public static void Fill(MapBlock _block, int _worldSeed, EMapBlockTypes _baseType)
        {
            if (_baseType == EMapBlockTypes.NONE)
            {
                return;
            }

            switch (Constants.WORLD_SEED)
            {
            case 0:
                World.TheWorld.Avatar.GeoInfo.Layer.Ambient = FColor.Empty;
                _block.Map[16, 16] = ETerrains.GRAY_BRICK_WALL;
                _block.AddEssence(new IndoorLight(new LightSource(32, new FColor(1f, 1f, 0f, 0f)), EssenceHelper.GetFirstFoundedMaterial <MetalMaterial>()), new Point(10, 17));
                _block.AddEssence(new IndoorLight(new LightSource(32, new FColor(1f, 0f, 1f, 0f)), EssenceHelper.GetFirstFoundedMaterial <MetalMaterial>()), new Point(22, 22));
                _block.AddEssence(new IndoorLight(new LightSource(32, new FColor(1f, 0f, 0f, 1f)), EssenceHelper.GetFirstFoundedMaterial <MetalMaterial>()), new Point(22, 10));
                break;

            case 1:
                _block.AddEssence(EssenceHelper.GetFirstFoundedThing <ClosedDoor>(), new Point(2, 1));
                _block.AddEssence(EssenceHelper.GetFirstFoundedThing <ClosedDoor>(), new Point(1, 2));

                _block.AddEssence(EssenceHelper.GetRandomFakedItem <AbstractWeapon>(World.Rnd), new Point(4, 1));
                _block.AddEssence(EssenceHelper.GetRandomFakedItem <AbstractWeapon>(World.Rnd), new Point(3, 2));

                _block.AddEssence(EssenceHelper.GetRandomFakedItem <Ring>(World.Rnd), new Point(5, 5));
                _block.AddEssence(EssenceHelper.GetRandomFakedItem <StackOfAmmo>(World.Rnd), new Point(5, 5));
                break;

            case 2:
                _block.AddEssence(new MagicPlate(EssenceHelper.GetFirstFoundedMaterial <MetalMaterial>(), 0, EMagicPlateEffect.RANDOM_MONSTER_APPEAR), new Point(10, 10));
                _block.AddEssence(new Button(EssenceHelper.GetFirstFoundedMaterial <MetalMaterial>(), 0), new Point(1, 1));
                break;
            }
        }
Exemplo n.º 2
0
        public override void AddStair(WorldLayer _enterFromLayer, Point _worldCoords, Stair _stair)
        {
            var blockId       = BaseMapBlock.GetBlockId(EnterCoords);
            var inBlockCoords = BaseMapBlock.GetInBlockCoords(EnterCoords);
            var block         = this[blockId];

            if (_stair is StairUp)
            {
                block.AddEssence(new StairDown(_enterFromLayer, EssenceHelper.GetFirstFoundedMaterial <MineralMaterial>()), inBlockCoords);
            }
            else
            {
                block.AddEssence(new StairUp(_enterFromLayer, EssenceHelper.GetFirstFoundedMaterial <MineralMaterial>()), inBlockCoords);
            }
        }
Exemplo n.º 3
0
        protected override MapBlock GenerateBlock(Point _blockId)
        {
            var block = new MapBlock(_blockId);
            var rnd   = new Random(block.RandomSeed);

            MapBlockHelper.Clear(block, rnd, this, DefaultEmptySpaces);

            const int v = Constants.MAP_BLOCK_SIZE / 2 - 2;

            for (var i = 0; i < v; ++i)
            {
                block.Map[i, 0] = ETerrains.STONE_WALL;
                block.Map[0, i] = ETerrains.STONE_WALL;
                block.Map[Constants.MAP_BLOCK_SIZE - 1 - i, 0] = ETerrains.STONE_WALL;
                block.Map[0, Constants.MAP_BLOCK_SIZE - 1 - i] = ETerrains.STONE_WALL;
            }

            block.AddEssence(new OnWallTorch(new LightSource(8, new FColor(5f, 1f, 0, 0)), EDirections.DOWN, EssenceHelper.GetFirstFoundedMaterial <WoodMaterial>()), new Point(1, 1));
            block.AddEssence(new OnWallTorch(new LightSource(8, new FColor(1f, 0f, 1f, 0f)), EDirections.UP, EssenceHelper.GetFirstFoundedMaterial <WoodMaterial>()), new Point(Constants.MAP_BLOCK_SIZE - 1, Constants.MAP_BLOCK_SIZE - 1));
            block.AddEssence(new OnWallTorch(new LightSource(8, new FColor(1f, 0f, 0f, 1f)), EDirections.RIGHT, EssenceHelper.GetFirstFoundedMaterial <WoodMaterial>()), new Point(Constants.MAP_BLOCK_SIZE - 1, 1));
            block.AddEssence(new OnWallTorch(new LightSource(8, new FColor(1f, 1f, 0f, 1f)), EDirections.LEFT, EssenceHelper.GetFirstFoundedMaterial <WoodMaterial>()), new Point(1, Constants.MAP_BLOCK_SIZE - 1));

            {
                var x = rnd.Next(Constants.MAP_BLOCK_SIZE);
                var y = rnd.Next(Constants.MAP_BLOCK_SIZE);
                block.CreaturesAdd(EssenceHelper.GetFirstFoundedCreature <AbstractMonster>(), new Point(x, y));
            }

            block.Map[9, 9]   = ETerrains.RED_BRICK_WALL;
            block.Map[10, 9]  = ETerrains.RED_BRICK_WINDOW;
            block.Map[11, 9]  = ETerrains.RED_BRICK_WALL;
            block.Map[11, 10] = ETerrains.RED_BRICK_WINDOW;
            block.Map[9, 10]  = ETerrains.RED_BRICK_WINDOW;
            block.Map[9, 11]  = ETerrains.RED_BRICK_WALL;
            block.AddEssence(new ClosedDoor(null), new Point(10, 11));
            block.Map[11, 11] = ETerrains.RED_BRICK_WALL;
            //block.AddLightSource(new Point(10, 10), new LightSource(18, new FColor(53f, 0f, 1f, 1f)));

            return(block);
        }
Exemplo n.º 4
0
        public virtual void Fill(MapBlock _block, WorldLayer _layer)
        {
            var mapBlock      = _block;
            var roomRectangle = Room.RoomRectangle;

            var wall  = Walls.ToArray().RandomItem(World.Rnd);
            var floor = Floors.ToArray().RandomItem(World.Rnd);

            foreach (var point in roomRectangle.AllPoints)
            {
                mapBlock.Map[point.X, point.Y] = floor;
            }

            var borderPoints = roomRectangle.BorderPoints.ToArray();
            var cornerPoints = roomRectangle.CornerPoints;
            var i            = 0;

            foreach (var point in borderPoints)
            {
                if (cornerPoints.Contains(point))
                {
                    mapBlock.Map[point.X, point.Y] = wall.Item1;
                }
                else
                {
                    if (i++ % 3 == 0)
                    {
                        mapBlock.Map[point.X, point.Y] = wall.Item2;
                    }
                    else
                    {
                        mapBlock.Map[point.X, point.Y] = wall.Item1;
                    }
                }
            }

            CreateDoor(mapBlock, floor, borderPoints);

            mapBlock.AddEssence(new IndoorLight(new LightSource(10, new FColor(3f, 1f, 1f, 0.5f)), EssenceHelper.GetFirstFoundedMaterial <MetalMaterial>()), roomRectangle.Inflate(-1, -1).Random(World.Rnd));
        }
Exemplo n.º 5
0
        protected override MapBlock GenerateBlock(Point _blockId)
        {
            var block = new MapBlock(_blockId);

            block.Clear(World.Rnd, this, DefaultEmptySpaces);
            if (_blockId.Y == 0 && _blockId.X == 0)
            {
                //block.Fill(World.Rnd, this, DefaultEmptySpaces, new Rct(0, 0, Constants.MAP_BLOCK_SIZE, 13));

                block.AddEssence(new IndoorLight(new LightSource(38, new FColor(1f, 1f, 1f, 1f)), EssenceHelper.GetFirstFoundedMaterial <MetalMaterial>()), new Point(2, 4));
                block.Map[1, 0] = ETerrains.STONE_WALL;
                block.Map[1, 1] = ETerrains.STONE_WALL;
                block.Map[1, 2] = ETerrains.STONE_WALL;
                block.Map[1, 3] = ETerrains.STONE_WALL;
                block.Map[1, 4] = ETerrains.STONE_WALL;
                block.Map[1, 5] = ETerrains.STONE_WALL;
                block.Map[1, 6] = ETerrains.STONE_WALL;
                //block.Map[3, 1] = ETerrains.STONE_WALL;
                //block.Map[3, 2] = ETerrains.YELLOW_BRICK_WINDOW;
                //block.AddEssence(new IndoorLight(new LightSource(18, new FColor(1f, 1f, 1f, 0f)), EssenceHelper.GetFirstFoundedMaterial<MetalMaterial>()), new Point(10, 10));

                //block.AddEssence(new IndoorLight(new LightSource(18, new FColor(1f, 0f, 1f, 0f)), EssenceHelper.GetFirstFoundedMaterial<MetalMaterial>()), new Point(15, 0));
                //block.Map[1, 2] = ETerrains.STONE_WALL;
                //block.Map[2, 2] = ETerrains.STONE_WALL;
                //block.Map[3, 2] = ETerrains.STONE_WALL;

                //block.Map[0, 3] = ETerrains.STONE_WALL;
                //block.Map[0, 4] = ETerrains.STONE_WALL;
                //block.Map[0, 5] = ETerrains.STONE_WALL;
            }
            else
            {
                //block.Clear(World.Rnd, this, DefaultWalls);
            }
            return(block);
        }
Exemplo n.º 6
0
        public TreeMazeDungeonLayer(Point _enterCoords, Random _rnd)
            : base(_enterCoords)
        {
            var enterBlock = BaseMapBlock.GetBlockId(_enterCoords);

            var size   = _rnd.Next(5) + _rnd.Next(5) + 5;
            var center = new Point(size, size) / 2;
            var map    = new EMapBlockTypes[size, size];

            var list     = LayerHelper.GetRandomPoints(center, _rnd, map, size, EMapBlockTypes.GROUND, EMapBlockTypes.NONE);
            var blockIds = list.Distinct().Select(_point => _point - center + enterBlock).ToArray();

            foreach (var blockId in blockIds)
            {
                BaseMapBlock block;
                if (!m_mazeBlocks.TryGetValue(blockId, out block))
                {
                    block = new BaseMapBlock(blockId);
                }

                if (BaseMapBlock.GetBlockId(EnterCoords) == blockId)
                {
                    GenerateInternal(block, new[] { BaseMapBlock.GetInBlockCoords(EnterCoords) });
                }
                else
                {
                    GenerateInternal(block);
                }
                m_mazeBlocks[block.BlockId] = block;
            }

            var connectionPoints = new List <ConnectionPoint>();

            foreach (var block in blockIds.Select(_blockId => m_mazeBlocks[_blockId]))
            {
                var rnd = new Random(block.RandomSeed);
                foreach (var room in block.Rooms)
                {
                    connectionPoints.AddRange(AddConnectionPoints(block, room, rnd));
                }
            }

            LinkRooms(connectionPoints);

            foreach (var mapBlock in m_mazeBlocks.Values)
            {
                foreach (var room in mapBlock.Rooms.Where(_room => _room.IsConnected))
                {
                    var border = room.RoomRectangle.BorderPoints.ToArray();
                    foreach (var point in border)
                    {
                        if (_rnd.NextDouble() > 0.7)
                        {
                            var dir = EDirections.NONE;
                            if (point.X > 0 && TerrainAttribute.GetAttribute(mapBlock.Map[point.X - 1, point.Y]).IsNotPassable)
                            {
                                dir = EDirections.RIGHT;
                            }
                            else if (point.X < Constants.MAP_BLOCK_SIZE - 1 && TerrainAttribute.GetAttribute(mapBlock.Map[point.X + 1, point.Y]).IsNotPassable)
                            {
                                dir = EDirections.LEFT;
                            }
                            else if (point.Y > 0 && TerrainAttribute.GetAttribute(mapBlock.Map[point.X, point.Y - 1]).IsNotPassable)
                            {
                                dir = EDirections.DOWN;
                            }
                            else if (point.Y < Constants.MAP_BLOCK_SIZE - 1 && TerrainAttribute.GetAttribute(mapBlock.Map[point.X, point.Y + 1]).IsNotPassable)
                            {
                                dir = EDirections.UP;
                            }
                            if (dir == EDirections.NONE)
                            {
                                continue;
                            }
                            var fColor = new FColor(3f, (float)_rnd.NextDouble(), (float)_rnd.NextDouble(), (float)_rnd.NextDouble());
                            mapBlock.AddEssence(new OnWallTorch(new LightSource(_rnd.Next(4) + 3, fColor), dir, EssenceHelper.GetFirstFoundedMaterial <WoodMaterial>()), point);
                            break;
                        }
                    }
                }
            }
        }