Method | Description | |
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ConformEnemies ( List |
Sets denizen-enemies to conform to the difficulty and equipment standard we want
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GenerateDungeon ( int tiers, int utilityRooms, int guardRooms, int treasureRooms, string ownerType, decimal percentageOwned, int maxWildPopulation, int maxOwnedPopulation, MapCoordinate &startPoint, DRObjects &enemyArray, List |
Generates a dungeon having a particular amount of tiers, trap rooms, guard rooms and treasure rooms
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GenerateLoot ( |
Generates loot for treasure rooms. We will have LOOT_MULTIPLIER of loot multiplied by tierNumber
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Method | Description | |
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GetPathableRooms ( List |
public ConformEnemies ( List |
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enemies | List |
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return | void |
public GenerateDungeon ( int tiers, int utilityRooms, int guardRooms, int treasureRooms, string ownerType, decimal percentageOwned, int maxWildPopulation, int maxOwnedPopulation, MapCoordinate &startPoint, DRObjects &enemyArray, List |
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tiers | int | How many 'layers' the dungeon contains |
utilityRooms | int | The maximum amount of Utility rooms to generate - these might contain civilian orcs which ignore the maxOwnedPopulation value |
guardRooms | int | The maximum amount of guardrooms contained in the dungeon |
treasureRooms | int | The maximum amount of teasure rooms to generate |
ownerType | string | For each owned room, the type of the enemies to create |
percentageOwned | decimal | The percentage of the rooms which are owned as opposed to being wild. Bear in mind that wild rooms can spawn quite a bit of enemies |
maxWildPopulation | int | For each wild room which generates enemies, the maximum amount GENERATED in each room. |
maxOwnedPopulation | int | For each owned room which generates enemies, the maximum amount GENERATED in each room (does not preclude patrols from entering the same room) |
startPoint | MapCoordinate | The entrance start point |
enemyArray | DRObjects | A list of enemy actors |
pointsOfInterest | List |
The points of interest (ie guard and treasure rooms for instance) which have been generated. Used for patrols |
return | ].MapBlock[ |
public GenerateLoot ( |
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blocks | ||
tierNumber | int | |
return | void |