Started with interiorGeneration() WIP
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@ -17,6 +17,9 @@ public class DungeonGenerator {
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// All rooms except the three above
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public HashSet<GenRoom> rooms;
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private const float percentageRocks = 0.03;
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private const int maxRockCluster = 5;
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public void Generate() {
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int minRoomSize = 50;
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rooms = new HashSet<GenRoom>();
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@ -149,6 +152,12 @@ public class DungeonGenerator {
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r.tiles[v] = Room.TileType.DOOR;
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}
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foreach (GenRoom r in rooms) {
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generateInterior (r);
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}
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rooms.Add(path);
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start = root.r;
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end = null; foreach ( GenRoom r in rooms ) {
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if ( end == null || r.bounds.x > end.bounds.x )
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@ -344,4 +353,38 @@ public class DungeonGenerator {
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}
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}
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public static void generateInterior(GenRoom r)
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{
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int width = r.bounds.width;
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int height = r.bounds.height;
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Vector2Int root = new Vector2Int (1, 1);
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Random rand = new Random (System.DateTime.Now);
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for(int x = 0; i != width; ++x)
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{
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for(int y = 0; y != width; ++y)
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{
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Room.TileType tempTile;
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r.tiles.TryGetValue (root + new Vector2Int (x, y), tempTile);
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if(rand.NextDouble() <= percentageRocks && tempTile.Equals(Room.TileType.GROUND)
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{
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int clusterSize = rand.Next (1, maxRockCluster + 1);
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r.tiles.Add (root + new Vector2Int (x, y), Room.TileType.ROCK);
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for(int i = 0; i != clusterSize; ++i)
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{
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Vector2Int newRock = root + new Vector2Int(x + rand.Next(0, 2), y + rand.Next(0, 2));
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r.tiles.TryGetValue (newRock, tempTile);
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if(!tempTile.Equals(Room.TileType.GROUND))
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break;
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}
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}
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@ -35,4 +35,8 @@ public class GenRoom {
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ret.UnionWith(doorsRight);
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return ret;
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}
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public void generateInteror()
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{
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b
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}
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