Пример #1
0
        public string NoStraight()
        {
            //roomFreq = 0;
            Encounter e = new Encounter();
            Randomizer r = new Randomizer();
            string _dir;

            //**************************************************************************************************************************************
            //***********************************          CONTROL DENSITY OF ROOMS HERE AND ABOVE          ****************************************
            //**************************************************************************************************************************************
            int rand = r.RandNumber(1, 25 + roomFreq); //NOT WORKING

            if (rand < 9) { _dir = "turns left and then continues for " + Feet() + " The passage is " + PassWidth();} //1-8
            else if (rand < 17) {_dir = "ends at a room." + " The passage is " + PassWidth();} //9-16
            else if (rand < 20) { _dir = "ends at a door." + " The passage is " + PassWidth() + AfterDoor(); } //17-19
            else if (rand < 23) { _dir = "reveals " + e.Wandering() + ".  The passage is " + PassWidth(); } //20-22
            else if (rand < 24) { _dir = "terminates at a dead end." + SecretDoor() + " The passage is " + PassWidth();} //23
            else {_dir = "ends at a room." + " The passage is " + PassWidth();} //24 and >
            numOfStraights = 0;
            return _dir;
        }
Пример #2
0
        private void btnMap_Click(object sender, EventArgs e)
        {
            tbChaRes.Text = "";
            tbEncRes.Text = "";
            tbPasRes.Text = "";
            tbTreRes.Text = "";

            if (cbRoomFreq.Text == "Few") { roomFreq = 2; }
            else if (cbRoomFreq.Text == "Moderate") { roomFreq = 4; }
            else if (cbRoomFreq.Text == "Average") { roomFreq = 6; }
            else if (cbRoomFreq.Text == "More") { roomFreq = 8; }
            else if (cbRoomFreq.Text == "Many") { roomFreq = 10; }
            else { roomFreq = 0; }

            if (cbHallDist.Text == "Shortest") { roomSpread = 0; }
            else if (cbHallDist.Text == "Short") { roomSpread = 1; }
            else if (cbHallDist.Text == "Moderate") { roomSpread = 2; }
            else if (cbHallDist.Text == "Long") { roomSpread = 3; }
            else if (cbHallDist.Text == "Longest") { roomSpread = 4; }
            else { roomSpread = 0; }

            Passage p = new Passage();
            p.SetupRollMods(roomFreq, roomSpread);

            //main generate methods...//
            RoomChamber rc = new RoomChamber();
            Encounter en = new Encounter();
            Treasure t = new Treasure();

            tbPasRes.Text = p.PassageChk();

            if (tbPasRes.Text.Contains("wandering monster"))
            {
                tbEncRes.Text = en.Wandering();
            }
            if (tbPasRes.Text.Contains("room"))
            {
                tbChaRes.Text = rc.Chamber();
            }
            if (tbChaRes.Text.Contains("an encounter"))
            {
                tbEncRes.Text = en.Monster();
            }
            if (tbChaRes.Text.Contains("treasure"))
            {
                tbTreRes.Text = t.TreasureRoll();
            }

            //####################################################################################################################################
            //####################################################################################################################################

            // #################### need to check reg to see if anything saved, if not popup setup form. #########################################

            //####################################################################################################################################
            //####################################################################################################################################
        }