public override void Apply(ZoneGenContext zoneContext, IGenContext context, StablePriorityQueue <Priority, IGenStep> queue) { int id = zoneContext.CurrentID; foreach (int floorId in SpreadPlan.DropPoints) { if (floorId != zoneContext.CurrentID) { continue; } foreach (IGenPriority vaultStep in VaultSteps) { queue.Enqueue(vaultStep.Priority, vaultStep.GetItem()); } { SpawnList <MapItem> itemListSlice = Items.GetSpawnList(id); PickerSpawner <ListMapGenContext, MapItem> constructedSpawns = new PickerSpawner <ListMapGenContext, MapItem>(new LoopedRand <MapItem>(itemListSlice, ItemAmount[id])); List <IStepSpawner <ListMapGenContext, MapItem> > steps = new List <IStepSpawner <ListMapGenContext, MapItem> >(); steps.Add(constructedSpawns); if (ItemSpawners.ContainsItem(id)) { IStepSpawner <ListMapGenContext, MapItem> treasures = ItemSpawners[id].Copy(); steps.Add(treasures); } PresetMultiRand <IStepSpawner <ListMapGenContext, MapItem> > groupRand = new PresetMultiRand <IStepSpawner <ListMapGenContext, MapItem> >(steps.ToArray()); RandomRoomSpawnStep <ListMapGenContext, MapItem> detourItems = ItemPlacements[id].Copy(); detourItems.Spawn = new MultiStepSpawner <ListMapGenContext, MapItem>(groupRand); queue.Enqueue(ItemPriority, detourItems); } SpawnList <MobSpawn> mobListSlice = Mobs.GetSpawnList(id); if (mobListSlice.CanPick) { //secret enemies SpecificTeamSpawner specificTeam = new SpecificTeamSpawner(); MobSpawn newSpawn = mobListSlice.Pick(context.Rand).Copy(); specificTeam.Spawns.Add(newSpawn); //use bruteforce clone for this PlaceRandomMobsStep <ListMapGenContext> secretMobPlacement = MobPlacements[id].Copy(); secretMobPlacement.Spawn = new LoopedTeamSpawner <ListMapGenContext>(specificTeam, MobAmount[id]); queue.Enqueue(MobPriority, secretMobPlacement); } } }
public override void Apply(ZoneGenContext zoneContext, IGenContext context, StablePriorityQueue <Priority, IGenStep> queue) { int id = zoneContext.CurrentID; foreach (int floorId in SpreadPlan.DropPoints) { if (floorId != zoneContext.CurrentID) { continue; } { SpawnList <AddBossRoomStep <ListMapGenContext> > bossListSlice = BossSteps.GetSpawnList(id); if (!bossListSlice.CanPick) { return; } AddBossRoomStep <ListMapGenContext> bossStep = bossListSlice.Pick(context.Rand).Copy(); queue.Enqueue(BossRoomPriority, bossStep); } foreach (IGenPriority vaultStep in VaultSteps) { queue.Enqueue(vaultStep.Priority, vaultStep.GetItem()); } { SpawnList <MapItem> itemListSlice = Items.GetSpawnList(id); PickerSpawner <ListMapGenContext, MapItem> constructedSpawns = new PickerSpawner <ListMapGenContext, MapItem>(new LoopedRand <MapItem>(itemListSlice, ItemAmount[id])); IStepSpawner <ListMapGenContext, MapItem> treasures = ItemSpawners[id].Copy(); PresetMultiRand <IStepSpawner <ListMapGenContext, MapItem> > groupRand = new PresetMultiRand <IStepSpawner <ListMapGenContext, MapItem> >(constructedSpawns, treasures); RandomRoomSpawnStep <ListMapGenContext, MapItem> detourItems = ItemPlacements[id].Copy(); detourItems.Spawn = new MultiStepSpawner <ListMapGenContext, MapItem>(groupRand); queue.Enqueue(RewardPriority, detourItems); } } }
protected RoomSpawnStep(IStepSpawner <TGenContext, TSpawnable> spawn) : base(spawn) { }
public DueSpawnStep(IStepSpawner <TGenContext, TSpawnable> spawn, int successPercent) : base(spawn) { this.SuccessPercent = successPercent; }
protected BaseSpawnStep(IStepSpawner <TGenContext, TSpawnable> spawn) { this.Spawn = spawn; }
public TerrainSpawnStep(ITile terrain, IStepSpawner <TGenContext, TSpawnable> spawn) : base(spawn) { this.Terrain = terrain; }
public TerminalSpawnStep(IStepSpawner <TGenContext, TSpawnable> spawn, bool includeHalls = false) : base(spawn) { this.IncludeHalls = includeHalls; }
public BoxSpawner(int id, IStepSpawner <TGenContext, MapItem> spawner) { this.BaseSpawner = spawner; this.BoxID = id; }
public RandomSpawnStep(IStepSpawner <TGenContext, TSpawnable> spawn) : base(spawn) { }
public DisconnectedSpawnStep(IStepSpawner <T, E> spawn) : base(spawn) { }
public DueSpawnStep(IStepSpawner <TGenContext, TSpawnable> spawn, int successPercent, bool includeHalls = false) : base(spawn) { this.SuccessPercent = successPercent; this.IncludeHalls = includeHalls; }
public SpecificSpawnStep(IStepSpawner <TGenContext, TSpawnable> spawn, List <Loc> spawnLocs) : base(spawn) { this.SpawnLocs = spawnLocs; }
protected RoomSpawnStep(IStepSpawner <TGenContext, TSpawnable> spawn) : base(spawn) { this.Filters = new List <BaseRoomFilter>(); }