world_generator/DungeonCorridor.cpp

126 lines
4.4 KiB
C++

#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);
}
}
}
}
}