/*_____________Maldiciones_______________*/ public void ObtenMaldicion() { bool maldito = true; for (int i = 0; i < mal.Length; i++) { if (mal[i] == null) { maldito = false; } } if (maldito == false) { Maldicion temp = new Maldicion(CustomMath.RandomIntNumber(Maldicion.cantidadMaldiciones - 1)); for (int i = 0; i < mal.Length; i++) { if (mal[i] != null && temp.GetId() == mal[i].GetId()) { temp = new Maldicion(CustomMath.RandomIntNumber(Maldicion.cantidadMaldiciones - 1)); i = -1; } } ConsoleBuffer.ObteBuffer().InsertText("Has obtenido la " + temp.GetName()); for (int i = 0; i < mal.Length; i++) { if (mal[i] == null) { mal[i] = temp; i = mal.Length; } } } else { ConsoleBuffer.ObteBuffer().InsertText("Tienes tantas maldiciones que tu cuerpo no es capaz de aguantar más"); int temp = ((400 * level / 100 + 20) / 10); ExcesoMaldito++; ConsoleBuffer.ObteBuffer().InsertText("Has perdido " + temp + " de vida maxima"); if (hpM <= 0) { ConsoleBuffer.ObteBuffer().InsertText("El peso de las maldiciones exprime tu ultima gota de tu alma"); ConsoleBuffer.ObteBuffer().InsertText("Caes muerto en el suelo"); ConsoleBuffer.ObteBuffer().InsertText("Pulsa cualquier boton para continuar"); Console.ReadKey(); } } }
public static string RandomDescr(string path) { string[] frases = ReadFile(path); return(frases[CustomMath.RandomIntNumber(frases.Length - 1)]); }
public static void StartLevel(int cantidad) { actualRooms = new List <Room>(); List <Vector2> actualVectors; if (Program.ObteJuego().level > 5) { double prob = CustomMath.RandomUnit(); if (prob < 95d / 300d) { actualVectors = GenerateLevelVersion2(cantidad); } else if (prob < 190d / 300d) { actualVectors = GenerateLevel(cantidad); } else if (prob < 285d / 300d) { actualVectors = GenerateLevelVersion3(cantidad); } else { actualVectors = GenerateLevelVersion4(cantidad); } } else { actualVectors = GenerateLevel(cantidad); } for (int i = 0; i < actualVectors.Count; i++) { actualRooms.Add(new Room(actualVectors[i].x, actualVectors[i].y)); } //First Room is visible actualRooms[0].SetVisible(2); //SET DOORS for (int i = 0; i < actualRooms.Count; i++) { if (!(actualRooms[i].GetNorthRoom() != null && actualRooms[i].GetWestRoom() != null && actualRooms[i].GetSouthRoom() != null && actualRooms[i].GetEastRoom() != null)) { for (int j = i + 1; j < actualRooms.Count; j++) { if (actualRooms[i].GetNorthRoom() == null) { if (actualRooms[i].GetPosX() == actualRooms[j].GetPosX() && actualRooms[i].GetPosY() + 1 == actualRooms[j].GetPosY()) { actualRooms[i].SetNorth(actualRooms[j]); actualRooms[j].SetSouth(actualRooms[i]); } } if (actualRooms[i].GetWestRoom() == null) { if (actualRooms[i].GetPosX() - 1 == actualRooms[j].GetPosX() && actualRooms[i].GetPosY() == actualRooms[j].GetPosY()) { actualRooms[i].SetWest(actualRooms[j]); actualRooms[j].SetEast(actualRooms[i]); } } if (actualRooms[i].GetSouthRoom() == null) { if (actualRooms[i].GetPosX() == actualRooms[j].GetPosX() && actualRooms[i].GetPosY() - 1 == actualRooms[j].GetPosY()) { actualRooms[i].SetSouth(actualRooms[j]); actualRooms[j].SetNorth(actualRooms[i]); } } if (actualRooms[i].GetEastRoom() == null) { if (actualRooms[i].GetPosX() + 1 == actualRooms[j].GetPosX() && actualRooms[i].GetPosY() == actualRooms[j].GetPosY()) { actualRooms[i].SetEast(actualRooms[j]); actualRooms[j].SetWest(actualRooms[i]); } } if (actualRooms[i].GetNorthRoom() != null && actualRooms[i].GetWestRoom() != null && actualRooms[i].GetSouthRoom() != null && actualRooms[i].GetEastRoom() != null) { j = actualRooms.Count; } } } } /*--------------------------------------Crear salas especiales------------------------------------------*/ List <Room> exitRooms = new List <Room>(); /*se usa para la cantidad de puertas que debe tener una sala*/ int temp = 3; do { for (int i = 1; i < actualRooms.Count; i++) { int noDoors = 0; if (actualRooms[i].GetEastRoom() == null) { noDoors++; } if (actualRooms[i].GetWestRoom() == null) { noDoors++; } if (actualRooms[i].GetNorthRoom() == null) { noDoors++; } if (actualRooms[i].GetSouthRoom() == null) { noDoors++; } if (noDoors == temp) { /*solo habitaciones con 3 salidas*/ exitRooms.Add(actualRooms[i]); } } if (exitRooms.Count == 0) { temp--; } } while (exitRooms.Count == 0); /*Salida_____________*/ int num = CustomMath.RandomIntNumber(exitRooms.Count - 1); Room exit = exitRooms[num]; exitRooms.RemoveAt(num);//Elimina la sala de las posibilidades de salida RoomExit texit = new RoomExit(exit.GetPosX(), exit.GetPosY()); texit.SetEast(exit.GetEastRoom()); texit.SetWest(exit.GetWestRoom()); texit.SetNorth(exit.GetNorthRoom()); texit.SetSouth(exit.GetSouthRoom()); if (texit.GetNorthRoom() != null) { texit.GetNorthRoom().SetSouth(texit); } if (texit.GetSouthRoom() != null) { texit.GetSouthRoom().SetNorth(texit); } if (texit.GetWestRoom() != null) { texit.GetWestRoom().SetEast(texit); } if (texit.GetEastRoom() != null) { texit.GetEastRoom().SetWest(texit); } actualRooms.Remove(exit); actualRooms.Add(texit); /*Habitacion cerrada__________*/ bool existsClosedRoom = false; if (temp == 3 && CustomMath.RandomUnit() < (Program.ObteJuego().level - 1) / 3f && exitRooms.Count > 0) { existsClosedRoom = true; num = CustomMath.RandomIntNumber(exitRooms.Count - 1); //num se esta reutilizando de salida Room tempRoom = exitRooms[num]; exitRooms.RemoveAt(num); //Elimina la sala cerrada de las posibilidades Room newRoom; newRoom = new RoomClosed(tempRoom.GetPosX(), tempRoom.GetPosY()); newRoom.SetEast(tempRoom.GetEastRoom()); newRoom.SetWest(tempRoom.GetWestRoom()); newRoom.SetNorth(tempRoom.GetNorthRoom()); newRoom.SetSouth(tempRoom.GetSouthRoom()); if (newRoom.GetNorthRoom() != null) { newRoom.GetNorthRoom().SetSouth(newRoom); } if (newRoom.GetSouthRoom() != null) { newRoom.GetSouthRoom().SetNorth(newRoom); } if (newRoom.GetWestRoom() != null) { newRoom.GetWestRoom().SetEast(newRoom); } if (newRoom.GetEastRoom() != null) { newRoom.GetEastRoom().SetWest(newRoom); } actualRooms.Remove(tempRoom); actualRooms.Add(newRoom); } /*Tesoro____________*/ int limit = (Program.ObteJuego().level > 5)? 3 : (Program.ObteJuego().level + 1) / 2; RoomTreasure treasure = null; while (limit > 0) { num = CustomMath.RandomIntNumber(actualRooms.Count - 1, 1);//num se esta reutilizando de salida if (actualRooms[num].GetType() == typeof(Room)) { Room r = actualRooms[num]; treasure = new RoomTreasure(r.GetPosX(), r.GetPosY()); treasure.SetEast(r.GetEastRoom()); treasure.SetWest(r.GetWestRoom()); treasure.SetNorth(r.GetNorthRoom()); treasure.SetSouth(r.GetSouthRoom()); if (treasure.GetNorthRoom() != null) { treasure.GetNorthRoom().SetSouth(treasure); } if (treasure.GetSouthRoom() != null) { treasure.GetSouthRoom().SetNorth(treasure); } if (treasure.GetWestRoom() != null) { treasure.GetWestRoom().SetEast(treasure); } if (treasure.GetEastRoom() != null) { treasure.GetEastRoom().SetWest(treasure); } actualRooms.Remove(r); actualRooms.Add(treasure); limit--; } } if (CustomMath.RandomUnit() < 0.5) { RoomBless bless; Room r; do { r = actualRooms[CustomMath.RandomIntNumber(actualRooms.Count - 1, 1)]; } while (r.GetType() != typeof(Room)); bless = new RoomBless(r.GetPosX(), r.GetPosY()); bless.SetEast(r.GetEastRoom()); bless.SetWest(r.GetWestRoom()); bless.SetNorth(r.GetNorthRoom()); bless.SetSouth(r.GetSouthRoom()); if (bless.GetNorthRoom() != null) { bless.GetNorthRoom().SetSouth(bless); } if (bless.GetSouthRoom() != null) { bless.GetSouthRoom().SetNorth(bless); } if (bless.GetWestRoom() != null) { bless.GetWestRoom().SetEast(bless); } if (bless.GetEastRoom() != null) { bless.GetEastRoom().SetWest(bless); } actualRooms.Remove(r); actualRooms.Add(bless); } /*Miscelaneous*/ if (existsClosedRoom) { bool control = true; do { num = CustomMath.RandomIntNumber(actualRooms.Count - 1, 1); if (actualRooms[num].GetType() == typeof(Room)) { actualRooms[num].GetItem(new Item("Llave vieja")); control = false; } } while (control); } }
public static List <Vector2> GenerateLevelVersion4(int cantidad) { List <Vector2> actualVectors = new List <Vector2>(); List <Vector2> posibilidades = new List <Vector2>() { new Vector2(0, 0) }; while (actualVectors.Count < cantidad) { //Paso 3.1 Vector2 vv, vv1, vv2, vh1, vh2; //Paso 1 -- Añade sala aleatoria de lista de posibilidades int index = CustomMath.RandomIntNumber(posibilidades.Count - 1); actualVectors.Add(posibilidades[index]); //paso 3.2 vv = posibilidades[index]; vv1 = new Vector2(vv.x, vv.y - 1); vv2 = new Vector2(vv.x, vv.y + 1); vh1 = new Vector2(vv.x - 1, vv.y); vh2 = new Vector2(vv.x + 1, vv.y); //Paso 2 -- Borra la sala añadida de la lista de posibilidades posibilidades.RemoveAt(index); //Paso 3 -- quita las no posibles de la lista for (int i = 0; i < posibilidades.Count; i++) { if (posibilidades[i].Equals(vv1) || posibilidades[i].Equals(vv2) || posibilidades[i].Equals(vh1) || posibilidades[i].Equals(vh2)) { posibilidades.RemoveAt(i); } } bool up = true, down = true, left = true, right = true; for (int i = 0; i < actualVectors.Count; i++) { if (up) { if (actualVectors[i].Equals(vv2)) { up = false; } } if (down) { if (actualVectors[i].Equals(vv1)) { down = false; } } if (right) { if (actualVectors[i].Equals(vh2)) { right = false; } } if (left) { if (actualVectors[i].Equals(vh1)) { left = false; } } } if (up) { posibilidades.Add(vv2); } if (right) { posibilidades.Add(vh2); } if (down) { posibilidades.Add(vv1); } if (left) { posibilidades.Add(vh1); } } return(actualVectors); }
public void InsertText(string newText) { if (juego.pl.GetMaldicion(0)) { string prohibido = "\"<>-|[]0987654321¿?!¡,.:'"; string[] mald = newText.Split(' '); newText = ""; for (int i = 0; i < mald.Length; i++) { if (mald[i].Length >= 3) { int numeroCoin = 0; for (int j = 0; j < mald[i].Length; j++) { for (int k = 0; k < prohibido.Length; k++) { if (prohibido[k] == mald[i][j]) { numeroCoin++; k = prohibido.Length; } } } if (numeroCoin != mald[i].Length) { int r1, r2; bool check; do { check = false; r1 = CustomMath.RandomIntNumber(mald[i].Length - 1); for (int j = 0; j < prohibido.Length; j++) { if (mald[i][r1] == prohibido[j]) { check = true; } } } while (check); do { check = false; r2 = CustomMath.RandomIntNumber(mald[i].Length - 1); for (int j = 0; j < prohibido.Length; j++) { if (mald[i][r2] == prohibido[j]) { check = true; } } } while (check); char temp = mald[i][r1]; if (r1 + 1 < mald[i].Length) { mald[i] = mald[i].Substring(0, r1) + mald[i][r2] + mald[i].Substring(r1 + 1); } else { mald[i] = mald[i].Substring(0, r1) + mald[i][r2]; } if (r2 + 1 < mald[i].Length) { mald[i] = mald[i].Substring(0, r2) + temp + mald[i].Substring(r2 + 1); } else { mald[i] = mald[i].Substring(0, r2) + temp; } } } newText += mald[i]; if (i + 1 < mald.Length) { newText += " "; } } } if (newText.Length > width - 22) { for (int i = textBox.Length - 1; i >= 1; i--) { textBox[i] = textBox[i - 1]; } int limit = newText.Length - 1; while (limit >= 0 && (limit > width - 22 || !newText[limit].Equals(' '))) { limit--; } if (limit == -1 || limit == 0) { textBox[0] = newText.Substring(limit + 1, width - 22); InsertText(newText.Substring(width - 22)); } else { textBox[0] = newText.Substring(0, limit); InsertText(newText.Substring(limit)); } } else { for (int i = textBox.Length - 1; i >= 1; i--) { textBox[i] = textBox[i - 1]; } textBox[0] = newText; } }