Implemented generation of room rewards
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8 changed files with 75 additions and 8 deletions
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@ -13,10 +13,15 @@ class Program
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var generator = new DungeonGenerator();
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// Call the method you want to run
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int width = 100;
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int height = 50;
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int width = 40;
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int height = 28;
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DungeonMap map = generator.GenerateDungeon(width, height, 5);
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DungeonLockPopulator.PopulateLocksOfDungeon(map);
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List<Room> potentialLootRooms = new List<Room>();
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potentialLootRooms.AddRange(map.GetNormalRooms());
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potentialLootRooms.AddRange(map.GetMonsterRooms());
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potentialLootRooms.Add(map.GetBossRoom());
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DungeonLootPopulator.GenerateLootInRooms(potentialLootRooms);
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DungeonMapSerializer.SerializeToFile(map, SAVED_DUNGEONS_PATH, $"{DUNGEON_NAME} {width}x{height}" );
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// Print the map to the console (assuming it returns a string or something printable)
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