// Generates random pixel to go to. private void GoSomewhere() { Map currentMap = this.MyCreature.InhabitedMap; RandomStuff randomator = currentMap.Randomator; Coords targetPixel = new Coords(CoordsType.Pixel, (Int32)randomator.NSidedDice((UInt16)currentMap.PixelBoundX, 1) - 1, (Int32)randomator.NSidedDice((UInt16)currentMap.PixelBoundY, 1) - 1); //Coords targetTile = new Coords(CoordsType.Tile, targetPixel); List <Creature> clipCheck = _owner.MyCollider.CreatureClippingCheck(this.MyCreature, targetPixel, false); if (clipCheck != null && clipCheck.Count == 0) { MyNavigator = new Navigator(this.MyCreature, targetPixel, false); _thinkingCounter = (int)randomator.NSidedDice(1000, 1); } }
public Map GenerateVillage(UInt16 width, UInt16 height) { // We need a reasonable amount of space to construct the map if ((width < 20) || (height < 20)) { return(null); } // Initializes map (currently to an all-grass space); Map canvas = new Map(width, height, (Int32)_randomator.NSidedDice(1000, 1)); // Initializes a double array where we keep track of which areas of the map are complete //BitArray[,] painted = new BitArray[width, height]; BitArray[] painted = new BitArray[width]; for (int i = 0; i < width; ++i) { painted[i] = new BitArray(height); } // Put roads through the middle of the map; later we'll improve the algo UInt16 halfwidth = (UInt16)(width * 0.5); FillRectangleWithTiles(canvas, new Coords(CoordsType.Tile, halfwidth, 0), new Coords(CoordsType.Tile, halfwidth, height - 1), Constants.TileGeneratorRoadPaved); for (int i = 0; i < height; ++i) { painted[halfwidth][i] = true; } UInt16 halfheight = (UInt16)(height * 0.5); FillRectangleWithTiles(canvas, new Coords(CoordsType.Tile, 0, halfheight), new Coords(CoordsType.Tile, width - 1, halfheight), Constants.TileGeneratorRoadPaved); for (int i = 0; i < width; ++i) { painted[i][halfheight] = true; } // Put a house or two GenerateRectangularRoom(canvas, new Coords(CoordsType.Tile, halfwidth + 1, 10), new Coords(CoordsType.Tile, halfwidth + 5, 15)); FurnishRectangularLivingRoom(canvas, new Coords(CoordsType.Tile, halfwidth + 1, 10), new Coords(CoordsType.Tile, halfwidth + 5, 15)); GenerateRectangularRoom(canvas, new Coords(CoordsType.Tile, 6, halfheight - 5), new Coords(CoordsType.Tile, 12, halfheight - 1)); FurnishRectangularWorkshop(canvas, new Coords(CoordsType.Tile, 6, halfheight - 5), new Coords(CoordsType.Tile, 12, halfheight - 1)); // put a well somewhere canvas.CreateItem(new Coords(CoordsType.Tile, 20, 20), Constants.ItemGeneratorWell); // Apple tree! canvas.CreateItem(new Coords(CoordsType.Tile, 30, 5), Constants.ItemGeneratorTreeApple); canvas.AnalyzeTileAccessibility(); return(canvas); }