mirror of
https://github.com/Relintai/world_generator.git
synced 2024-11-14 10:17:19 +01:00
107 lines
4.0 KiB
C++
107 lines
4.0 KiB
C++
#include "DungeonCorridor.h"
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namespace BS {
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namespace Levels {
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namespace Generator {
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DungeonRoom *DungeonCorridor::getStartRoom() {
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return this->startRoom;
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}
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void DungeonCorridor::setStartRoom(DungeonRoom *value) {
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this->startRoom = value;
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}
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DungeonRoom *DungeonCorridor::getEndRoom() {
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return this->endRoom;
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}
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void DungeonCorridor::setEndRoom(DungeonRoom *value) {
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this->endRoom = value;
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}
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DungeonCorridor::DungeonCorridor(int size, DungeonRoom *startRoom, DungeonRoom *endRoom) {
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size = 4;
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this->size = size;
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this->setStartRoom(startRoom);
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this->setEndRoom(endRoom);
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}
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void DungeonCorridor::GenerateCorridor(ArrayND<char, 2> *dungeon) {
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int num = this->getStartRoom()->X + Mathf::RoundToInt((float)(this->getStartRoom()->Width) / (float)2);
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int num2 = this->getStartRoom()->Y + Mathf::RoundToInt((float)(this->getStartRoom()->Height) / (float)2);
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int num3 = this->getEndRoom()->X + Mathf::RoundToInt((float)(this->getEndRoom()->Width) / (float)2);
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int num4 = this->getEndRoom()->Y + Mathf::RoundToInt((float)(this->getEndRoom()->Height) / (float)2);
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if ((num <= num3) && (num2 <= num4)) {
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this->widthir = new IntRect(num, num2, num3 - num, this->size);
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this->heightir = new IntRect((this->widthir->X + this->widthir->Width) - this->size, num2, this->size, num4 - num2);
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} else {
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if ((num > num3) && (num2 <= num4)) {
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this->widthir = new IntRect(num3, num2, num - num3, this->size);
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this->heightir = new IntRect(this->widthir->X, num2, this->size, num4 - num2);
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} else {
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if ((num <= num3) && (num2 > num4)) {
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this->widthir = new IntRect(num, num4, num3 - num, this->size);
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this->heightir = new IntRect(num, num4, this->size, num2 - num4);
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} else {
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if ((num > num3) && (num2 > num4)) {
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this->widthir = new IntRect(num3 - this->size, num2 - this->size, num - num3, this->size);
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this->heightir = new IntRect(this->widthir->X, num4, this->size, num2 - num4);
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}
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}
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}
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}
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this->Write(dungeon, this->widthir);
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this->Write(dungeon, this->heightir);
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}
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void DungeonCorridor::Write(ArrayND<char, 2> *dungeon, IntRect *rect) {
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for (int i = rect->getY(); i < (rect->getY() + rect->getHeight()); i += 1) {
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for (int j = rect->getX(); j < (rect->getX() + rect->getWidth()); j += 1) {
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if (((*(dungeon->GetData(j, i)) != 1) && (*(dungeon->GetData(j, i)) != 2)) && (*(dungeon->GetData(j, i)) != 20)) {
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if ((j == rect->getX()) && (i == rect->getY())) {
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dungeon->SetData(j, i, 13);
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} else {
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if ((j == rect->getX()) && (i == ((rect->getY() + rect->getHeight()) - 1))) {
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dungeon->SetData(j, i, 13);
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} else {
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if ((j == ((rect->getX() + rect->getWidth()) - 1)) && (i == rect->getY())) {
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dungeon->SetData(j, i, 13);
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} else {
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if ((j == ((rect->getX() + rect->getWidth()) - 1)) && (i == ((rect->getY() + rect->getHeight()) - 1))) {
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dungeon->SetData(j, i, 13);
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} else {
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if (j == rect->getX()) {
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dungeon->SetData(j, i, 14);
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} else {
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if (j == ((rect->getX() + rect->getWidth()) - 1)) {
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dungeon->SetData(j, i, 12);
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} else {
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if (i == rect->getY()) {
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dungeon->SetData(j, i, 13);
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} else {
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if (i == ((rect->getY() + rect->getHeight()) - 1)) {
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dungeon->SetData(j, i, 11);
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} else {
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dungeon->SetData(j, i, 1);
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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void DungeonCorridor::GenerateAIPlayers(int level) {
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this->GenerateAIPlayers(level, this->widthir);
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this->GenerateAIPlayers(level, this->heightir);
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}
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void DungeonCorridor::GenerateAIPlayers(int level, IntRect *rect) {
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int num = UnityEngine::Random::Range(0, 3);
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for (int i = 0; i < num; i += 1) {
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int num2 = rect->getX() + UnityEngine::Random::Range(1, rect->getWidth() - 2);
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int num3 = rect->getY() + UnityEngine::Random::Range(1, rect->getHeight() - 2);
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new Vector3(((float)(num2)*Voxelizzer::world->voxelScale) * (float)2, Voxelizzer::world->voxelScale, ((float)(num3)*Voxelizzer::world->voxelScale) * (float)2);
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}
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}
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} // namespace Generator
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} // namespace Levels
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} // namespace BS
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