Exemplo n.º 1
0
        public void distributeStuff(int numPlayers)
        {
            Utility.Trace("Maze - distributeStuff");

            // distribute keys (one for each door)
            Sequence seq = new Sequence(2, this.getNumRooms());
            //		seq.shuffle();
            int num_doors  = this.getNumRooms() / 10;
            int num_chests = this.getNumRooms() / 20;
            int num_keys   = num_doors /*+ num_chests*/ + 2;

            if (GameEngine.instance.fDungeon.fCompleted)
            {
                num_keys = 0;
            }

            int no;

            for (int i = 0; i < num_keys; i++)
            {
                no = seq.remove();
                Room room = this.getRoom(no);
                Utility.Assert(room.fKeys == 0, "Maze.initialize - room.getKeys() == 0");
                room.fKeys = 1;
            }

            // distribute coins
            int num_coins = this.getNumRooms() / 7 + 1 /*numPlayers*/;

            for (int i = 0; i < num_coins /*8 * numPlayers*/; i++)
            {
                //			no = fHermit.getRoomNumber();
                // while (no == fHermit.getRoomNumber())
                no = GameEngine.rand.range(2, this.getNumRooms());
                Room room = this.getRoom(no);
                // pile coins as high as possible
                if (room.fCoins == 0)
                {
                    //				no = fHermit.getRoomNumber();
                    // while (no == fHermit.getRoomNumber())
                    no   = GameEngine.rand.range(2, this.getNumRooms());
                    room = this.getRoom(no);
                }
                room.fCoins = room.fCoins + GameEngine.rand.range(0, GameEngine.instance.fDungeon.fNumber / 2);
            }
            // distribute carpets
            //		int num_carpets = this.getNumRooms() / 15 + 1;
            int num_carpets = GameEngine.instance.fNumPlayers + this.getNumRooms() / 40;

            for (int i = 0; i < num_carpets; i++)
            {
                Room room = null;
                no   = GameEngine.rand.range(2, this.getNumRooms());
                room = this.getRoom(no);

                room.fCarpets = room.fCarpets + 1;
            }

            // distribute arrows
            int num_arrows = this.getNumRooms() / 10 + 1 /*numPlayers*/ + 1;

            for (int i = 0; i < num_arrows /* 2 * numPlayers + 2 */; i++)
            {
                no = GameEngine.rand.range(2, this.getNumRooms());
                Room room = this.getRoom(no);
                room.fArrows = room.fArrows + GameEngine.rand.range(1, (GameEngine.instance.fDungeon.fNumber / 2) + 1);
            }
            // distribute axes
            {
                no = GameEngine.rand.range(2, this.getNumRooms());
                Room room = this.getRoom(no);
                room.fAxes = room.fAxes + 1;
            }
//      // distribute staffs
//         for (int i = 0; i < GameEngine.instance.fDungeon.fNumber; i++)
//      {
//          if (GameEngine.rand.range(1, 10) == 1)
//          {
//              no = GameEngine.rand.range(2, this.getNumRooms());
//              Room room = this.getRoom(no);
//              room.fAxes = room.fAxes + 1;
//          }
//      }

            // distribute springs of water
            int num_springs = this.getNumRooms() / 10;

            for (int i = 0; i < num_springs /* 5 */; i++)
            {
                Room room = null;
                do
                {
                    no   = GameEngine.rand.range(2, this.getNumRooms());
                    room = this.getRoom(no);
                } while (room.fWater > 0);

                Utility.Assert(room.fWater == -1, "Maze.initialize - !room.hasWater()");
                room.fWater = numPlayers * GameEngine.rand.range(10, 50);
            }

            // create chests
            for (int iChest = 0; iChest < num_chests; iChest++)
            {
                Room target   = null;
                int  maxCount = 0;
                for (int i = 0; i < 100; ++i)
                {
                    Room room = null;
                    while (room == null || room.hasChest() || room.hasDoor())
                    {
                        no   = GameEngine.rand.range(1, fNumRooms);
                        room = this.getRoom(no);
                    }
                    int count = room.countItems() + room.fCoins;
                    if (count > maxCount)
                    {
                        target   = room;
                        maxCount = count;
                    }
                }
                Utility.Assert(target != null, "Maze.initialize - target != null");
                target.createChest();
                if (GameEngine.rand.range(1, 2) == 1)
                {
                    target.fChest.fPoisoned = true;
                }
            }

            if (debug)
            {
                Room entry = this.getRoom(1);
                entry.fCoins   = 5;
                entry.fKeys    = 1;
                entry.fCarpets = 1;
                entry.fAxes    = 1;
                entry.fWater   = 100;
                //			entry.createChest();
            }
        }