Implemented generation of room rewards

This commit is contained in:
Max 2025-02-20 15:21:10 +01:00
parent 807656b112
commit 57f6ee51e1
8 changed files with 75 additions and 8 deletions

View file

@ -13,10 +13,15 @@ class Program
var generator = new DungeonGenerator();
// Call the method you want to run
int width = 100;
int height = 50;
int width = 40;
int height = 28;
DungeonMap map = generator.GenerateDungeon(width, height, 5);
DungeonLockPopulator.PopulateLocksOfDungeon(map);
List<Room> potentialLootRooms = new List<Room>();
potentialLootRooms.AddRange(map.GetNormalRooms());
potentialLootRooms.AddRange(map.GetMonsterRooms());
potentialLootRooms.Add(map.GetBossRoom());
DungeonLootPopulator.GenerateLootInRooms(potentialLootRooms);
DungeonMapSerializer.SerializeToFile(map, SAVED_DUNGEONS_PATH, $"{DUNGEON_NAME} {width}x{height}" );
// Print the map to the console (assuming it returns a string or something printable)