Removed check of distance to stop organic room placement.
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6 changed files with 4 additions and 5 deletions
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@ -13,8 +13,8 @@ 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 = 40;
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int height = 28;
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int width = 30;
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int height = 20;
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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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@ -25,7 +25,7 @@ namespace DungeonMapGenerator
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Random random = new Random();
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DungeonMap dungeonMap = new DungeonMap(_xLength, _yLength);
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dungeonMap.AddRooms(GenerateEntranceRooms(_xLength, _yLength, random.Next(1,3)));
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dungeonMap.AddRooms(GenerateEntranceRooms(_xLength, _yLength, 2));
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dungeonMap.AddRoom(GenerateOnlyBossRoom(_xLength, _yLength, WIDTH_OF_BOSS, HEIGHT_OF_BOSS));
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EvenDisperser disperser = new EvenDisperser(_xLength, _yLength, dungeonMap.GetUnoccupiedPoints()); //TODO calculate L and W from length
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@ -623,8 +623,7 @@ namespace DungeonMapGenerator
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List<Point> path = GetPointsOnLine(startingRoom.GetCenterOfRoom(), targetRoom.GetCenterOfRoom());
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bool roomPlaced = true;
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while (currentRoom.GetCenterOfRoom().ManhattanDistance(targetRoom.GetCenterOfRoom()) >=
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GetRoomSizeByType(type) && roomPlaced)
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while (roomPlaced)
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{
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Room newRoom;
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// Get sides of room to try and place new room
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