private Generator() { roomList = new List <Room>(); monsterGenerator = new MonsterGenList(); GenerationData data = GenerationData.getInstance(); availableSquares = data.gridSquares; weightedMin = 4; weightedMax = availableSquares / 2; }
private void GenerateMonsters() { GenerationData data = GenerationData.getInstance(); int monsterCount = 0, monsterLikelyness = 0; monsterGenerator = new MonsterGenList(); // Determine what monster mode we are using and set the variables to act as such switch (data.monsterMode) { case MonsterMode.None: monsterCount = monsterLikelyness = 0; break; case MonsterMode.Few: monsterCount = 5; monsterLikelyness = 21; break; case MonsterMode.Moderate: monsterCount = 10; monsterLikelyness = 31; break; case MonsterMode.Many: monsterCount = 20; monsterLikelyness = 61; break; } //check & set level monsterGenerator.SetMonsterStats(data.level, data.level + 5); for (int i = 0; i < roomList.Count; i++) { // Needs randomized x coord? monsterGenerator.SetMonsterRoomDimensions(roomList[i].posX, roomList[i].posY, roomList[i].width, roomList[i].height); //set monsters //everything is minions for now for (int j = 0; j < monsterCount; j++) { int currRand = rndTwo.Next(1, 101); if (currRand < monsterLikelyness) { roomList[i].addToMonsList(monsterGenerator.GenerateMinion()); } } } }