Initial commit.

This commit is contained in:
Relintai 2019-04-20 14:51:33 +02:00
commit 7b711b79b5
20 changed files with 1039 additions and 0 deletions

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.import
*.d
*.o
*.meta

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#include "DungeonCorridor.h"
namespace BS {
namespace Levels {
namespace Generator {
DungeonRoom* DungeonCorridor::getStartRoom(){
return this->startRoom;
}
void DungeonCorridor::setStartRoom(DungeonRoom* value)
{
this->startRoom = value;
}
DungeonRoom* DungeonCorridor::getEndRoom()
{
return this->endRoom;
}
void DungeonCorridor::setEndRoom(DungeonRoom* value)
{
this->endRoom = value;
}
DungeonCorridor::DungeonCorridor(int size, DungeonRoom* startRoom, DungeonRoom* endRoom)
{
size = 4;
this->size = size;
this->setStartRoom(startRoom);
this->setEndRoom(endRoom);
}
void DungeonCorridor::GenerateCorridor(ArrayND<char, 2>* dungeon)
{
int num = this->getStartRoom()->X + Mathf::RoundToInt((float)(this->getStartRoom()->Width) / (float)2);
int num2 = this->getStartRoom()->Y + Mathf::RoundToInt((float)(this->getStartRoom()->Height) / (float)2);
int num3 = this->getEndRoom()->X + Mathf::RoundToInt((float)(this->getEndRoom()->Width) / (float)2);
int num4 = this->getEndRoom()->Y + Mathf::RoundToInt((float)(this->getEndRoom()->Height) / (float)2);
if ((num <= num3) && (num2 <= num4)) {
this->widthir = new IntRect(num, num2, num3 - num, this->size);
this->heightir = new IntRect((this->widthir->X + this->widthir->Width) - this->size, num2, this->size, num4 - num2);
}
else {
if ((num > num3) && (num2 <= num4)) {
this->widthir = new IntRect(num3, num2, num - num3, this->size);
this->heightir = new IntRect(this->widthir->X, num2, this->size, num4 - num2);
}
else {
if ((num <= num3) && (num2 > num4)) {
this->widthir = new IntRect(num, num4, num3 - num, this->size);
this->heightir = new IntRect(num, num4, this->size, num2 - num4);
}
else {
if ((num > num3) && (num2 > num4)) {
this->widthir = new IntRect(num3 - this->size, num2 - this->size, num - num3, this->size);
this->heightir = new IntRect(this->widthir->X, num4, this->size, num2 - num4);
}
}
}
}
this->Write(dungeon, this->widthir);
this->Write(dungeon, this->heightir);
}
void DungeonCorridor::Write(ArrayND<char, 2>* dungeon, IntRect* rect)
{
for (int i = rect->getY(); i < (rect->getY() + rect->getHeight()); i += 1) {
for (int j = rect->getX(); j < (rect->getX() + rect->getWidth()); j += 1) {
if (((*(dungeon->GetData(j, i)) != 1) && (*(dungeon->GetData(j, i)) != 2)) && (*(dungeon->GetData(j, i)) != 20)) {
if ((j == rect->getX()) && (i == rect->getY())) {
dungeon->SetData(j, i, 13);
}
else {
if ((j == rect->getX()) && (i == ((rect->getY() + rect->getHeight()) - 1))) {
dungeon->SetData(j, i, 13);
}
else {
if ((j == ((rect->getX() + rect->getWidth()) - 1)) && (i == rect->getY())) {
dungeon->SetData(j, i, 13);
}
else {
if ((j == ((rect->getX() + rect->getWidth()) - 1)) && (i == ((rect->getY() + rect->getHeight()) - 1))) {
dungeon->SetData(j, i, 13);
}
else {
if (j == rect->getX()) {
dungeon->SetData(j, i, 14);
}
else {
if (j == ((rect->getX() + rect->getWidth()) - 1)) {
dungeon->SetData(j, i, 12);
}
else {
if (i == rect->getY()) {
dungeon->SetData(j, i, 13);
}
else {
if (i == ((rect->getY() + rect->getHeight()) - 1)) {
dungeon->SetData(j, i, 11);
}
else {
dungeon->SetData(j, i, 1);
}
}
}
}
}
}
}
}
}
}
}
}
void DungeonCorridor::GenerateAIPlayers(int level)
{
this->GenerateAIPlayers(level, this->widthir);
this->GenerateAIPlayers(level, this->heightir);
}
void DungeonCorridor::GenerateAIPlayers(int level, IntRect* rect)
{
int num = UnityEngine::Random::Range(0, 3);
for (int i = 0; i < num; i += 1) {
int num2 = rect->getX() + UnityEngine::Random::Range(1, rect->getWidth() - 2);
int num3 = rect->getY() + UnityEngine::Random::Range(1, rect->getHeight() - 2);
new Vector3(((float)(num2) * Voxelizzer::world->voxelScale) * (float)2, Voxelizzer::world->voxelScale, ((float)(num3) * Voxelizzer::world->voxelScale) * (float)2);
}
}
}
}
}

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#pragma once
#include <System/System.h>
#include "DungeonRoom.h"
#include "IntRect.h"
#include "Mathf.h"
#include "UnityEngine.h"
#include "Vector3.h"
#include "Voxelizzer.h"
using namespace UnityEngine;
using namespace VoxelToolbox;
using namespace System;
namespace BS {
namespace Levels {
namespace Generator {
class DungeonCorridor : public virtual Object
{
private:
DungeonRoom* startRoom;
private:
DungeonRoom* endRoom;
public:
int size;
private:
IntRect* widthir;
private:
IntRect* heightir;
public:
DungeonRoom* getStartRoom();
public:
void setStartRoom(DungeonRoom* value);
public:
DungeonRoom* getEndRoom();
public:
void setEndRoom(DungeonRoom* value);
public:
DungeonCorridor(int size, DungeonRoom* startRoom, DungeonRoom* endRoom);
public:
void GenerateCorridor(ArrayND<char, 2>* dungeon);
private:
void Write(ArrayND<char, 2>* dungeon, IntRect* rect);
public:
virtual void GenerateAIPlayers(int level);
private:
void GenerateAIPlayers(int level, IntRect* rect);
};
}
}
}

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#include "DungeonEndRoom.h"
namespace BS {
namespace Levels {
namespace Generator {
DungeonEndRoom::DungeonEndRoom(int x, int y, int width, int height) : DungeonRoom(x, y, width, height){
}
void DungeonEndRoom::WriteRoom(ArrayND<char, 2>* dungeon)
{
for (int i = DungeonRoom::getY(); i < (DungeonRoom::getY() + DungeonRoom::getHeight()); i += 1) {
for (int j = DungeonRoom::getX(); j < (DungeonRoom::getX() + DungeonRoom::getWidth()); j += 1) {
dungeon->SetData(j, i, 1);
}
}
for (int k = DungeonRoom::getX() + 1; k < ((DungeonRoom::getX() + DungeonRoom::getWidth()) - 1); k += 1) {
dungeon->SetData(k, (DungeonRoom::getY() + DungeonRoom::getHeight()) - 1, 11);
}
for (int l = DungeonRoom::getX() + 1; l < ((DungeonRoom::getX() + DungeonRoom::getWidth()) - 1); l += 1) {
dungeon->SetData(l, DungeonRoom::getY(), 13);
}
for (int m = DungeonRoom::getY() + 1; m < ((DungeonRoom::getY() + DungeonRoom::getHeight()) - 1); m += 1) {
dungeon->SetData(DungeonRoom::getX(), m, 14);
}
for (int n = DungeonRoom::getY() + 1; n < ((DungeonRoom::getY() + DungeonRoom::getHeight()) - 1); n += 1) {
dungeon->SetData((DungeonRoom::getX() + DungeonRoom::getWidth()) - 1, n, 12);
}
dungeon->SetData(DungeonRoom::getX(), DungeonRoom::getY(), 13);
dungeon->SetData((DungeonRoom::getX() + DungeonRoom::getWidth()) - 1, DungeonRoom::getY(), 13);
dungeon->SetData(DungeonRoom::getX(), (DungeonRoom::getY() + DungeonRoom::getHeight()) - 1, 13);
dungeon->SetData((DungeonRoom::getX() + DungeonRoom::getWidth()) - 1, (DungeonRoom::getY() + DungeonRoom::getHeight()) - 1, 13);
int num = UnityEngine::Random::Range(DungeonRoom::getX() + 1, (DungeonRoom::getX() + DungeonRoom::getWidth()) - 1);
int num2 = UnityEngine::Random::Range(DungeonRoom::getY() + 1, (DungeonRoom::getY() + DungeonRoom::getHeight()) - 1);
dungeon->SetData(num, num2, 20);
}
}
}
}

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#pragma once
#include <System/System.h>
#include "DungeonRoom.h"
#include "UnityEngine.h"
using namespace System;
namespace BS {
namespace Levels {
namespace Generator {
class DungeonEndRoom : public virtual DungeonRoom, public virtual Object
{
public:
DungeonEndRoom(int x, int y, int width, int height);
public:
virtual void WriteRoom(ArrayND<char, 2>* dungeon);
};
}
}
}

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#include "DungeonGenerator.h"
namespace BS {
namespace Levels {
namespace Generator {
ArrayND<char, 2>* DungeonGenerator::getDungeon(){
return this->dungeon;
}
void DungeonGenerator::Awake()
{
this->rooms = new List_T<DungeonRoom>();
this->corridors = new List_T<DungeonCorridor>();
this->dungeon = new ArrayND<char>(this->DUNGEON_Size_X, this->DUNGEON_Size_Y);
}
void DungeonGenerator::Generate(int level)
{
UnityEngine::Random::InitState(BrokenSeals::Game->Seed);
if (!CxNet::IsServer) {
this->SpawnMobs = false;
}
this->GenerateDungeon();
this->GenerateCorridors();
this->PreprocessDungeonSimple();
this->GeneratePlayers(level);
}
void DungeonGenerator::GenerateDungeon()
{
for (int i = 0; i < this->ROOM_PLACEMENT_TRIES; i += 1) {
int x = UnityEngine::Random::Range(0, this->DUNGEON_Size_X - this->ROOM_MAX_SIZE);
int y = UnityEngine::Random::Range(0, this->DUNGEON_Size_Y - this->ROOM_MAX_SIZE);
int width = UnityEngine::Random::Range(this->ROOM_MIN_SIZE, this->ROOM_MAX_SIZE);
int height = UnityEngine::Random::Range(this->ROOM_MIN_SIZE, this->ROOM_MAX_SIZE);
if (this->CanPlaceRoom(x, y, width, height)) {
if (this->rooms->Count > 0) {
DungeonRoom* dungeonRoom = new DungeonRoom(x, y, width, height);
dungeonRoom->WriteRoom(this->dungeon);
this->corridors->Add(new DungeonCorridor(this->CORRIDOR_SIZE, this->rooms->GetData(this->rooms->Count - 1), dungeonRoom));
this->rooms->Add(dungeonRoom);
}
else {
DungeonStartRoom* dungeonStartRoom = new DungeonStartRoom(x, y, width, height);
dungeonStartRoom->WriteRoom(this->dungeon);
dungeonStartRoom->GenerateSpawnPoint(this->startPositionPrefab);
this->rooms->Add(dungeonStartRoom);
}
}
}
DungeonRoom* dungeonRoom2 = this->rooms->GetData(this->rooms->Count - 1);
this->rooms->Remove(dungeonRoom2);
this->corridors->RemoveAt(this->corridors->Count - 1);
DungeonEndRoom* dungeonEndRoom = new DungeonEndRoom(dungeonRoom2->getX(), dungeonRoom2->getY(), dungeonRoom2->getWidth(), dungeonRoom2->getHeight());
this->corridors->Add(new DungeonCorridor(this->CORRIDOR_SIZE, this->rooms->GetData(this->rooms->Count - 1), dungeonEndRoom));
this->rooms->Add(dungeonEndRoom);
dungeonEndRoom->WriteRoom(this->dungeon);
}
void DungeonGenerator::GenerateCorridors()
{
for (int i = 0; i < this->corridors->Count; i += 1) {
this->corridors->GetData(i)->GenerateCorridor(this->dungeon);
}
}
void DungeonGenerator::GeneratePlayers(int level)
{
if (!this->SpawnMobs) {
return;
}
for (int i = 0; i < this->rooms->Count; i += 1) {
this->rooms->GetData(i)->GenerateAIPlayers(level);
}
for (int j = 0; j < this->corridors->Count; j += 1) {
this->corridors->GetData(j)->GenerateAIPlayers(level);
}
}
void DungeonGenerator::PreprocessDungeonSimple()
{
for (int i = 1; i < this->DUNGEON_Size_X; i += 1) {
for (int j = 1; j < this->DUNGEON_Size_Y; j += 1) {
this->dungeon->GetData(i, j);
if (TileConsts::isWall(this->dungeon->GetData(i, j))) {
bool arg_68_0 = *(this->dungeon->GetData(i, j - 1)) == 0;
bool flag = *(this->dungeon->GetData(i - 1, j)) == 0;
bool flag2 = *(this->dungeon->GetData(i - 1, j - 1)) == 0;
if ((arg_68_0 | flag) | flag2) {
this->dungeon->SetData(i, j, 12);
}
}
}
}
}
void DungeonGenerator::PreprocessDungeon()
{
for (int i = 1; i < this->DUNGEON_Size_X; i += 1) {
for (int j = 1; j < this->DUNGEON_Size_Y; j += 1) {
char b = this->dungeon->GetData(i, j);
if (((b != 0) && (b != 1)) && (b != 20)) {
bool flag = TileConsts::isWall(this->dungeon->GetData(i, j + 1));
bool flag2 = TileConsts::isWall(this->dungeon->GetData(i, j - 1));
bool flag3 = TileConsts::isWall(this->dungeon->GetData(i - 1, j));
bool flag4 = TileConsts::isWall(this->dungeon->GetData(i + 1, j));
bool flag5 = TileConsts::isWall(this->dungeon->GetData(i + 1, j + 1));
bool flag6 = TileConsts::isWall(this->dungeon->GetData(i - 1, j + 1));
bool flag7 = TileConsts::isWall(this->dungeon->GetData(i + 1, j - 1));
bool flag8 = TileConsts::isWall(this->dungeon->GetData(i - 1, j - 1));
if (!flag & flag2) {
if (((!flag4 & flag) & flag3) && !flag2) {
this->dungeon->SetData(i, j, 17);
}
else {
if (((!flag4 && !flag) & flag3) & flag2) {
this->dungeon->SetData(i, j, 18);
}
else {
if (((!flag3 && !flag) & flag4) & flag2) {
this->dungeon->SetData(i, j, 17);
}
else {
if (((((((flag3 && !flag8) && !flag2) && !flag7) && !flag4) && !flag5) & flag) && !flag6) {
this->dungeon->SetData(i, j, 23);
}
else {
if ((!flag3 & flag) & flag4) {
}
if (((((((flag3 && !flag8) & flag2) && !flag7) && !flag4) && !flag5) && !flag) && !flag6) {
this->dungeon->SetData(i, j, 22);
}
else {
if (((((((!flag3 && !flag8) && !flag2) && !flag7) & flag4) && !flag5) & flag) && !flag6) {
this->dungeon->SetData(i, j, 21);
}
}
}
}
}
}
}
}
}
}
}
String* DungeonGenerator::StringifyDungeon()
{
this->sb = new StringBuilder();
for (int i = 0; i < this->DUNGEON_Size_Y; i += 1) {
for (int j = 0; j < this->DUNGEON_Size_X; j += 1) {
if (*(this->dungeon->GetData(j, i)) != 0) {
this->sb->Append(j);
this->sb->Append(new String(";"));
this->sb->Append(i);
this->sb->Append(new String(";"));
this->sb->Append(this->dungeon->GetData(j, i));
this->sb->Append(new String("|"));
}
}
}
return this->sb->ToString();
}
void DungeonGenerator::GenerateDebugDungeon()
{
this->dungeon = new ArrayND<char>(this->DUNGEON_Size_X, this->DUNGEON_Size_Y);
for (int i = 0; i < this->DUNGEON_Size_Y; i += 1) {
for (int j = 0; j < this->DUNGEON_Size_X; j += 1) {
this->dungeon->SetData(j, i, 1);
}
}
for (int k = 0; k < 300; k += 1) {
this->dungeon->SetData(UnityEngine::Random::Range(0, this->DUNGEON_Size_X), UnityEngine::Random::Range(0, this->DUNGEON_Size_Y), 2);
}
}
bool DungeonGenerator::CanPlaceRoom(int x, int y, int width, int height)
{
for (int i = y; i < (y + height); i += 1) {
for (int j = x; j < (x + width); j += 1) {
if (*(this->dungeon->GetData(j, i)) != 0) {
return false;
}
}
}
return true;
}
void DungeonGenerator::Reset()
{
if (this->rooms == null) {
return;
}
this->rooms->Clear();
this->corridors->Clear();
for (int i = 0; i < this->DUNGEON_Size_Y; i += 1) {
for (int j = 0; j < this->DUNGEON_Size_X; j += 1) {
this->dungeon->SetData(j, i, 0);
}
}
}
DungeonGenerator::DungeonGenerator()
{
SpawnMobs = true;
DUNGEON_Size_X = 200;
DUNGEON_Size_Y = 200;
ROOM_MIN_SIZE = 20;
ROOM_MAX_SIZE = 26;
ROOM_PLACEMENT_TRIES = 100;
CORRIDOR_SIZE = 4;
}
}
}
}

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#pragma once
#include <System/System.h>
#include "MonoBehaviour.h"
#include "GameObject.h"
#include "DungeonRoom.h"
#include <System/Collections/Generic/List.h>
#include "DungeonCorridor.h"
#include <System/Text/StringBuilder.h>
#include "UnityEngine.h"
#include "BrokenSeals.h"
#include "CxNet.h"
#include "DungeonStartRoom.h"
#include "DungeonEndRoom.h"
#include "TileConsts.h"
using namespace UnityEngine;
using namespace System::Collections::Generic;
using namespace System::Text;
using namespace CxNetworking;
using namespace System;
namespace BS {
namespace Levels {
namespace Generator {
class DungeonGenerator : public virtual MonoBehaviour, public virtual Object
{
public:
int Seed;
public:
bool SpawnMobs;
public:
int DUNGEON_Size_X;
public:
int DUNGEON_Size_Y;
public:
int ROOM_MIN_SIZE;
public:
int ROOM_MAX_SIZE;
public:
int ROOM_PLACEMENT_TRIES;
public:
int CORRIDOR_SIZE;
//Attribute: SerializeField*
private:
GameObject* startPositionPrefab;
private:
ArrayND<char, 2>* dungeon;
private:
List_T<DungeonRoom>* rooms;
private:
List_T<DungeonCorridor>* corridors;
private:
StringBuilder* sb;
public:
ArrayND<char, 2>* getDungeon();
//Ignored empty method declaration
private:
void Awake();
public:
void Generate(int level);
public:
void GenerateDungeon();
public:
void GenerateCorridors();
public:
void GeneratePlayers(int level);
public:
void PreprocessDungeonSimple();
public:
void PreprocessDungeon();
public:
String* StringifyDungeon();
private:
void GenerateDebugDungeon();
private:
bool CanPlaceRoom(int x, int y, int width, int height);
public:
void Reset();
public:
DungeonGenerator();
};
}
}
}

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#include "DungeonRoom.h"
namespace BS {
namespace Levels {
namespace Generator {
Array<String>* DungeonRoom::biga;
Array<String>* DungeonRoom::bigb;
Array<String>* DungeonRoom::smalla;
Array<String>* DungeonRoom::smallb;
int DungeonRoom::getX(){
return this->x;
}
void DungeonRoom::setX(int value)
{
this->x = value;
}
int DungeonRoom::getY()
{
return this->y;
}
void DungeonRoom::setY(int value)
{
this->y = value;
}
int DungeonRoom::getWidth()
{
return this->width;
}
void DungeonRoom::setWidth(int value)
{
this->width = value;
}
int DungeonRoom::getHeight()
{
return this->height;
}
void DungeonRoom::setHeight(int value)
{
this->height = value;
}
DungeonRoom::DungeonRoom(int x, int y, int width, int height)
{
this->setX(x);
this->setY(y);
this->setWidth(width);
this->setHeight(height);
}
void DungeonRoom::WriteRoom(ArrayND<char, 2>* dungeon)
{
for (int i = this->getY(); i < (this->getY() + this->getHeight()); i += 1) {
for (int j = this->getX(); j < (this->getX() + this->getWidth()); j += 1) {
dungeon->SetData(j, i, 1);
}
}
for (int k = this->getX() + 1; k < ((this->getX() + this->getWidth()) - 1); k += 1) {
dungeon->SetData(k, (this->getY() + this->getHeight()) - 1, 11);
}
for (int l = this->getX() + 1; l < ((this->getX() + this->getWidth()) - 1); l += 1) {
dungeon->SetData(l, this->getY(), 13);
}
for (int m = this->getY() + 1; m < ((this->getY() + this->getHeight()) - 1); m += 1) {
dungeon->SetData(this->getX(), m, 14);
}
for (int n = this->getY() + 1; n < ((this->getY() + this->getHeight()) - 1); n += 1) {
dungeon->SetData((this->getX() + this->getWidth()) - 1, n, 12);
}
dungeon->SetData(this->getX(), this->getY(), 13);
dungeon->SetData((this->getX() + this->getWidth()) - 1, this->getY(), 13);
dungeon->SetData(this->getX(), (this->getY() + this->getHeight()) - 1, 13);
dungeon->SetData((this->getX() + this->getWidth()) - 1, (this->getY() + this->getHeight()) - 1, 13);
}
void DungeonRoom::GenerateAIPlayers(int level)
{
int num = UnityEngine::Random::Range(3, 5);
for (int i = 0; i < num; i += 1) {
int num2 = this->getX() + UnityEngine::Random::Range(1, this->getWidth() - 2);
int num3 = this->getY() + UnityEngine::Random::Range(1, this->getHeight() - 2);
Vector3* position = new Vector3((float)(num2) * Voxelizzer::world->voxelScale, Voxelizzer::world->voxelScale, (float)(num3) * Voxelizzer::world->voxelScale);
Entity::SSpawn(EntityType::Mob, UnityEngine::Random::Range(10000, 10005), level, this->GenerateName(), 0u, null, false, position, );
}
}
String* DungeonRoom::GenerateName()
{
UnityEngine::Random::State* state = UnityEngine::Random::state;
String* text = DungeonRoom::biga->GetData(UnityEngine::Random::Range(0, DungeonRoom::biga->Length));
bool flag = false;
int num = UnityEngine::Random::Range(3, 7);
for (int i = 0; i < num; i += 1) {
if (flag) {
*text += DungeonRoom::smallb->GetData(UnityEngine::Random::Range(0, DungeonRoom::smallb->Length));
}
else {
*text += DungeonRoom::smalla->GetData(UnityEngine::Random::Range(0, DungeonRoom::smalla->Length));
}
flag = !flag;
}
UnityEngine::Random::state = state;
return text;
}
DungeonRoom::DungeonRoom()
{
Array<String>* expr_06 = new Array<String>(5);
expr_06->SetData(0, new String("A"));
expr_06->SetData(1, new String("E"));
expr_06->SetData(2, new String("I"));
expr_06->SetData(3, new String("O"));
expr_06->SetData(4, new String("U"));
DungeonRoom::biga = expr_06;
Array<String>* expr_3A = new Array<String>(19);
expr_3A->SetData(0, new String("B"));
expr_3A->SetData(1, new String("C"));
expr_3A->SetData(2, new String("D"));
expr_3A->SetData(3, new String("E"));
expr_3A->SetData(4, new String("F"));
expr_3A->SetData(5, new String("G"));
expr_3A->SetData(6, new String("H"));
expr_3A->SetData(7, new String("J"));
expr_3A->SetData(8, new String("K"));
expr_3A->SetData(9, new String("L"));
expr_3A->SetData(10, new String("M"));
expr_3A->SetData(11, new String("N"));
expr_3A->SetData(12, new String("P"));
expr_3A->SetData(13, new String("Q"));
expr_3A->SetData(14, new String("R"));
expr_3A->SetData(15, new String("V"));
expr_3A->SetData(16, new String("X"));
expr_3A->SetData(17, new String("Y"));
expr_3A->SetData(18, new String("Z"));
DungeonRoom::bigb = expr_3A;
Array<String>* expr_E7 = new Array<String>(5);
expr_E7->SetData(0, new String("a"));
expr_E7->SetData(1, new String("e"));
expr_E7->SetData(2, new String("i"));
expr_E7->SetData(3, new String("o"));
expr_E7->SetData(4, new String("u"));
DungeonRoom::smalla = expr_E7;
Array<String>* expr_11B = new Array<String>(19);
expr_11B->SetData(0, new String("b"));
expr_11B->SetData(1, new String("c"));
expr_11B->SetData(2, new String("d"));
expr_11B->SetData(3, new String("e"));
expr_11B->SetData(4, new String("f"));
expr_11B->SetData(5, new String("g"));
expr_11B->SetData(6, new String("h"));
expr_11B->SetData(7, new String("j"));
expr_11B->SetData(8, new String("k"));
expr_11B->SetData(9, new String("l"));
expr_11B->SetData(10, new String("m"));
expr_11B->SetData(11, new String("n"));
expr_11B->SetData(12, new String("p"));
expr_11B->SetData(13, new String("q"));
expr_11B->SetData(14, new String("r"));
expr_11B->SetData(15, new String("v"));
expr_11B->SetData(16, new String("x"));
expr_11B->SetData(17, new String("y"));
expr_11B->SetData(18, new String("z"));
DungeonRoom::smallb = expr_11B;
}
}
}
}

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#pragma once
#include <System/System.h>
#include "UnityEngine.h"
#include "Vector3.h"
#include "Voxelizzer.h"
#include "Entity.h"
#include "EntityType.h"
#include "Quaternion.h"
using namespace UnityEngine;
using namespace VoxelToolbox;
using namespace BS::Player;
using namespace System;
namespace BS {
namespace Levels {
namespace Generator {
class DungeonRoom : public virtual Object
{
private:
static Array<String>* biga;
private:
static Array<String>* bigb;
private:
static Array<String>* smalla;
private:
static Array<String>* smallb;
private:
int x;
private:
int y;
private:
int width;
private:
int height;
public:
int getX();
public:
void setX(int value);
public:
int getY();
public:
void setY(int value);
public:
int getWidth();
public:
void setWidth(int value);
public:
int getHeight();
public:
void setHeight(int value);
public:
DungeonRoom(int x, int y, int width, int height);
public:
virtual void WriteRoom(ArrayND<char, 2>* dungeon);
public:
virtual void GenerateAIPlayers(int level);
public:
String* GenerateName();
static:
DungeonRoom();
};
}
}
}

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#include "DungeonStartRoom.h"
namespace BS {
namespace Levels {
namespace Generator {
DungeonStartRoom::DungeonStartRoom(int x, int y, int width, int height) : DungeonRoom(x, y, 8, 8){
}
void DungeonStartRoom::GenerateSpawnPoint(GameObject* startPositionPrefab)
{
bool flag = false;
while (!flag) {
int num = DungeonRoom::getX() + UnityEngine::Random::Range(1, DungeonRoom::getWidth() - 2);
int num2 = DungeonRoom::getY() + UnityEngine::Random::Range(1, DungeonRoom::getHeight() - 2);
flag = true;
UnityEngine::Object::Instantiate<GameObject>(startPositionPrefab, Vector3::zero, Quaternion::identity)->transform->position = new Vector3((float)(num) * Voxelizzer::world->voxelScale, Voxelizzer::world->voxelScale, (float)(num2) * Voxelizzer::world->voxelScale);
}
}
void DungeonStartRoom::GenerateAIPlayers(int level)
{
}
}
}
}

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#pragma once
#include <System/System.h>
#include "DungeonRoom.h"
#include "GameObject.h"
#include "UnityEngine.h"
#include "Vector3.h"
#include "Voxelizzer.h"
#include "Quaternion.h"
using namespace UnityEngine;
using namespace VoxelToolbox;
using namespace System;
namespace BS {
namespace Levels {
namespace Generator {
class DungeonStartRoom : public virtual DungeonRoom, public virtual Object
{
public:
DungeonStartRoom(int x, int y, int width, int height);
public:
void GenerateSpawnPoint(GameObject* startPositionPrefab);
public:
virtual void GenerateAIPlayers(int level);
};
}
}
}

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#include "IntRect.h"
namespace BS {
namespace Levels {
namespace Generator {
int IntRect::getX(){
return this->x;
}
void IntRect::setX(int value)
{
this->x = value;
}
int IntRect::getY()
{
return this->y;
}
void IntRect::setY(int value)
{
this->y = value;
}
int IntRect::getWidth()
{
return this->width;
}
void IntRect::setWidth(int value)
{
this->width = value;
}
int IntRect::getHeight()
{
return this->height;
}
void IntRect::setHeight(int value)
{
this->height = value;
}
IntRect::IntRect(int x, int y, int width, int height)
{
this->x = x;
this->y = y;
this->width = width;
this->height = height;
}
}
}
}

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#pragma once
#include <System/System.h>
using namespace System;
namespace BS {
namespace Levels {
namespace Generator {
class IntRect : public virtual Object
{
private:
int x;
private:
int y;
private:
int width;
private:
int height;
public:
int getX();
public:
void setX(int value);
public:
int getY();
public:
void setY(int value);
public:
int getWidth();
public:
void setWidth(int value);
public:
int getHeight();
public:
void setHeight(int value);
public:
IntRect(int x, int y, int width, int height);
};
}
}
}

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Import('env')
env.add_source_files(env.modules_sources,"register_types.cpp")

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#include "TileConsts.h"
namespace BS {
namespace Levels {
namespace Generator {
bool TileConsts::isWall(char tile){
switch (tile){
case 11:
return true;
case 12:
return true;
case 13:
return true;
case 14:
return true;
case 15:
return true;
case 16:
return true;
case 17:
return true;
case 18:
return true;
case 21:
return true;
case 22:
return true;
case 23:
return true;
}
return false;
}
TileConsts::TileConsts()
{
Floor = 1;
Floor_Var1 = 2;
Floor_Up = 3;
Floor_Left = 4;
Floor_Down = 5;
Floor_Right = 6;
Floor_UpRight = 7;
Floor_UpLeft = 8;
Floor_DownLeft = 9;
Floor_DownRight = 10;
Wall_Up = 11;
Wall_Right = 12;
Wall_Down = 13;
Wall_Left = 14;
Wall_Corner_TopRight = 15;
Wall_Corner_TopLeft = 16;
Wall_Corner_BottomRight = 17;
Wall_Corner_BottomRight_Outside = 23;
Wall_Corner_BottomLeft = 18;
Wall_Corner_BottomLeft_Outside = 21;
Wall_Corner_BottomLeft_Half_Outside = 22;
Roof_Wood_Single = 19;
Stair_Down = 20;
}
}
}
}

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#pragma once
#include <System/System.h>
using namespace System;
namespace BS {
namespace Levels {
namespace Generator {
class TileConsts : public virtual Object
{
public:
char Floor;
public:
char Floor_Var1;
public:
char Floor_Up;
public:
char Floor_Left;
public:
char Floor_Down;
public:
char Floor_Right;
public:
char Floor_UpRight;
public:
char Floor_UpLeft;
public:
char Floor_DownLeft;
public:
char Floor_DownRight;
public:
char Wall_Up;
public:
char Wall_Right;
public:
char Wall_Down;
public:
char Wall_Left;
public:
char Wall_Corner_TopRight;
public:
char Wall_Corner_TopLeft;
public:
char Wall_Corner_BottomRight;
public:
char Wall_Corner_BottomRight_Outside;
public:
char Wall_Corner_BottomLeft;
public:
char Wall_Corner_BottomLeft_Outside;
public:
char Wall_Corner_BottomLeft_Half_Outside;
public:
char Roof_Wood_Single;
public:
char Stair_Down;
public:
static bool isWall(char tile);
public:
TileConsts();
};
}
}
}

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def can_build(env, platform):
return True
def configure(env):
pass

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#include "register_types.h"
void register_dungeon_generator_types() {
//ClassDB::register_class<BSInputModifier>();
}
void unregister_dungeon_generator_types() {
}

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void register_dungeon_generator_types();
void unregister_dungeon_generator_types();