public override void Apply(ZoneGenContext zoneContext, IGenContext context, StablePriorityQueue <Priority, IGenStep> queue) { int id = zoneContext.CurrentID; foreach (int floorId in SpreadPlan.DropPoints) { if (floorId != zoneContext.CurrentID) { continue; } foreach (IGenPriority vaultStep in VaultSteps) { queue.Enqueue(vaultStep.Priority, vaultStep.GetItem()); } { SpawnList <MapItem> itemListSlice = Items.GetSpawnList(id); PickerSpawner <ListMapGenContext, MapItem> constructedSpawns = new PickerSpawner <ListMapGenContext, MapItem>(new LoopedRand <MapItem>(itemListSlice, ItemAmount[id])); List <IStepSpawner <ListMapGenContext, MapItem> > steps = new List <IStepSpawner <ListMapGenContext, MapItem> >(); steps.Add(constructedSpawns); if (ItemSpawners.ContainsItem(id)) { IStepSpawner <ListMapGenContext, MapItem> treasures = ItemSpawners[id].Copy(); steps.Add(treasures); } PresetMultiRand <IStepSpawner <ListMapGenContext, MapItem> > groupRand = new PresetMultiRand <IStepSpawner <ListMapGenContext, MapItem> >(steps.ToArray()); RandomRoomSpawnStep <ListMapGenContext, MapItem> detourItems = ItemPlacements[id].Copy(); detourItems.Spawn = new MultiStepSpawner <ListMapGenContext, MapItem>(groupRand); queue.Enqueue(ItemPriority, detourItems); } SpawnList <MobSpawn> mobListSlice = Mobs.GetSpawnList(id); if (mobListSlice.CanPick) { //secret enemies SpecificTeamSpawner specificTeam = new SpecificTeamSpawner(); MobSpawn newSpawn = mobListSlice.Pick(context.Rand).Copy(); specificTeam.Spawns.Add(newSpawn); //use bruteforce clone for this PlaceRandomMobsStep <ListMapGenContext> secretMobPlacement = MobPlacements[id].Copy(); secretMobPlacement.Spawn = new LoopedTeamSpawner <ListMapGenContext>(specificTeam, MobAmount[id]); queue.Enqueue(MobPriority, secretMobPlacement); } } }
public override void Apply(ZoneGenContext zoneContext, IGenContext context, StablePriorityQueue <Priority, IGenStep> queue) { int id = zoneContext.CurrentID; foreach (int floorId in SpreadPlan.DropPoints) { if (floorId != zoneContext.CurrentID) { continue; } { SpawnList <AddBossRoomStep <ListMapGenContext> > bossListSlice = BossSteps.GetSpawnList(id); if (!bossListSlice.CanPick) { return; } AddBossRoomStep <ListMapGenContext> bossStep = bossListSlice.Pick(context.Rand).Copy(); queue.Enqueue(BossRoomPriority, bossStep); } foreach (IGenPriority vaultStep in VaultSteps) { queue.Enqueue(vaultStep.Priority, vaultStep.GetItem()); } { SpawnList <MapItem> itemListSlice = Items.GetSpawnList(id); PickerSpawner <ListMapGenContext, MapItem> constructedSpawns = new PickerSpawner <ListMapGenContext, MapItem>(new LoopedRand <MapItem>(itemListSlice, ItemAmount[id])); IStepSpawner <ListMapGenContext, MapItem> treasures = ItemSpawners[id].Copy(); PresetMultiRand <IStepSpawner <ListMapGenContext, MapItem> > groupRand = new PresetMultiRand <IStepSpawner <ListMapGenContext, MapItem> >(constructedSpawns, treasures); RandomRoomSpawnStep <ListMapGenContext, MapItem> detourItems = ItemPlacements[id].Copy(); detourItems.Spawn = new MultiStepSpawner <ListMapGenContext, MapItem>(groupRand); queue.Enqueue(RewardPriority, detourItems); } } }
public static void Run() { Console.Clear(); const string title = "7: A Map with Special Rooms"; var layout = new MapGen <MapGenContext>(); // Initialize a 54x40 floorplan with which to populate with rectangular floor and halls. InitFloorPlanStep <MapGenContext> startGen = new InitFloorPlanStep <MapGenContext>(54, 40); layout.GenSteps.Add(-2, startGen); // Create some room types to place SpawnList <RoomGen <MapGenContext> > genericRooms = new SpawnList <RoomGen <MapGenContext> > { { new RoomGenSquare <MapGenContext>(new RandRange(7, 9), new RandRange(7, 9)), 10 }, // square { new RoomGenRound <MapGenContext>(new RandRange(6, 10), new RandRange(6, 10)), 10 }, // round }; // Create some hall types to place var genericHalls = new SpawnList <PermissiveRoomGen <MapGenContext> > { { new RoomGenAngledHall <MapGenContext>(0, new RandRange(3, 7), new RandRange(3, 7)), 10 }, }; // Feed the room and hall types to a path that is composed of a branching tree FloorPathBranch <MapGenContext> path = new FloorPathBranch <MapGenContext>(genericRooms, genericHalls) { HallPercent = 50, FillPercent = new RandRange(40), BranchRatio = new RandRange(0, 25), }; path.RoomComponents.Set(new MainRoomComponent()); path.HallComponents.Set(new MainHallComponent()); layout.GenSteps.Add(-1, path); string[] custom = new string[] { "~~~..~~~", "~~~..~~~", "~~#..#~~", "........", "........", "~~#..#~~", "~~~..~~~", "~~~..~~~", }; SetSpecialRoomStep <MapGenContext> listSpecialStep = new SetSpecialRoomStep <MapGenContext> { Rooms = new PresetPicker <RoomGen <MapGenContext> >(CreateRoomGenSpecific <MapGenContext>(custom)), }; listSpecialStep.RoomComponents.Set(new TreasureRoomComponent()); PresetPicker <PermissiveRoomGen <MapGenContext> > picker = new PresetPicker <PermissiveRoomGen <MapGenContext> > { ToSpawn = new RoomGenAngledHall <MapGenContext>(0), }; listSpecialStep.Halls = picker; layout.GenSteps.Add(-1, listSpecialStep); // Draw the rooms of the FloorPlan onto the tiled map, with 1 TILE padded on each side layout.GenSteps.Add(0, new DrawFloorToTileStep <MapGenContext>(1)); // Add the stairs up and down layout.GenSteps.Add(2, new FloorStairsStep <MapGenContext, StairsUp, StairsDown>(new StairsUp(), new StairsDown())); // Apply Items var itemSpawns = new SpawnList <Item> { { new Item((int)'!'), 10 }, { new Item((int)']'), 10 }, { new Item((int)'='), 10 }, { new Item((int)'?'), 10 }, { new Item((int)'$'), 10 }, { new Item((int)'/'), 10 }, { new Item((int)'*'), 50 }, }; RandomRoomSpawnStep <MapGenContext, Item> itemPlacement = new RandomRoomSpawnStep <MapGenContext, Item>(new PickerSpawner <MapGenContext, Item>(new LoopedRand <Item>(itemSpawns, new RandRange(10, 19)))); layout.GenSteps.Add(6, itemPlacement); // Apply Treasure Items var treasureSpawns = new SpawnList <Item> { { new Item((int)'!'), 10 }, { new Item((int)'*'), 50 }, }; RandomRoomSpawnStep <MapGenContext, Item> treasurePlacement = new RandomRoomSpawnStep <MapGenContext, Item>(new PickerSpawner <MapGenContext, Item>(new LoopedRand <Item>(treasureSpawns, new RandRange(7, 10)))); treasurePlacement.Filters.Add(new RoomFilterComponent(false, new TreasureRoomComponent())); layout.GenSteps.Add(6, treasurePlacement); // Run the generator and print MapGenContext context = layout.GenMap(MathUtils.Rand.NextUInt64()); Print(context.Map, title); }