示例#1
0
 public virtual BaseTile CopyOf(BaseTile _base)
 {
     MyType           = _base.MyType;
     Description      = _base.Description;
     TileName         = _base.TileName;
     Walkable         = _base.Walkable;
     Pos              = _base.Pos;
     ChanceAtMonsters = SingleTon.PercentChanceBetween(_base.MinChanceMonster, _base.MaxChanceMonster);
     return(this);
 }
示例#2
0
文件: Map.cs 项目: GoldiHD/AngelBorn
        private void GenerateTown(object MD)
        {
            AllNPCs = new List <TileNPC>();
            MapData         Temp  = (MapData)MD;
            List <BaseTile> tiles = Temp.tiles;

            NPCS = Temp.SpawnAbleEnemies.Select(x => (BaseNPC)x).ToList();

            for (int y = 0; y < MapSize.Y; y++)
            {
                for (int x = 0; x < MapSize.X; x++)
                {
                    Tiles[x, y]     = new BaseTile().CopyOf(tiles[1]);
                    Tiles[x, y].Pos = new Cord {
                        X = x, Y = y
                    };
                }
            }
            for (int i = 0; i < Temp.AmountOfDungeonOrHouses; i++)
            {
                if (CheckHouse())
                {
                    CreateHouse(Location, Temp.tiles[0]);
                }
                else
                {
                    i--;
                }
            }
            while (true)
            {
                bool foutain = false;
                while (foutain == false)
                {
                    Location = new Cord {
                        X = SingleTon.GetRandomNum(0, MapSize.X), Y = SingleTon.GetRandomNum(0, MapSize.Y)
                    };
                    if (Tiles[Location.X, Location.Y].MyType == TileType.Normal)
                    {
                        Tiles[Location.X, Location.Y] = new BaseTile().CopyOf(tiles[2]);
                    }
                }
                Location = new Cord {
                    X = SingleTon.GetRandomNum(0, MapSize.X), Y = SingleTon.GetRandomNum(0, MapSize.Y)
                };
                if (Tiles[Location.X, Location.Y].MyType == TileType.Normal)
                {
                    SpawnPoint = Tiles[Location.X, Location.Y];
                    return;
                }
            }
        }
示例#3
0
文件: Map.cs 项目: GoldiHD/AngelBorn
        public Thread GenerateMapThread(List <BaseTile> tiles, List <BaseCharacters> npcs, int house, BaseTile ThisTile)
        {
            MyTile = ThisTile;
            Thread Generator;

            Generator = new Thread(new ParameterizedThreadStart(GenerateTown));
            MapData MD;

            MD.Locations               = new List <CityTile>();
            MD.tiles                   = tiles;
            MD.SpawnAbleEnemies        = npcs;
            MD.AmountOfDungeonOrHouses = house;
            Generator.Start(MD);

            return(Generator);
        }
示例#4
0
文件: Map.cs 项目: GoldiHD/AngelBorn
        private void GenerateDungeon(object MD)
        {
            MapData         Temp  = (MapData)MD;
            List <BaseTile> tiles = Temp.tiles;

            for (int y = 0; y < MapSize.Y; y++)
            {
                for (int x = 0; x < MapSize.X; x++)
                {
                    Tiles[x, y]     = new BaseTile().CopyOf(tiles[1]);
                    Tiles[x, y].Pos = new Cord {
                        X = x, Y = y
                    };
                }
            }
            SpawnPoint = Tiles[0, 0];
        }
示例#5
0
文件: Map.cs 项目: GoldiHD/AngelBorn
        private void FillOutNull()
        {
            BaseTile ImPassble = new BaseTile()
            {
                TileName = "Moutain", Walkable = false, MyType = TileType.Inpassable
            };

            //fill all the empthy areas with impassble things
            for (int x = 0; x < MapSize.X; x++)
            {
                for (int y = 0; y < MapSize.Y; y++)
                {
                    Tiles[x, y]     = new BaseTile().CopyOf(ImPassble);
                    Tiles[x, y].Pos = new Cord {
                        X = x, Y = y
                    };
                }
            }
        }
示例#6
0
文件: Map.cs 项目: GoldiHD/AngelBorn
        private void CreateHouse(Cord cord, BaseTile Wall)
        {
            List <Cord> CheckList = new List <Cord> {
                new Cord {
                    X = Location.X - 1, Y = Location.Y
                }, new Cord {
                    X = Location.X - 2, Y = Location.Y
                }, new Cord {
                    X = Location.X - 2, Y = Location.Y - 1
                }, new Cord {
                    X = Location.X - 2, Y = Location.Y - 2
                }, new Cord {
                    X = Location.X - 2, Y = Location.Y - 3
                }, new Cord {
                    X = Location.X - 2, Y = Location.Y - 4
                }, new Cord {
                    X = Location.X - 1, Y = Location.Y - 4
                }, new Cord {
                    X = Location.X, Y = Location.Y - 4
                }, new Cord {
                    X = Location.X + 1, Y = Location.Y - 4
                }, new Cord {
                    X = Location.X + 2, Y = Location.Y - 4
                }, new Cord {
                    X = Location.X + 2, Y = Location.Y - 3
                }, new Cord {
                    X = Location.X + 2, Y = Location.Y - 2
                }, new Cord {
                    X = Location.X + 2, Y = Location.Y - 1
                }, new Cord {
                    X = Location.X + 2, Y = Location.Y
                }, new Cord {
                    X = Location.X + 1, Y = Location.Y
                }
            };

            foreach (Cord element in CheckList)
            {
                Tiles[element.X, element.Y] = Wall;
            }
            if (NPCS.Count >= 2)
            {
                int rand = SingleTon.GetRandomNum(0, 3);
                if (rand != 0)
                {
                    for (int b = 0; b < rand; ++b)
                    {
                        BaseNPC npc = NPCS[SingleTon.GetRandomNum(0, NPCS.Count)];
                        Cord    pos = new Cord {
                            X = SingleTon.GetRandomNum(Location.X - 1, Location.X + 2), Y = SingleTon.GetRandomNum(Location.Y - 3, Location.Y)
                        };
                        Tiles[pos.X, pos.Y] = new TileNPC(npc.Name, true, pos);
                        AllNPCs.Add((TileNPC)Tiles[pos.X, pos.Y]);
                        NPCS.Remove(npc);
                    }
                }
            }
            else if (NPCS.Count == 1)
            {
                Cord pos = new Cord {
                    X = SingleTon.GetRandomNum(Location.X - 1, Location.X + 2), Y = SingleTon.GetRandomNum(Location.Y - 3, Location.Y)
                };
                Tiles[pos.X, pos.Y] = new TileNPC(NPCS[0].Name, true, pos);
                NPCS.RemoveAt(0);
            }
        }