示例#1
0
        public override void Generate(VGArea mArea)
        {
            // Create a clone of the world's map
            VGArea areaClone = mArea.Clone();

            // Set all solids to walls
            for (int iY = 0; iY < areaClone.Height; iY++)
            {
                for (int iX = 0; iX < areaClone.Width; iX++)
                {
                    if (areaClone[iX, iY].Value == ValueSolid)
                    {
                        mArea[iX, iY].Set(ValueWall);
                    }
                }
            }

            // Create a clone of the world's map
            areaClone = mArea.Clone();

            // Sets all walls with 9 wall neighbors to solid
            for (int iY = 0; iY < areaClone.Height; iY++)
            {
                for (int iX = 0; iX < areaClone.Width; iX++)
                {
                    if (areaClone.GetTileNeighborsCountByValue(iX, iY, ValueWall) > 8)
                    {
                        mArea[iX, iY].Set(ValueSolid);
                    }
                }
            }
        }
示例#2
0
        public override void Generate(VGArea mArea)
        {
            // Create a clone of the world's map
            VGArea areaClone = mArea.Clone();

            // Set all solids to walls
            for (int iY = 0; iY < areaClone.Height; iY++) for (int iX = 0; iX < areaClone.Width; iX++) if (areaClone[iX, iY].Value == ValueSolid) mArea[iX, iY].Set(ValueWall);

            // Create a clone of the world's map
            areaClone = mArea.Clone();

            // Sets all walls with 9 wall neighbors to solid
            for (int iY = 0; iY < areaClone.Height; iY++) for (int iX = 0; iX < areaClone.Width; iX++) if (areaClone.GetTileNeighborsCountByValue(iX, iY, ValueWall) > 8) mArea[iX, iY].Set(ValueSolid);
        }
示例#3
0
        public override void Generate(VGArea mArea)
        {
            // Randomly put solid tiles in the world
            int solidTilesAmount = (mArea.Width * mArea.Height) / 100 * InitialSolidPercent;

            for (int i = 0; i < solidTilesAmount; i++)
            {
                mArea.GetRandomTile().Set(ValueSolid);
            }

            // Iterate generation
            for (int iteration = 0; iteration < Iterations; iteration++)
            {
                // Create a clone of the world's map
                VGArea areaClone = mArea.Clone();

                // Cellar automata rule 4-5
                for (int iY = 0; iY < areaClone.Height; iY++)
                {
                    for (int iX = 0; iX < areaClone.Width; iX++)
                    {
                        if (areaClone.GetTileNeighborsCountByValue(iX, iY, 1, ValueSolid) <= RequiredSolidToStarve)
                        {
                            mArea[iX, iY].Set(ValuePassable);
                        }
                        else if (areaClone.GetTileNeighborsCountByValue(iX, iY, 1, ValueSolid) >= RequiredSolidToSolidify)
                        {
                            mArea[iX, iY].Set(ValueSolid);
                        }
                    }
                }
            }
        }
示例#4
0
        public override void Generate(VGArea mArea)
        {
            FinalAreas.Add(mArea.Clone());

            for (int i = 0; i < Splits; i++)
            {
                FinalAreas = Split(FinalAreas, i % 2 == 0, i == Splits - 1);
            }

            List <VGArea> toRemove = FinalAreas.Where(t => VGUtils.GetRandomInt(0, 100) <= RemoveChancePercent).ToList();

            foreach (VGArea area in toRemove)
            {
                FinalAreas.Remove(area);
            }

            if (IsBorder)
            {
                foreach (VGArea area in FinalAreas)
                {
                    foreach (VGTile tile in area.GetBorderTiles())
                    {
                        tile.Set(ValueSolid, false);
                    }
                }
            }

            if (IsCarved)
            {
                foreach (VGArea area in FinalAreas)
                {
                    for (int iY = 1 + CarveOffset; iY < area.Height - 1 - CarveOffset; iY++)
                    {
                        for (int iX = 1 + CarveOffset; iX < area.Width - 1 - CarveOffset; iX++)
                        {
                            area[iX, iY].Set(ValueRoom);
                        }
                    }
                }
            }

            if (IsConnected)
            {
                for (int index = 0; index < FinalAreas.Count - 1; index++)
                {
                    Connect(FinalAreas[index], FinalAreas[index + 1]);
                }
            }

            mArea.SetBorder(1);
        }
示例#5
0
        public override void Generate(VGArea mArea)
        {
            // Randomly put solid tiles in the world
            int solidTilesAmount = (mArea.Width*mArea.Height)/100*InitialSolidPercent;
            for (int i = 0; i < solidTilesAmount; i++) mArea.GetRandomTile().Set(ValueSolid);

            // Iterate generation
            for (int iteration = 0; iteration < Iterations; iteration++)
            {
                // Create a clone of the world's map
                VGArea areaClone = mArea.Clone();

                // Cellar automata rule 4-5
                for (int iY = 0; iY < areaClone.Height; iY++)
                {
                    for (int iX = 0; iX < areaClone.Width; iX++)
                    {
                        if (areaClone.GetTileNeighborsCountByValue(iX, iY, 1, ValueSolid) <= RequiredSolidToStarve) mArea[iX, iY].Set(ValuePassable);
                        else if (areaClone.GetTileNeighborsCountByValue(iX, iY, 1, ValueSolid) >= RequiredSolidToSolidify) mArea[iX, iY].Set(ValueSolid);
                    }
                }
            }
        }
示例#6
0
        public override void Generate(VGArea mArea)
        {
            FinalAreas.Add(mArea.Clone());

            for (int i = 0; i < Splits; i++) FinalAreas = Split(FinalAreas, i%2 == 0, i == Splits - 1);

            List<VGArea> toRemove = FinalAreas.Where(t => VGUtils.GetRandomInt(0, 100) <= RemoveChancePercent).ToList();

            foreach (VGArea area in toRemove) FinalAreas.Remove(area);

            if (IsBorder) foreach (VGArea area in FinalAreas) foreach(VGTile tile in area.GetBorderTiles()) tile.Set(ValueSolid, false);

            if (IsCarved) foreach (VGArea area in FinalAreas)
                for (int iY = 1 + CarveOffset; iY < area.Height - 1 - CarveOffset; iY++)
                    for (int iX = 1 + CarveOffset; iX < area.Width - 1 - CarveOffset; iX++) area[iX, iY].Set(ValueRoom);

            if (IsConnected) for (int index = 0; index < FinalAreas.Count - 1; index++) Connect(FinalAreas[index], FinalAreas[index + 1]);

            mArea.SetBorder(1);
        }