/// <summary> /// Add a block to a global map /// </summary> /// <param name="block"></param> public void AddToGlobalMap(MapBlock block) { //Does it belong on the global map? MapCoordinate coord = block.Tile.Coordinate; if (coord.MapType != DRObjects.Enums.MapType.GLOBAL) { //Error throw new Exception("The map block is not for a global map"); } else if (coord.X >= worldSize || coord.Y >= worldSize) { //error throw new Exception("The map block is outside the bounds of the world"); } else { try { globalGameMap[coord.X,coord.Y] = block ; } catch { //Error throw new Exception("The map already has data at the coordinate " + block.Tile.Coordinate); } } }
/// <summary> /// Creates and puts a particular room in a particular rectangle /// </summary> /// <param name="roomType"></param> /// <param name="rect"></param> /// <param name="circle">When the room is a Summoning Room, there's the circle</param> private static void PutRoom(MapBlock[,] map, int tileID, int level, DungeonRoomType roomType, Rectangle rect, out SummoningCircle circle) { circle = null; string tagName = roomType.ToString().ToLower().Replace("_", " ") + " room"; LocalMapXMLParser parser = new LocalMapXMLParser(); var maplet = parser.ParseMapletFromTag(tagName); //Change the width and height to match the rectangle we're fitting it in //Leave a rim of 1 maplet.SizeX = rect.Width - 2; maplet.SizeY = rect.Height - 2; LocalMapGenerator lmg = new LocalMapGenerator(); Actor[] actors = null; MapletActorWanderArea[] areas = null; MapletPatrolPoint[] patrolRoutes = null; MapletFootpathNode[] footpathNodes = null; var gennedMap = lmg.GenerateMap(tileID, null, maplet, false, "", OwningFactions.UNDEAD, out actors, out areas, out patrolRoutes, out footpathNodes); //Is this a summoning room? if (roomType == DungeonRoomType.SUMMONING) { //Go through each map block and see if we find a summoning circle for (int x = 0; x < gennedMap.GetLength(0); x++) { for (int y = 0; y < gennedMap.GetLength(1); y++) { var block = gennedMap[x, y]; if (block.GetTopMapItem() != null && block.GetTopMapItem().GetType().Equals(typeof(SummoningCircle))) { circle = block.GetTopMapItem() as SummoningCircle; } } } } if (roomType == DungeonRoomType.COMBAT_PIT) { int docLevel = (int) level/4; docLevel = docLevel < 1 ? 1 : docLevel; docLevel = docLevel > 5 ? 5 : docLevel; //Generate a combat manual - Level [1..5] will be determined by floor of Dungeon Level /4 CombatManual cm = new CombatManual(SpecialAttacksGenerator.GenerateSpecialAttack(docLevel)); //Now place it, somewhere (or at least try 50 times) for(int i=0; i < 50; i++) { MapBlock randomBlock = gennedMap[GameState.Random.Next(gennedMap.GetLength(0)), GameState.Random.Next(gennedMap.GetLength(1))]; if (randomBlock.MayContainItems) { randomBlock.ForcePutItemOnBlock(cm); break; } } } //Do we have any treasure chests? for (int x = 0; x < gennedMap.GetLength(0); x++) { for (int y = 0; y < gennedMap.GetLength(1); y++) { var block = gennedMap[x, y]; if (block.GetTopMapItem() != null && block.GetTopMapItem().GetType().Equals(typeof(TreasureChest))) { TreasureChest chest = block.GetTopMapItem() as TreasureChest; InventoryItemManager iim = new InventoryItemManager(); //Fill em up chest.Contents = iim.FillTreasureChest((InventoryCategory[])Enum.GetValues(typeof(InventoryCategory)), 300 + (50 * level)); } } } //Now fit one into the other lmg.JoinMaps(map, gennedMap, rect.X + 1, rect.Y + 1); }
/// <summary> /// Gets a block which is at a particular coordinate. If there is no block marked on the map, it will return an Air block. /// </summary> /// <param name="coordinate"></param> /// <returns></returns> public MapBlock GetBlockAtCoordinate(MapCoordinate coordinate) { if (coordinate.X < this.localGameMap.GetLength(0) && coordinate.X >= 0) { if (coordinate.Y < this.localGameMap.GetLength(1) && coordinate.Y >= 0) { if (coordinate.Z < this.localGameMap.GetLength(2) && coordinate.Z >= 0) { if (this.localGameMap[coordinate.X, coordinate.Y, coordinate.Z] != null) { return this.localGameMap[coordinate.X, coordinate.Y, coordinate.Z]; } } } } //doesn't exist, send a blank one MapBlock airBlock = new MapBlock(); airBlock.Tile = new DRObjects.Items.Tiles.Air(coordinate); return airBlock; }
/// <summary> /// Regenerates a site's actors based on the sitedata. If it is not marked as needing regeneration , will do nothing /// </summary> /// <param name="sitedata"></param> /// <param name="currentMap"></param> /// <param name="actors"></param> /// <returns></returns> public static MapBlock[,] RegenerateSite(SiteData sitedata, MapBlock[,] currentMap, Actor[] currentActors, out Actor[] newActors) { if (!sitedata.MapRegenerationRequired) { //Do nothing newActors = currentActors; return currentMap; } //So, first go through the actors and remove any of them which shouldn't be there. That is to say all of them which are site members (I realise it's a big ugly but it's a clean check) List<Actor> actors = currentActors.ToList(); var actorsToRemove = currentActors.Where(ca => ca.SiteMember); //Remove the map items for these actors foreach(var a in actorsToRemove) { a.IsAlive = false; } //We'll handle actors soon, first we need to go through all the items and set the ones with the wrong owner to inactive foreach (var mapBlock in currentMap) { foreach (var item in mapBlock.GetItems()) { if (!item.OwnedBy.HasFlag(sitedata.Owners)) { item.IsActive = false; } else { item.IsActive = true; } } } //Now go through the site's actors and create the new ones as required foreach (ActorProfession profession in Enum.GetValues(typeof(ActorProfession))) { //So do we have any wander areas for them ? var possibleAreas = sitedata.WanderAreas.Where(wa => wa.Factions.HasFlag(sitedata.Owners) && wa.Profession.Equals(profession)); var possibleRoutes = sitedata.PatrolRoutes.Where(pr => pr.Owners.HasFlag(sitedata.Owners) && pr.Profession.Equals(profession)); //Any actors? if (sitedata.ActorCounts.ContainsKey(profession)) { //Yes, how many int total = sitedata.ActorCounts[profession]; var a = ActorGeneration.CreateActors(sitedata.Owners, profession, total); foreach (var ac in a) { ac.SiteMember = true; } actors.AddRange(a); foreach (var actor in a) { //So, where we going to drop them off ? Randomly int tries = 0; for (; ; ) { int randomX = GameState.Random.Next(currentMap.GetLength(0)); int randomY = GameState.Random.Next(currentMap.GetLength(1)); if (currentMap[randomX, randomY].MayContainItems) { //Plop it on there actor.MapCharacter.Coordinate = new MapCoordinate(randomX, randomY, 0, MapType.LOCAL); currentMap[randomX, randomY].ForcePutItemOnBlock(actor.MapCharacter); tries = 0; break; } else { tries++; } if (tries >= 150) { //give up break; } } //Go through each actor, and either tell them to wander in the whole map, or within any possible area which matches //Any possible area avaialble? List<object> possibleMissions = new List<object>(); //I know :( But Using an interface or trying to mangle together an inheritance was worse possibleMissions.AddRange(possibleAreas.Where(pa => pa.MaxAmount > pa.CurrentAmount)); possibleMissions.AddRange(possibleRoutes); var chosenArea = possibleMissions.OrderBy(pa => GameState.Random.Next(100)).FirstOrDefault(); if (chosenArea == null) { //Wander around the whole map actor.CurrentMission = new WanderMission() { LoiterPercentage = 25, WanderPoint = new MapCoordinate(currentMap.GetLength(0) / 2, currentMap.GetLength(1) / 2, 0, MapType.LOCAL), WanderRectangle = new Rectangle(0, 0, currentMap.GetLength(0), currentMap.GetLength(1)) }; } else { //Is this a patrol or a wander ? if (chosenArea.GetType().Equals(typeof(PatrolRoute))) { var patrolDetails = chosenArea as PatrolRoute; PatrolRouteMission pm = new PatrolRouteMission(); pm.PatrolRoute.AddRange(patrolDetails.Route); actor.CurrentMission = pm; } else if (chosenArea.GetType().Equals(typeof(MapletActorWanderArea))) { var wanderDetails = chosenArea as MapletActorWanderArea; //Wander around in that area actor.CurrentMission = new WanderMission() { LoiterPercentage = 25, WanderPoint = new MapCoordinate(wanderDetails.WanderPoint), WanderRectangle = wanderDetails.WanderRect }; wanderDetails.CurrentAmount++; } } } } } newActors = actors.ToArray(); sitedata.MapRegenerationRequired = false; //We're done return currentMap; }
/// <summary> /// Returns true if the current block is in the region /// </summary> /// <param name="block"></param> /// <returns></returns> public bool IsInRegion(MapBlock block) { return Blocks.Any(b => b.Tile.Coordinate.Equals(block.Tile.Coordinate)); }
/// <summary> /// Generates enemies on the map. /// </summary> /// <param name="enemyCount"></param> /// <param name="enemyType"></param> /// <returns></returns> public MapBlock[,] GenerateEnemies(MapBlock[,] blocks, int enemyCount, string enemyType, out DRObjects.Actor[] actors, int level, int equipmentCost = 0) { ItemFactory.ItemFactory fact = new ItemFactory.ItemFactory(); List<Actor> actorList = new List<Actor>(); //We'll just pick blocks at random until we fail 50 times in a row or run out of enemies to place int failureCount = 0; for (int i = 0; i < enemyCount; i++) { if (failureCount == 50) { break; } int x = random.Next(blocks.GetLength(0)); int y = random.Next(blocks.GetLength(1)); //Is the block free if (blocks[x, y].MayContainItems) { int returnedID = -1; //Put the enemy in there //Get the basic Actor object double multiplier = GameState.Random.Next(75, 125); multiplier /= 100; //So we get a number between 0.75 and 1.25 Actor actor = ActorGeneration.CreateActor(enemyType, null, null, (int)(level * multiplier), (int)(equipmentCost * multiplier), null, out returnedID); var mapObject = fact.CreateItem("enemies", returnedID); (mapObject as LocalCharacter).Actor = actor; //Create the Actor actor.GlobalCoordinates = null; //useless for now actor.IsPlayerCharacter = false; actor.MapCharacter = mapObject; actorList.Add(actor); blocks[x, y].ForcePutItemOnBlock(mapObject); int missionType = random.Next(3); if (missionType == 0) { //33% of them will Wander - WanderMission mission = new WanderMission(); mission.WanderPoint = new MapCoordinate(x, y, 0, MapType.LOCAL); mission.WanderRectangle = new Rectangle(0, 0, blocks.GetLength(0), blocks.GetLength(1)); actor.MissionStack.Push(mission); } else if (missionType == 1) { //33% will idle IdleMission mission = new IdleMission(); actor.MissionStack.Push(mission); } else { //The rest will patrol PatrolMission mission = new PatrolMission(); //Don't give them the point. We;ll choose it later actor.MissionStack.Push(mission); } failureCount = 0;//reset } else { failureCount++; i--; //And again } } //return the map actors = actorList.ToArray(); return blocks; }
/// <summary> /// Determines the Desirability of a particular global tile /// </summary> /// <param name="tile"></param> /// <returns></returns> public static int DetermineDesirability(MapBlock block) { GlobalTile tile = block.Tile as GlobalTile; //Get the tile int desirability = 0; #region Temperature //check the temperature if (tile.ClimateTemperature > 30) { //very hot desirability -= 2; } if (tile.ClimateTemperature < 30 && tile.ClimateTemperature > 15) { //nice temperature desirability += 2; } if (tile.ClimateTemperature > 5) { //ok temperature } if (tile.ClimateTemperature < 5) { //too cold desirability -= 3; } #endregion #region Rainfall if (tile.Rainfall > 8) { //too rainy desirability -= 2; } if (tile.Rainfall < 3) { //too dry desirability -= 5; } #endregion #region River? if (tile.HasRiver) //rivers are very popular { desirability += 4; } #endregion #region Elevation if (tile.Elevation < 0) { desirability += 3; //while we can't build on the sea, having the sea next to you is desirable } if (tile.Elevation > 200) { desirability += 4; //Having a mountain next to you is useful too } else if (tile.Elevation > 80) { desirability += 3; //High land is preferred } #endregion #region Got wood? if (tile.Biome.HasValue) { switch (tile.Biome.Value) { case GlobalBiome.DENSE_FOREST: desirability += 5; //Lots of wood break; case GlobalBiome.POLAR_FOREST: desirability += 2; //some wood break; case GlobalBiome.WOODLAND: desirability += 3; //wood break; } } #endregion //Any resources? if (tile.HasResource) { //Find it MapResource resource = block.GetItems().Where(gi => gi.GetType().Equals(typeof(MapResource))).FirstOrDefault() as MapResource; desirability += resource.Desirability; } return desirability; }
private static byte[,] GeneratePathfindingMap(MapBlock[,] map) { //Generate a byte map of x and y int squareSize = PathfinderInterface.CeilToPower2(Math.Max(map.GetLength(0), map.GetLength(1))); byte[,] pf = new byte[squareSize, squareSize]; for (int i = 0; i < map.GetLength(0); i++) { for (int j = 0; j < map.GetLength(1); j++) { if (i < map.GetLength(0) - 1 && j < map.GetLength(1) - 1) { //Copyable - If it may contain items, put a weight of 5, otherwise a weight of MaxValue. If there's already a road there, put a weight of 1. This'll encourage road reuse. pf[i, j] = map[i, j] != null ? map[i, j].MayContainItems ? (map[i,j].Tile as GlobalTile).HasRoad ? (byte)1 : (byte)5 : Byte.MaxValue : Byte.MaxValue; } else { //Put in the largest possible weight pf[i, j] = Byte.MaxValue; } } } return pf; }
/// <summary> /// Load the location /// </summary> /// <param name="location"></param> /// <param name="forceRegenerate">If set to true, will regenerate the item anyway</param> private void LoadLocation(Location location, bool forceRegenerate = false) { if (LocalMap.MapGenerated(location.UniqueGUID) && !forceRegenerate) { //Reload the map var savedMap = LocalMap.DeserialiseLocalMap(location.UniqueGUID); GameState.LocalMap = new LocalMap(savedMap.localGameMap.GetLength(0), savedMap.localGameMap.GetLength(1), 1, 0); GameState.LocalMap.Location = savedMap.Location; //GameState.LocalMap.Location = location; if (GameState.LocalMap.Location is MapSite && (GameState.LocalMap.Location as MapSite).SiteData.MapRegenerationRequired) { Actor[] newActors = null; //Before we do anything, check that we don't need to regenerate it MapBlock[,] savedMap2D = new MapBlock[savedMap.localGameMap.GetLength(0), savedMap.localGameMap.GetLength(1)]; for (int x = 0; x < savedMap.localGameMap.GetLength(0); x++) { for (int y = 0; y < savedMap.localGameMap.GetLength(1); y++) { savedMap2D[x, y] = savedMap.localGameMap[x, y, 0]; //NB: CHANGE IF WE GO 3D } } var blocks = SiteGenerator.RegenerateSite((GameState.LocalMap.Location as MapSite).SiteData, savedMap2D, savedMap.Actors.ToArray(), out newActors); List<MapBlock> cM = new List<MapBlock>(); foreach (MapBlock block in blocks) { cM.Add(block); } GameState.LocalMap.AddToLocalMap(cM.ToArray()); GameState.LocalMap.Actors = newActors.ToList(); GameState.LocalMap.Tick(); //Tick to remove the dead actors } GameState.LocalMap.Actors = new List<Actor>(); List<MapBlock> collapsedMap = new List<MapBlock>(); foreach (MapBlock block in savedMap.localGameMap) { collapsedMap.Add(block); } GameState.LocalMap.AddToLocalMap(collapsedMap.ToArray()); GameState.LocalMap.PathfindingMap = savedMap.PathfindingMap; GameState.LocalMap.PointsOfInterest = savedMap.PointsOfInterest; GameState.LocalMap.IsUnderground = savedMap.IsUnderground; GameState.LocalMap.Actors = savedMap.Actors; LocalMapGenerator lmg = new LocalMapGenerator(); //Go through the actors foreach (var actor in GameState.LocalMap.Actors) { //Do we have any vendors ? if (actor.VendorDetails != null) { if (Math.Abs((actor.VendorDetails.GenerationTime - GameState.UniverseTime).GetTimeComponent(DRTimeComponent.MONTH)) > 1) { //More than a month old //Regenerate it lmg.UpdateVendorStock(actor); } } } //Find the player character item var playerActor = GameState.LocalMap.Actors.Where(a => a.IsPlayerCharacter).FirstOrDefault(); GameState.PlayerCharacter.MapCharacter.Coordinate = playerActor.MapCharacter.Coordinate; GameState.PlayerCharacter.MapCharacter = playerActor.MapCharacter; //GameState.LocalMap.Location = location; } else { Actor[] actors = null; MapCoordinate startPoint = null; List<PointOfInterest> pointsOfInterest = null; MapBlock[,] gennedMap = null; if (location is BanditCamp) { gennedMap = CampGenerator.GenerateCamp((location as BanditCamp).BanditTotal, out startPoint, out actors); } else if (location is Citadel) { var citadel = location as Citadel; CitadelGenerator gen = new CitadelGenerator(); gennedMap = gen.GenerateDungeon(citadel.TierCount, citadel.TrapRooms, citadel.GuardRooms, citadel.TreasureRoom, citadel.OwnerCreatureType, (decimal)citadel.PercentageOwned, citadel.MaxWildPopulation, citadel.MaxOwnedPopulation, out startPoint, out actors, out pointsOfInterest); } else if (location is MapSite) { var mapSite = location as MapSite; gennedMap = SiteGenerator.GenerateSite(mapSite.SiteData, out actors); startPoint = new MapCoordinate(gennedMap.GetLength(0) / 2, 0, 0, MapType.LOCAL); } else if (location is Settlement) { List<Actor> settlementActors = null; PointOfInterest sp = null; gennedMap = SettlementGenerator.GenerateMap((location as Settlement), out settlementActors, out sp); actors = settlementActors.ToArray(); startPoint = sp.Coordinate; } else if (location is Dungeon) { Dungeon dungeon = null; gennedMap = DungeonGenerator.GenerateDungeonLevel((location as Dungeon).DifficultyLevel, 80, out startPoint, out actors, out dungeon); //Copy the changes, that way we retain the object reference and the guid for serialization (location as Dungeon).Rooms = dungeon.Rooms; (location as Dungeon).SummoningCircles = dungeon.SummoningCircles; } GameState.LocalMap = new LocalMap(gennedMap.GetLength(0), gennedMap.GetLength(1), 1, 0); GameState.LocalMap.Actors = new List<Actor>(); List<MapBlock> collapsedMap = new List<MapBlock>(); foreach (MapBlock block in gennedMap) { collapsedMap.Add(block); } GameState.LocalMap.AddToLocalMap(collapsedMap.ToArray()); GameState.PlayerCharacter.MapCharacter.Coordinate = startPoint; MapBlock playerBlock = GameState.LocalMap.GetBlockAtCoordinate(startPoint); playerBlock.PutItemOnBlock(GameState.PlayerCharacter.MapCharacter); GameState.LocalMap.Actors.AddRange(actors); GameState.LocalMap.Actors.Add(GameState.PlayerCharacter); GameState.LocalMap.PointsOfInterest = pointsOfInterest; GameState.LocalMap.Location = location; GameState.LocalMap.IsUnderground = (location is Dungeon); if (location is Dungeon) //Spawn at least 10 enemies { for (int i = 0; i < 10; i++) { GameState.LocalMap.MinuteChanged(null, null); //Summon! } } } }
public static int NearestNeighbour(int worldSize, MapBlock block) { List<MapBlock> neighbourhood = new List<MapBlock>(); int x = block.Tile.Coordinate.X; int y = block.Tile.Coordinate.Y; //Populate the neighbourhood if (x - 1 >= 0) { neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x - 1, y, 0, MapType.GLOBAL))); if (y - 1 >= 0) { neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x - 1, y-1, 0, MapType.GLOBAL))); } if (y + 1 > worldSize) { neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x - 1, y + 1, 0, MapType.GLOBAL))); } } if (x + 1 < worldSize) { neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x + 1, y, 0, MapType.GLOBAL))); if (y - 1 >= 0) { neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x + 1, y - 1, 0, MapType.GLOBAL))); } if (y + 1 > worldSize) { neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x + 1, y + 1, 0, MapType.GLOBAL))); } } if (y - 1 >= 0) { neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x, y-1, 0, MapType.GLOBAL))); } if (y + 1 < worldSize) { neighbourhood.Add(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x, y+1, 0, MapType.GLOBAL))); } //now sum their elevations foreach (MapBlock nBlock in neighbourhood) { if ((nBlock.Tile as GlobalTile).Elevation <= -300) { //weird error (nBlock.Tile as GlobalTile).Elevation = -300; } } int sum = neighbourhood.Sum(mb => (mb.Tile as GlobalTile).Elevation); //work out their average sum /= neighbourhood.Count; return sum; }
public static int InverseDistanceWeighting(MapBlock block, double p, int worldSize) { Random random = new Random(); int sample = 100; int radius = 2; int x = 0; int y = 0; MapCoordinate[] coorddata = new MapCoordinate[sample]; Double[] resultdata = new Double[sample]; for (int i = 0; i < sample; i++) { x = block.Tile.Coordinate.X + random.Next(radius * 2) - radius; y = block.Tile.Coordinate.Y + random.Next(radius * 2) - radius; if (x < 0) { x = 2; } if (x >= worldSize) { x = worldSize - 2; } if (y < 0) { y = 2; } if (y >= worldSize) { y = worldSize - 2; } coorddata[i] = new MapCoordinate(x, y, 0, MapType.GLOBAL); resultdata[i] = (double)(GameState.GlobalMap.GetBlockAtCoordinate(new MapCoordinate(x, y, 0, MapType.GLOBAL)).Tile as GlobalTile).Elevation; } double sum1 = 0; double sum2 = 0; for (int j = 0; j < coorddata.Length; j++) { if (coorddata[j] - (block.Tile.Coordinate) != 0) { sum2 = sum2 + Math.Pow(1 / (coorddata[j] - (block.Tile.Coordinate)), p); } } for (int i = 0; i < coorddata.Length; i++) { if (coorddata[i] - (block.Tile.Coordinate) != 0) { sum1 += Math.Pow(1 / (coorddata[i] - block.Tile.Coordinate), p) * resultdata[i] / sum2; } else { sum1 = resultdata[i]; } } return (int)sum1; }
/// <summary> /// Gets a block which is at a particular coordinate. If there is no block marked on the map, it will return an Air block. /// </summary> /// <param name="coordinate"></param> /// <returns></returns> public MapBlock GetBlockAtCoordinate(MapCoordinate coordinate) { if (coordinate.X < 0 || coordinate.Y < 0) { //out of range, send an airtile MapBlock airBlock = new MapBlock(); airBlock.Tile = new MapItem(); airBlock.Tile.Coordinate = coordinate; return airBlock; } if (this.globalGameMap == null || coordinate.X >= worldSize || coordinate.Y >= worldSize) { //out of range, send an airtile //doesn't exist, send an air block. MapBlock airBlock = new MapBlock(); airBlock.Tile = new MapItem(); airBlock.Tile.Coordinate = coordinate; return airBlock; } if (this.globalGameMap[coordinate.X, coordinate.Y] != null) { return this.globalGameMap[coordinate.X, coordinate.Y]; } else { //doesn't exist, send an air block. MapBlock airBlock = new MapBlock(); airBlock.Tile = new DRObjects.Items.Tiles.Air(coordinate); airBlock.Tile.Coordinate = coordinate; return airBlock; } }
/// <summary> /// Adds a number of blocks to the local map /// </summary> /// <param name="block"></param> public void AddToGlobalMap(MapBlock[] blocks) { foreach (MapBlock block in blocks) { AddToGlobalMap(block); } }
/// <summary> /// Generates a map with a particular biome /// </summary> /// <param name="herdAmount">The total amount of herds to generate</param> /// <param name="BanditAmount">The total amount of bandits to generate.</param> /// <param name="actors"></param> /// <returns></returns> public static MapBlock[,] GenerateMap(GlobalBiome biome, int herdAmount, int banditAmount, out Actor[] actors, out MapCoordinate startPoint) { MapBlock[,] map = new MapBlock[MAP_EDGE, MAP_EDGE]; Random random = new Random(); ItemFactory.ItemFactory factory = new ItemFactory.ItemFactory(); int tileID = 0; factory.CreateItem(Archetype.TILES, details[biome].BaseTileTag, out tileID); //Create a new map which is edge X edge in dimensions and made of the base tile for (int x = 0; x < MAP_EDGE; x++) { for (int y = 0; y < MAP_EDGE; y++) { MapBlock block = new MapBlock(); map[x, y] = block; block.Tile = factory.CreateItem("tile", tileID); block.Tile.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL); } } #region Leave Town Item //Now select all the border tiles and put in a "Exit here" border for (int x = 0; x < map.GetLength(0); x++) { MapCoordinate coo = new MapCoordinate(x, 0, 0, MapType.LOCAL); LeaveTownItem lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "continue on your journey"; lti.Name = "Leave Area"; lti.Coordinate = coo; map[x, 0].ForcePutItemOnBlock(lti); coo = new MapCoordinate(x, map.GetLength(1) - 1, 0, MapType.LOCAL); lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "continue on your journey"; lti.Name = "Leave Area"; lti.Coordinate = coo; map[x, map.GetLength(1) - 1].ForcePutItemOnBlock(lti); } for (int y = 0; y < map.GetLength(1); y++) { MapCoordinate coo = new MapCoordinate(0, y, 0, MapType.LOCAL); LeaveTownItem lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "continue on your journey"; lti.Name = "Leave Area"; lti.Coordinate = coo; map[0, y].ForcePutItemOnBlock(lti); coo = new MapCoordinate(map.GetLength(0) - 1, y, 0, MapType.LOCAL); lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "continue on your journey"; lti.Name = "Leave Area"; lti.Coordinate = coo; map[map.GetLength(0) - 1, y].ForcePutItemOnBlock(lti); } #endregion #region Desert Oasis if (biome == GlobalBiome.ARID_DESERT) { //Let's create a pool of water towards one of the corners. int randomNumber = random.Next(2); int rXCoord = 0; if (randomNumber == 1) { //Lower rXCoord = random.Next(0, MAP_EDGE / 3); } else { rXCoord = random.Next(2 * MAP_EDGE / 3, MAP_EDGE); } randomNumber = random.Next(2); int rYCoord = 0; if (randomNumber == 1) { //Lower rYCoord = random.Next(0, MAP_EDGE / 3); } else { rYCoord = random.Next(2 * MAP_EDGE / 3, MAP_EDGE); } //The pool will have a radius of 3 MapCoordinate coo = new MapCoordinate(rXCoord, rYCoord, 0, MapType.LOCAL); //Go through the blocks with a radius of 3 var oasisBlocks = map.Cast<MapBlock>().ToArray().Where(b => Math.Abs(b.Tile.Coordinate - coo) <= 3).ToArray(); int waterTile = -1; factory.CreateItem(Archetype.TILES, "water", out waterTile); foreach (var block in oasisBlocks) { var coord = block.Tile.Coordinate; block.Tile = factory.CreateItem("tile", waterTile); block.Tile.Coordinate = coord; } var aroundOasis = map.Cast<MapBlock>().ToArray().Where(b => Math.Abs(b.Tile.Coordinate - coo) <= 4 && Math.Abs(b.Tile.Coordinate - coo) > 3).ToArray(); int dummy; int grassTile = 0; factory.CreateItem(Archetype.TILES, "grass", out grassTile); foreach (var block in aroundOasis) { var coord = block.Tile.Coordinate; block.Tile = factory.CreateItem("tile", grassTile); block.Tile.Coordinate = coord; } //Put in some trees around the pool for (int i = 0; i < 3; i++) { MapItem tree = factory.CreateItem(Archetype.MUNDANEITEMS, "jungle tree", out dummy); var block = aroundOasis[random.Next(aroundOasis.Length)]; if (block.MayContainItems) { //Drop it block.ForcePutItemOnBlock(tree); } } } #endregion #region Wetland Splotches if (biome == GlobalBiome.WETLAND) { int waterTile = -1; factory.CreateItem(Archetype.TILES, "water", out waterTile); for (int i=0; i < 7; i++) { MapBlock rBlock = map[random.Next(map.GetLength(0)), random.Next(map.GetLength(1))]; Rectangle safeRect = new Rectangle( MAP_EDGE/2 - 5,MAP_EDGE/2 -5,10,10); if (safeRect.Contains(rBlock.Tile.Coordinate.X,rBlock.Tile.Coordinate.Y)) { continue; //Not here! } int size = random.Next(1, 3); //Get all the tiles around the block for a particular size var pool = map.Cast<MapBlock>().ToArray().Where(b => Math.Abs(b.Tile.Coordinate - rBlock.Tile.Coordinate) <= size).ToArray(); foreach(var block in pool) { MapCoordinate coo = block.Tile.Coordinate; block.Tile = factory.CreateItem("tiles", waterTile); block.Tile.Coordinate = coo; } } } #endregion for (int i = 0; i < details[biome].TreeCount; i++) { int treeID = 0; MapItem item = null; item = factory.CreateItem(Archetype.MUNDANEITEMS, details[biome].TreeTag, out treeID); //try 50 times to put it somewhere int tries = 0; while (tries < 50) { MapBlock randomBlock = map[random.Next(map.GetLength(0)), random.Next(map.GetLength(1))]; if (randomBlock.MayContainItems) { randomBlock.ForcePutItemOnBlock(item); break; } tries++; } } List<Actor> actorList = new List<Actor>(); //There, now that's done, lets generate some animals if (herdAmount + banditAmount > 0) { var herds = ActorGeneration.CreateAnimalHerds(biome, false, null, herdAmount); var bandits = CampGenerator.CreateBandits(banditAmount); var actorGroups = herds.Union(bandits); //Each actor group will be placed in a random 3 radius circle foreach (var actorGroup in actorGroups) { MapBlock randomBlock = map[random.Next(map.GetLength(0)), random.Next(map.GetLength(1))]; Rectangle wanderRect = new Rectangle(randomBlock.Tile.Coordinate.X - 2, randomBlock.Tile.Coordinate.Y - 2, 4, 4); //Put the actor groups somewhere around that block var blocks = map.Cast<MapBlock>().ToArray().Where(b => Math.Abs(b.Tile.Coordinate - randomBlock.Tile.Coordinate) < 4).ToArray(); //Pick a number of random blocks foreach (var newActor in actorGroup) { int tries = 0; while (tries < 50) { var actorBlock = blocks[random.Next(blocks.Length)]; if (actorBlock.MayContainItems) { //Put it there newActor.MapCharacter.Coordinate = actorBlock.Tile.Coordinate; actorBlock.ForcePutItemOnBlock(newActor.MapCharacter); //Make them wander newActor.MissionStack.Push(new WanderMission() { LoiterPercentage = 50, WanderPoint = actorBlock.Tile.Coordinate, WanderRectangle = wanderRect }); actorList.Add(newActor); break; } tries++; } } } } //Drop the player in the thick of it MapBlock center = map[map.GetLength(0) / 2, map.GetLength(1) / 2]; center.RemoveTopItem(); //Remove it if someone else wanted it startPoint = center.Tile.Coordinate; actors = actorList.ToArray(); return map; }
/// <summary> /// Generates a dungeon having a particular amount of tiers, trap rooms, guard rooms and treasure rooms /// </summary> /// <param name="tiers">How many 'layers' the dungeon contains</param> /// <param name="enemyArray">A list of enemy actors</param> /// <param name="guardRooms">The maximum amount of guardrooms contained in the dungeon</param> /// <param name="maxOwnedPopulation">For each owned room which generates enemies, the maximum amount GENERATED in each room (does not preclude patrols from entering the same room)</param> /// <param name="maxWildPopulation">For each wild room which generates enemies, the maximum amount GENERATED in each room.</param> /// <param name="ownerType">For each owned room, the type of the enemies to create</param> /// <param name="percentageOwned">The percentage of the rooms which are owned as opposed to being wild. Bear in mind that wild rooms can spawn quite a bit of enemies</param> /// <param name="pointsOfInterest">The points of interest (ie guard and treasure rooms for instance) which have been generated. Used for patrols</param> /// <param name="startPoint">The entrance start point</param> /// <param name="utilityRooms">The maximum amount of Utility rooms to generate - these might contain civilian orcs which ignore the maxOwnedPopulation value</param> /// <param name="treasureRooms">The maximum amount of teasure rooms to generate</param> /// <returns></returns> public MapBlock[,] GenerateDungeon(int tiers, int utilityRooms, int guardRooms, int treasureRooms, string ownerType, decimal percentageOwned, int maxWildPopulation, int maxOwnedPopulation, out MapCoordinate startPoint, out DRObjects.Actor[] enemyArray, out List<PointOfInterest> pointsOfInterest) { startPoint = new MapCoordinate(0, 0, 0, MapType.LOCAL); pointsOfInterest = new List<PointOfInterest>(); List<DRObjects.Actor> enemies = new List<DRObjects.Actor>(); List<CitadelRoom> rooms = new List<CitadelRoom>(); int uniqueID = 0; //Start with the root node CitadelRoom root = new CitadelRoom(); root.SquareNumber = (int)Math.Ceiling((double)WIDTH / 2); root.TierNumber = 0; root.UniqueID = uniqueID++; root.Connections.Add(-1); //this is a special id. We'll use it to create a start point rooms.Add(root); int currentTier = 1; int square = (int)Math.Ceiling((double)WIDTH / 2); CitadelRoom focusNode = root; Random random = new Random(DateTime.UtcNow.Millisecond); while (currentTier < tiers) { //Create a new node CitadelRoom newNode = new CitadelRoom(); newNode.SquareNumber = square; newNode.TierNumber = currentTier; newNode.UniqueID = uniqueID++; newNode.CitadelRoomType = CitadelRoomType.EMPTY_ROOM; //connect the focus node to this node focusNode.Connections.Add(newNode.UniqueID); newNode.Connections.Add(focusNode.UniqueID); //change the focus node focusNode = newNode; //aaaand add it to the list rooms.Add(newNode); //Now we decide whether to stay in the same tier - or increase the tier int randomNumber = random.Next(100); int siblings = rooms.Where(r => r.TierNumber.Equals(currentTier)).Count(); int treshold = 0; switch (siblings) { case 1: treshold = PROB_2; break; case 2: treshold = PROB_3; break; case 3: treshold = PROB_4; break; case 4: treshold = PROB_5; break; default: treshold = 0; break; //NEVER } if (randomNumber < treshold) { //then stay in the same place - go either left or right. Can we go in that direction? bool canGoRight = !rooms.Any(r => (r.SquareNumber.Equals(square + 1) && r.TierNumber.Equals(currentTier)) || square + 1 > WIDTH); bool canGoLeft = !rooms.Any(r => (r.SquareNumber.Equals(square - 1) && r.TierNumber.Equals(currentTier)) || square - 1 < 0); if (canGoLeft && canGoRight) { //pick one at random square += random.Next(2) == 1 ? 1 : -1; } else if (canGoLeft) { square -= 1; } else if (canGoRight) { square += 1; } else { //We've done it all currentTier++; } } else { currentTier++; } } //Now that that part is done, lets add some more paths so we turn this into a graph foreach (CitadelRoom room in rooms) { //For each room, check who is a sibling or immediatly under him. There is a 50% chance of forming a link CitadelRoom[] potentialRooms = GetPathableRooms(rooms, room.TierNumber, room.SquareNumber); foreach (CitadelRoom potentialRoom in potentialRooms) { //Is there a connection already? if (!potentialRoom.Connections.Contains(room.UniqueID)) { if (random.Next(2) == 1) { //add a connection room.Connections.Add(potentialRoom.UniqueID); potentialRoom.Connections.Add(room.UniqueID); } } } } //go through the rooms and set some as wild rooms already foreach (var room in rooms) { if (random.Next(100) > percentageOwned) { //Wild room room.CitadelRoomType = CitadelRoomType.WILD_ROOM; } } //Lets assign the rooms based on the maximum amount. //Some rooms have more probability in certain regions. //So lets divide the rooms in 3 //Favoured - x3 //Other - x2 //Unfavoured - x1 int lowerBoundary = rooms.Count / 3; int upperBoundary = 2 * rooms.Count / 3; var orderedUtilities = rooms.Where (o => o.CitadelRoomType == CitadelRoomType.EMPTY_ROOM).OrderByDescending(o => random.Next(100) * (o.UniqueID > upperBoundary ? 1 : o.UniqueID > lowerBoundary ? 2 : 3)).Where(r => r.CitadelRoomType == CitadelRoomType.EMPTY_ROOM ).ToArray().Take(utilityRooms); foreach (var room in orderedUtilities) { room.CitadelRoomType = CitadelRoomType.UTILITY_ROOM; } //Same thing for treasure rooms var orderedTreasure = rooms.Where (o => o.CitadelRoomType == CitadelRoomType.EMPTY_ROOM).OrderByDescending(o => random.Next(100) * (o.UniqueID > upperBoundary ? 3 : o.UniqueID > lowerBoundary ? 2 : 1)).Where(r => r.CitadelRoomType == CitadelRoomType.EMPTY_ROOM ).Take(treasureRooms); foreach (var room in orderedTreasure) { room.CitadelRoomType = CitadelRoomType.TREASURE_ROOM; } //And guard rooms var orderedGuard = rooms.Where (o => o.CitadelRoomType == CitadelRoomType.EMPTY_ROOM).OrderByDescending(o => random.Next(100) * (o.UniqueID > upperBoundary ? 1 : o.UniqueID > lowerBoundary ? 3 : 2)).Where(r => r.CitadelRoomType == CitadelRoomType.EMPTY_ROOM ).Take(guardRooms); foreach (var room in orderedGuard) { room.CitadelRoomType = CitadelRoomType.GUARD_ROOM; } //Now that that part is done, we put them on the actual grid. //We go for a 15x15 room and connect the items in it. //15x15 - with a gap of 7 between them for tunnels int mapWidth = ((WIDTH + 7) * 20); int mapHeight = ((tiers + 7) * 20); //Create new blocks MapBlock[,] map = new MapBlock[mapWidth, mapHeight]; for (int x = 0; x < map.GetLength(0); x++) { for (int y = 0; y < map.GetLength(1); y++) { map[x, y] = new MapBlock() { Tile = new MapItem() { Coordinate = new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL), MayContainItems = false } }; } } LocalMapGenerator gen = new LocalMapGenerator(); LocalMapXMLParser xmlGen = new LocalMapXMLParser(); //Start generating the maps and then stitch them upon the main map foreach (CitadelRoom room in rooms) { MapBlock[,] gennedMap = null; string tag = String.Empty; switch (room.CitadelRoomType) { case CitadelRoomType.EMPTY_ROOM: tag = "Empty Dungeon"; break; case CitadelRoomType.GUARD_ROOM: tag = "Guard Dungeon"; break; case CitadelRoomType.UTILITY_ROOM: tag = "Utility Dungeon"; break; case CitadelRoomType.TREASURE_ROOM: tag = "Treasure Dungeon"; break; case CitadelRoomType.WILD_ROOM: tag = "Empty Dungeon"; break; default: throw new NotImplementedException("Dungeon Room " + room.CitadelRoomType + " not planned for yet."); } //Generate it :) Maplet maplet = xmlGen.ParseMapletFromTag(tag); Actor[] acts = null; MapletActorWanderArea[] wanderAreas = null; MapletPatrolPoint[] patrolPoints = null; MapletFootpathNode[] footPath = null; gennedMap = gen.GenerateMap(25, null, maplet, true, "", OwningFactions.ORCS ,out acts,out wanderAreas,out patrolPoints,out footPath); enemies.AddRange(acts); //Is it a treasure room? if (room.CitadelRoomType == CitadelRoomType.TREASURE_ROOM) { //Generate some loot GenerateLoot(gennedMap, room.TierNumber); } PointOfInterest mapletInterest = null; if (room.CitadelRoomType == CitadelRoomType.GUARD_ROOM || room.CitadelRoomType == CitadelRoomType.TREASURE_ROOM) { //This will be a point of interest. Select a random walkable point in the room and mark the place as such for (int tryAmount = 0; tryAmount < 50; tryAmount++) { //Try for a maximum of 50 times int x = random.Next(gennedMap.GetLength(0)); int y = random.Next(gennedMap.GetLength(1)); if (gennedMap[x, y].Tile.MayContainItems) { //Put this as the point PointOfInterest interest = new PointOfInterest(); interest.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL); if (room.CitadelRoomType == CitadelRoomType.GUARD_ROOM) { interest.Type = PointOfInterestType.GUARD_ROOM; } else if (room.CitadelRoomType == CitadelRoomType.TREASURE_ROOM) { interest.Type = PointOfInterestType.TREASURE; } pointsOfInterest.Add(interest); mapletInterest = interest; break; } } } DRObjects.Actor[] roomEnemies = new DRObjects.Actor[] { }; if (room.CitadelRoomType == CitadelRoomType.GUARD_ROOM || room.CitadelRoomType == CitadelRoomType.TREASURE_ROOM) { //Create an amount of enemies - level doesn't matter, we'll regen later gennedMap = gen.GenerateEnemies(gennedMap, random.Next(maxOwnedPopulation), ownerType, out roomEnemies, 10); enemies.AddRange(roomEnemies); } if (room.CitadelRoomType == CitadelRoomType.WILD_ROOM) { //Create an amount of wild enemies - let's get a random type for this room. This will be of level 5. Later we'll have proper wildlife string type = ActorGeneration.GetEnemyType(false); gennedMap = gen.GenerateEnemies(gennedMap, random.Next(maxWildPopulation), type, out roomEnemies, 5); //go through all of room enemies and set them to idle foreach (var enemy in roomEnemies) { enemy.MissionStack.Clear(); enemy.MissionStack.Push(new IdleMission()); } enemies.AddRange(roomEnemies); } //fit her onto the main map int xIncreaser = room.SquareNumber * 20; int yIncreaser = (room.TierNumber * 20) + 3; //Fix the patrol points of any enemies foreach (Actor enemy in roomEnemies.Union(acts)) { if (enemy.MissionStack.Count != 0 && enemy.MissionStack.Peek().MissionType == DRObjects.ActorHandling.ActorMissionType.WANDER) { //Change patrol point MapCoordinate point = (enemy.MissionStack.Peek() as WanderMission).WanderPoint; point.X += xIncreaser; point.Y += yIncreaser; //Change the rectangle x and y too Rectangle rect = (enemy.MissionStack.Peek() as WanderMission).WanderRectangle; rect.X = xIncreaser; rect.Y = yIncreaser; (enemy.MissionStack.Peek() as WanderMission).WanderRectangle = rect; //apparently rectangles are immutable or something } } //Update the point of interest if there is one if (mapletInterest != null) { mapletInterest.Coordinate.X += xIncreaser; mapletInterest.Coordinate.Y += yIncreaser; } for (int x = 0; x < gennedMap.GetLength(0); x++) { for (int y = 0; y < gennedMap.GetLength(1); y++) { map[x + xIncreaser, y + yIncreaser] = gennedMap[x, y]; map[x + xIncreaser, y + yIncreaser].Tile.Coordinate = new MapCoordinate(x + xIncreaser, y + yIncreaser, 0, DRObjects.Enums.MapType.LOCAL); foreach (var item in map[x + xIncreaser, y + yIncreaser].GetItems()) { item.Coordinate = new MapCoordinate(x + xIncreaser, y + yIncreaser, 0, DRObjects.Enums.MapType.LOCAL); } } } //Lets draw the connections - only the ones who's rooms we've drawn yet ItemFactory.ItemFactory factory = new ItemFactory.ItemFactory(); foreach (var connection in room.Connections.Where(c => c < room.UniqueID)) { if (connection == -1) { //Entrance hall! //Create a line of 3 at the bottom and return the coordinates int topEdgeY = yIncreaser; int bottomEdgeXMin = 0 + xIncreaser; int bottomEdgeXMax = gennedMap.GetLength(0) + xIncreaser; //Find the start int xStart = (bottomEdgeXMax - bottomEdgeXMin) / 2 + bottomEdgeXMin; //Set the start point startPoint = new MapCoordinate(xStart + 1, topEdgeY - 2, 0, MapType.LOCAL); //Put the 'leave town' item on it map[startPoint.X, startPoint.Y].ForcePutItemOnBlock(new LeaveTownItem()); int x = xStart; int y = topEdgeY; //go 3 steps down for (int a = 0; a < 3; a++) { for (int x1 = 0; x1 < 3; x1++) { //Draw! map[x + x1, y].Tile = factory.CreateItem("TILES", 25); map[x + x1, y].Tile.Coordinate = new MapCoordinate(x + x1, y, 0, MapType.LOCAL); } y--; //move down } y = topEdgeY; //Walk back do { for (int x1 = 0; x1 < 3; x1++) { //Draw! map[x + x1, y].Tile = factory.CreateItem("TILES", 25); map[x + x1, y].Tile.Coordinate = new MapCoordinate(x + x1, y, 0, MapType.LOCAL); } y++; //move up } while (x >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems); //Put the spikes at the entrance int dummy = -1; map[xStart, topEdgeY - 2].ForcePutItemOnBlock(factory.CreateItem(Archetype.MUNDANEITEMS, "spikes", out dummy)); map[xStart + 2, topEdgeY - 2].ForcePutItemOnBlock(factory.CreateItem(Archetype.MUNDANEITEMS, "spikes", out dummy)); continue; } //Identify the room to be connected with var roomToBeConnected = rooms.Where(r => r.UniqueID.Equals(connection)).FirstOrDefault(); //Determine the direction relative to the current room if (roomToBeConnected.SquareNumber > room.SquareNumber) { //RIGHT //Find the rightmost edge of the room and start... somewhere int rightEdgeX = gennedMap.GetLength(0) + xIncreaser; int rightEdgeYMin = 0 + yIncreaser; int rightEdgeYMax = gennedMap.GetLength(1) + yIncreaser; //Pick a start at random int yStart = random.Next(rightEdgeYMax - rightEdgeYMin - 2) + rightEdgeYMin; //Now 'walk' from ystart-ystart+3 until you hit on something which has a block in it int x = rightEdgeX; int y = yStart; while (x < map.GetLength(0) && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems) { for (int y1 = 0; y1 < 3; y1++) { //Draw! map[x, y + y1].Tile = factory.CreateItem("TILES", 25); map[x, y + y1].Tile.Coordinate = new MapCoordinate(x, y + y1, 0, MapType.LOCAL); } x++; //increment x } x = rightEdgeX - 1; //now lets walk backwards too while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems) { for (int y1 = 0; y1 < 3; y1++) { //Draw! map[x, y + y1].Tile = factory.CreateItem("TILES", 25); map[x, y + y1].Tile.Coordinate = new MapCoordinate(x, y + y1, 0, MapType.LOCAL); } x--; //walk back } } else if (roomToBeConnected.SquareNumber < room.SquareNumber) { //LEFT //Find the leftMose edge of the room and start... somewhere int leftEdgeX = xIncreaser; int leftEdgeYMin = 0 + yIncreaser; int leftEdgeYMax = gennedMap.GetLength(1) + yIncreaser; //Pick a start at random int yStart = random.Next(leftEdgeYMax - leftEdgeYMin - 2) + leftEdgeYMin; //Now 'walk' from ystart-ystart+3 until you hit on something which has a block in it int x = leftEdgeX; int y = yStart; do { for (int y1 = 0; y1 < 3; y1++) { //Draw! map[x, y + y1].Tile = factory.CreateItem("TILES", 25); map[x, y + y1].Tile.Coordinate = new MapCoordinate(x, y + y1, 0, MapType.LOCAL); } x--; //decrement x } while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems); x = leftEdgeX + 1; //walk backwards do { for (int y1 = 0; y1 < 3; y1++) { //Draw! map[x, y + y1].Tile = factory.CreateItem("TILES", 25); map[x, y + y1].Tile.Coordinate = new MapCoordinate(x, y + y1, 0, MapType.LOCAL); } x++; //walk back } while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems); } else if (roomToBeConnected.TierNumber < room.TierNumber) { //BOTTOM //Find the bottommost edge of the room and start... somewhere int bottomEdgeY = yIncreaser; int bottomEdgeXMin = 0 + xIncreaser; int bottomEdgeXMax = gennedMap.GetLength(0) + xIncreaser; //Pick a start at random int xStart = random.Next(bottomEdgeXMax - bottomEdgeXMin - 2) + bottomEdgeXMin; //Now 'walk' from xstart-xstart+3 until you hit on something which has a block in it int x = xStart; int y = bottomEdgeY; do { for (int x1 = 0; x1 < 3; x1++) { //Draw! map[x + x1, y].Tile = factory.CreateItem("TILES", 25); map[x + x1, y].Tile.Coordinate = new MapCoordinate(x + x1, y, 0, MapType.LOCAL); } y--; //decrement y } while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems); y = bottomEdgeY + 1; //Walk backwards do { for (int x1 = 0; x1 < 3; x1++) { //Draw! map[x + x1, y].Tile = factory.CreateItem("TILES", 25); map[x + x1, y].Tile.Coordinate = new MapCoordinate(x + x1, y, 0, MapType.LOCAL); } y++; //walk back } while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems); } else if (roomToBeConnected.TierNumber > room.TierNumber) { //TOP - Won't ever happen - but sure //Find the topmost edge of the room and start... somewhere int topEdgeY = yIncreaser + gennedMap.GetLength(1); int bottomEdgeXMin = 0 + xIncreaser; int bottomEdgeXMax = gennedMap.GetLength(0) + xIncreaser; //Pick a start at random int xStart = random.Next(bottomEdgeXMax - bottomEdgeXMin - 2) + bottomEdgeXMin; //Now 'walk' from xstart-xstart+3 until you hit on something which has a block in it int x = xStart; int y = topEdgeY; do { bool holed = false; for (int x1 = 0; x1 < 3; x1++) { if (!holed) { //Have a chance of putting in a hole if (random.Next(8) == 0) { holed = true; continue; //don't put in a tile } } //Draw! map[x + x1, y].Tile = factory.CreateItem("TILES", 25); map[x + x1, y].Tile.Coordinate = new MapCoordinate(x + x1, y, 0, MapType.LOCAL); } y++; //move up } while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems); //walk back y = topEdgeY + 1; do { for (int x1 = 0; x1 < 3; x1++) { //Draw! map[x + x1, y].Tile = factory.CreateItem("TILES", 25); map[x + x1, y].Tile.Coordinate = new MapCoordinate(x + x1, y, 0, MapType.LOCAL); } y--; //move down } while (x >= 0 && x < map.GetLength(0) && y >= 0 && y < map.GetLength(1) && !map[x, y].Tile.MayContainItems); } } } //We need to fix the enemies to conform to the standards ConformEnemies(enemies); enemyArray = enemies.ToArray(); return map; }
/// <summary> /// Puts settlement items on a particular location pertianing to a particular settlement. /// </summary> /// <param name="capital">Whether it's the capital or not</param> /// <param name="settlement">The settlement which it represents</param> /// <param name="block">The block making up the center</param> private static SettlementItem CreateSettlement(bool capital, Settlement settlement, MapBlock block, int owner) { //Put an entire group of SettlementItems on it MapCoordinate[] settlementCoordinates = new MapCoordinate[10]; SettlementItem retItem = null; settlementCoordinates[7] = new MapCoordinate(block.Tile.Coordinate.X - 1, block.Tile.Coordinate.Y - 1, 0, MapType.GLOBAL); settlementCoordinates[8] = new MapCoordinate(block.Tile.Coordinate.X, block.Tile.Coordinate.Y - 1, 0, MapType.GLOBAL); settlementCoordinates[9] = new MapCoordinate(block.Tile.Coordinate.X + 1, block.Tile.Coordinate.Y - 1, 0, MapType.GLOBAL); settlementCoordinates[4] = new MapCoordinate(block.Tile.Coordinate.X - 1, block.Tile.Coordinate.Y, 0, MapType.GLOBAL); settlementCoordinates[5] = new MapCoordinate(block.Tile.Coordinate.X, block.Tile.Coordinate.Y, 0, MapType.GLOBAL); settlementCoordinates[6] = new MapCoordinate(block.Tile.Coordinate.X + 1, block.Tile.Coordinate.Y, 0, MapType.GLOBAL); settlementCoordinates[1] = new MapCoordinate(block.Tile.Coordinate.X - 1, block.Tile.Coordinate.Y + 1, 0, MapType.GLOBAL); settlementCoordinates[2] = new MapCoordinate(block.Tile.Coordinate.X, block.Tile.Coordinate.Y + 1, 0, MapType.GLOBAL); settlementCoordinates[3] = new MapCoordinate(block.Tile.Coordinate.X + 1, block.Tile.Coordinate.Y + 1, 0, MapType.GLOBAL); //Block the radius around it from colonising MapBlock[] regionalBlocks = GetBlocksAroundPoint(block.Tile.Coordinate, HUMAN_COLONY_BLOCKING_RADIUS); foreach (MapBlock rblock in regionalBlocks) { (rblock.Tile as GlobalTile).IsBlockedForColonisation = true; } //Claim the land around it MapBlock[] claimedBlocks = GetBlocksAroundPoint(block.Tile.Coordinate, HUMAN_COLONY_CLAIMING_RADIUS); foreach (MapBlock rblock in claimedBlocks) { //This is a disputed region. For now let's not allow creep. //Later this might be cause for war if (!(rblock.Tile as GlobalTile).Owner.HasValue) { (rblock.Tile as GlobalTile).Owner = owner; } } for (int corner = 1; corner < 10; corner++) { var cornerBlock = GameState.GlobalMap.GetBlockAtCoordinate(settlementCoordinates[corner]); //Cut any forests down switch ((cornerBlock.Tile as GlobalTile).Biome) { case GlobalBiome.DENSE_FOREST: (cornerBlock.Tile as GlobalTile).Biome = GlobalBiome.GRASSLAND; break; case GlobalBiome.WOODLAND: (cornerBlock.Tile as GlobalTile).Biome = GlobalBiome.GRASSLAND; break; case GlobalBiome.POLAR_FOREST: (cornerBlock.Tile as GlobalTile).Biome = GlobalBiome.POLAR_DESERT; break; } var settlementItem = new SettlementItem() { Coordinate = settlementCoordinates[corner], IsCapital = capital, MayContainItems = true, SettlementCorner = corner, SettlementSize = settlement.SettlementSize, Description = (capital ? "the capital of " + settlement.Name : "the settlement of " + settlement.Name) + " owned by " + settlement.Civilisation.Name, Name = settlement.Name, Settlement = settlement, OwnerID = owner }; GameState.GlobalMap.GetBlockAtCoordinate(settlementCoordinates[corner]) .ForcePutItemOnBlock(settlementItem); if (settlementItem.SettlementCorner == 5) //center { retItem = settlementItem; } } return retItem; }
/// <summary> /// Generates loot for treasure rooms. We will have LOOT_MULTIPLIER of loot multiplied by tierNumber /// </summary> public void GenerateLoot(MapBlock[,] blocks, int tierNumber) { //Determine the maximum total value we want to generate int totalValue = tierNumber * LOOT_MULTIPLIER; InventoryItemManager mgr = new InventoryItemManager(); var items = mgr.GetItemsWithAMaxValue(null, totalValue); //Put the items on the map foreach (var item in items) { //Find a random point. Try 50 times for (int attempts = 0; attempts < 50; attempts++) { var chosenBlock = blocks[GameState.Random.Next(blocks.GetLength(0)), GameState.Random.Next(blocks.GetLength(1))]; if (chosenBlock.MayContainItems) { //Put it in chosenBlock.ForcePutItemOnBlock(item); break; } } } }
/// <summary> /// Initialises the World Map in preperation. Creates the regions with empty ones, and sets the default tile settings /// </summary> private static void Initialisation() { //start the map GameState.GlobalMap = new GlobalMap(WORLDSIZE); regions = new Region[REGIONSIZE + 1]; //fill the regions with new regions for (int i = 0; i < regions.Length; i++) { regions[i] = new Region(); } //populate the world map with a number of tiles with an elevation of 40 for (int x = 0; x < WORLDSIZE; x++) { lock (GlobalMap.lockMe) { //this is rather inefficient, but it will allow the interface to draw something //CurrentStep = "Populating Tiles for line :" + x; for (int y = 0; y < WORLDSIZE; y++) { MapBlock block = new MapBlock(); block.Tile = new GlobalTile(); block.Tile.Coordinate = new MapCoordinate(x, y, 0, MapType.GLOBAL); GlobalTile gTile = (block.Tile as GlobalTile); gTile.Elevation = 40; gTile.ClimateTemperature = 0; gTile.HasHillSlope = false; gTile.HasRiver = false; gTile.Rainfall = 0; GameState.GlobalMap.AddToGlobalMap(block); } } } }
/// <summary> /// Generates a camp /// </summary> /// <returns></returns> public static MapBlock[,] GenerateCamp(int enemies, out MapCoordinate startPoint, out DRObjects.Actor[] enemyArray) { MapBlock[,] map = new MapBlock[MAP_EDGE, MAP_EDGE]; Random random = new Random(); ItemFactory.ItemFactory factory = new ItemFactory.ItemFactory(); int grassTileID = 0; factory.CreateItem(Archetype.TILES, "grass", out grassTileID); //Create a new map which is edge X edge in dimensions and made of grass for (int x = 0; x < MAP_EDGE; x++) { for (int y = 0; y < MAP_EDGE; y++) { MapBlock block = new MapBlock(); map[x, y] = block; block.Tile = factory.CreateItem("tile", grassTileID); block.Tile.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL); } } //Now created a wall int pallisadeID = 0; factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall lr", out pallisadeID); //Create a square of pallisade wall int startCoord = (MAP_EDGE - FORTIFICATION_EDGE) / 2; int endCoord = MAP_EDGE - ((MAP_EDGE - FORTIFICATION_EDGE) / 2); for (int x = startCoord + 1; x < endCoord; x++) { MapBlock block = map[x, startCoord]; MapItem item = factory.CreateItem("mundaneitems", pallisadeID); block.ForcePutItemOnBlock(item); block = map[x, endCoord]; item = factory.CreateItem("mundaneitems", pallisadeID); block.ForcePutItemOnBlock(item); } pallisadeID = 0; for (int y = startCoord + 1; y < endCoord; y++) { factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall tb", out pallisadeID); MapBlock block = map[startCoord, y]; MapItem item = factory.CreateItem("mundaneitems", pallisadeID); block.ForcePutItemOnBlock(item); factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall bt", out pallisadeID); block = map[endCoord, y]; item = factory.CreateItem("mundaneitems", pallisadeID); block.ForcePutItemOnBlock(item); } //We need to poke a hole in wall as an entrance //Let's poke one at the top and one at the bottom int center = MAP_EDGE / 2; int rValue = GameState.Random.Next(2); for (int x = -1; x < 2; x++) { if (rValue == 1) { MapBlock block = map[center + x, startCoord]; block.RemoveTopItem(); } else { MapBlock block = map[center + x, endCoord]; block.RemoveTopItem(); } } rValue = GameState.Random.Next(2); for (int y = -1; y < 2; y++) { if (rValue == 1) { MapBlock block = map[startCoord, y + center]; block.RemoveTopItem(); } else { MapBlock block = map[endCoord, y + center]; block.RemoveTopItem(); } } //Now, let's create some maplets in there //There's a single maplet containing the other maplets - let's get it LocalMapXMLParser lm = new LocalMapXMLParser(); Maplet maplet = lm.ParseMapletFromTag("camp"); LocalMapGenerator gen = new LocalMapGenerator(); //TODO: LATER THE OWNER MIGHT NOT BE A BANDIT MapletActorWanderArea[] wanderAreas = null; MapletPatrolPoint[] patrolPoints = null; MapletFootpathNode[] footPath = null; var gennedMap = gen.GenerateMap(grassTileID, null, maplet, false, "", OwningFactions.BANDITS, out enemyArray, out wanderAreas, out patrolPoints,out footPath); gen.JoinMaps(map, gennedMap, startCoord + 1, startCoord + 1); //Let's add some trees and stuff int decorCount = (int)(map.GetLength(1) * 0.50); //Just find as many random points and if it happens to be grass, drop them int itemID = 0; for (int i = 0; i < decorCount; i++) { //Just trees MapItem decorItem = factory.CreateItem(Archetype.MUNDANEITEMS, "tree", out itemID); //Pick a random point MapBlock randomBlock = map[random.Next(map.GetLength(0)), random.Next(map.GetLength(1))]; //Make sure its not inside the camp if (randomBlock.Tile.Coordinate.X >= startCoord && randomBlock.Tile.Coordinate.X <= endCoord && randomBlock.Tile.Coordinate.Y >= startCoord && randomBlock.Tile.Coordinate.Y <= endCoord) { //Not within the camp i--; continue; //try again } if (randomBlock.MayContainItems && randomBlock.Tile.Name == "Grass") { //Yes, can support it randomBlock.ForcePutItemOnBlock(decorItem); } //Otherwise forget all about it } //Now select all the border tiles and put in a "Exit here" border for (int x = 0; x < map.GetLength(0); x++) { MapCoordinate coo = new MapCoordinate(x, 0, 0, MapType.LOCAL); LeaveTownItem lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "path outside the town"; lti.Name = "Leave Town"; lti.Coordinate = coo; map[x, 0].ForcePutItemOnBlock(lti); coo = new MapCoordinate(x, map.GetLength(1) - 1, 0, MapType.LOCAL); lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "path outside the town"; lti.Name = "Leave Town"; lti.Coordinate = coo; map[x, map.GetLength(1) - 1].ForcePutItemOnBlock(lti); } for (int y = 0; y < map.GetLength(1); y++) { MapCoordinate coo = new MapCoordinate(0, y, 0, MapType.LOCAL); LeaveTownItem lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "path outside the town"; lti.Name = "Leave Town"; lti.Coordinate = coo; map[0, y].ForcePutItemOnBlock(lti); coo = new MapCoordinate(map.GetLength(0) - 1, y, 0, MapType.LOCAL); lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "path outside the town"; lti.Name = "Town Borders"; lti.Coordinate = coo; map[map.GetLength(0) - 1, y].ForcePutItemOnBlock(lti); } #region Treasure Room //This is a bit naughty. We need to locate where the tiles become soil MapCoordinate soilStart = null; bool breakOut = false; for (int x = 0; x < map.GetLength(0); x++) { for (int y = 0; y < map.GetLength(1); y++) { if (map[x, y].Tile.Name.ToLower().Equals("soil")) { soilStart = new MapCoordinate(x, y, 0, MapType.LOCAL); breakOut = true; break; } } if (breakOut) { break; } } //Also naughty, we know it's 5x5 #region Inner Wall for (int x = 0; x < 5; x++) { factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall lr", out pallisadeID); MapItem item = factory.CreateItem("mundaneitems", pallisadeID); if (x != 2) //hole in the top { map[soilStart.X + x, soilStart.Y].ForcePutItemOnBlock(item); } factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall lr", out pallisadeID); item = factory.CreateItem("mundaneitems", pallisadeID); map[soilStart.X + x, soilStart.Y + 5].ForcePutItemOnBlock(item); } for (int y = 0; y < 5; y++) { factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall tb", out pallisadeID); MapItem item = factory.CreateItem("mundaneitems", pallisadeID); map[soilStart.X - 1, soilStart.Y + y].ForcePutItemOnBlock(item); factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall bt", out pallisadeID); item = factory.CreateItem("mundaneitems", pallisadeID); map[soilStart.X + 5, soilStart.Y + y].ForcePutItemOnBlock(item); } #endregion #endregion #region Patrol Points //Now let's collect the patrol points. We're going to have two possible patrols - one around each of the entrances - and another on the outside corners of the map List<MapCoordinate> outsidePatrol = new List<MapCoordinate>(); outsidePatrol.Add(new MapCoordinate(startCoord - 2, startCoord, 0, MapType.LOCAL)); outsidePatrol.Add(new MapCoordinate(endCoord + 2, startCoord, 0, MapType.LOCAL)); outsidePatrol.Add(new MapCoordinate(endCoord + 2, endCoord, 0, MapType.LOCAL)); outsidePatrol.Add(new MapCoordinate(startCoord - 2, endCoord, 0, MapType.LOCAL)); List<MapCoordinate> insidePatrol = new List<MapCoordinate>(); insidePatrol.Add(new MapCoordinate(center, startCoord + 1, 0, MapType.LOCAL)); insidePatrol.Add(new MapCoordinate(center, endCoord - 1, 0, MapType.LOCAL)); insidePatrol.Add(new MapCoordinate(startCoord + 1, center, 0, MapType.LOCAL)); insidePatrol.Add(new MapCoordinate(endCoord - 1, center, 0, MapType.LOCAL)); //Go through all of those and make sure they're clear of anything that wouldn't let them walk upon them foreach (var coordinate in outsidePatrol) { map[coordinate.X, coordinate.Y].RemoveTopItem(); } foreach (var coordinate in insidePatrol) { map[coordinate.X, coordinate.Y].RemoveTopItem(); } #endregion #region Actors enemyArray = CreateBandits(enemies, outsidePatrol.Select(op => new PatrolPoint() { AcceptableRadius = 2, Coordinate = op }).ToList(), insidePatrol.Select(op => new PatrolPoint() { AcceptableRadius = 2, Coordinate = op }).ToList()); int tries = 0; //Put them on the mappity map for (int i = 0; i < enemyArray.Length; i++) { Actor actor = enemyArray[i]; int randomX = random.Next(map.GetLength(0)); int randomY = random.Next(map.GetLength(1)); if (map[randomX, randomY].MayContainItems) { //Plop it on there actor.MapCharacter.Coordinate = new MapCoordinate(randomX, randomY, 0, MapType.LOCAL); map[randomX, randomY].ForcePutItemOnBlock(actor.MapCharacter); tries = 0; ////If they are wandering, make them wander in the right place //var mission = actor.MissionStack.Peek(); //if (mission.MissionType == ActorMissionType.WANDER) //{ // var wander = mission as WanderMission; // wander.WanderPoint = new MapCoordinate(actor.MapCharacter.Coordinate); // wander.WanderRectangle = new Rectangle(startCoord, startCoord, FORTIFICATION_EDGE, FORTIFICATION_EDGE); //} } else { tries++; i--; } if (tries >= 50) { //give up continue; } } #endregion startPoint = new MapCoordinate(map.GetLength(0) / 2, 0, 0, MapType.LOCAL); return map; }
/// <summary> /// Places the contents of the items in the maplet into the base map. Tiles must already have been set at this point, as this will only place mapitems. /// </summary> /// <param name="baseMap">The Base Map</param> /// <param name="maplet">The maplet items to place</param> /// <param name="startX">The x coordinate on the basemap where to start</param> /// <param name="startY">The y coordinate on the basemap where to start</param> /// <returns></returns> public MapBlock[,] JoinMaps(MapBlock[,] baseMap, MapBlock[,] maplet, int startX, int startY) { for (int x = 0; x < maplet.GetLength(0); x++) { for (int y = 0; y < maplet.GetLength(1); y++) { MapBlock block = baseMap[x + startX, y + startY]; MapBlock mapletBlock = maplet[x, y]; if (block.GetItems().Length == 0) { //This means there is nothing on this block, so lets replace it //The only time when this will be true is if there is a shared wall, in which case we'll keep the parent wall type baseMap[x + startX, y + startY] = mapletBlock; //Fix the base coordinate baseMap[x + startX, y + startY].Tile.Coordinate = new MapCoordinate(x + startX, y + startY, 0, DRObjects.Enums.MapType.LOCAL); //also fix any items on the tile foreach (MapItem item in baseMap[x + startX, y + startY].GetItems()) { item.Coordinate = new MapCoordinate(x + startX, y + startY, 0, DRObjects.Enums.MapType.LOCAL); } } } } return baseMap; }
public static MapBlock[] GetBlocksAroundPoint(MapBlock[,] map, MapCoordinate centre, int radius) { int minY = centre.Y - Math.Abs(radius); int maxY = centre.Y + Math.Abs(radius); int minX = centre.X - Math.Abs(radius); int maxX = centre.X + Math.Abs(radius); List<MapBlock> returnList = new List<MapBlock>(); //go through all of them for (int yLoop = maxY; yLoop >= minY; yLoop--) { for (int xLoop = minX; xLoop <= maxX; xLoop++) { MapCoordinate coord = new MapCoordinate(xLoop, yLoop, 0, MapType.GLOBAL); if (xLoop >= 0 && xLoop < map.GetLength(0) && yLoop >= 0 && yLoop < map.GetLength(1)) { //make sure they're in the map returnList.Add(map[xLoop, yLoop]); } } } return returnList.ToArray(); }
/// <summary> /// Generates a map based on the maplet assigned /// </summary> /// <param name="maplet">The maplet to generate</param> /// <param name="parentWallID">The wall that the parent has</param> /// <param name="parentTileID">The ID of the tiles used in the parent maplet item</param> /// <param name="enemyType">The type of actor which is dominant in this map</param> /// <param name="owner">The owner of the map. Any maplet items which don't belong will be hidden</param> /// <param name="actors">The actors which we have generated</param> /// <param name="actorType">The type of actors to generate</param> /// <returns></returns> public MapBlock[,] GenerateMap(int parentTileID, int? parentWallID, Maplet maplet, bool preferSides, string actorType, OwningFactions owner, out Actor[] actors, out MapletActorWanderArea[] wAreas, out MapletPatrolPoint[] patrolRoutes, out MapletFootpathNode[] footpathNodes) { List<Actor> actorList = new List<Actor>(); List<MapletActorWanderArea> wanderAreas = new List<MapletActorWanderArea>(); List<MapletPatrolPoint> patrolRouteList = new List<MapletPatrolPoint>(); List<MapletFootpathNode> footpathNodeList = new List<MapletFootpathNode>(); PlanningMapItemType[,] planningMap = new PlanningMapItemType[maplet.SizeX, maplet.SizeY]; //Step 1: Plan how the map will look //Step 1a: Set all tiles to available, and set the frame to walls if there's a wall planningMap = this.CreateBlueprint(maplet); //Step 1b: Put in the tiles in the actual map, and the walls if they are present MapBlock[,] generatedMap = new MapBlock[maplet.SizeX, maplet.SizeY]; ItemFactory.ItemFactory factory = new ItemFactory.ItemFactory(); int tileID = 0; if (maplet.Tiled) { if (maplet.TileID.HasValue) { tileID = maplet.TileID.Value; } else { //Load the tileID from the factory factory.CreateItem(Archetype.TILES, maplet.TileTag, out tileID); } } else { tileID = parentTileID; } //That's the tiles done for (int x = 0; x < generatedMap.GetLength(0); x++) { for (int y = 0; y < generatedMap.GetLength(1); y++) { MapItem tile = factory.CreateItem("tile", tileID); tile.Coordinate = new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL); MapBlock block = new MapBlock(); block.Tile = tile; generatedMap[x, y] = block; } } //Do the walls now if they are required int? wallID = null; int tempWallID = -1; if (parentWallID.HasValue) { MapItem wall = factory.CreateItem("MUNDANEITEMS", parentWallID.Value); wallID = parentWallID; } else { MapItem wall = factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "wall", out tempWallID); wallID = tempWallID; } if (maplet.Walled && wallID.HasValue) { //wall the edge tiles for (int x = 0; x < maplet.SizeX; x++) { generatedMap[x, 0].PutItemOnBlock(factory.CreateItem("mundaneitems", wallID.Value)); generatedMap[x, maplet.SizeY - 1].PutItemOnBlock(factory.CreateItem("mundaneitems", wallID.Value)); if (maplet.WindowProbability.HasValue && maplet.WindowProbability.Value > 0) { if (random.Next(100) < maplet.WindowProbability.Value) { int itemID; //Put a window :) generatedMap[x, 0].ForcePutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "window", out itemID)); } else if (random.Next(100) < maplet.WindowProbability.Value) { int itemID; //Put a window :) generatedMap[x, maplet.SizeY - 1].ForcePutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "window", out itemID)); } } } for (int y = 0; y < maplet.SizeY; y++) { generatedMap[0, y].PutItemOnBlock(factory.CreateItem("mundaneitems", wallID.Value)); generatedMap[maplet.SizeX - 1, y].PutItemOnBlock(factory.CreateItem("mundaneitems", wallID.Value)); if (maplet.WindowProbability.HasValue && maplet.WindowProbability.Value > 0) { if (random.Next(100) < maplet.WindowProbability.Value) { int itemID; //Put a window :) generatedMap[0, y].ForcePutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "window", out itemID)); } else if (random.Next(100) < maplet.WindowProbability.Value) { int itemID; //Put a window :) generatedMap[maplet.SizeX - 1, y].ForcePutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "window", out itemID)); } } } } //Step 1c: Determine where we'll put the maplets foreach (MapletContentsMaplet childMaplet in maplet.MapletContents.Where(mc => (mc is MapletContentsMaplet)).OrderByDescending(mc => mc.ProbabilityPercentage).ThenBy(mc => random.Next())) { //Calculate the probability of putting the item in, and how many items we're putting for (int i = 0; i < childMaplet.MaxAmount; i++) { if (random.NextDouble() * 100 <= childMaplet.ProbabilityPercentage) { //Does it fit? int x = -1; int y = -1; PlanningMapItemType[,] newMap; //Convert the child maplet into a planning map PlanningMapItemType[,] childMapletBlueprint = this.CreateBlueprint(childMaplet.Maplet); //mark the areas covered by the blueprint as being held by that blueprint if (childMaplet.Position == PositionAffinity.FIXED) { if (Fits(planningMap, childMapletBlueprint, childMaplet.x.Value, childMaplet.y.Value, out newMap)) { //it fits, generate it - <3 Recursion Actor[] childActors = null; MapletActorWanderArea[] wanderA = null; MapletPatrolPoint[] patrolPoints = null; MapletFootpathNode[] fpNodes = null; MapBlock[,] childMap = this.GenerateMap(tileID, wallID.Value, childMaplet.Maplet, childMaplet.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.SIDES, actorType, owner, out childActors, out wanderA, out patrolPoints, out fpNodes); //Add the child actors actorList.AddRange(childActors); //Update any actors's locations should they have any foreach (var actor in childActors) { if (actor.MissionStack.Count() > 0) { var wander = actor.MissionStack.Peek() as WanderMission; if (wander != null) { wander.WanderPoint.X += childMaplet.x.Value; wander.WanderPoint.Y += childMaplet.y.Value; wander.WanderRectangle = new Rectangle(wander.WanderRectangle.X + childMaplet.x.Value, wander.WanderRectangle.Y + childMaplet.y.Value, wander.WanderRectangle.Width, wander.WanderRectangle.Height); } } } //Update any wander areas too foreach (var area in wanderA) { area.WanderRect = new Rectangle(area.WanderRect.X + childMaplet.x.Value, area.WanderRect.Y + childMaplet.y.Value, area.WanderRect.Width, area.WanderRect.Height); area.WanderPoint.X += childMaplet.x.Value; area.WanderPoint.Y += childMaplet.y.Value; } //and patrol points foreach (var point in patrolPoints) { point.Point.X += childMaplet.x.Value; point.Point.Y += childMaplet.y.Value; } foreach (var n in fpNodes) { n.Point.X += childMaplet.x.Value; n.Point.Y += childMaplet.y.Value; } //And add them wanderAreas.AddRange(wanderA); patrolRouteList.AddRange(patrolPoints); footpathNodeList.AddRange(fpNodes); //Join the two maps together generatedMap = this.JoinMaps(generatedMap, childMap, childMaplet.x.Value, childMaplet.y.Value); } } else { if (Fits(planningMap, childMapletBlueprint, childMaplet.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.SIDES, childMaplet.FirstFit, childMaplet.Padding, out x, out y, out newMap)) { //it fits, generate it - <3 Recursion Actor[] childActors = null; MapletActorWanderArea[] wanderA = null; MapletPatrolPoint[] patrolPoints = null; MapletFootpathNode[] fpNodes = null; MapBlock[,] childMap = this.GenerateMap(tileID, wallID.Value, childMaplet.Maplet, childMaplet.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.SIDES, actorType, owner, out childActors, out wanderA, out patrolPoints, out fpNodes); //Add the child actors actorList.AddRange(childActors); //Update any actors's locations should they have any foreach (var actor in childActors) { if (actor.MissionStack.Count() > 0) { var wander = actor.MissionStack.Peek() as WanderMission; if (wander != null) { wander.WanderPoint.X += x; wander.WanderPoint.Y += y; wander.WanderRectangle = new Rectangle(wander.WanderRectangle.X + x, wander.WanderRectangle.Y + y, wander.WanderRectangle.Width, wander.WanderRectangle.Height); } } } //Update any wander areas too foreach (var area in wanderA) { area.WanderRect = new Rectangle(area.WanderRect.X + x, area.WanderRect.Y + y, area.WanderRect.Width, area.WanderRect.Height); area.WanderPoint.X += x; area.WanderPoint.Y += y; } //and patrol routes foreach (var point in patrolPoints) { point.Point.X += x; point.Point.Y += y; } foreach (var n in fpNodes) { n.Point.X += x; n.Point.Y += y; } //And add them wanderAreas.AddRange(wanderA); patrolRouteList.AddRange(patrolPoints); footpathNodeList.AddRange(fpNodes); //Join the two maps together generatedMap = this.JoinMaps(generatedMap, childMap, x, y); } } } } } //Step 2: Put the items into the map //Lets list places we can put it in List<MapBlock> candidateBlocks = new List<MapBlock>(); for (int x = 0; x < planningMap.GetLength(0); x++) { for (int y = 0; y < planningMap.GetLength(1); y++) { if (planningMap[x, y] == PlanningMapItemType.FREE) { candidateBlocks.Add(generatedMap[x, y]); } } } List<MapBlock> edgeBlocks = new List<MapBlock>(); //Lets also get the edge mapblocks - for those who prefer being on the edge for (int x = 0; x < planningMap.GetLength(0); x++) { if (!maplet.Walled) { if (planningMap[x, 0] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[x, 0]); } if (planningMap[x, planningMap.GetLength(1) - 1] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[x, planningMap.GetLength(1) - 1]); } } else { if (planningMap[x, 1] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[x, 1]); } if (planningMap[x, planningMap.GetLength(1) - 2] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[x, planningMap.GetLength(1) - 2]); } } } //Doing the y parts for (int y = 0; y < planningMap.GetLength(1); y++) { if (!maplet.Walled) { if (planningMap[0, y] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[0, y]); } if (planningMap[planningMap.GetLength(0) - 1, y] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[planningMap.GetLength(0) - 1, y]); } } else { if (planningMap[1, y] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[1, y]); } if (planningMap[planningMap.GetLength(0) - 2, y] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[planningMap.GetLength(0) - 2, y]); } } } //go through the maplet contents //Get the smallest x and y coordinate in the candidate blocks so we can use it for fixed things int smallestX = -1; int smallestY = -1; try { smallestX = candidateBlocks.Select(b => b.Tile.Coordinate.X).Min(); smallestY = candidateBlocks.Select(b => b.Tile.Coordinate.Y).Min(); } catch { //No space :( } foreach (MapletContents contents in maplet.MapletContents.Where(mc => mc is MapletContentsItem || mc is MapletContentsItemTag || mc is MapletContentsItemSpecial).OrderByDescending(mc => mc.ProbabilityPercentage)) { //We'll see if we even put this at all MapItem itemPlaced = null; for (int i = 0; i < contents.MaxAmount; i++) { //lets see what the probability of putting it in is if ((random.NextDouble() * 100) <= contents.ProbabilityPercentage) { //Put it in if (contents is MapletContentsItem) { MapletContentsItem mapletContent = (MapletContentsItem)contents; itemPlaced = factory.CreateItem(mapletContent.ItemCategory, mapletContent.ItemID); } else if (contents is MapletContentsItemTag) { MapletContentsItemTag mapletContent = (MapletContentsItemTag)contents; int tempInt; itemPlaced = factory.CreateItem(mapletContent.Category, mapletContent.Tag, out tempInt); //I CHANGED THIS itemPlaced.OwnedBy = mapletContent.Factions; } else if (contents is MapletContentsItemSpecial) { //what type is it switch ((contents as MapletContentsItemSpecial).Type) { case "StairsUp": itemPlaced = new DungeonStairs(true); break; case "StairsDown": itemPlaced = new DungeonStairs(false); break; case "SummoningCircle": itemPlaced = new SummoningCircle(); break; case "TreasureChest": itemPlaced = new TreasureChest(); break; case "Altar": itemPlaced = new Altar(); break; case "WishingWell": itemPlaced = new WishingWell(); break; case "Potion": var potionType = (PotionType[]) Enum.GetValues(typeof(PotionType)); var potion = potionType.GetRandom(); itemPlaced = new Potion(potion); break; default: throw new NotImplementedException("No code for " + (contents as MapletContentsItemSpecial).Type + " can be found"); } } if (candidateBlocks.Count != 0) { //Lets decide where to put it if (contents.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.SIDES && edgeBlocks.Count != 0) { //pick a place at random and add it to the maplet int position = random.Next(edgeBlocks.Count); edgeBlocks[position].PutItemOnBlock(itemPlaced); if (!contents.AllowItemsOnTop) { //remove it from both candidateBlocks.Remove(edgeBlocks[position]); edgeBlocks.RemoveAt(position); } } if (contents.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.MIDDLE && candidateBlocks.Except(edgeBlocks).Count() != 0) { //pick a place at random and add it to the maplet int position = random.Next(candidateBlocks.Except(edgeBlocks).Count()); MapBlock block = candidateBlocks.Except(edgeBlocks).ToArray()[position]; block.PutItemOnBlock(itemPlaced); if (!contents.AllowItemsOnTop) { //remove it from both candidateBlocks.Remove(block); edgeBlocks.Remove(block); } } if (contents.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.ANYWHERE) { //pick a place at random and add it to the maplet int position = random.Next(candidateBlocks.Count); candidateBlocks[position].PutItemOnBlock(itemPlaced); if (!contents.AllowItemsOnTop) { //remove it from both edgeBlocks.Remove(candidateBlocks[position]); candidateBlocks.RemoveAt(position); } } if (contents.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.FIXED) { //Fix it in a particular position. MapCoordinate coordinate = new MapCoordinate(smallestX + contents.x.Value, smallestY + contents.y.Value, 0, DRObjects.Enums.MapType.LOCAL); var selectedBlock = candidateBlocks.Where(cb => cb.Tile.Coordinate.Equals(coordinate)).FirstOrDefault(); if (selectedBlock != null) { //maybe someone put something there already selectedBlock.PutItemOnBlock(itemPlaced); } if (!contents.AllowItemsOnTop) { //and remoev it from both candidateBlocks.Remove(selectedBlock); edgeBlocks.Remove(selectedBlock); } } } } } } //Step 3: Stripe through the map except for the current maplet's walls - work out where the walls are, and for each wall segment, put a door in #region Wall Segments List<Line> wallSegments = new List<Line>(); for (int x = 1; x < planningMap.GetLength(0) - 1; x++) { //lets see if we find a wall Segment Line wallSegment = null; for (int y = 1; y < planningMap.GetLength(1) - 1; y++) { if (planningMap[x, y] == PlanningMapItemType.WALL) { //Three possibilities exist. Either this is the start of a wall segment //Or this is a continuation of a wall segment //Or this is the end of a wall segment // -> Because there is an intersection // -> Because there was an active wall segment and there is no wall in this one if (wallSegment == null) { //Its a start wallSegment = new Line(new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL), null); } else { //Continuation or end //Check if there's an interesection //Go up one and down one. If there is the maplet's walls there won't be a door - but then there'll be a double wall anyway which makes no sense if (planningMap[x + 1, y] == PlanningMapItemType.WALL || planningMap[x - 1, y] == PlanningMapItemType.WALL) { //terminate the wall - and start a new one wallSegment.End = new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL); wallSegments.Add(wallSegment); wallSegment = new Line(new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL), null); } else { //do nothing, its a continuation } } } else { //Mayhaps a line has stopped? if (wallSegment != null) { //It has - lets terminate it wallSegment.End = new MapCoordinate(x, y - 1, 0, DRObjects.Enums.MapType.LOCAL); wallSegments.Add(wallSegment); wallSegment = null; } } } //Check if there's an active line - maybe it reaches till the end of the maplet if (wallSegment != null) { wallSegment.End = new MapCoordinate(x, (planningMap.GetLength(1) - 1), 0, DRObjects.Enums.MapType.LOCAL); wallSegments.Add(wallSegment); wallSegment = null; } } //Now stripe in the other direction for (int y = 1; y < planningMap.GetLength(1) - 1; y++) { //lets see if we find a wall Segment Line wallSegment = null; for (int x = 1; x < planningMap.GetLength(0) - 1; x++) { if (planningMap[x, y] == PlanningMapItemType.WALL) { //Three possibilities exist. Either this is the start of a wall segment //Or this is a continuation of a wall segment //Or this is the end of a wall segment // -> Because there is an intersection // -> Because there was an active wall segment and there is no wall in this one if (wallSegment == null) { //Its a start wallSegment = new Line(new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL), null); } else { //Continuation or end //Check if there's an interesection //Go up one and down one. If there is the maplet's walls there won't be a door - but then there'll be a double wall anyway which makes no sense if (planningMap[x, y + 1] == PlanningMapItemType.WALL || planningMap[x, y - 1] == PlanningMapItemType.WALL) { //terminate the wall - and start a new one wallSegment.End = new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL); wallSegments.Add(wallSegment); wallSegment = new Line(new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL), null); } else { //do nothing, its a continuation } } } else { //Mayhaps a line has stopped? if (wallSegment != null) { //It has - lets terminate it wallSegment.End = new MapCoordinate(x - 1, y, 0, DRObjects.Enums.MapType.LOCAL); wallSegments.Add(wallSegment); wallSegment = null; } } } //Check if there's an active line - maybe it reaches till the end of the maplet if (wallSegment != null) { wallSegment.End = new MapCoordinate(planningMap.GetLength(0) - 1, y, 0, DRObjects.Enums.MapType.LOCAL); wallSegments.Add(wallSegment); wallSegment = null; } } #endregion Wall Segments #region Doors //Get all wall segments larger than 0, and we can put a door there foreach (Line segment in wallSegments.Where(ws => ws.Length() > 1)) { //Put a door somewhere, as long as its not the start or end //Oh and remove the wall MapBlock block = null; if (segment.Start.X == segment.End.X) { //Get the entirety of the segment List<int> possibleYs = new List<int>(); int smallerY = Math.Min(segment.Start.Y, segment.End.Y); int largerY = Math.Max(segment.Start.Y, segment.End.Y); //Check in the real map whether the tile next to it is free for walking in for (int y = smallerY + 1; y <= largerY; y++) { if (generatedMap[segment.Start.X - 1, y].MayContainItems && generatedMap[segment.Start.X + 1, y].MayContainItems) { possibleYs.Add(y); } } //Now check whether there's a possible y, and pick a random one from it if (possibleYs.Count != 0) { block = generatedMap[segment.Start.X, possibleYs[random.Next(possibleYs.Count - 1)]]; } else { //nothing to do - take smallest block = generatedMap[segment.Start.X, segment.Start.Y + 1]; } } else { List<int> possibleXs = new List<int>(); int smallerX = Math.Min(segment.Start.X, segment.End.X); int largerX = Math.Max(segment.Start.X, segment.End.X); //Check in the real map whether the tile next to it is free for walking in for (int x = smallerX + 1; x <= largerX; x++) { if (generatedMap[x, segment.Start.Y - 1].MayContainItems && generatedMap[x, segment.Start.Y + 1].MayContainItems) { possibleXs.Add(x); } } //Now check whether there's a possible x, and pick a random one from it if (possibleXs.Count != 0) { block = generatedMap[possibleXs[random.Next(possibleXs.Count - 1)], segment.Start.Y]; } else { //nothing to do - take the smallest one block = generatedMap[segment.Start.X + 1, segment.Start.Y]; } } try { if (block != null) { block.RemoveTopItem(); int doorID = -1; block.PutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "door", out doorID)); } } catch { } } #endregion #region Enemies //Now lets create enemies :) foreach (var mc in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletActor))).OrderByDescending(o => o.ProbabilityPercentage)) { var actor = mc as MapletActor; for (int i = 0; i < actor.MaxAmount; i++) { //Check the random if (random.Next(100) < actor.ProbabilityPercentage) { int actorID = 0; string enemyType = actor.UseLocalType ? actorType : actor.EnemyType; //For now set gear cost to 0 Actor newActor = ActorGeneration.CreateActor(enemyType, actor.EnemyTag, null, 10, 0, null, out actorID); if (actor.VendorType.HasValue) { GenerateVendor(newActor, actor); } //Generate the map character var mapCharacter = factory.CreateItem("enemies", actorID); newActor.MapCharacter = mapCharacter; if (!actor.Factions.HasFlag(owner)) { //inactive character newActor.MapCharacter.IsActive = false; } (mapCharacter as LocalCharacter).Actor = newActor; //Lets position them randomly for (int attempt = 0; attempt < 150; attempt++) { //Try 150 times int x = random.Next(maplet.SizeX); int y = random.Next(maplet.SizeY); if (generatedMap[x, y].MayContainItems) { //Put it there mapCharacter.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL); generatedMap[x, y].ForcePutItemOnBlock(mapCharacter); actorList.Add(newActor); //What mission does he have? if (actor.EnemyMission == ActorMissionType.WANDER) { newActor.MissionStack.Push(new WanderMission() { LoiterPercentage = 80, WanderPoint = new MapCoordinate(mapCharacter.Coordinate), WanderRectangle = new Rectangle(0, 0, generatedMap.GetLength(0), generatedMap.GetLength(1)) }); } break; } } } } } #endregion #region Wander Areas foreach (var mc in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletActorWanderArea)))) { var wander = mc as MapletActorWanderArea; //The area of this is going to be the entire maplet (so if we're in a submaplet, they'll wander in there - Awesome no ?) wander.WanderRect = new Rectangle(0, 0, generatedMap.GetLength(0), generatedMap.GetLength(1)); //Pick the wander point to be the middle of the rectangle. If the point isn't valid we might have a problem wander.WanderPoint = new MapCoordinate(generatedMap.GetLength(0) / 2, generatedMap.GetLength(1) / 2, 0, MapType.LOCAL); MapletActorWanderArea clone = new MapletActorWanderArea(); clone.WanderPoint = new MapCoordinate(wander.WanderPoint); clone.WanderRect = new Rectangle(wander.WanderRect.X, wander.WanderRect.Y, wander.WanderRect.Width, wander.WanderRect.Height); clone.Profession = wander.Profession; clone.OwnerFactions = wander.OwnerFactions; wanderAreas.Add(clone); } wAreas = wanderAreas.ToArray(); #endregion #region Patrol Points & Paths foreach (var mc in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletPatrolPoint)))) { var point = mc as MapletPatrolPoint; //The point is going to be in the middle of the entire maplet point.Point = new MapCoordinate(generatedMap.GetLength(0) / 2, generatedMap.GetLength(1) / 2, 0, MapType.LOCAL); MapletPatrolPoint clone = new MapletPatrolPoint(); clone.Point = new MapCoordinate(point.Point); clone.OwnerFactions = point.OwnerFactions; clone.Profession = point.Profession; clone.PointRadius = point.PointRadius; patrolRouteList.Add(clone); } patrolRoutes = patrolRouteList.ToArray(); foreach (var n in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletFootpathNode)))) { var node = n as MapletFootpathNode; //Point is going to be in the middle of the entire maplet node.Point = new MapCoordinate(generatedMap.GetLength(0) / 2, generatedMap.GetLength(1) / 2, 0, MapType.LOCAL); //Better create a new one MapletFootpathNode clone = new MapletFootpathNode(); clone.Point = new MapCoordinate(node.Point); clone.IsPrimary = node.IsPrimary; footpathNodeList.Add(clone); } footpathNodes = footpathNodeList.ToArray(); #endregion #region Aniamls //Now lets create enemies :) foreach (var mc in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletHerd))).OrderByDescending(o => o.ProbabilityPercentage)) { var herd = mc as MapletHerd; for (int i = 0; i < herd.MaxAmount; i++) { //Check the random if (random.Next(100) < herd.ProbabilityPercentage) { var herds = ActorGeneration.CreateAnimalHerds(herd.Biome, herd.Domesticated, herd.HerdTag, 1); foreach (var animalHerd in herds) { foreach (var animal in animalHerd) { //Position them on the map for (int attempt = 0; attempt < 150; attempt++) { //Try 150 times int x = random.Next(maplet.SizeX); int y = random.Next(maplet.SizeY); if (generatedMap[x, y].MayContainItems) { //Put it there animal.MapCharacter.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL); generatedMap[x, y].ForcePutItemOnBlock(animal.MapCharacter); actorList.Add(animal); //Wander around does he have? animal.MissionStack.Push(new WanderMission() { LoiterPercentage = 80, WanderPoint = new MapCoordinate(animal.MapCharacter.Coordinate), WanderRectangle = new Rectangle(0, 0, generatedMap.GetLength(0), generatedMap.GetLength(1)) }); break; } } } } } } } #endregion actors = actorList.ToArray(); #region Ownership //Go through all map items - If they're not valid for this particular owner, make them inactive. foreach (var mapBlock in generatedMap) { foreach (var item in mapBlock.GetItems()) { if (!item.OwnedBy.HasFlag(owner)) { item.IsActive = false; } } } #endregion //we're done return generatedMap; }
/// <summary> /// Part 1 - Generate the base map /// </summary> /// <param name="level"></param> /// <param name="percentCovered"></param> /// <returns></returns> private static MapBlock[,] GenerateBaseMap(int level, int percentCovered, out List<Rectangle> rectangles, out int tileID) { MapBlock[,] map = new MapBlock[SIZE, SIZE]; ItemFactory.ItemFactory fact = new ItemFactory.ItemFactory(); //Put the tiles tileID = -1; var dummy = fact.CreateItem("tiles", "cave", out tileID); for (int x = 0; x < SIZE; x++) { for (int y = 0; y < SIZE; y++) { map[x, y] = new MapBlock(); //Start with air :) map[x, y].Tile = new Air(); map[x, y].Tile.Coordinate = (new MapCoordinate(x, y, 0, MapType.LOCAL)); } } //Now we need to drop particular shapes on the map, with a minimum area of MINIMUM_AREA until we reach a particular percentage covered int totalCovered = 0; //Or until we run out of attempts int attempts = 0; rectangles = new List<Rectangle>(); while (totalCovered < AREA && attempts < 50) { attempts++; //Pick a random spot to drop it in Random random = GameState.Random; Point p = new Point(random.Next(SIZE), random.Next(SIZE)); //From this point, draw a rectangle with a random size from Edge to Edge Rectangle rect = new Rectangle(p.X, p.Y, random.Next(MINIMUM_EDGE, MAXIMUM_EDGE), random.Next(MINIMUM_EDGE, MAXIMUM_EDGE)); //Does it have a valid area? Is it within the current map if ((rect.Width * rect.Height) >= MINIMUM_AREA && rect.Right < SIZE && rect.Bottom < SIZE) { //Does it intersect or is contained within another rectangle ? //(This will not preclude two rectangles next to each other, as long as they don't intersect) if (rectangles.Any(r => r.Intersects(rect) || r.Contains(rect) || rect.Contains(r))) { //invalid continue; } rectangles.Add(rect); //Valid totalCovered += (rect.Width * rect.Height); attempts = 0; } else { //invalid continue; } } //Now we should have a number of rectangles, let's turn those into actual rooms foreach (var rect in rectangles) { for (int x = 0; x < rect.Width; x++) { for (int y = 0; y < rect.Height; y++) { MapCoordinate coord = new MapCoordinate(rect.X + x, rect.Y + y, 0, MapType.LOCAL); MapBlock b = map[coord.X, coord.Y]; b.Tile = fact.CreateItem("tiles", tileID); b.Tile.Coordinate = coord; } } } int pathTile = -1; dummy = fact.CreateItem("tiles", "pavement", out pathTile); //Let's connect each room with each other room for (int i = 0; i < rectangles.Count; i++) { Rectangle curr = rectangles[i]; Rectangle next = i == rectangles.Count - 1 ? rectangles[0] : rectangles[i + 1]; //Next rectangle is either the one in the list, or the first one PathfinderInterface.Nodes = GeneratePathfindingMapConnector(map); //Path from the center of the rectangles var path = PathfinderInterface.GetPath(new MapCoordinate(curr.Center.X, curr.Center.Y, 0, MapType.LOCAL), new MapCoordinate(next.Center.Y, next.Center.Y, 0, MapType.LOCAL)); if (path != null) { //Path it! foreach (var p in path) { if (!map[p.X, p.Y].MayContainItems) { MapCoordinate coord = new MapCoordinate(p.X, p.Y, 0, MapType.LOCAL); MapBlock b = map[coord.X, coord.Y]; b.Tile = fact.CreateItem("tiles", pathTile); b.Tile.Coordinate = coord; } } } } //Now we can go through the blocks and put walls around the border int borderID = -1; dummy = fact.CreateItem("mundaneitems", "dungeon wall", out borderID); for (int x = 0; x < SIZE; x++) { for (int y = 0; y < SIZE; y++) { MapBlock current = map[x, y]; if (!current.MayContainItems) { //Are we near one which can contain items? if (GetBlocksAroundPoint(map, current.Tile.Coordinate, 1).Any(b => b.MayContainItems)) { //Yep - put a wall there current.ForcePutItemOnBlock(fact.CreateItem("mundaneitems", borderID)); } } } } return map; }
/// <summary> /// Returns true if this block is a distance of 1 away from any of the blocks in this region /// </summary> /// <param name="block"></param> /// <returns></returns> public bool IsNeighbour(MapBlock block) { return Blocks.Any(b => Math.Abs(b.Tile.Coordinate - block.Tile.Coordinate) <= 1); }
/// <summary> /// Generates a pathfinding map for connecting /// </summary> /// <param name="map"></param> /// <returns></returns> private static byte[,] GeneratePathfindingMapConnector(MapBlock[,] map) { //Generate a byte map of x and y int squareSize = PathfinderInterface.CeilToPower2(Math.Max(map.GetLength(0), map.GetLength(1))); byte[,] pf = new byte[squareSize, squareSize]; for (int i = 0; i < map.GetLength(0); i++) { for (int j = 0; j < map.GetLength(1); j++) { if (i < map.GetLength(0) - 1 && j < map.GetLength(1) - 1) { //To promote path reuse - if it contains a path give it a weight of 1, otherwise 5, otherwise 50 if (map[i, j] == null) { pf[i, j] = Byte.MaxValue; } else if (map[i, j].MayContainItems) { if (map[i, j].Tile.InternalName.ToLower() == "pavement") { pf[i, j] = (byte)1; } else { pf[i, j] = (byte)5; } } else { pf[i, j] = (byte)50; } } else { //Put in the largest possible weight pf[i, j] = Byte.MaxValue; } } } return pf; }
/// <summary> /// Generates a pathfinding map from the mapl pushed in /// </summary> /// <returns></returns> private static byte[,] GeneratePathfindingMap(MapBlock[,] map) { //Generate a byte map of x and y int squareSize = PathfinderInterface.CeilToPower2(Math.Max(map.GetLength(0), map.GetLength(1))); byte[,] pf = new byte[squareSize, squareSize]; for (int i = 0; i < map.GetLength(0); i++) { for (int j = 0; j < map.GetLength(1); j++) { if (i < map.GetLength(0) - 1 && j < map.GetLength(1) - 1) { //Copyable - if it may contain items, put a weight of 1, otherwise an essagerated one. Also consider who the owners are. If it's owned by someone in particular then ignore it pf[i, j] = map[i, j] != null ? map[i, j].MayContainItems || map[i,j].GetTopItem().OwnedBy != (OwningFactions.ABANDONED | OwningFactions.BANDITS | OwningFactions.HUMANS | OwningFactions.ORCS | OwningFactions.UNDEAD ) ? (byte)1 : Byte.MaxValue : Byte.MaxValue; } else { //Put in the largest possible weight pf[i, j] = Byte.MaxValue; } } } return pf; }
/// <summary> /// Add a block to a local map /// </summary> /// <param name="block"></param> public void AddToLocalMap(MapBlock block) { //Does it belong on the local map? MapCoordinate coord = block.Tile.Coordinate; try { //Check whether the block is within the bounds of the map if (block.Tile.Coordinate.X < this.localGameMap.GetLength(0) && block.Tile.Coordinate.X >= 0) { if (block.Tile.Coordinate.Y < this.localGameMap.GetLength(1) && block.Tile.Coordinate.Y >= 0) { if (block.Tile.Coordinate.Z < this.localGameMap.GetLength(2) && block.Tile.Coordinate.Z >= 0) { //write it localGameMap[block.Tile.Coordinate.X, block.Tile.Coordinate.Y, block.Tile.Coordinate.Z] = block; } } } } catch { //Error throw new Exception("The map already has data at the coordinate " + block.Tile.Coordinate); } }