Implemented generation of normal rooms around monster rooms. They still collid with each other.
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3 changed files with 256 additions and 6 deletions
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@ -1,4 +1,6 @@
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using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.VisualScripting;
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namespace DungeonGenerator
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{
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@ -19,7 +21,12 @@ namespace DungeonGenerator
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Height = height;
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PositionOfTopLeft = positionOfTopLeft;
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}
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private List<Room> _topAdjacentRooms = new List<Room>();
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private List<Room> _bottomAdjacentRooms = new List<Room>();
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private List<Room> _leftAdjacentRooms = new List<Room>();
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private List<Room> _rightAdjacentRooms = new List<Room>();
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public RoomType TypeOfRoom { get; set; }
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public int Height { get; set; }
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public int Width { get; set; }
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@ -50,5 +57,45 @@ namespace DungeonGenerator
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{
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return new Point(PositionOfTopLeft.X + Width / 2, PositionOfTopLeft.Y + Height / 2);
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}
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public void AddTopAdjacentRoom(Room room)
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{
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_topAdjacentRooms.Add(room);
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}
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public List<Room> GetTopAdjaceRooms()
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{
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return _topAdjacentRooms;
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}
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public void AddBottomAdjacentRoom(Room room)
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{
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_bottomAdjacentRooms.Add(room);
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}
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public List<Room> GetBottomAdjaceRooms()
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{
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return _bottomAdjacentRooms;
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}
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public void AddLeftAdjacentRoom(Room room)
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{
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_leftAdjacentRooms.Add(room);
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}
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public List<Room> GetLeftAdjaceRooms()
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{
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return _leftAdjacentRooms;
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}
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public void AddRightAdjacentRoom(Room room)
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{
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_rightAdjacentRooms.Add(room);
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}
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public List<Room> GetRightAdjaceRooms()
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{
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return _rightAdjacentRooms;
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}
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}
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}
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