C# Class DivineRightGame.LocalMapGenerator.CitadelGenerator

显示文件 Open project: Haedrian/Divine-Right Class Usage Examples

Public Methods

Method Description
ConformEnemies ( List enemies ) : void

Sets denizen-enemies to conform to the difficulty and equipment standard we want

GenerateDungeon ( int tiers, int utilityRooms, int guardRooms, int treasureRooms, string ownerType, decimal percentageOwned, int maxWildPopulation, int maxOwnedPopulation, MapCoordinate &startPoint, DRObjects &enemyArray, List &pointsOfInterest ) : ].MapBlock[

Generates a dungeon having a particular amount of tiers, trap rooms, guard rooms and treasure rooms

GenerateLoot ( MapBlock blocks, int tierNumber ) : void

Generates loot for treasure rooms. We will have LOOT_MULTIPLIER of loot multiplied by tierNumber

Private Methods

Method Description
GetPathableRooms ( List sourceList, int tier, int square ) : DivineRightGame.LocalMapGenerator.Objects.CitadelRoom[]

Method Details

ConformEnemies() public method

Sets denizen-enemies to conform to the difficulty and equipment standard we want
public ConformEnemies ( List enemies ) : void
enemies List
return void

GenerateDungeon() public method

Generates a dungeon having a particular amount of tiers, trap rooms, guard rooms and treasure rooms
public GenerateDungeon ( int tiers, int utilityRooms, int guardRooms, int treasureRooms, string ownerType, decimal percentageOwned, int maxWildPopulation, int maxOwnedPopulation, MapCoordinate &startPoint, DRObjects &enemyArray, List &pointsOfInterest ) : ].MapBlock[
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[

GenerateLoot() public method

Generates loot for treasure rooms. We will have LOOT_MULTIPLIER of loot multiplied by tierNumber
public GenerateLoot ( MapBlock blocks, int tierNumber ) : void
blocks DRObjects.MapBlock
tierNumber int
return void