Implemented room generation around boss room.
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1 changed files with 75 additions and 64 deletions
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@ -42,17 +42,29 @@ namespace DungeonGenerator
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}
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AddNormalRoomsAroundMonsterRooms(dungeonMap);
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AddNormalRoomsAroundBossRoom(dungeonMap);
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return dungeonMap;
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}
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private void AddNormalRoomsAroundBossRoom(DungeonMap dungeon)
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{
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AddNormalRoomsAroundRoom(dungeon.GetBossRoom(), dungeon);
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}
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private void AddNormalRoomsAroundMonsterRooms(DungeonMap dungeon)
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{
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HashSet<Point> unoccupiedPoints = dungeon.GetUnoccupiedPoints();
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Random random = new Random();
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foreach (Room monsterRoom in dungeon.GetMonsterRooms())
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{
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var roomPoints = monsterRoom.GetPointsInRoom();
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AddNormalRoomsAroundRoom(monsterRoom, dungeon);
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}
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}
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private void AddNormalRoomsAroundRoom(Room room, DungeonMap dungeon)
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{
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Random random = new Random();
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var roomPoints = room.GetPointsInRoom();
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int minX = roomPoints.Min(p => p.X);
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int maxX = roomPoints.Max(p => p.X);
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int minY = roomPoints.Min(p => p.Y);
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@ -121,12 +133,11 @@ namespace DungeonGenerator
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Room newRoom = CreateAdjacentRoom(RoomType.Normal, unoccupiedPointsOnSide, side, dungeon.GetOccupiedPoints());
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if (newRoom != null)
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{
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monsterRoom.AddAdjacentRoom(newRoom, side);
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room.AddAdjacentRoom(newRoom, side);
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dungeon.AddRoom(newRoom);
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}
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}
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}
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}
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private Room CreateAdjacentRoom(RoomType type, List<Point> unoccupiedPointsOnSide, RoomSide side, HashSet<Point> occupiedPoints)
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{
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