示例#1
0
        public override void Apply(ZoneGenContext zoneContext, IGenContext context, StablePriorityQueue <Priority, IGenStep> queue)
        {
            //find the first postproc that is a GridRoom postproc and add this to its special rooms
            //NOTE: if a room-based generator is not found as the generation step, it will just skip this floor but treat it as though it was placed.
            if (SpreadPlan.CheckIfDistributed(zoneContext, context))
            {
                //TODO: allow arbitrary components to be added
                RoomGenOption genDuo = Spawns.Pick(context.Rand);
                SetGridSpecialRoomStep <MapGenContext> specialStep     = new SetGridSpecialRoomStep <MapGenContext>();
                SetSpecialRoomStep <ListMapGenContext> listSpecialStep = new SetSpecialRoomStep <ListMapGenContext>();

                specialStep.Filters = genDuo.Filters;
                if (specialStep.CanApply(context))
                {
                    specialStep.Rooms = new PresetPicker <RoomGen <MapGenContext> >(genDuo.GridOption);
                    specialStep.RoomComponents.Set(new ImmutableRoom());
                    queue.Enqueue(PriorityGrid, specialStep);
                }
                else if (listSpecialStep.CanApply(context))
                {
                    listSpecialStep.Rooms = new PresetPicker <RoomGen <ListMapGenContext> >(genDuo.ListOption);
                    listSpecialStep.RoomComponents.Set(new ImmutableRoom());
                    PresetPicker <PermissiveRoomGen <ListMapGenContext> > picker = new PresetPicker <PermissiveRoomGen <ListMapGenContext> >();
                    picker.ToSpawn        = new RoomGenAngledHall <ListMapGenContext>(0);
                    listSpecialStep.Halls = picker;
                    queue.Enqueue(PriorityList, listSpecialStep);
                }
            }
        }
示例#2
0
 public override void Apply(ZoneGenContext zoneContext, IGenContext context, StablePriorityQueue <Priority, IGenStep> queue)
 {
     if (SpreadPlan.CheckIfDistributed(zoneContext, context))
     {
         IGenPriority genStep = Spawns.Pick(context.Rand);
         queue.Enqueue(genStep.Priority, genStep.GetItem());
     }
 }