Exemplo n.º 1
0
        private void CreateCorridors()
        {
            if (_rooms.Count > 1)
            {
                foreach (int key in _rooms.Keys)
                {
                    if (_rooms[key].Neighbors.Count < _rooms.Count - 2)
                    {
                        List <int> notNeighborsKey = _rooms.Keys.ToList();                // contains all not non neighbors of the current room
                        List <int> neighborsKey    = _rooms[key].Neighbors.Keys.ToList(); // contains the neighbors of the current and the current room
                        foreach (int neighbor in _rooms[key].Neighbors.Keys)
                        {
                            notNeighborsKey.Remove(neighbor);
                        }
                        notNeighborsKey.Remove(_rooms[key].Id);
                        neighborsKey.Add(_rooms[key].Id);

                        char[,] corridorMap = new char[_map.GetLength(0), _map.GetLength(1)];
                        for (int y = 0; y < _map.GetLength(0); y++)
                        {
                            for (int x = 0; x < _map.GetLength(1); x++)
                            {
                                corridorMap[y, x] = _map[y, x];
                            }
                        }

                        for (int i = 0; i < neighborsKey.Count; i++)
                        {
                            Room neighborRoom = _rooms[neighborsKey[i]];
                            for (int y = 0; y < neighborRoom.Map.GetLength(0); y++)
                            {
                                for (int x = 0; x < neighborRoom.Map.GetLength(1); x++)
                                {
                                    corridorMap[y + neighborRoom.Origin.Y, x + neighborRoom.Origin.X] = Configuration.Void;
                                }
                            }
                        }

                        Room roomPicked = _rooms[Utility.nextInt(_random, 0, neighborsKey.Count)];

                        Algorithm d = new Algorithm(corridorMap);
                        d.AddRule(new Rule())

                        // Prochain objectif, choisir une salle au hasard, un point de type mur au hasard de la salle choisie
                        // effectuer un A* pour trouver la salle la plus proche

                        /*int roomToJoin = Utility.nextInt(_random, 0, allKeys.Count - 1);
                         *
                         * Point p1 = _rooms[key].Origin;
                         * Point p2 = _rooms[allKeys[roomToJoin]].Origin;
                         *
                         * Room r1 = _rooms[key];
                         * Room r2 = _rooms[allKeys[roomToJoin]];
                         *
                         * char[,] corridorMap = new char[_map.GetLength(0), _map.GetLength(1)];
                         * for(int y = 0; y < _map.GetLength(0); y++)
                         * {
                         *  for(int x = 0; x < _map.GetLength(1); x++)
                         *  {
                         *      corridorMap[y, x] = _map[y, x];
                         *  }
                         * }
                         *
                         * for (int y = 0; y < r1.Map.GetLength(0); y++)
                         * {
                         *  for (int x = 0; x < r1.Map.GetLength(1); x++)
                         *  {
                         *      char tileValue = corridorMap[y + r1.Origin.Y, x + r1.Origin.X];
                         *      if (tileValue == Configuration.Wall) {
                         *          corridorMap[y + r1.Origin.Y, x + r1.Origin.X] = Configuration.Ground;
                         *      }
                         *  }
                         * }
                         *
                         * for (int y = 0; y < r2.Map.GetLength(0); y++)
                         * {
                         *  for (int x = 0; x < r2.Map.GetLength(1); x++)
                         *  {
                         *      char tileValue = corridorMap[y + r2.Origin.Y, x + r2.Origin.X];
                         *      if (tileValue == Configuration.Wall)
                         *      {
                         *          corridorMap[y + r2.Origin.Y, x + r2.Origin.X] = Configuration.Ground;
                         *      }
                         *  }
                         * }
                         *
                         *
                         *
                         *
                         * r1.Neighbors.Add(r2.Id, r2);
                         * r2.Neighbors.Add(r1.Id, r1);
                         */
                    }
                }
            }
        }