/// <summary> /// Generates a map based on the maplet assigned /// </summary> /// <param name="maplet">The maplet to generate</param> /// <param name="parentWallID">The wall that the parent has</param> /// <param name="parentTileID">The ID of the tiles used in the parent maplet item</param> /// <param name="enemyType">The type of actor which is dominant in this map</param> /// <param name="owner">The owner of the map. Any maplet items which don't belong will be hidden</param> /// <param name="actors">The actors which we have generated</param> /// <param name="actorType">The type of actors to generate</param> /// <returns></returns> public MapBlock[,] GenerateMap(int parentTileID, int? parentWallID, Maplet maplet, bool preferSides, string actorType, OwningFactions owner, out Actor[] actors, out MapletActorWanderArea[] wAreas, out MapletPatrolPoint[] patrolRoutes, out MapletFootpathNode[] footpathNodes) { List<Actor> actorList = new List<Actor>(); List<MapletActorWanderArea> wanderAreas = new List<MapletActorWanderArea>(); List<MapletPatrolPoint> patrolRouteList = new List<MapletPatrolPoint>(); List<MapletFootpathNode> footpathNodeList = new List<MapletFootpathNode>(); PlanningMapItemType[,] planningMap = new PlanningMapItemType[maplet.SizeX, maplet.SizeY]; //Step 1: Plan how the map will look //Step 1a: Set all tiles to available, and set the frame to walls if there's a wall planningMap = this.CreateBlueprint(maplet); //Step 1b: Put in the tiles in the actual map, and the walls if they are present MapBlock[,] generatedMap = new MapBlock[maplet.SizeX, maplet.SizeY]; ItemFactory.ItemFactory factory = new ItemFactory.ItemFactory(); int tileID = 0; if (maplet.Tiled) { if (maplet.TileID.HasValue) { tileID = maplet.TileID.Value; } else { //Load the tileID from the factory factory.CreateItem(Archetype.TILES, maplet.TileTag, out tileID); } } else { tileID = parentTileID; } //That's the tiles done for (int x = 0; x < generatedMap.GetLength(0); x++) { for (int y = 0; y < generatedMap.GetLength(1); y++) { MapItem tile = factory.CreateItem("tile", tileID); tile.Coordinate = new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL); MapBlock block = new MapBlock(); block.Tile = tile; generatedMap[x, y] = block; } } //Do the walls now if they are required int? wallID = null; int tempWallID = -1; if (parentWallID.HasValue) { MapItem wall = factory.CreateItem("MUNDANEITEMS", parentWallID.Value); wallID = parentWallID; } else { MapItem wall = factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "wall", out tempWallID); wallID = tempWallID; } if (maplet.Walled && wallID.HasValue) { //wall the edge tiles for (int x = 0; x < maplet.SizeX; x++) { generatedMap[x, 0].PutItemOnBlock(factory.CreateItem("mundaneitems", wallID.Value)); generatedMap[x, maplet.SizeY - 1].PutItemOnBlock(factory.CreateItem("mundaneitems", wallID.Value)); if (maplet.WindowProbability.HasValue && maplet.WindowProbability.Value > 0) { if (random.Next(100) < maplet.WindowProbability.Value) { int itemID; //Put a window :) generatedMap[x, 0].ForcePutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "window", out itemID)); } else if (random.Next(100) < maplet.WindowProbability.Value) { int itemID; //Put a window :) generatedMap[x, maplet.SizeY - 1].ForcePutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "window", out itemID)); } } } for (int y = 0; y < maplet.SizeY; y++) { generatedMap[0, y].PutItemOnBlock(factory.CreateItem("mundaneitems", wallID.Value)); generatedMap[maplet.SizeX - 1, y].PutItemOnBlock(factory.CreateItem("mundaneitems", wallID.Value)); if (maplet.WindowProbability.HasValue && maplet.WindowProbability.Value > 0) { if (random.Next(100) < maplet.WindowProbability.Value) { int itemID; //Put a window :) generatedMap[0, y].ForcePutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "window", out itemID)); } else if (random.Next(100) < maplet.WindowProbability.Value) { int itemID; //Put a window :) generatedMap[maplet.SizeX - 1, y].ForcePutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "window", out itemID)); } } } } //Step 1c: Determine where we'll put the maplets foreach (MapletContentsMaplet childMaplet in maplet.MapletContents.Where(mc => (mc is MapletContentsMaplet)).OrderByDescending(mc => mc.ProbabilityPercentage).ThenBy(mc => random.Next())) { //Calculate the probability of putting the item in, and how many items we're putting for (int i = 0; i < childMaplet.MaxAmount; i++) { if (random.NextDouble() * 100 <= childMaplet.ProbabilityPercentage) { //Does it fit? int x = -1; int y = -1; PlanningMapItemType[,] newMap; //Convert the child maplet into a planning map PlanningMapItemType[,] childMapletBlueprint = this.CreateBlueprint(childMaplet.Maplet); //mark the areas covered by the blueprint as being held by that blueprint if (childMaplet.Position == PositionAffinity.FIXED) { if (Fits(planningMap, childMapletBlueprint, childMaplet.x.Value, childMaplet.y.Value, out newMap)) { //it fits, generate it - <3 Recursion Actor[] childActors = null; MapletActorWanderArea[] wanderA = null; MapletPatrolPoint[] patrolPoints = null; MapletFootpathNode[] fpNodes = null; MapBlock[,] childMap = this.GenerateMap(tileID, wallID.Value, childMaplet.Maplet, childMaplet.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.SIDES, actorType, owner, out childActors, out wanderA, out patrolPoints, out fpNodes); //Add the child actors actorList.AddRange(childActors); //Update any actors's locations should they have any foreach (var actor in childActors) { if (actor.MissionStack.Count() > 0) { var wander = actor.MissionStack.Peek() as WanderMission; if (wander != null) { wander.WanderPoint.X += childMaplet.x.Value; wander.WanderPoint.Y += childMaplet.y.Value; wander.WanderRectangle = new Rectangle(wander.WanderRectangle.X + childMaplet.x.Value, wander.WanderRectangle.Y + childMaplet.y.Value, wander.WanderRectangle.Width, wander.WanderRectangle.Height); } } } //Update any wander areas too foreach (var area in wanderA) { area.WanderRect = new Rectangle(area.WanderRect.X + childMaplet.x.Value, area.WanderRect.Y + childMaplet.y.Value, area.WanderRect.Width, area.WanderRect.Height); area.WanderPoint.X += childMaplet.x.Value; area.WanderPoint.Y += childMaplet.y.Value; } //and patrol points foreach (var point in patrolPoints) { point.Point.X += childMaplet.x.Value; point.Point.Y += childMaplet.y.Value; } foreach (var n in fpNodes) { n.Point.X += childMaplet.x.Value; n.Point.Y += childMaplet.y.Value; } //And add them wanderAreas.AddRange(wanderA); patrolRouteList.AddRange(patrolPoints); footpathNodeList.AddRange(fpNodes); //Join the two maps together generatedMap = this.JoinMaps(generatedMap, childMap, childMaplet.x.Value, childMaplet.y.Value); } } else { if (Fits(planningMap, childMapletBlueprint, childMaplet.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.SIDES, childMaplet.FirstFit, childMaplet.Padding, out x, out y, out newMap)) { //it fits, generate it - <3 Recursion Actor[] childActors = null; MapletActorWanderArea[] wanderA = null; MapletPatrolPoint[] patrolPoints = null; MapletFootpathNode[] fpNodes = null; MapBlock[,] childMap = this.GenerateMap(tileID, wallID.Value, childMaplet.Maplet, childMaplet.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.SIDES, actorType, owner, out childActors, out wanderA, out patrolPoints, out fpNodes); //Add the child actors actorList.AddRange(childActors); //Update any actors's locations should they have any foreach (var actor in childActors) { if (actor.MissionStack.Count() > 0) { var wander = actor.MissionStack.Peek() as WanderMission; if (wander != null) { wander.WanderPoint.X += x; wander.WanderPoint.Y += y; wander.WanderRectangle = new Rectangle(wander.WanderRectangle.X + x, wander.WanderRectangle.Y + y, wander.WanderRectangle.Width, wander.WanderRectangle.Height); } } } //Update any wander areas too foreach (var area in wanderA) { area.WanderRect = new Rectangle(area.WanderRect.X + x, area.WanderRect.Y + y, area.WanderRect.Width, area.WanderRect.Height); area.WanderPoint.X += x; area.WanderPoint.Y += y; } //and patrol routes foreach (var point in patrolPoints) { point.Point.X += x; point.Point.Y += y; } foreach (var n in fpNodes) { n.Point.X += x; n.Point.Y += y; } //And add them wanderAreas.AddRange(wanderA); patrolRouteList.AddRange(patrolPoints); footpathNodeList.AddRange(fpNodes); //Join the two maps together generatedMap = this.JoinMaps(generatedMap, childMap, x, y); } } } } } //Step 2: Put the items into the map //Lets list places we can put it in List<MapBlock> candidateBlocks = new List<MapBlock>(); for (int x = 0; x < planningMap.GetLength(0); x++) { for (int y = 0; y < planningMap.GetLength(1); y++) { if (planningMap[x, y] == PlanningMapItemType.FREE) { candidateBlocks.Add(generatedMap[x, y]); } } } List<MapBlock> edgeBlocks = new List<MapBlock>(); //Lets also get the edge mapblocks - for those who prefer being on the edge for (int x = 0; x < planningMap.GetLength(0); x++) { if (!maplet.Walled) { if (planningMap[x, 0] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[x, 0]); } if (planningMap[x, planningMap.GetLength(1) - 1] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[x, planningMap.GetLength(1) - 1]); } } else { if (planningMap[x, 1] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[x, 1]); } if (planningMap[x, planningMap.GetLength(1) - 2] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[x, planningMap.GetLength(1) - 2]); } } } //Doing the y parts for (int y = 0; y < planningMap.GetLength(1); y++) { if (!maplet.Walled) { if (planningMap[0, y] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[0, y]); } if (planningMap[planningMap.GetLength(0) - 1, y] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[planningMap.GetLength(0) - 1, y]); } } else { if (planningMap[1, y] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[1, y]); } if (planningMap[planningMap.GetLength(0) - 2, y] == PlanningMapItemType.FREE) { edgeBlocks.Add(generatedMap[planningMap.GetLength(0) - 2, y]); } } } //go through the maplet contents //Get the smallest x and y coordinate in the candidate blocks so we can use it for fixed things int smallestX = -1; int smallestY = -1; try { smallestX = candidateBlocks.Select(b => b.Tile.Coordinate.X).Min(); smallestY = candidateBlocks.Select(b => b.Tile.Coordinate.Y).Min(); } catch { //No space :( } foreach (MapletContents contents in maplet.MapletContents.Where(mc => mc is MapletContentsItem || mc is MapletContentsItemTag || mc is MapletContentsItemSpecial).OrderByDescending(mc => mc.ProbabilityPercentage)) { //We'll see if we even put this at all MapItem itemPlaced = null; for (int i = 0; i < contents.MaxAmount; i++) { //lets see what the probability of putting it in is if ((random.NextDouble() * 100) <= contents.ProbabilityPercentage) { //Put it in if (contents is MapletContentsItem) { MapletContentsItem mapletContent = (MapletContentsItem)contents; itemPlaced = factory.CreateItem(mapletContent.ItemCategory, mapletContent.ItemID); } else if (contents is MapletContentsItemTag) { MapletContentsItemTag mapletContent = (MapletContentsItemTag)contents; int tempInt; itemPlaced = factory.CreateItem(mapletContent.Category, mapletContent.Tag, out tempInt); //I CHANGED THIS itemPlaced.OwnedBy = mapletContent.Factions; } else if (contents is MapletContentsItemSpecial) { //what type is it switch ((contents as MapletContentsItemSpecial).Type) { case "StairsUp": itemPlaced = new DungeonStairs(true); break; case "StairsDown": itemPlaced = new DungeonStairs(false); break; case "SummoningCircle": itemPlaced = new SummoningCircle(); break; case "TreasureChest": itemPlaced = new TreasureChest(); break; case "Altar": itemPlaced = new Altar(); break; case "WishingWell": itemPlaced = new WishingWell(); break; case "Potion": var potionType = (PotionType[]) Enum.GetValues(typeof(PotionType)); var potion = potionType.GetRandom(); itemPlaced = new Potion(potion); break; default: throw new NotImplementedException("No code for " + (contents as MapletContentsItemSpecial).Type + " can be found"); } } if (candidateBlocks.Count != 0) { //Lets decide where to put it if (contents.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.SIDES && edgeBlocks.Count != 0) { //pick a place at random and add it to the maplet int position = random.Next(edgeBlocks.Count); edgeBlocks[position].PutItemOnBlock(itemPlaced); if (!contents.AllowItemsOnTop) { //remove it from both candidateBlocks.Remove(edgeBlocks[position]); edgeBlocks.RemoveAt(position); } } if (contents.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.MIDDLE && candidateBlocks.Except(edgeBlocks).Count() != 0) { //pick a place at random and add it to the maplet int position = random.Next(candidateBlocks.Except(edgeBlocks).Count()); MapBlock block = candidateBlocks.Except(edgeBlocks).ToArray()[position]; block.PutItemOnBlock(itemPlaced); if (!contents.AllowItemsOnTop) { //remove it from both candidateBlocks.Remove(block); edgeBlocks.Remove(block); } } if (contents.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.ANYWHERE) { //pick a place at random and add it to the maplet int position = random.Next(candidateBlocks.Count); candidateBlocks[position].PutItemOnBlock(itemPlaced); if (!contents.AllowItemsOnTop) { //remove it from both edgeBlocks.Remove(candidateBlocks[position]); candidateBlocks.RemoveAt(position); } } if (contents.Position == DRObjects.LocalMapGeneratorObjects.Enums.PositionAffinity.FIXED) { //Fix it in a particular position. MapCoordinate coordinate = new MapCoordinate(smallestX + contents.x.Value, smallestY + contents.y.Value, 0, DRObjects.Enums.MapType.LOCAL); var selectedBlock = candidateBlocks.Where(cb => cb.Tile.Coordinate.Equals(coordinate)).FirstOrDefault(); if (selectedBlock != null) { //maybe someone put something there already selectedBlock.PutItemOnBlock(itemPlaced); } if (!contents.AllowItemsOnTop) { //and remoev it from both candidateBlocks.Remove(selectedBlock); edgeBlocks.Remove(selectedBlock); } } } } } } //Step 3: Stripe through the map except for the current maplet's walls - work out where the walls are, and for each wall segment, put a door in #region Wall Segments List<Line> wallSegments = new List<Line>(); for (int x = 1; x < planningMap.GetLength(0) - 1; x++) { //lets see if we find a wall Segment Line wallSegment = null; for (int y = 1; y < planningMap.GetLength(1) - 1; y++) { if (planningMap[x, y] == PlanningMapItemType.WALL) { //Three possibilities exist. Either this is the start of a wall segment //Or this is a continuation of a wall segment //Or this is the end of a wall segment // -> Because there is an intersection // -> Because there was an active wall segment and there is no wall in this one if (wallSegment == null) { //Its a start wallSegment = new Line(new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL), null); } else { //Continuation or end //Check if there's an interesection //Go up one and down one. If there is the maplet's walls there won't be a door - but then there'll be a double wall anyway which makes no sense if (planningMap[x + 1, y] == PlanningMapItemType.WALL || planningMap[x - 1, y] == PlanningMapItemType.WALL) { //terminate the wall - and start a new one wallSegment.End = new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL); wallSegments.Add(wallSegment); wallSegment = new Line(new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL), null); } else { //do nothing, its a continuation } } } else { //Mayhaps a line has stopped? if (wallSegment != null) { //It has - lets terminate it wallSegment.End = new MapCoordinate(x, y - 1, 0, DRObjects.Enums.MapType.LOCAL); wallSegments.Add(wallSegment); wallSegment = null; } } } //Check if there's an active line - maybe it reaches till the end of the maplet if (wallSegment != null) { wallSegment.End = new MapCoordinate(x, (planningMap.GetLength(1) - 1), 0, DRObjects.Enums.MapType.LOCAL); wallSegments.Add(wallSegment); wallSegment = null; } } //Now stripe in the other direction for (int y = 1; y < planningMap.GetLength(1) - 1; y++) { //lets see if we find a wall Segment Line wallSegment = null; for (int x = 1; x < planningMap.GetLength(0) - 1; x++) { if (planningMap[x, y] == PlanningMapItemType.WALL) { //Three possibilities exist. Either this is the start of a wall segment //Or this is a continuation of a wall segment //Or this is the end of a wall segment // -> Because there is an intersection // -> Because there was an active wall segment and there is no wall in this one if (wallSegment == null) { //Its a start wallSegment = new Line(new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL), null); } else { //Continuation or end //Check if there's an interesection //Go up one and down one. If there is the maplet's walls there won't be a door - but then there'll be a double wall anyway which makes no sense if (planningMap[x, y + 1] == PlanningMapItemType.WALL || planningMap[x, y - 1] == PlanningMapItemType.WALL) { //terminate the wall - and start a new one wallSegment.End = new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL); wallSegments.Add(wallSegment); wallSegment = new Line(new MapCoordinate(x, y, 0, DRObjects.Enums.MapType.LOCAL), null); } else { //do nothing, its a continuation } } } else { //Mayhaps a line has stopped? if (wallSegment != null) { //It has - lets terminate it wallSegment.End = new MapCoordinate(x - 1, y, 0, DRObjects.Enums.MapType.LOCAL); wallSegments.Add(wallSegment); wallSegment = null; } } } //Check if there's an active line - maybe it reaches till the end of the maplet if (wallSegment != null) { wallSegment.End = new MapCoordinate(planningMap.GetLength(0) - 1, y, 0, DRObjects.Enums.MapType.LOCAL); wallSegments.Add(wallSegment); wallSegment = null; } } #endregion Wall Segments #region Doors //Get all wall segments larger than 0, and we can put a door there foreach (Line segment in wallSegments.Where(ws => ws.Length() > 1)) { //Put a door somewhere, as long as its not the start or end //Oh and remove the wall MapBlock block = null; if (segment.Start.X == segment.End.X) { //Get the entirety of the segment List<int> possibleYs = new List<int>(); int smallerY = Math.Min(segment.Start.Y, segment.End.Y); int largerY = Math.Max(segment.Start.Y, segment.End.Y); //Check in the real map whether the tile next to it is free for walking in for (int y = smallerY + 1; y <= largerY; y++) { if (generatedMap[segment.Start.X - 1, y].MayContainItems && generatedMap[segment.Start.X + 1, y].MayContainItems) { possibleYs.Add(y); } } //Now check whether there's a possible y, and pick a random one from it if (possibleYs.Count != 0) { block = generatedMap[segment.Start.X, possibleYs[random.Next(possibleYs.Count - 1)]]; } else { //nothing to do - take smallest block = generatedMap[segment.Start.X, segment.Start.Y + 1]; } } else { List<int> possibleXs = new List<int>(); int smallerX = Math.Min(segment.Start.X, segment.End.X); int largerX = Math.Max(segment.Start.X, segment.End.X); //Check in the real map whether the tile next to it is free for walking in for (int x = smallerX + 1; x <= largerX; x++) { if (generatedMap[x, segment.Start.Y - 1].MayContainItems && generatedMap[x, segment.Start.Y + 1].MayContainItems) { possibleXs.Add(x); } } //Now check whether there's a possible x, and pick a random one from it if (possibleXs.Count != 0) { block = generatedMap[possibleXs[random.Next(possibleXs.Count - 1)], segment.Start.Y]; } else { //nothing to do - take the smallest one block = generatedMap[segment.Start.X + 1, segment.Start.Y]; } } try { if (block != null) { block.RemoveTopItem(); int doorID = -1; block.PutItemOnBlock(factory.CreateItem(DRObjects.Enums.Archetype.MUNDANEITEMS, "door", out doorID)); } } catch { } } #endregion #region Enemies //Now lets create enemies :) foreach (var mc in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletActor))).OrderByDescending(o => o.ProbabilityPercentage)) { var actor = mc as MapletActor; for (int i = 0; i < actor.MaxAmount; i++) { //Check the random if (random.Next(100) < actor.ProbabilityPercentage) { int actorID = 0; string enemyType = actor.UseLocalType ? actorType : actor.EnemyType; //For now set gear cost to 0 Actor newActor = ActorGeneration.CreateActor(enemyType, actor.EnemyTag, null, 10, 0, null, out actorID); if (actor.VendorType.HasValue) { GenerateVendor(newActor, actor); } //Generate the map character var mapCharacter = factory.CreateItem("enemies", actorID); newActor.MapCharacter = mapCharacter; if (!actor.Factions.HasFlag(owner)) { //inactive character newActor.MapCharacter.IsActive = false; } (mapCharacter as LocalCharacter).Actor = newActor; //Lets position them randomly for (int attempt = 0; attempt < 150; attempt++) { //Try 150 times int x = random.Next(maplet.SizeX); int y = random.Next(maplet.SizeY); if (generatedMap[x, y].MayContainItems) { //Put it there mapCharacter.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL); generatedMap[x, y].ForcePutItemOnBlock(mapCharacter); actorList.Add(newActor); //What mission does he have? if (actor.EnemyMission == ActorMissionType.WANDER) { newActor.MissionStack.Push(new WanderMission() { LoiterPercentage = 80, WanderPoint = new MapCoordinate(mapCharacter.Coordinate), WanderRectangle = new Rectangle(0, 0, generatedMap.GetLength(0), generatedMap.GetLength(1)) }); } break; } } } } } #endregion #region Wander Areas foreach (var mc in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletActorWanderArea)))) { var wander = mc as MapletActorWanderArea; //The area of this is going to be the entire maplet (so if we're in a submaplet, they'll wander in there - Awesome no ?) wander.WanderRect = new Rectangle(0, 0, generatedMap.GetLength(0), generatedMap.GetLength(1)); //Pick the wander point to be the middle of the rectangle. If the point isn't valid we might have a problem wander.WanderPoint = new MapCoordinate(generatedMap.GetLength(0) / 2, generatedMap.GetLength(1) / 2, 0, MapType.LOCAL); MapletActorWanderArea clone = new MapletActorWanderArea(); clone.WanderPoint = new MapCoordinate(wander.WanderPoint); clone.WanderRect = new Rectangle(wander.WanderRect.X, wander.WanderRect.Y, wander.WanderRect.Width, wander.WanderRect.Height); clone.Profession = wander.Profession; clone.OwnerFactions = wander.OwnerFactions; wanderAreas.Add(clone); } wAreas = wanderAreas.ToArray(); #endregion #region Patrol Points & Paths foreach (var mc in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletPatrolPoint)))) { var point = mc as MapletPatrolPoint; //The point is going to be in the middle of the entire maplet point.Point = new MapCoordinate(generatedMap.GetLength(0) / 2, generatedMap.GetLength(1) / 2, 0, MapType.LOCAL); MapletPatrolPoint clone = new MapletPatrolPoint(); clone.Point = new MapCoordinate(point.Point); clone.OwnerFactions = point.OwnerFactions; clone.Profession = point.Profession; clone.PointRadius = point.PointRadius; patrolRouteList.Add(clone); } patrolRoutes = patrolRouteList.ToArray(); foreach (var n in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletFootpathNode)))) { var node = n as MapletFootpathNode; //Point is going to be in the middle of the entire maplet node.Point = new MapCoordinate(generatedMap.GetLength(0) / 2, generatedMap.GetLength(1) / 2, 0, MapType.LOCAL); //Better create a new one MapletFootpathNode clone = new MapletFootpathNode(); clone.Point = new MapCoordinate(node.Point); clone.IsPrimary = node.IsPrimary; footpathNodeList.Add(clone); } footpathNodes = footpathNodeList.ToArray(); #endregion #region Aniamls //Now lets create enemies :) foreach (var mc in maplet.MapletContents.Where(mc => mc.GetType().Equals(typeof(MapletHerd))).OrderByDescending(o => o.ProbabilityPercentage)) { var herd = mc as MapletHerd; for (int i = 0; i < herd.MaxAmount; i++) { //Check the random if (random.Next(100) < herd.ProbabilityPercentage) { var herds = ActorGeneration.CreateAnimalHerds(herd.Biome, herd.Domesticated, herd.HerdTag, 1); foreach (var animalHerd in herds) { foreach (var animal in animalHerd) { //Position them on the map for (int attempt = 0; attempt < 150; attempt++) { //Try 150 times int x = random.Next(maplet.SizeX); int y = random.Next(maplet.SizeY); if (generatedMap[x, y].MayContainItems) { //Put it there animal.MapCharacter.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL); generatedMap[x, y].ForcePutItemOnBlock(animal.MapCharacter); actorList.Add(animal); //Wander around does he have? animal.MissionStack.Push(new WanderMission() { LoiterPercentage = 80, WanderPoint = new MapCoordinate(animal.MapCharacter.Coordinate), WanderRectangle = new Rectangle(0, 0, generatedMap.GetLength(0), generatedMap.GetLength(1)) }); break; } } } } } } } #endregion actors = actorList.ToArray(); #region Ownership //Go through all map items - If they're not valid for this particular owner, make them inactive. foreach (var mapBlock in generatedMap) { foreach (var item in mapBlock.GetItems()) { if (!item.OwnedBy.HasFlag(owner)) { item.IsActive = false; } } } #endregion //we're done return generatedMap; }
/// <summary> /// Generates a camp /// </summary> /// <returns></returns> public static MapBlock[,] GenerateCamp(int enemies, out MapCoordinate startPoint, out DRObjects.Actor[] enemyArray) { MapBlock[,] map = new MapBlock[MAP_EDGE, MAP_EDGE]; Random random = new Random(); ItemFactory.ItemFactory factory = new ItemFactory.ItemFactory(); int grassTileID = 0; factory.CreateItem(Archetype.TILES, "grass", out grassTileID); //Create a new map which is edge X edge in dimensions and made of grass for (int x = 0; x < MAP_EDGE; x++) { for (int y = 0; y < MAP_EDGE; y++) { MapBlock block = new MapBlock(); map[x, y] = block; block.Tile = factory.CreateItem("tile", grassTileID); block.Tile.Coordinate = new MapCoordinate(x, y, 0, MapType.LOCAL); } } //Now created a wall int pallisadeID = 0; factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall lr", out pallisadeID); //Create a square of pallisade wall int startCoord = (MAP_EDGE - FORTIFICATION_EDGE) / 2; int endCoord = MAP_EDGE - ((MAP_EDGE - FORTIFICATION_EDGE) / 2); for (int x = startCoord + 1; x < endCoord; x++) { MapBlock block = map[x, startCoord]; MapItem item = factory.CreateItem("mundaneitems", pallisadeID); block.ForcePutItemOnBlock(item); block = map[x, endCoord]; item = factory.CreateItem("mundaneitems", pallisadeID); block.ForcePutItemOnBlock(item); } pallisadeID = 0; for (int y = startCoord + 1; y < endCoord; y++) { factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall tb", out pallisadeID); MapBlock block = map[startCoord, y]; MapItem item = factory.CreateItem("mundaneitems", pallisadeID); block.ForcePutItemOnBlock(item); factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall bt", out pallisadeID); block = map[endCoord, y]; item = factory.CreateItem("mundaneitems", pallisadeID); block.ForcePutItemOnBlock(item); } //We need to poke a hole in wall as an entrance //Let's poke one at the top and one at the bottom int center = MAP_EDGE / 2; int rValue = GameState.Random.Next(2); for (int x = -1; x < 2; x++) { if (rValue == 1) { MapBlock block = map[center + x, startCoord]; block.RemoveTopItem(); } else { MapBlock block = map[center + x, endCoord]; block.RemoveTopItem(); } } rValue = GameState.Random.Next(2); for (int y = -1; y < 2; y++) { if (rValue == 1) { MapBlock block = map[startCoord, y + center]; block.RemoveTopItem(); } else { MapBlock block = map[endCoord, y + center]; block.RemoveTopItem(); } } //Now, let's create some maplets in there //There's a single maplet containing the other maplets - let's get it LocalMapXMLParser lm = new LocalMapXMLParser(); Maplet maplet = lm.ParseMapletFromTag("camp"); LocalMapGenerator gen = new LocalMapGenerator(); //TODO: LATER THE OWNER MIGHT NOT BE A BANDIT MapletActorWanderArea[] wanderAreas = null; MapletPatrolPoint[] patrolPoints = null; MapletFootpathNode[] footPath = null; var gennedMap = gen.GenerateMap(grassTileID, null, maplet, false, "", OwningFactions.BANDITS, out enemyArray, out wanderAreas, out patrolPoints,out footPath); gen.JoinMaps(map, gennedMap, startCoord + 1, startCoord + 1); //Let's add some trees and stuff int decorCount = (int)(map.GetLength(1) * 0.50); //Just find as many random points and if it happens to be grass, drop them int itemID = 0; for (int i = 0; i < decorCount; i++) { //Just trees MapItem decorItem = factory.CreateItem(Archetype.MUNDANEITEMS, "tree", out itemID); //Pick a random point MapBlock randomBlock = map[random.Next(map.GetLength(0)), random.Next(map.GetLength(1))]; //Make sure its not inside the camp if (randomBlock.Tile.Coordinate.X >= startCoord && randomBlock.Tile.Coordinate.X <= endCoord && randomBlock.Tile.Coordinate.Y >= startCoord && randomBlock.Tile.Coordinate.Y <= endCoord) { //Not within the camp i--; continue; //try again } if (randomBlock.MayContainItems && randomBlock.Tile.Name == "Grass") { //Yes, can support it randomBlock.ForcePutItemOnBlock(decorItem); } //Otherwise forget all about it } //Now select all the border tiles and put in a "Exit here" border for (int x = 0; x < map.GetLength(0); x++) { MapCoordinate coo = new MapCoordinate(x, 0, 0, MapType.LOCAL); LeaveTownItem lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "path outside the town"; lti.Name = "Leave Town"; lti.Coordinate = coo; map[x, 0].ForcePutItemOnBlock(lti); coo = new MapCoordinate(x, map.GetLength(1) - 1, 0, MapType.LOCAL); lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "path outside the town"; lti.Name = "Leave Town"; lti.Coordinate = coo; map[x, map.GetLength(1) - 1].ForcePutItemOnBlock(lti); } for (int y = 0; y < map.GetLength(1); y++) { MapCoordinate coo = new MapCoordinate(0, y, 0, MapType.LOCAL); LeaveTownItem lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "path outside the town"; lti.Name = "Leave Town"; lti.Coordinate = coo; map[0, y].ForcePutItemOnBlock(lti); coo = new MapCoordinate(map.GetLength(0) - 1, y, 0, MapType.LOCAL); lti = new LeaveTownItem(); lti.Coordinate = coo; lti.Description = "path outside the town"; lti.Name = "Town Borders"; lti.Coordinate = coo; map[map.GetLength(0) - 1, y].ForcePutItemOnBlock(lti); } #region Treasure Room //This is a bit naughty. We need to locate where the tiles become soil MapCoordinate soilStart = null; bool breakOut = false; for (int x = 0; x < map.GetLength(0); x++) { for (int y = 0; y < map.GetLength(1); y++) { if (map[x, y].Tile.Name.ToLower().Equals("soil")) { soilStart = new MapCoordinate(x, y, 0, MapType.LOCAL); breakOut = true; break; } } if (breakOut) { break; } } //Also naughty, we know it's 5x5 #region Inner Wall for (int x = 0; x < 5; x++) { factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall lr", out pallisadeID); MapItem item = factory.CreateItem("mundaneitems", pallisadeID); if (x != 2) //hole in the top { map[soilStart.X + x, soilStart.Y].ForcePutItemOnBlock(item); } factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall lr", out pallisadeID); item = factory.CreateItem("mundaneitems", pallisadeID); map[soilStart.X + x, soilStart.Y + 5].ForcePutItemOnBlock(item); } for (int y = 0; y < 5; y++) { factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall tb", out pallisadeID); MapItem item = factory.CreateItem("mundaneitems", pallisadeID); map[soilStart.X - 1, soilStart.Y + y].ForcePutItemOnBlock(item); factory.CreateItem(Archetype.MUNDANEITEMS, "pallisade wall bt", out pallisadeID); item = factory.CreateItem("mundaneitems", pallisadeID); map[soilStart.X + 5, soilStart.Y + y].ForcePutItemOnBlock(item); } #endregion #endregion #region Patrol Points //Now let's collect the patrol points. We're going to have two possible patrols - one around each of the entrances - and another on the outside corners of the map List<MapCoordinate> outsidePatrol = new List<MapCoordinate>(); outsidePatrol.Add(new MapCoordinate(startCoord - 2, startCoord, 0, MapType.LOCAL)); outsidePatrol.Add(new MapCoordinate(endCoord + 2, startCoord, 0, MapType.LOCAL)); outsidePatrol.Add(new MapCoordinate(endCoord + 2, endCoord, 0, MapType.LOCAL)); outsidePatrol.Add(new MapCoordinate(startCoord - 2, endCoord, 0, MapType.LOCAL)); List<MapCoordinate> insidePatrol = new List<MapCoordinate>(); insidePatrol.Add(new MapCoordinate(center, startCoord + 1, 0, MapType.LOCAL)); insidePatrol.Add(new MapCoordinate(center, endCoord - 1, 0, MapType.LOCAL)); insidePatrol.Add(new MapCoordinate(startCoord + 1, center, 0, MapType.LOCAL)); insidePatrol.Add(new MapCoordinate(endCoord - 1, center, 0, MapType.LOCAL)); //Go through all of those and make sure they're clear of anything that wouldn't let them walk upon them foreach (var coordinate in outsidePatrol) { map[coordinate.X, coordinate.Y].RemoveTopItem(); } foreach (var coordinate in insidePatrol) { map[coordinate.X, coordinate.Y].RemoveTopItem(); } #endregion #region Actors enemyArray = CreateBandits(enemies, outsidePatrol.Select(op => new PatrolPoint() { AcceptableRadius = 2, Coordinate = op }).ToList(), insidePatrol.Select(op => new PatrolPoint() { AcceptableRadius = 2, Coordinate = op }).ToList()); int tries = 0; //Put them on the mappity map for (int i = 0; i < enemyArray.Length; i++) { Actor actor = enemyArray[i]; int randomX = random.Next(map.GetLength(0)); int randomY = random.Next(map.GetLength(1)); if (map[randomX, randomY].MayContainItems) { //Plop it on there actor.MapCharacter.Coordinate = new MapCoordinate(randomX, randomY, 0, MapType.LOCAL); map[randomX, randomY].ForcePutItemOnBlock(actor.MapCharacter); tries = 0; ////If they are wandering, make them wander in the right place //var mission = actor.MissionStack.Peek(); //if (mission.MissionType == ActorMissionType.WANDER) //{ // var wander = mission as WanderMission; // wander.WanderPoint = new MapCoordinate(actor.MapCharacter.Coordinate); // wander.WanderRectangle = new Rectangle(startCoord, startCoord, FORTIFICATION_EDGE, FORTIFICATION_EDGE); //} } else { tries++; i--; } if (tries >= 50) { //give up continue; } } #endregion startPoint = new MapCoordinate(map.GetLength(0) / 2, 0, 0, MapType.LOCAL); return map; }