Fixed entrance rooms starting off of the boarder and improved clarity of printed map.

This commit is contained in:
Max 2025-02-04 17:14:41 +01:00
parent 64fbb67397
commit 024e0ae514
3 changed files with 65 additions and 42 deletions

View file

@ -24,7 +24,8 @@ namespace DungeonGenerator
_yLength = 28;
Random random = new Random();
_entrancePoints = GenerateEntrancePoints(_xLength, _yLength, random.Next(1,4));
List<Room> entranceRooms = GenerateEntranceRooms(_xLength, _yLength, random.Next(1,4));
_entrancePoints = entranceRooms.SelectMany(room => room.GetPointsInRoom()).ToList();
EvenDisperser disperser = new EvenDisperser(_xLength, _yLength, _entrancePoints); //TODO calculate L and W from length
int numberOfMonsterRooms = 7; // TODO: Calculate from ratio
@ -41,6 +42,7 @@ namespace DungeonGenerator
public void PrintMap()
{
List<Point> monsterRoomPoints = _monsterRooms.SelectMany(room => room.GetPointsInRoom()).ToList();
char[,] mapMatrix = new Char[_xLength, _yLength];
for (int x = 0; x < _xLength; x++)
{
@ -50,13 +52,13 @@ namespace DungeonGenerator
{
mapMatrix[x, y] = '*';
}
else if (_monsterRooms.Any(room => room.PositionOfTopLeft.Equals(new Point(x,y))))
else if (monsterRoomPoints.Contains(new Point(x,y)))
{
mapMatrix[x, y] = 'X';
}
else
{
mapMatrix[x, y] = 'O';
mapMatrix[x, y] = '-';
}
}
}
@ -86,15 +88,15 @@ namespace DungeonGenerator
Left
}
private List<Point> GenerateEntrancePoints(int xLengthOfDungeon, int yLengthOfDungeon, int numberOfEntranceLines)
private List<Room> GenerateEntranceRooms(int xLengthOfDungeon, int yLengthOfDungeon, int numberOfEntranceLines)
{
if (numberOfEntranceLines > 4)
{
throw new Exception("Number of entrance lines cannot be greater than 4");
}
const int entranceSpaces = 12;
List<Point> entrancePoints = new List<Point>();
const int numEntranceRooms = 12;
List<Room> entranceRooms = new List<Room>();
Random random = new Random();
Dictionary<Side, int> sidesToEnterOn = new()
{
@ -118,30 +120,31 @@ namespace DungeonGenerator
}
}
int pointsPerLine = entranceSpaces / numberOfEntranceLines;
int roomsPerLine = numEntranceRooms / numberOfEntranceLines;
int bottom = yLengthOfDungeon - SIDE_LENGTH_OF_NORMAL;
int oneRoomFromBottom = bottom - SIDE_LENGTH_OF_NORMAL;
int right = xLengthOfDungeon - SIDE_LENGTH_OF_NORMAL;
// Generate entrance lines on each side
switch (sidesToEnterOn[Side.Top])
{
case 2:
// Add half of points for this entrance line to the top left side
for (var i = 0; i < pointsPerLine; i++)
for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL)
{
entrancePoints.Add(new Point(i,0));
entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(i,0)));
}
// Add the rest of the points for this entrance line to the top right side.
int pointsRemaining = pointsPerLine;
for (var i = 0; i < pointsRemaining; i++)
for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL)
{
entrancePoints.Add(new Point((xLengthOfDungeon - 1) - i,0));
entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(right - i,0)));
}
break;
case 1:
int midpoint = xLengthOfDungeon / 2;
int startOfLine = midpoint - (pointsPerLine / 2);
for (var i = 0; i < pointsPerLine; i++)
int startOfLine = GetStartOfCenteredLine(xLengthOfDungeon, roomsPerLine, SIDE_LENGTH_OF_NORMAL);
for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL)
{
entrancePoints.Add(new Point(startOfLine + i, 0));
entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL,new Point(startOfLine + i, 0)));
}
break;
}
@ -150,23 +153,22 @@ namespace DungeonGenerator
{
case 2:
// Add points for this entrance line to the top right side
for (var i = 0; i < pointsPerLine; i++)
for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL)
{
entrancePoints.Add(new Point(xLengthOfDungeon - 1, i + 1));
entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(right, i + SIDE_LENGTH_OF_NORMAL)));
}
// Add the rest of the points for this entrance line to the bottom right side.
for (var i = 0; i < pointsPerLine; i++)
for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL)
{
entrancePoints.Add(new Point(xLengthOfDungeon - 1, (yLengthOfDungeon - 2) - i));
entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(right, oneRoomFromBottom - i)));
}
break;
case 1:
int midpoint = yLengthOfDungeon / 2;
int startOfLine = midpoint - (pointsPerLine / 2);
for (int i = 0; i < pointsPerLine; i++)
int startOfLine = GetStartOfCenteredLine(xLengthOfDungeon, roomsPerLine, SIDE_LENGTH_OF_NORMAL);
for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL)
{
entrancePoints.Add(new Point(xLengthOfDungeon - 1, startOfLine + i));
entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(right, startOfLine + i)));
}
break;
}
@ -175,23 +177,22 @@ namespace DungeonGenerator
{
case 2:
// Add half of points for this entrance line to the bottom left side
for (var i = 0; i < pointsPerLine; i++)
for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL)
{
entrancePoints.Add(new Point(i, yLengthOfDungeon - 1));
entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(i, bottom)));
}
// Add the rest of the points for this entrance line to the bottom right side.
for (var i = 0; i < pointsPerLine; i++)
for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL)
{
entrancePoints.Add(new Point((xLengthOfDungeon - 1) - i, yLengthOfDungeon - 1));
entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point((xLengthOfDungeon - 1) - i, bottom)));
}
break;
case 1:
int midpoint = xLengthOfDungeon / 2;
int startOfLine = midpoint - (pointsPerLine / 2);
for (var i = 0; i < pointsPerLine; i++)
int startOfLine = GetStartOfCenteredLine(xLengthOfDungeon, roomsPerLine, SIDE_LENGTH_OF_NORMAL);
for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL)
{
entrancePoints.Add(new Point(startOfLine + i, yLengthOfDungeon - 1));
entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(startOfLine + i, bottom)));
}
break;
}
@ -200,28 +201,33 @@ namespace DungeonGenerator
{
case 2:
// Add half of points for this entrance line to the top left side
for (var i = 0; i < pointsPerLine; i++)
for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL)
{
entrancePoints.Add(new Point(0, i + 1));
entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(0, i + SIDE_LENGTH_OF_NORMAL)));
}
// Add the rest of the points for this entrance line to the bottom left side.
for (var i = 0; i < pointsPerLine; i++)
for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL)
{
entrancePoints.Add(new Point(0, (yLengthOfDungeon - 1) - i));
entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(0, oneRoomFromBottom - i)));
}
break;
case 1:
int midpoint = yLengthOfDungeon / 2;
int startOfLine = midpoint - (pointsPerLine / 2);
for (int i = 0; i < pointsPerLine; i++)
int startOfLine = GetStartOfCenteredLine(xLengthOfDungeon, roomsPerLine, SIDE_LENGTH_OF_NORMAL);
for (var i = 0; i < roomsPerLine * SIDE_LENGTH_OF_NORMAL; i += SIDE_LENGTH_OF_NORMAL)
{
entrancePoints.Add(new Point(0, startOfLine + i));
entranceRooms.Add(new Room(RoomType.Entrance, SIDE_LENGTH_OF_NORMAL, SIDE_LENGTH_OF_NORMAL, new Point(0, startOfLine + i)));
}
break;
}
return entrancePoints;
return entranceRooms;
}
private int GetStartOfCenteredLine(int length, int numberOfRooms, int sizeOfRoom)
{
int midpoint = length / 2;
return midpoint - (numberOfRooms * sizeOfRoom / 2);
}
}
}