maxDistanceFromCenter / l - Fortress2Blueprints.TinyRooms.GetLength(3) / 2, q * height / l - Fortress2Blueprints.TinyRooms.GetLength(2) / 2); * if (CheckRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.TinyRooms.GetLength(3), Fortress2Blueprints.TinyRooms.GetLength(2), region)) * { * Fortress2Blueprints.BuildRoom((int)(topLeft.X + offset.X), (int)(topLeft.Y + offset.Y), Fortress2Blueprints.TinyRoomTileTypes, Fortress2Blueprints.TinyRooms); * OccupyRegion((int)offset.X, (int)offset.Y, Fortress2Blueprints.TinyRooms.GetLength(3), Fortress2Blueprints.TinyRooms.GetLength(2), ref region); * } * } * } * } */ /* * for (int i = 0; i < mediumRoomCount; i++) * { * AttemptRoomPlace(topLeft, Fortress2Blueprints.MediumRoomTileTypes, Fortress2Blueprints.MediumRooms, ref region); * for (int k = 0; k < smallRoomsPerMed; k++) * { * AttemptRoomPlace(topLeft, Fortress2Blueprints.SmallRoomTileTypes, Fortress2Blueprints.SmallRooms, ref region); * } * for (int k = 0; k < tinyRoomsPerMed; k++) * { * AttemptRoomPlace(topLeft, Fortress2Blueprints.TinyRoomTileTypes, Fortress2Blueprints.TinyRooms, ref region); * } * }*/ }