private bool findCASpawns(LevelGenOutput output) { List <LevelGenMap.Coordinate> openTiles = new List <LevelGenMap.Coordinate>(output.OpenTiles); openTiles.Shuffle(); EnemySelector enemySelector = new EnemySelector(); int difficulty = ProgressData.GetCurrentDifficulty(); IntegerVector enemyCountRange = output.Input.GetCurrentNumEnemiesRange(); int[] guaranteedEnemiesPlaced = new int[output.Input.GuaranteedEnemiesByDifficulty.Length]; this.NumEnemies = Random.Range(enemyCountRange.X, enemyCountRange.Y + 1); LevelGenCaveInfo caveInfo = output.MapInfo[LevelGenCaveInfo.KEY] as LevelGenCaveInfo; if (ProgressData.IsMiniBoss(ProgressData.MostRecentTile)) { findMinibossSpawn(openTiles, (caveInfo.Data as List <List <LevelGenMap.Coordinate> >)[0]); } if (openTiles.Count <= (this.NumEnemies + DynamicData.MAX_PLAYERS) * output.Input.MinDistanceBetweenSpawns * 2 + 1) { Debug.Log("Regeneration necessary - CA"); return(false); } else { spawnSimple(0, output, guaranteedEnemiesPlaced, enemySelector, difficulty, openTiles, true); } return(true); }
private bool findBSPCAComboSpawns(LevelGenOutput output) { List <LevelGenMap.Coordinate> openTiles = new List <LevelGenMap.Coordinate>(output.OpenTiles); openTiles.Shuffle(); EnemySelector enemySelector = new EnemySelector(); int difficulty = ProgressData.GetCurrentDifficulty(); IntegerVector enemyCountRange = output.Input.GetCurrentNumEnemiesRange(); int[] guaranteedEnemiesPlaced = new int[output.Input.GuaranteedEnemiesByDifficulty.Length]; this.NumEnemies = Random.Range(enemyCountRange.X, enemyCountRange.Y + 1); LevelGenCaveInfo caveInfo = output.MapInfo[LevelGenCaveInfo.KEY] as LevelGenCaveInfo; if (ProgressData.IsMiniBoss(ProgressData.MostRecentTile)) { findMinibossSpawn(openTiles, (caveInfo.Data as List <List <LevelGenMap.Coordinate> >)[0]); } LevelGenRoomInfo roomInfo = output.MapInfo[LevelGenRoomInfo.KEY] as LevelGenRoomInfo; List <SimpleRect> availableRooms = new List <SimpleRect>(roomInfo.Data as List <SimpleRect>); availableRooms.Shuffle(); // Player room SimpleRect playerRoom = availableRooms[availableRooms.Count - 1]; availableRooms.RemoveAt(availableRooms.Count - 1); List <LevelGenMap.Coordinate> playerRoomCoords = coordinatesInRoom(playerRoom); openTiles.RemoveList(playerRoomCoords); playerRoomCoords.Shuffle(); for (int p = 0; p < DynamicData.MAX_PLAYERS; ++p) { if (DynamicData.GetSessionPlayer(p).HasJoined) { _playerSpawns.Add(playerRoomCoords[playerRoomCoords.Count - 1].integerVector); playerRoomCoords.RemoveAt(playerRoomCoords.Count - 1); } } if (openTiles.Count <= (this.NumEnemies + DynamicData.MAX_PLAYERS) * output.Input.MinDistanceBetweenSpawns * 2 + 1) { Debug.Log("Regeneration necessary - CA"); return(false); } else { spawnSimple(0, output, guaranteedEnemiesPlaced, enemySelector, difficulty, openTiles, false); } return(true); }