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43 changed files with 13918 additions and 57 deletions

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@ -0,0 +1,13 @@
# Default ignored files
/shelf/
/workspace.xml
# Rider ignored files
/projectSettingsUpdater.xml
/modules.xml
/contentModel.xml
/.idea.DiceProbabilities.iml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml

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@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="UserContentModel">
<attachedFolders />
<explicitIncludes />
<explicitExcludes />
</component>
</project>

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@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$/.." vcs="Git" />
</component>
</project>

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@ -0,0 +1,13 @@
using DiceProbabilities;
string input = Console.ReadLine();
while (input != "")
{
List<string>? inputtedOptions = input?.Split(',').ToList();
float odds = RollFourSumTwo.GetProbalityOfAtleastOneUnlocking(inputtedOptions);
Console.WriteLine(odds);
input = Console.ReadLine();
}

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@ -0,0 +1,39 @@
{
"runtimeTarget": {
"name": ".NETCoreApp,Version=v9.0",
"signature": ""
},
"compilationOptions": {},
"targets": {
".NETCoreApp,Version=v9.0": {
"DiceProbabilitesPrinter/1.0.0": {
"dependencies": {
"DiceProbabilities": "1.0.0"
},
"runtime": {
"DiceProbabilitesPrinter.dll": {}
}
},
"DiceProbabilities/1.0.0": {
"runtime": {
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}
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"DiceProbabilities/1.0.0": {
"type": "project",
"serviceable": false,
"sha512": ""
}
}
}

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@ -0,0 +1,12 @@
{
"runtimeOptions": {
"tfm": "net9.0",
"framework": {
"name": "Microsoft.NETCore.App",
"version": "9.0.0"
},
"configProperties": {
"System.Runtime.Serialization.EnableUnsafeBinaryFormatterSerialization": false
}
}
}

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@ -0,0 +1,129 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace DiceProbabilities
{
public static class RollFourSumTwo
{
public static readonly Dictionary<string, float> ResultOddsmapping = new Dictionary<string, float>()
{
{"=", .6296f },
{"2", .1319f},
{"3", .2330f},
{"4", .3557f},
{"5", .4475f},
{"6", .5610f},
{"7", .6435f},
{"8", .5610f},
{"9", .4475f},
{"10", .3557f},
{"11", .2340f},
{"12", .1319f}
};
public static float GetProbalityOfAtleastOneUnlocking(List<string> options)
{
float probabilityNoDiceWillSumToLocks = 1;
foreach (var option in options)
{
if (ResultOddsmapping.TryGetValue(option, out var value))
{
probabilityNoDiceWillSumToLocks *= (1 - value);
}
else
{
throw new ArgumentException($"{option} is not a valid result for the sum of two dice.");
}
}
return 1 - probabilityNoDiceWillSumToLocks;
}
public static string RollFourPickTwoPickTwoAgainOdds()
{
// Total number of rolls (6^4 = 1296 possible outcomes)
int possibleDiceCombosCount = 0;
// Counter for the possible sums
Dictionary<(string, string), int> selectionsCounts = new Dictionary<(string, string), int>();
double diceEqualCount = 0;
// Generate all possible rolls of 4 dice
for (int d1 = 1; d1 <= 6; d1++)
{
for (int d2 = 1; d2 <= 6; d2++)
{
for (int d3 = 1; d3 <= 6; d3++)
{
for (int d4 = 1; d4 <= 6; d4++)
{
// Get all possible pairs of dice
var possibleDiceSlections = new List<((int, int), (int, int))>
{
((d1, d2), (d3, d4)), ((d1, d3), (d2, d4)), ((d1, d4), (d2, d3)),
((d2, d3), (d1, d4)), ((d2, d4), (d1, d3)),
((d3, d4), (d1, d2))
};
foreach (((int, int), (int, int)) selections in possibleDiceSlections)
{
possibleDiceCombosCount++;
var firstSelection = selections.Item1;
var secondSelection = selections.Item2;
string firstSelectionResult;
string secondSelectionResult;
if (firstSelection.Item1 == firstSelection.Item2)
{
firstSelectionResult = "=";
if (secondSelection.Item1 == secondSelection.Item2)
{
secondSelectionResult = "=";
IncrementSelectionsCounts(selectionsCounts, (firstSelectionResult, secondSelectionResult));
}
secondSelectionResult = (secondSelection.Item1 + secondSelection.Item2).ToString();
IncrementSelectionsCounts(selectionsCounts, (firstSelectionResult, secondSelectionResult));
}
firstSelectionResult = (firstSelection.Item1 + firstSelection.Item2).ToString();
if (secondSelection.Item1 == secondSelection.Item2)
{
secondSelectionResult = "=";
IncrementSelectionsCounts(selectionsCounts, (firstSelectionResult, secondSelectionResult));
}
secondSelectionResult = (secondSelection.Item1 + secondSelection.Item2).ToString();
IncrementSelectionsCounts(selectionsCounts, (firstSelectionResult, secondSelectionResult));
}
}
}
}
}
StringBuilder sb = new StringBuilder();
sb.Append("Sum\tProbability (%)" + Environment.NewLine);
// sb.Append($"=\t{diceEqualCount / possibleDiceCombosCount * 100:F2}%{Environment.NewLine}");
foreach (var selections in selectionsCounts.Keys)
{
double probability = (double)selectionsCounts[selections] / possibleDiceCombosCount * 100;
sb.Append($"{selections}\t{probability:F2}%{Environment.NewLine}");
}
return sb.ToString();
}
private static void IncrementSelectionsCounts(Dictionary<(string, string), int> dict, (string, string) key)
{
if (!dict.ContainsKey(key))
{
dict[key] = 0;
}
dict[key]++;
}
}
}

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@ -0,0 +1,47 @@
{
"runtimeTarget": {
"name": ".NETStandard,Version=v2.0/",
"signature": ""
},
"compilationOptions": {},
"targets": {
".NETStandard,Version=v2.0": {},
".NETStandard,Version=v2.0/": {
"DiceProbabilities/1.0.0": {
"dependencies": {
"NETStandard.Library": "2.0.3"
},
"runtime": {
"DiceProbabilities.dll": {}
}
},
"Microsoft.NETCore.Platforms/1.1.0": {},
"NETStandard.Library/2.0.3": {
"dependencies": {
"Microsoft.NETCore.Platforms": "1.1.0"
}
}
}
},
"libraries": {
"DiceProbabilities/1.0.0": {
"type": "project",
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"sha512": ""
},
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"path": "microsoft.netcore.platforms/1.1.0",
"hashPath": "microsoft.netcore.platforms.1.1.0.nupkg.sha512"
},
"NETStandard.Library/2.0.3": {
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"path": "netstandard.library/2.0.3",
"hashPath": "netstandard.library.2.0.3.nupkg.sha512"
}
}
}

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@ -0,0 +1,13 @@
Sum Probability (%)
= 62.96%
2 13.19%
3 23.30%
4 35.57%
5 44.75%
6 56.10%
7 64.35%
8 56.10%
9 44.75%
10 35.57%
11 23.40%
12 13.19%

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@ -0,0 +1,145 @@
Sum Probability (%)
(=, =) 2.78%
(=, 2) 0.46%
(2, =) 0.46%
(2, 2) 0.08%
(=, 3) 0.93%
(2, 3) 0.15%
(3, =) 0.93%
(3, 2) 0.15%
(=, 4) 1.39%
(2, 4) 0.23%
(4, =) 1.39%
(4, 2) 0.23%
(=, 5) 1.85%
(2, 5) 0.31%
(5, =) 1.85%
(5, 2) 0.31%
(=, 6) 2.31%
(2, 6) 0.39%
(6, =) 2.31%
(6, 2) 0.39%
(=, 7) 2.78%
(2, 7) 0.46%
(7, =) 2.78%
(7, 2) 0.46%
(3, 3) 0.31%
(3, 4) 0.46%
(4, 3) 0.46%
(3, 5) 0.62%
(5, 3) 0.62%
(3, 6) 0.77%
(6, 3) 0.77%
(=, 8) 2.31%
(2, 8) 0.39%
(3, 7) 0.93%
(7, 3) 0.93%
(8, =) 2.31%
(8, 2) 0.39%
(4, 4) 0.69%
(4, 5) 0.93%
(5, 4) 0.93%
(4, 6) 1.16%
(6, 4) 1.16%
(=, 9) 1.85%
(2, 9) 0.31%
(4, 7) 1.39%
(7, 4) 1.39%
(9, =) 1.85%
(9, 2) 0.31%
(5, 5) 1.23%
(5, 6) 1.54%
(6, 5) 1.54%
(=, 10) 1.39%
(2, 10) 0.23%
(5, 7) 1.85%
(7, 5) 1.85%
(10, =) 1.39%
(10, 2) 0.23%
(6, 6) 1.93%
(=, 11) 0.93%
(2, 11) 0.15%
(6, 7) 2.31%
(7, 6) 2.31%
(11, =) 0.93%
(11, 2) 0.15%
(=, 12) 0.46%
(2, 12) 0.08%
(7, 7) 2.78%
(12, =) 0.46%
(12, 2) 0.08%
(3, 8) 0.77%
(8, 3) 0.77%
(3, 9) 0.62%
(4, 8) 1.16%
(8, 4) 1.16%
(9, 3) 0.62%
(3, 10) 0.46%
(5, 8) 1.54%
(8, 5) 1.54%
(10, 3) 0.46%
(3, 11) 0.31%
(6, 8) 1.93%
(8, 6) 1.93%
(11, 3) 0.31%
(3, 12) 0.15%
(7, 8) 2.31%
(8, 7) 2.31%
(12, 3) 0.15%
(4, 9) 0.93%
(9, 4) 0.93%
(4, 10) 0.69%
(5, 9) 1.23%
(9, 5) 1.23%
(10, 4) 0.69%
(4, 11) 0.46%
(6, 9) 1.54%
(9, 6) 1.54%
(11, 4) 0.46%
(4, 12) 0.23%
(7, 9) 1.85%
(9, 7) 1.85%
(12, 4) 0.23%
(5, 10) 0.93%
(10, 5) 0.93%
(5, 11) 0.62%
(6, 10) 1.16%
(10, 6) 1.16%
(11, 5) 0.62%
(5, 12) 0.31%
(7, 10) 1.39%
(10, 7) 1.39%
(12, 5) 0.31%
(6, 11) 0.77%
(11, 6) 0.77%
(6, 12) 0.39%
(7, 11) 0.93%
(11, 7) 0.93%
(12, 6) 0.39%
(7, 12) 0.46%
(12, 7) 0.46%
(8, 8) 1.93%
(8, 9) 1.54%
(9, 8) 1.54%
(8, 10) 1.16%
(10, 8) 1.16%
(8, 11) 0.77%
(11, 8) 0.77%
(8, 12) 0.39%
(12, 8) 0.39%
(9, 9) 1.23%
(9, 10) 0.93%
(10, 9) 0.93%
(9, 11) 0.62%
(11, 9) 0.62%
(9, 12) 0.31%
(12, 9) 0.31%
(10, 10) 0.69%
(10, 11) 0.46%
(11, 10) 0.46%
(10, 12) 0.23%
(12, 10) 0.23%
(11, 11) 0.31%
(11, 12) 0.15%
(12, 11) 0.15%
(12, 12) 0.08%

View file

@ -15,6 +15,7 @@ class Program
// Call the method you want to run
DungeonMap map = generator.GenerateDungeon(25, .5f);
DungeonLockPopulator.PopulateLocksOfDungeon(map);
DungeonMapSerializer.SerializeToFile(map, SAVED_DUNGEONS_PATH, DUNGEON_NAME );
// Print the map to the console (assuming it returns a string or something printable)

View file

@ -23,8 +23,17 @@
}
},
"System.Numerics.Vectors/4.6.0": {},
"DiceProbabilities/1.0.0": {
"runtime": {
"DiceProbabilities.dll": {
"assemblyVersion": "1.0.0",
"fileVersion": "1.0.0.0"
}
}
},
"DungeonMapGenerator/1.0.0": {
"dependencies": {
"DiceProbabilities": "1.0.0",
"Newtonsoft.Json": "13.0.3",
"System.Numerics.Vectors": "4.6.0"
},
@ -57,6 +66,11 @@
"path": "system.numerics.vectors/4.6.0",
"hashPath": "system.numerics.vectors.4.6.0.nupkg.sha512"
},
"DiceProbabilities/1.0.0": {
"type": "project",
"serviceable": false,
"sha512": ""
},
"DungeonMapGenerator/1.0.0": {
"type": "project",
"serviceable": false,

View file

@ -49,15 +49,14 @@ namespace DungeonMapGenerator
private void ConnectAllAdjacentRooms(DungeonMap dungeon)
{
Dictionary<Point, int> pointRoomMapping = dungeon.GetPointRoomIdMapping();
Dictionary<Point, Room> pointRoomMapping = dungeon.GetPointRoomIdMapping();
foreach (var room in dungeon.GetAllRooms())
{
foreach ((Point p, RoomSide side) in room.GetAdjacentPoints())
{
if (pointRoomMapping.ContainsKey(p))
{
int idForRoomPointIsIn = pointRoomMapping[p];
room.AddAdjacentRoomId(idForRoomPointIsIn);
room.AddAdjacentRoom(pointRoomMapping[p]);
}
}
}

View file

@ -0,0 +1,130 @@
using System;
using System.Collections.Generic;
using System.Linq;
using DiceProbabilities;
namespace DungeonMapGenerator
{
public static class DungeonLockPopulator
{
private const float ACCEPTABLE_ERROR = .1319f;
public static void PopulateLocksOfDungeon(DungeonMap dungeon)
{
Random random = new Random();
float desiredSuccessChance = .80f;
List<Room> currentRooms = dungeon.GetEntranceRooms();
HashSet<Room> seenRooms = new HashSet<Room>(currentRooms);
// Set entrance room locks to 2 - 12
Shuffle(currentRooms);
int entranceRoomLock = 1;
foreach (Room entranceRoom in currentRooms)
{
entranceRoom.Lock = new Lock((entranceRoomLock + 1.ToString()));
}
while (currentRooms.Count > 0)
{
List<Room> locklessRooms = new List<Room>();
List<Room> adjacentRooms = new List<Room>();
// Get all adjacent rooms that haven't been locked at
foreach (Room room in currentRooms.ToList())
{
foreach (Room adjacentRoom in room.GetAdjacentRooms())
{
if (!seenRooms.Contains(adjacentRoom))
{
adjacentRooms.Add(adjacentRoom);
seenRooms.Add(adjacentRoom);
}
}
}
// Get the odds of locks already set.
foreach (Room adjacentRoom in adjacentRooms.ToList())
{
List<float> odds = new List<float>();
if (adjacentRoom.Lock != null)
{
odds.Add(adjacentRoom.Lock.GetOdds());
}
else
{
locklessRooms.Add(adjacentRoom);
}
}
if (locklessRooms.Count > 0)
{
// Add locks to the rooms with odds adding to within the difficulty range
List<Lock> locks = GenerateLocks(locklessRooms.Count, desiredSuccessChance);
for (int i = 0; i < locklessRooms.Count; i++)
{
locklessRooms[i].Lock = locks[i];
}
}
currentRooms = adjacentRooms;
}
}
private static List<Lock> GenerateLocks(int numLocks, float successChance)
{
List<Lock> locks = new List<Lock>();
if (FindCombination(locks, numLocks, successChance, Lock.PossibleLocks))
{
return locks;
}
return null;
}
private static bool FindCombination(List<Lock> generatedLocks, int numLocks, float successChance, List<Lock> lockOptions)
{
if (generatedLocks.Count == numLocks)
{
List<string> locksAsStrings = generatedLocks.Select(_lock => _lock.GetLock()).ToList();
// Return true if given the current locks the chance of being able to open one is close to difficulty
float probalityOfAtleastOneUnlocking = RollFourSumTwo.GetProbalityOfAtleastOneUnlocking(locksAsStrings);
return probalityOfAtleastOneUnlocking >= successChance - ACCEPTABLE_ERROR
&& probalityOfAtleastOneUnlocking <= successChance + ACCEPTABLE_ERROR;
}
Shuffle(lockOptions);
foreach (Lock _lock in lockOptions.ToList())
{
// if adding the lock won't bring us over the threshold difficulty.
List<string> locksAsStrings = generatedLocks.Select(l => l.GetLock()).ToList();
locksAsStrings.Add(_lock.GetLock());
if (RollFourSumTwo.GetProbalityOfAtleastOneUnlocking(locksAsStrings) <= successChance)
{
generatedLocks.Add(new Lock(_lock.GetLock()));
if (FindCombination(generatedLocks, numLocks, successChance, lockOptions))
{
return true;
}
// This combination didn't work. Remove the last one and try the next lock.
generatedLocks.RemoveAt(generatedLocks.Count - 1);
}
}
return false;
}
private static void Shuffle<T>(List<T> list)
{
Random random = new Random();
int n = list.Count;
for (int i = n - 1; i > 0; i--)
{
int j = random.Next(i + 1);
(list[i], list[j]) = (list[j], list[i]);
}
}
}
}

View file

@ -33,15 +33,15 @@ namespace DungeonMapGenerator
.Select(y => new Point(x,y))));
}
public Dictionary<Point, int> GetPointRoomIdMapping()
public Dictionary<Point, Room> GetPointRoomIdMapping()
{
var pointRoomMap = new Dictionary<Point, int>();
var pointRoomMap = new Dictionary<Point, Room>();
foreach (var room in GetAllRooms())
{
foreach (var point in room.GetPointsInRoom())
{
pointRoomMap[point] = room.Id;
pointRoomMap[point] = room;
}
}
@ -200,8 +200,8 @@ namespace DungeonMapGenerator
public List<Room> GetNodeRooms()
{
List<Room> nodeRooms = new List<Room>();
nodeRooms.AddRange(_monsterRooms.SelectMany(room => room.GetAdjacentRooms()));
nodeRooms.AddRange(_bossRoom.GetAdjacentRooms());
nodeRooms.AddRange(_monsterRooms.SelectMany(room => room.GetAdjacentRoomsDict().Values.SelectMany(roomList => roomList)));
nodeRooms.AddRange(_bossRoom.GetAdjacentRoomsDict().Values.SelectMany(roomList => roomList));
return nodeRooms;
}

View file

@ -0,0 +1,53 @@
using System.Collections.Generic;
using DiceProbabilities;
using Newtonsoft.Json;
namespace DungeonMapGenerator
{
public class Lock
{
public static readonly List<Lock> PossibleLocks = new List<Lock>()
{
new Lock("="),
new Lock("2"),
new Lock("3"),
new Lock("4"),
new Lock("5"),
new Lock("6"),
new Lock("7"),
new Lock("8"),
new Lock("9"),
new Lock("10"),
new Lock("11"),
new Lock("12"),
};
[JsonProperty("LockType")]
private string _lockType;
public Lock()
{
}
public Lock(string lockType)
{
_lockType = lockType;
}
public void SetLockType(string lockType)
{
_lockType = lockType;
}
public string GetLock()
{
return _lockType;
}
public float GetOdds()
{
return RollFourSumTwo.ResultOddsmapping[_lockType];
}
}
}

View file

@ -27,6 +27,7 @@ namespace DungeonMapGenerator
private static int _nextId = 1;
public RoomType TypeOfRoom { get; set; }
public Lock Lock { get; set; }
public int Height { get; set; }
public int Width { get; set; }
public Point PositionOfTopLeft { get; set; }
@ -34,8 +35,9 @@ namespace DungeonMapGenerator
[JsonProperty("AdjacentRoomIds")]
private HashSet<int> _adjacentRoomIds = new HashSet<int>();
private List<Room> _adjacentRooms = new List<Room>();
private readonly Dictionary<RoomSide, List<Room>> _adjacentRoomsBySide = new Dictionary<RoomSide, List<Room>>();
public Room()
{
@ -50,10 +52,12 @@ namespace DungeonMapGenerator
PositionOfTopLeft = positionOfTopLeft;
}
public void AddAdjacentRoomId(int id)
public void AddAdjacentRoom(Room room)
{
_adjacentRoomIds.Add(id);
_adjacentRooms.Add(room);
_adjacentRoomIds.Add(room.Id);
}
public HashSet<int> GetAdjacentRoomIds()
{
@ -108,7 +112,7 @@ namespace DungeonMapGenerator
public IEnumerable<Room> GetAdjacentRooms()
{
return _adjacentRoomsBySide.Values.SelectMany(roomList => roomList);
return new List<Room>(_adjacentRooms);
}
public Dictionary<RoomSide, List<Room>> GetAdjacentRoomsDict()

View file

@ -9,6 +9,7 @@
".NETStandard,Version=v2.0/": {
"DungeonMapGenerator/1.0.0": {
"dependencies": {
"DiceProbabilities": "1.0.0",
"NETStandard.Library": "2.0.3",
"Newtonsoft.Json": "13.0.3",
"System.Numerics.Vectors": "4.6.0"
@ -38,6 +39,14 @@
"fileVersion": "4.600.24.56208"
}
}
},
"DiceProbabilities/1.0.0": {
"runtime": {
"DiceProbabilities.dll": {
"assemblyVersion": "1.0.0",
"fileVersion": "1.0.0.0"
}
}
}
}
},
@ -74,6 +83,11 @@
"sha512": "sha512-t+SoieZsRuEyiw/J+qXUbolyO219tKQQI0+2/YI+Qv7YdGValA6WiuokrNKqjrTNsy5ABWU11bdKOzUdheteXg==",
"path": "system.numerics.vectors/4.6.0",
"hashPath": "system.numerics.vectors.4.6.0.nupkg.sha512"
},
"DiceProbabilities/1.0.0": {
"type": "project",
"serviceable": false,
"sha512": ""
}
}
}

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@ -0,0 +1,2 @@
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@ -86,7 +86,6 @@ GameObject:
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@ -150,20 +149,6 @@ MonoBehaviour:
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@ -86,7 +86,6 @@ GameObject:
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@ -11,7 +11,6 @@ GameObject:
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@ -28,12 +28,14 @@ namespace DungeonGenerator
GameObject bossRoomGO = PrefabUtility.InstantiatePrefab(bossRoomPrefab, gameObject.transform) as GameObject;
bossRoomGO.transform.position = ConvertToUnityPosition(map.GetBossRoom().GetCenterOfRoom(), map.Width, map.Height);
AddLockToRoomObject(bossRoomGO, map.GetBossRoom().Lock.GetLock());
_roomIdToGameObject[map.GetBossRoom().Id] = bossRoomGO;
foreach (var monsterRoom in map.GetMonsterRooms())
{
GameObject monsterRoomGO = PrefabUtility.InstantiatePrefab(monsterRoomPrefab, gameObject.transform) as GameObject;
monsterRoomGO.transform.position = ConvertToUnityPosition(monsterRoom.GetCenterOfRoom(), map.Width, map.Height);
AddLockToRoomObject(monsterRoomGO, monsterRoom.Lock.GetLock());
_roomIdToGameObject[monsterRoom.Id] = monsterRoomGO;
}
@ -41,6 +43,7 @@ namespace DungeonGenerator
{
GameObject normalRoomGO = PrefabUtility.InstantiatePrefab(normalRoomPrefab, gameObject.transform) as GameObject;
normalRoomGO.transform.position = ConvertToUnityPosition(normalRoom.GetCenterOfRoom(), map.Width, map.Height);
AddLockToRoomObject(normalRoomGO, normalRoom.Lock.GetLock());
_roomIdToGameObject[normalRoom.Id] = normalRoomGO;
}
@ -49,6 +52,7 @@ namespace DungeonGenerator
GameObject entranceRoomGO = PrefabUtility.InstantiatePrefab(normalRoomPrefab, gameObject.transform) as GameObject;
entranceRoomGO.transform.position = ConvertToUnityPosition(entranceRoom.GetCenterOfRoom(), map.Width, map.Height);
entranceRoomGO.GetComponent<Room>().IsEntrance = true;
AddLockToRoomObject(entranceRoomGO, entranceRoom.Lock.GetLock());
_roomIdToGameObject[entranceRoom.Id] = entranceRoomGO;
}
@ -70,5 +74,35 @@ namespace DungeonGenerator
return new Vector3(newX, newY, 0f);
}
private void AddLockToRoomObject(GameObject room, string lockString)
{
NumberLock _lock;
switch (lockString)
{
case "2":
case "3":
case "4":
case "5":
case "6":
case "7":
case "8":
case "9":
case "10":
case "11":
case "12":
_lock = room.AddComponent<NumberLock>();
_lock.SetNumber(Int32.Parse(lockString));
break;
case "=":
room.AddComponent<MatchingDiceLock>();
break;
case null:
Debug.Log("Lock for room was null when imported. Using 1 as lock");
_lock = room.AddComponent<NumberLock>();
_lock.SetNumber(1);
break;
}
}
}
}

View file

@ -14,6 +14,11 @@ public class NumberLock : Lock
return false;
}
public void SetNumber(int num)
{
number = num;
}
public int GetNumber()
{
return number;