private void ProceedMain(LevelTemplate levelTemplate) { int[] lastHeadCoords = levelTemplate.GetMainHead(); List <int[]> availableCoords = GetNextMainCoords(levelTemplate, lastHeadCoords); if (availableCoords.Count == 0) { return; } int[] nextMainCoords = availableCoords[rand.Next(availableCoords.Count)]; RoomTemplate lastHead = levelTemplate.GetMap(lastHeadCoords); levelTemplate.SetMain(nextMainCoords); // connect the door from the previous ConnectRooms(lastHead, levelTemplate.GetMap(nextMainCoords)); }
public LevelTemplate GenerateLevelTemplate(int cols = DEFAULT_LEVEL_COLS, int rows = DEFAULT_LEVEL_ROWS, int mainLength = DEFAULT_LEVEL_MAIN_LENGTH, float offshootTemperature = DEFAULT_LEVEL_OFFSHOOT_TEMPERATURE, float offshootLengthTemperature = DEFAULT_LEVEL_OFFSHOOT_LENGTH_TEMPERATURE) { LevelTemplate levelTemplate = new LevelTemplate(cols, rows); levelTemplate.SetSpawn(new int[] { cols / 2, rows / 2 }); SetFirstMain(levelTemplate); // connect the spawn to the first main room ConnectRooms(levelTemplate, levelTemplate.GetSpawnCoords(), levelTemplate.GetMainHead()); for (int i = 0; i < mainLength; i++) { ProceedMain(levelTemplate); } levelTemplate.SetExit(); // connect the exit to the last main room ConnectRooms(levelTemplate, levelTemplate.GetMainHead(), levelTemplate.GetExitCoords()); List <int[]> mainCoords = levelTemplate.GetMainCoords(); foreach (int[] mainCoord in mainCoords) { List <int[]> surroundingAvailableCoords = GetSurroundingAvailableCoords(levelTemplate, mainCoord); if (surroundingAvailableCoords.Count > 0 && rand.NextDouble() < offshootTemperature) { int[] offshootCoord = surroundingAvailableCoords[rand.Next(surroundingAvailableCoords.Count)]; levelTemplate.SetOffshoot(offshootCoord); RoomTemplate mainRoom = levelTemplate.GetMap(mainCoord); RoomTemplate offshootRoom = levelTemplate.GetMap(offshootCoord); ConnectRooms(mainRoom, offshootRoom); while (rand.NextDouble() < offshootLengthTemperature) { List <int[]> availableNextOffshootCoords = GetSurroundingAvailableCoords(levelTemplate, offshootCoord); if (availableNextOffshootCoords.Count == 0) { break; } int[] oldCoords = offshootCoord; offshootCoord = availableNextOffshootCoords[rand.Next(availableNextOffshootCoords.Count)]; levelTemplate.SetOffshoot(offshootCoord); RoomTemplate newOffShootRoom = levelTemplate.GetMap(offshootCoord); ConnectRooms(levelTemplate.GetMap(oldCoords), newOffShootRoom); List <RoomTemplate> potentialConnectRooms = GetPotentialConnectRooms(levelTemplate, offshootCoord, oldCoords); if (potentialConnectRooms.Count < 2) { foreach (RoomTemplate potentialRoom in potentialConnectRooms) { ConnectRooms(newOffShootRoom, potentialRoom); } } offshootLengthTemperature /= 2; } } } return(levelTemplate); }