mirror of
https://github.com/gui-cs/Terminal.Gui.git
synced 2025-12-26 15:57:56 +01:00
405 lines
12 KiB
C#
405 lines
12 KiB
C#
#nullable enable
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using System.Text;
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namespace UICatalog.Scenarios;
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[ScenarioMetadata ("A Mazing", "Illustrates how to make a basic maze game.")]
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[ScenarioCategory ("Drawing")]
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[ScenarioCategory ("Mouse and Keyboard")]
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[ScenarioCategory ("Games")]
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public class Mazing : Scenario
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{
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private Toplevel? _top;
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private MazeGenerator? _m;
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private List<Point>? _potions;
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private List<Point>? _goblins;
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private string? _message;
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private bool _dead;
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public override void Main ()
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{
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Application.Init ();
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_top = new ();
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_m = new ();
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GenerateNpcs ();
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// Define the keys for movement
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_top.KeyBindings.Add (Key.CursorLeft, Command.Left);
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_top.KeyBindings.Add (Key.CursorRight, Command.Right);
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_top.KeyBindings.Add (Key.CursorUp, Command.Up);
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_top.KeyBindings.Add (Key.CursorDown, Command.Down);
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// Changing the key-bindings of a View is not allowed, however,
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// by default, Toplevel doesn't bind any of our movement keys, so
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// we can take advantage of the CommandNotBound event to handle them
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//
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// An alternative implementation would be to create a TopLevel subclass that
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// calls AddCommand/KeyBindings.Add in the constructor. See the Snake game scenario
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// for an example.
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_top.CommandNotBound += TopCommandNotBound;
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_top.DrawingContent += (s, _) =>
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{
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if (s is not Toplevel top)
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{
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return;
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}
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// Build maze
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var lc = new LineCanvas (_m.BuildWallLinesFromMaze ());
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// Print maze
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foreach (KeyValuePair<Point, Rune> p in lc.GetMap ())
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{
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top.Move (p.Key.X, p.Key.Y);
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top.AddRune (p.Value);
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}
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// Draw objects
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top.Move (_m.Start.X, _m.Start.Y);
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top.AddStr ("s");
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top.Move (_m.End.X, _m.End.Y);
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top.AddStr ("e");
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top.Move (_m.Player.X, _m.Player.Y);
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top.SetAttribute (new (Color.Cyan, top.GetAttributeForRole (VisualRole.Normal).Background));
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top.AddStr (_dead ? "x" : "@");
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// Draw goblins
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foreach (Point goblin in _goblins!)
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{
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top.Move (goblin.X, goblin.Y);
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top.SetAttribute (new (Color.Red, top.GetAttributeForRole (VisualRole.Normal).Background));
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top.AddStr ("G");
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}
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// Draw potions
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foreach (Point potion in _potions!)
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{
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top.Move (potion.X, potion.Y);
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top.SetAttribute (new (Color.Yellow, top.GetAttributeForRole (VisualRole.Normal).Background));
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top.AddStr ("p");
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}
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// Draw UI
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top.SetAttribute (top.GetAttributeForRole (VisualRole.Normal));
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var g = new Gradient ([new (Color.Red), new (Color.BrightGreen)], [10]);
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top.Move (_m.MazeWidth + 1, 0);
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top.AddStr ("Name: Sir Flibble");
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top.Move (_m.MazeWidth + 1, 1);
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top.AddStr ("HP:");
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for (var i = 0; i < _m.PlayerHp; i++)
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{
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top.Move (_m.MazeWidth + 1 + "HP:".Length + i, 1);
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top.SetAttribute (new (g.GetColorAtFraction (i / 20f)));
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top.AddRune ('█');
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}
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top.SetAttribute (top.GetAttributeForRole (VisualRole.Normal));
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if (!string.IsNullOrWhiteSpace (_message))
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{
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top.Move (_m.MazeWidth + 2, 2);
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top.AddStr (_message);
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}
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};
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Application.Run (_top);
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_top.Dispose ();
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Application.Shutdown ();
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}
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private void GenerateNpcs ()
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{
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_goblins = _m?.GenerateSpawnLocations (3, []); // Generate 3 goblins
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_potions = _m?.GenerateSpawnLocations (3, _goblins!); // Generate 3 potions
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}
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private void TopCommandNotBound (object? sender, CommandEventArgs e)
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{
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if (_dead)
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{
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return;
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}
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Point newPos = _m!.Player;
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Command? command = e.Context?.Command;
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if (command == Command.Left)
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{
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newPos = _m.Player with { X = _m.Player.X - 1 };
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}
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if (command == Command.Right)
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{
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newPos = _m.Player with { X = _m.Player.X + 1 };
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}
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if (command == Command.Up)
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{
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newPos = _m.Player with { Y = _m.Player.Y - 1 };
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}
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if (command == Command.Down)
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{
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newPos = _m.Player with { Y = _m.Player.Y + 1 };
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}
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// Only move if in bounds and it's a path
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if (newPos.X >= 0 && newPos.X < _m._maze.GetLength (1) && newPos.Y >= 0 && newPos.Y < _m._maze.GetLength (0) && _m._maze [newPos.Y, newPos.X] == 0)
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{
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_m.Player = newPos;
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// Check if player is on a goblin
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if (_goblins!.Contains (_m.Player))
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{
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_message = "You fight a goblin!";
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_m.PlayerHp -= 5; // Decrease player's HP when attacked
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// Remove the goblin
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_goblins.Remove (_m.Player);
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// Check if player is dead
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if (_m.PlayerHp <= 0)
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{
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_message = "You died!";
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Application.Top!.SetNeedsDraw (); // trigger redraw
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_dead = true;
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return; // Stop further action if dead
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}
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}
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else if (_potions!.Contains (_m.Player))
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{
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_message = "You drink a health potion!";
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_m.PlayerHp = Math.Min (20, _m.PlayerHp + 5); // increase player's HP when drinking potion
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// Remove the potion
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_potions.Remove (_m.Player);
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}
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else
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{
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_message = string.Empty;
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}
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Application.Top!.SetNeedsDraw (); // trigger redraw
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}
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// Optional win condition:
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if (_m.Player == _m.End)
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{
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var hp = _m.PlayerHp;
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_m = new (); // Generate a new maze
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_m.PlayerHp = hp;
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GenerateNpcs ();
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Application.Top!.SetNeedsDraw (); // trigger redraw
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}
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}
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}
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internal class MazeGenerator
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{
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private const int WIDTH = 20;
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private const int HEIGHT = 10;
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public int [,] _maze;
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public Random Rand { get; } = new ();
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public Point Start { get; }
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public Point End { get; }
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public Point Player { get; set; }
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public int PlayerHp { get; set; } = 20;
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// Private accessors for width and height
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public int MazeWidth => WIDTH * 2 + 1;
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public int MazeHeight => HEIGHT * 2 + 1;
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public MazeGenerator ()
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{
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int w = WIDTH * 2 + 1;
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int h = HEIGHT * 2 + 1;
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_maze = new int [h, w];
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// Fill with walls
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for (var y = 0; y < h; y++)
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for (var x = 0; x < w; x++)
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{
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_maze [y, x] = 1;
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}
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// Start carving from a random odd cell
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int startX = Rand.Next (WIDTH) * 2 + 1;
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int startY = Rand.Next (HEIGHT) * 2 + 1;
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Carve (new (startX, startY));
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// Set random entrance
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Start = GetRandomEdgePoint (w, h, true);
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_maze [Start.Y, Start.X] = 0;
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Player = Start;
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// Set random exit (ensure it's not same as entrance)
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End = GetRandomEdgePoint (w, h, false, Start.X, Start.Y);
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_maze [End.Y, End.X] = 0;
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}
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public List<StraightLine> BuildWallLinesFromMaze ()
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{
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List<StraightLine> lines = new ();
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int h = _maze.GetLength (0);
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int w = _maze.GetLength (1);
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// Horizontal lines
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for (var y = 0; y < h; y++)
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{
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var x = 0;
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while (x < w)
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{
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if (_maze [y, x] == 1)
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{
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int startX = x;
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while (x < w && _maze [y, x] == 1)
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{
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x++;
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}
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int length = x - startX;
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if (length > 1)
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{
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lines.Add (new (new (startX, y), length, Orientation.Horizontal, LineStyle.Single));
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}
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}
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else
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{
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x++;
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}
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}
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}
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// Vertical lines
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for (var x = 0; x < w; x++)
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{
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var y = 0;
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while (y < h)
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{
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if (_maze [y, x] == 1)
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{
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int startY = y;
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while (y < h && _maze [y, x] == 1)
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{
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y++;
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}
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int length = y - startY;
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lines.Add (new (new (x, startY), length, Orientation.Vertical, LineStyle.Single));
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}
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else
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{
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y++;
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}
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}
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}
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return lines;
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}
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public List<Point> GenerateSpawnLocations (int count, List<Point> exclude)
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{
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// Create a new copy of the list so we can track exclusions
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exclude = exclude.ToList ();
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List<Point> locations = new ();
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for (var i = 0; i < count; i++)
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{
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Point point;
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do
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{
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point = new (Rand.Next (1, WIDTH * 2), Rand.Next (1, HEIGHT * 2));
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}
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// Ensure the spawn point is not in the exclusion list and it's an open space (not a wall)
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while (exclude.Contains (point) || _maze [point.Y, point.X] != 0);
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exclude.Add (point); // Mark this location as occupied
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locations.Add (point); // Add the location to the list
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}
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return locations;
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}
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private void Carve (Point p)
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{
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_maze [p.Y, p.X] = 0;
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int [] [] dirs =
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{
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[0, -2],
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[0, 2],
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[-2, 0],
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[2, 0]
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};
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Shuffle (dirs);
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foreach (int [] dir in dirs)
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{
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int nx = p.X + dir [0], ny = p.Y + dir [1];
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if (nx > 0 && ny > 0 && nx < WIDTH * 2 && ny < HEIGHT * 2 && _maze [ny, nx] == 1)
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{
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_maze [p.Y + dir [1] / 2, p.X + dir [0] / 2] = 0;
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Carve (new (nx, ny));
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}
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}
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}
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private void Shuffle (int [] [] array)
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{
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for (int i = array.Length - 1; i > 0; i--)
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{
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int j = Rand.Next (i + 1);
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int [] temp = array [i];
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array [i] = array [j];
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array [j] = temp;
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}
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}
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private Point GetRandomEdgePoint (int w, int h, bool isEntrance, int avoidX = -1, int avoidY = -1)
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{
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List<Point> candidates = [];
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for (var i = 1; i < h - 1; i += 2)
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{
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candidates.Add (new (0, i)); // Left edge
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candidates.Add (new (w - 1, i)); // Right edge
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}
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for (var i = 1; i < w - 1; i += 2)
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{
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candidates.Add (new (i, 0)); // Top edge
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candidates.Add (new (i, h - 1)); // Bottom edge
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}
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// Remove one if same as entrance
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if (!isEntrance)
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{
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candidates.RemoveAll (p => p.X == avoidX && p.Y == avoidY);
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}
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return candidates [Rand.Next (candidates.Count)];
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}
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}
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