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GoRogue +
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C# roguelike/2D game utility library.
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Class List
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Here are the classes, structs, unions and interfaces with brief descriptions:
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[detail level 1234]
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 NGoRogue
 NDiceNotation
 NExceptions
 CImpossibleDieExceptionException that is thrown when a die is attempted to be constructed with an invalid number of sides.
 CInvalidChooseExceptionException that is thrown when a dice term is constructed with a 'k' choose operation to keep an invalid number of dice.
 CInvalidMultiplicityExceptionException that is thrown when a dice term is constructed with a negative number of dice.
 NTerms
 CConstantTermThe ConstantTerm class represents a constant value in a DiceExpression. For example, in the expression "2d6+5", the integer "5" is a ConstantTerm.
 CDiceTermThe DiceTerm class represents a single "d" term in a DiceExpression. For example, in the expression "2d6+5", the term "2d6" is a DiceTerm
 CIDiceExpressionTermCan be implemented to create a new term type for a dice expression.
 CDiceThis is likely the class you really care about the most. Basically just a static class that has methods for tieing all of the DiceNotation classes together. It has functions for parsing an expression, rolling based upon a given expression, and others.
 CDiceExpressionA class representing a dice expression that can be rolled. Typically you will not construct these yourself, rather you might use this if you had a roll you needed to do often; you can use the Dice class's Parse function to retrieve one of these from your string expression, and then use this class's Roll function whenever you need to roll it. This ensures that the parsing portion, the part that uses (relatively expensive) regex pattern-matching, is done only once.
 CDiceParserUsed to parse a string into a DiceExpression.
 CDiceResultRepresents the result of rolling a DiceExpression.
 CIDiceParserThe DiceParser interface can be implemented to parse a string into a DiceExpression.
 CTermResultRepresents a single result of one of the terms in a DiceExpression.
 NMapGeneration
 NConnectors
 CCenterBoundsConnectionPointSelectorSelects the center points of the bounding boxes of each map area. On concave map areas, because the center point of the bounding box is not actually guaranteed to be among the MapArea's walkable tiles, connecting these two points is not guaranteed to actually connect the entirety of the two areas.
 CClosestMapAreaConnectorImplements a connection algorithm that connects all unique map areas in the given map by connecting each area with the one closest to it.
 CDirectLineTunnelCreatorImplements a tunnel creation algorithm that sets as walkable a direct line between the two points. In the case that MAHNATTAN distance is being used, the line is calculated via the Coord.CardinalPositionOnLine function. Otherwise, the line is calculated using Coord.PositionsOnLine (brensham's).
 CHorizontalVerticalTunnelCreatorImplements a tunnel creation algorithm that creates a tunnel that performs all needed vertical movement before horizontal movement, or vice versa (depending on rng).
 CIAreaConnectionPointSelectorInterface for implementing an algorithm for selecting the Coords to connect in order to connect two given map areas.
 CITunnelCreatorInterface for implementing an algorithm for creating a tunnel between two positions on a walkability map.
 COrderedMapAreaConnectorSame as ClosestMapAreaConnector, but connects random rooms instead of determining the closest one, or connects rooms in the order specified if you give it a list of MapAreas.
 CRandomConnectionPointSelectorImplements a the selection algorithm that simply selects random points from the given MapArea's positions lists, using the RNG specified, or the default rng if null is given.
 NGenerators
 CCellularAutomataGeneratorImplements a cellular automata genereation algorithm to generate a cave-like map.
 CRandomRoomsGeneratorGenerates a map by attempting to randomly place the specified number of rooms, ranging in size between the specified min size and max size, trying the specified number of times to position a room without overlap before discarding the room entirely. The given map will have a value of false set to all non-passable tiles, and true set to all passable ones.
 CRectangleMapGeneratorGenerates a simple rectangular box – walls will be impassable, everything else will be passable.
 CMapAreaRepresents an arbitrarily-shaped area of a map. Stores and provides access to a list of each unique position considered connected.
 CMapAreaFinderClass designed to calculate and produce a list of MapAreas representing each unique connected area of the map.
 NPathing
 CDijkstraMap
 NRandom
 CDotNetRandomImplementation of IRandom that is basically wrapper around the built in .NET random number generator. Not the best RNG out there in terms of statistical non-bias, etc., however it makes a good starting point.
 CGaussianRandomPseudo-random number generator that uses a Box-Muller transformation to generate random numbers. Basically this will give you "random" numbers that distribute on a bell curve centered on the proper range. TODO: Port this to use any random source.
 CIRandomInterface for pseudo-random number generators to implement. TODO:, need to include ways for doubles, etc. Having this as an interface can be useful, as an RNG can be easily swapped out for testing. There are classes included that implement this interface that are based on certain forms of pseudo-random number generation, as well as classes that implement it to do something that is not actually random (KnownSeriesRandom), etc, which can be useful for testing.
 CKnownSeriesRandom"RNG" that takes in a series of integers, and simply returns the next one in the list. For example, for a series of numbers 3 long, calling Next the first time returns the first number, the second time it returns the second number, the third time the third number. This might be used for testing, where you want to test code involving random numbers on a specific number or set of numbers.
 CMaxRandomA "random" number generator that always returns the maxValue parameter given. Again this may be useful in testing, testing the upper range or repeatedly returning a value. Also used in DiceExpressions for certain max roll functions.
 CMinRandomA "random" number generator that always returns the minValue parameter given, or 0 on the Next overload that only takes maxValue. Again, may be useful for testing. Also used in DiceExpression for certain minimum roll functions.
 CSingletonRandomStatic class that contains 1 variable, which is a DefaultRNG instance. Used as the default rng by other features (dice, etc) wherever needed, and can also be used if you need a random number generator for your own code.
 NSenseMapping
 CSenseMapClass responsible for calculating a map for senses (sound, light, etc). Anything that has a resistance map, where 1.0 is completely impenetrable, and 0.0 is no resistance at all, can use this system. Typically used for FOV, however can also be used for sound maps, etc. Supports a few different types of spreading mechanics, including every one in the SourceType enum. Included in these is FOV/LOS-style shadowcasting. This will be much faster than ripple variations. Once one calls Calculate, one can use Coords, or x and y values, to access this class like an array. The double one gets back will be the "sensory value". This is a number between 1.0 and 0.0, where 1.0 is maximum intensity (max brightness in the case of the sources being light, for example), and 0.0 is no intensity at all.
 CSenseSourceRepresents a source location to be used in a SenseMap. One would typically create these and call SenseMap.AddSenseSource with them, and perhaps retain a reference for the sake of moving it around or toggling it on-off. The player might have one of these that follows it around if SenseMap is being used as a lightig map, for instance. Note that changing values such as Position and Radius after the source is created is possible, however changes will not be reflected in any SenseSources using this source until their next Calculate call.
 CArrayMapOfDefault implementation of the ISettableMapOf interface, exposing an interface similar to that of an actual 2D array.
 CCoord2d coordinate class. You cannot create instances of this class using a constructor – instead, use the Get function to create instances.
 CDirectionUtility class to handle Directions on a grid map. The built-in variables hold the dx and dy for that direction, at unit scale.
 CDisjointSetBasic representation of a Disjoint set data structure. Assumes it is holding integers between 0 and size - 1.
 CDistanceClass representing a method of calculating distance. You cannot create instances of this class using a constructor – instead this class contains static instances representing the applicable types of distance calculations.
 CEffectClass designed to represent any sort of in-game effect. This could be anything from a simple physical damage effect to a heal effect, including area of effects, damage over time effects, or even potentially a special effect that simply boosts a stat.
 CEffectArgsDefault argument for any effect. Any class that is used as the template argument for an effect must either be this or a class that inherits from this.
 CEffectTriggerRepresents an "event" that can trigger one or more Effects of the appropriate type. Typically instnaces of this class can simply be created, however a subclass may be required for custom add/remove actions and ordering.
 CIDGeneratorClass designed as a helper for situations where you need to generate and assign a unique integer to each instance of a class, eg. for a class implementing IHasID (see that interface documentation for usage example). One may initialize it with a starting unsigned integer, or 0 if none is specified. Then, every time one wants to use an integer, one should call UseID(), and use the one it returns. It is not thread-safe on its own – if it needs to be, one might consider using a lock around any UseID calls.
 CIHasIDInterface for a class that has an ID unique to all other instnaces of that class. Typical implementation should involve using an IDGenerator, potentially as follows:
 CIMapOfInterface designed to act as a standardized input/output for algorithms.
 CIReadOnlySpatialMapSee ISpatialMap documentation. Similar in principle to the C# standard IReadOnlyList/IReadOnlyCollection interface. Simply exposes only those functions of the ISpatialMap interface that do not allow direct modification of the data (eg. adding/moving/removing items). This can allow for direct exposure of an ISpatialMap as a property of type IReadOnlySpatialMap, without allowing such an exposure to break data encapsulation principles of something like a game map.
 CISettableMapOfInterface designed to act as a standardized input/output for algorithms that need to make modifications to data.
 CISpatialMapGeneral interface for a data structure that records objects on a map.
 CISpatialTupleInterface specifying return type for item-location pairs in a spatial map implementation.
 CItemEventArgsEvent args for spatial map events pertaining to an item (item added, item removed, etc.)
 CItemMovedEventArgsEvent args for SpatialMap's ItemMoved event.
 CLOSClass responsible for caculating LOS/FOV. Effectively a simplified, slightly faster interface compared to SenseMap, that supports only a single source and only shadowcasting. This is more conducive to the typical use case for line of sight (LOS). It can calculate the LOS with a finite or infinite max radius, and can use a variety of radius types, as specified in Radius class (all the same ones that SenseMap supports). It also supports both 360 degree LOS and a "field of view" (cone) LOS. One may access this class like a 2D array of doubles (LOS values), wherein the values will range from 0.0 to 1.0, where 1.0 means the corresponding map grid coordinate is at maximum visibility, and 0.0 means the cooresponding coordinate is outside of LOS entirely (not visible).
 CMathHelpersStatic class consisting of mathematical "helper" functions – things like angle unit conversions, and other helpful functions.
 CMultiSpatialMapSee SpatialMap documentation – similar in principle. However, this implementation allows multiple items to exist at one point in the SpatialMap, in exchange for the loss of the convenience functions like GetItem vs GetItems, as well as potential performance differences (although unless the number of objects at any given location is large, the performance is asymptotically the same).
 CRadiusClass representing different radius types. Similar in architecture to Coord in architecture – it cannot be instantiated. Instead it simply has pre-allocated static variables for each type of radius, that should be used whenever a variable of type Radius is required.
 CRadiusAreaProviderClass capable of getting all unique positions inside of a given radius and (optional) bounds.
 CRectangleRepresents a rectangle in terms of grid squares. Provides numerous functions pertaining to area.
 CSpatialMapDesigned as an more efficient data structure for recording objects on a map. The simple version: if you're about to use a List to store a bunch of objects in your map, consider using this or MultiSpatialMap instead!
 CUtilityStatic class full of miscellaneous helper methods.
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GoRogue +
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C# roguelike/2D game utility library.
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GoRogue.ArrayMapOf< T > Member List
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GoRogue +
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C# roguelike/2D game utility library.
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GoRogue.ArrayMapOf< T > Class Template Reference
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Default implementation of the ISettableMapOf interface, exposing an interface similar to that of an actual 2D array. + More...

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+Inheritance diagram for GoRogue.ArrayMapOf< T >:
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+ + +GoRogue.ISettableMapOf< T > +GoRogue.IMapOf< T > + +
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+Public Member Functions

 ArrayMapOf (int width, int height)
 Constructor. Takes width and height of array. More...
 
object Clone ()
 Performs deep copy of array map. More...
 
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+Properties

int Width [get]
 The width of the array. More...
 
int Height [get]
 The height of the array. More...
 
this[int x, int y] [get, set]
 Given an X and Y value, returns/sets the "value" associated with that location. More...
 
this[Coord pos] [get, set]
 Given a Coord, returns/sets the "value" associated with that location. More...
 
- Properties inherited from GoRogue.ISettableMapOf< T >
new T this[int x, int y] [get, set]
 Given an X and Y value, should return/set the "value" associated with that location. More...
 
new T this[Coord pos] [get, set]
 Given a Coord, should return/set the "value" associated with that location. More...
 
- Properties inherited from GoRogue.IMapOf< T >
int Width [get]
 The width of the map being represented. More...
 
int Height [get]
 The height of the map being represented. More...
 
this[int x, int y] [get]
 Given an X and Y value, should return the "value" associated with that location. More...
 
this[Coord pos] [get]
 Given a Coord, should return the "value" associated with that location. More...
 
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Detailed Description

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Default implementation of the ISettableMapOf interface, exposing an interface similar to that of an actual 2D array.

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Template Parameters
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TThe type of value being stored.
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Constructor & Destructor Documentation

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§ ArrayMapOf()

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GoRogue.ArrayMapOf< T >.ArrayMapOf (int width,
int height 
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Constructor. Takes width and height of array.

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Parameters
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widthWidth of array.
heightHeight of array.
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Member Function Documentation

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§ Clone()

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object GoRogue.ArrayMapOf< T >.Clone ()
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Performs deep copy of array map.

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Returns
The cloned ArrayMapOf.
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Property Documentation

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§ Height

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int GoRogue.ArrayMapOf< T >.Height
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The height of the array.

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§ this[Coord pos]

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T GoRogue.ArrayMapOf< T >.this[Coord pos]
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Given a Coord, returns/sets the "value" associated with that location.

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Parameters
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posLocation to get/set the value for.
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Returns
THe "value" associated with the provided location.
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§ this[int x, int y]

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T GoRogue.ArrayMapOf< T >.this[int x, int y]
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Given an X and Y value, returns/sets the "value" associated with that location.

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xX-value of location.
yY-value of location.
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Returns
The "value" associated with that location.
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§ Width

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int GoRogue.ArrayMapOf< T >.Width
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The width of the array.

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The documentation for this class was generated from the following file:
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  • GoRogue/ArrayMapOf.cs
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+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
GoRogue.Coord Member List
+
+
+ +

This is the complete list of members for GoRogue.Coord, including all inherited members.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
BearingOfLine(Coord from, Coord to)GoRogue.Coordstatic
CardinalPositionsOnLine(Coord start, Coord end)GoRogue.Coordstatic
Equals(object obj)GoRogue.Coord
EuclidianDistanceMagnitude(Coord c1, Coord c2)GoRogue.Coordstatic
Get(int x, int y)GoRogue.Coordstatic
GetHashCode()GoRogue.Coord
Midpoint(Coord c1, Coord c2)GoRogue.Coordstatic
operator!=(Coord c1, Coord c2)GoRogue.Coordstatic
operator*(Coord c, int i)GoRogue.Coordstatic
operator*(Coord c, double i)GoRogue.Coordstatic
operator+(Coord c1, Coord c2)GoRogue.Coordstatic
operator+(Coord c, int i)GoRogue.Coordstatic
operator+(Coord c, Direction d)GoRogue.Coordstatic
operator-(Coord c1, Coord c2)GoRogue.Coordstatic
operator-(Coord c, int i)GoRogue.Coordstatic
operator/(Coord c, int i)GoRogue.Coordstatic
operator/(Coord c, double i)GoRogue.Coordstatic
operator==(Coord c1, Coord c2)GoRogue.Coordstatic
PositionsOnLine(Coord start, Coord end)GoRogue.Coordstatic
ToCoord(int index, int rowCount)GoRogue.Coordstatic
ToIndex(int rowCount)GoRogue.Coord
ToIndex(int x, int y, int rowCount)GoRogue.Coordstatic
ToString()GoRogue.Coord
ToXValue(int index, int rowCount)GoRogue.Coordstatic
ToYValue(int index, int rowCount)GoRogue.Coordstatic
Translate(int dx, int dy)GoRogue.Coord
XGoRogue.Coord
YGoRogue.Coord
+ + + + diff --git a/docs/class_go_rogue_1_1_coord.html b/docs/class_go_rogue_1_1_coord.html new file mode 100644 index 00000000..81b50902 --- /dev/null +++ b/docs/class_go_rogue_1_1_coord.html @@ -0,0 +1,1339 @@ + + + + + + + +GoRogue: GoRogue.Coord Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+ +
+ +

2d coordinate class. You cannot create instances of this class using a constructor – instead, use the Get function to create instances. + More...

+ + + + + + + + + + + + + + + + + +

+Public Member Functions

override bool Equals (object obj)
 Same as operator == in this case; returns false if o is not a Coord. More...
 
override int GetHashCode ()
 Returns a hash code for the Coord. The important parts: it should be fairly fast and it does not collide often. The details: it uses a seperate bit-mixing algorithm for X and Y, with X and Y each multiplied by a differet large integer, then xors the mixed values, and does a right shift, then multiplies by an overflowing prime number. More...
 
override string ToString ()
 Returns representation (X, Y). More...
 
Coord Translate (int dx, int dy)
 Returns the coordinate resulting from adding dx to the X-value of the coordinate, and dy to the Y-value of the coordinate, eg. (X + dx, Y + dy). Provided for convenience. More...
 
int ToIndex (int rowCount)
 Returns a value that can be used to index this location in a 2D array that is actually encoded in a 1D array. Actual value is Y * rowCount + X. The 2D array being represented should have [width, height] of [rowCount, dontCare] for this index to be valid. Note that, when this method is used, if one needs to use a nested for loop to iterate over this array, it is best to do for y... as the outer loop and for x..., as the inner loop, for cache performance reasons. More...
 
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+Static Public Member Functions

static Coord Get (int x, int y)
 Returns the proper Coord instance for the given x and y values. Will return the one in the array if the values are in the appropriate range, otherwise will create a new one and return that one. More...
 
static double BearingOfLine (Coord from, Coord to)
 Calculates degree bearing of the line (from => to), where 0 is up (north). More...
 
static List< CoordPositionsOnLine (Coord start, Coord end)
 Gets a list of every position, in order, on the most direct line between the two points specified (assuming 8-way connectivity). This will include the start and end points themselves. This is simply an implementation of Brensham's line algorithm, from https://www.roguebasin.com/index.php?title=Brensham%27s_Line_Algorithm. More...
 
static List< CoordCardinalPositionsOnLine (Coord start, Coord end)
 Gets a list of every position, in order, on the most direct line between the two points specified that follow only cardinal directions (4-way connectivity). This will include the start and end points themselves. This is effectively just a shorthand way of finding the shortest path between two points, moving only in cardinal directions. More...
 
static Coord Midpoint (Coord c1, Coord c2)
 Returns the midpoint between the two points. More...
 
static double EuclidianDistanceMagnitude (Coord c1, Coord c2)
 Returns the result of the euclidian distance formula, without the square root – eg., (c2.X - c1.X) * (c2.X - c1.X) + (c2.Y - c1.Y) * (c2.Y - c1.Y). Use this if you only care about the magnitude of the distance – eg., if you're trying to compare two distances. Omitting the square root provides a speed increase. More...
 
static Coord operator+ (Coord c1, Coord c2)
 
static Coord operator+ (Coord c, int i)
 
static Coord operator+ (Coord c, Direction d)
 
static Coord operator- (Coord c1, Coord c2)
 
static Coord operator- (Coord c, int i)
 
static Coord operator* (Coord c, int i)
 
static Coord operator* (Coord c, double i)
 
static Coord operator/ (Coord c, int i)
 / operator. Divides the x-value and y-value of c by i, eg. returns (c.X / i, c.Y / i). Rounds resulting values to the nearest integer. More...
 
static Coord operator/ (Coord c, double i)
 / operator. Similar to int version. More...
 
static bool operator== (Coord c1, Coord c2)
 True if c1.X == c2.X and c1.Y == c2.Y. More...
 
static bool operator!= (Coord c1, Coord c2)
 True if either the x-values or y-values are not equal. More...
 
static int ToIndex (int x, int y, int rowCount)
 Returns y * rowCount + x. Same as Coord.ToIndex(int rowCount), just takes x and y instead. More...
 
static Coord ToCoord (int index, int rowCount)
 Reverses the ToIndex function, returning the Coord represented by a given index. More...
 
static int ToXValue (int index, int rowCount)
 Reverses the ToIndex function, returning only the X-value for the given index. More...
 
static int ToYValue (int index, int rowCount)
 Reverses the ToIndex function, returning only the Y-value for the given index. More...
 
+ + + + + + + +

+Public Attributes

readonly int X
 X-value of the coordinate. More...
 
readonly int Y
 Y-value of the coordinate. More...
 
+

Detailed Description

+

2d coordinate class. You cannot create instances of this class using a constructor – instead, use the Get function to create instances.

+

If you want the coordinate (1, 2), use Coord.Get(1, 2), and it returns you a Coord instance. These instances are read-only, however operators such as addition, etc., are provided. This is due to optimizations under the hood. By default, the class keeps a static, internal array that contains an instance of every coordinate between (-3, -3), and (255, 255). If the coordinate x and y values given to Get are within this range, Get returns the appropriate instance from the array. If the coordinates given are outside of the range, it simply returns a new instance. Since most of the coordinates used in roguelike/grid based games will be between (-3, -3) and (255, 255), this can end up drastically reducing the number of memory allocations that need to be done since there will exist one and only one instance of the Coord class for each value in that range. Since allocations are expensive due to garbage collections, this can significantly improve on efficiency. Later, support may be added for modifying this range as necessary.

+

Member Function Documentation

+ +

§ BearingOfLine()

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static double GoRogue.Coord.BearingOfLine (Coord from,
Coord to 
)
+
+static
+
+ +

Calculates degree bearing of the line (from => to), where 0 is up (north).

+
Parameters
+ + + +
fromCoordinate of line starting point.
toCoordinate of line ending point.
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+
+
Returns
The degree bearing of the line specified by the two given points.
+ +
+
+ +

§ CardinalPositionsOnLine()

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static List<Coord> GoRogue.Coord.CardinalPositionsOnLine (Coord start,
Coord end 
)
+
+static
+
+ +

Gets a list of every position, in order, on the most direct line between the two points specified that follow only cardinal directions (4-way connectivity). This will include the start and end points themselves. This is effectively just a shorthand way of finding the shortest path between two points, moving only in cardinal directions.

+
Parameters
+ + + +
startStarting point.
endEnding point.
+
+
+
Returns
List of all positions on a line between the two points, including the start and end points.
+ +
+
+ +

§ Equals()

+ +
+
+ + + + + + + + +
override bool GoRogue.Coord.Equals (object obj)
+
+ +

Same as operator == in this case; returns false if o is not a Coord.

+
Parameters
+ + +
objThe object to compare the current Coord to.
+
+
+
Returns
True if o is a Coord instance, and the two coordinates are equal, false otherwise.
+ +
+
+ +

§ EuclidianDistanceMagnitude()

+ +
+
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+ + + + + + + + + + + + + + + + + + +
static double GoRogue.Coord.EuclidianDistanceMagnitude (Coord c1,
Coord c2 
)
+
+static
+
+ +

Returns the result of the euclidian distance formula, without the square root – eg., (c2.X - c1.X) * (c2.X - c1.X) + (c2.Y - c1.Y) * (c2.Y - c1.Y). Use this if you only care about the magnitude of the distance – eg., if you're trying to compare two distances. Omitting the square root provides a speed increase.

+
Parameters
+ + + +
c1The first point.
c2The second point.
+
+
+
Returns
The "magnitude" of the euclidian distance between the two points – basically the distance formula without the square root.
+ +
+
+ +

§ Get()

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static Coord GoRogue.Coord.Get (int x,
int y 
)
+
+static
+
+ +

Returns the proper Coord instance for the given x and y values. Will return the one in the array if the values are in the appropriate range, otherwise will create a new one and return that one.

+
Parameters
+ + + +
xThe x-value for the coordinate.
yThe y-value for the coordinate.
+
+
+
Returns
The Coord representing the given x-value and y-value.
+ +
+
+ +

§ GetHashCode()

+ +
+
+ + + + + + + +
override int GoRogue.Coord.GetHashCode ()
+
+ +

Returns a hash code for the Coord. The important parts: it should be fairly fast and it does not collide often. The details: it uses a seperate bit-mixing algorithm for X and Y, with X and Y each multiplied by a differet large integer, then xors the mixed values, and does a right shift, then multiplies by an overflowing prime number.

+
Returns
The hash-code for the Coord.
+ +
+
+ +

§ Midpoint()

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static Coord GoRogue.Coord.Midpoint (Coord c1,
Coord c2 
)
+
+static
+
+ +

Returns the midpoint between the two points.

+
Parameters
+ + + +
c1The first point.
c2The second point.
+
+
+
Returns
The midpoint between c1 and c2
+ +
+
+ +

§ operator!=()

+ +
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static bool GoRogue.Coord.operator!= (Coord c1,
Coord c2 
)
+
+static
+
+ +

True if either the x-values or y-values are not equal.

+
Parameters
+ + + +
c1First coordinate to compare.
c2Second coordinate to compare.
+
+
+
Returns
True if either the x-values or y-values are not equal, false if they are both equal.
+ +
+
+ +

§ operator*() [1/2]

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static Coord GoRogue.Coord.operator* (Coord c,
int i 
)
+
+static
+
+ +

+
    +
  • operator. Multiplies the x-value and y-value of c by i, eg. returns (c.X * i, c.Y * i)
  • +
+
Parameters
+ + + +
cCoordinate to multiply by the scalar.
iScalar to multiply the coordinate by.
+
+
+
Returns
Coordinate (c.X * i, c.Y * i)
+ +
+
+ +

§ operator*() [2/2]

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static Coord GoRogue.Coord.operator* (Coord c,
double i 
)
+
+static
+
+ +

+
    +
  • operator, similar to the int version. Rounds x-value and y-value to the nearest integer. Effectively "scale c by i".
  • +
+
Parameters
+ + + +
cThe coordinate to multiply by the scalar.
iThe scalar to multiply the coordinate by.
+
+
+
Returns
Coordinate (c.X * i, c.Y * i), with the resulting values rounded to nearest integer.
+ +
+
+ +

§ operator+() [1/3]

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static Coord GoRogue.Coord.operator+ (Coord c1,
Coord c2 
)
+
+static
+
+ +

+
    +
  • operator. Returns the coordinate (c1.X + c2.X, c1.Y + c2.Y).
  • +
+
Parameters
+ + + +
c1The first coordinate.
c2The coordinate to add to c1.
+
+
+
Returns
c1 + c2, eg. (c1.X + c2.X, c1.Y + c2.Y)
+ +
+
+ +

§ operator+() [2/3]

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static Coord GoRogue.Coord.operator+ (Coord c,
int i 
)
+
+static
+
+ +

+
    +
  • operator. Adds scalar i to the x and y values of c; eg., returns (c.X + i, c.Y + i).
  • +
+
Parameters
+ + + +
cCoordinate to add scalar to.
iScalar to add to coordinate.
+
+
+
Returns
Coordinate resulting from adding scalar i to x-value and y-value of c1.
+ +
+
+ +

§ operator+() [3/3]

+ +
+
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static Coord GoRogue.Coord.operator+ (Coord c,
Direction d 
)
+
+static
+
+ +

+
    +
  • operator. Translates the given coordinate by the given direction, eg. returns (c.X + d.DeltaX, c.Y + d.DeltaY).
  • +
+
Parameters
+ + + +
cThe coordinate to translate by the given direction.
dThe direction to translate the coordinate by.
+
+
+
Returns
The coordinate translated by the given direction, eg. (c.X + d.DeltaX, c.Y + d.DeltaY
+ +
+
+ +

§ operator-() [1/2]

+ +
+
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+ + + + + + + + + + + + + + + + + + +
static Coord GoRogue.Coord.operator- (Coord c1,
Coord c2 
)
+
+static
+
+ +

+
    +
  • operator. Returns the coordinate (c1.X - c2.X, c1.Y - c2.Y)
  • +
+
Parameters
+ + + +
c1The first coordinate.
c2The coordinate to subtract from c1.
+
+
+
Returns
c1 - c2, eg. (c1.X - c2.X, c1.Y - c2.Y)
+ +
+
+ +

§ operator-() [2/2]

+ +
+
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+ + + + + + + + + + + + + + + + + + +
static Coord GoRogue.Coord.operator- (Coord c,
int i 
)
+
+static
+
+ +

+
    +
  • operator. Subtracts scalar i from the x and y values of c1, eg. returns (c.X - i, c.Y - i).
  • +
+
Parameters
+ + + +
cCoordinate to subtract the scalar from.
iScalar to subtract from the coordinate.
+
+
+
Returns
+ +
+
+ +

§ operator/() [1/2]

+ +
+
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+ + + + + + + + + + + + + + + + + + +
static Coord GoRogue.Coord.operator/ (Coord c,
int i 
)
+
+static
+
+ +

/ operator. Divides the x-value and y-value of c by i, eg. returns (c.X / i, c.Y / i). Rounds resulting values to the nearest integer.

+
Parameters
+ + + +
cThe coordinate to divide by scalar.
iThe scalar to divide the coordinate by.
+
+
+
Returns
(c.X / i, c.Y / i), with the resulting values rounded to the nearest integer.
+ +
+
+ +

§ operator/() [2/2]

+ +
+
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+ + + + + + + + + + + + + + + + + + +
static Coord GoRogue.Coord.operator/ (Coord c,
double i 
)
+
+static
+
+ +

/ operator. Similar to int version.

+
Parameters
+ + + +
cThe coordinate to divide by scalar.
iThe scalar to divide the coordinate by.
+
+
+
Returns
(c.X / i, c.Y / i), with the resulting values rounded to the nearest integer.
+ +
+
+ +

§ operator==()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static bool GoRogue.Coord.operator== (Coord c1,
Coord c2 
)
+
+static
+
+ +

True if c1.X == c2.X and c1.Y == c2.Y.

+
Parameters
+ + + +
c1First coodinate to compare.
c2Second coordinate to compare.
+
+
+
Returns
True if the two coordinates are equal, false if not.
+ +
+
+ +

§ PositionsOnLine()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static List<Coord> GoRogue.Coord.PositionsOnLine (Coord start,
Coord end 
)
+
+static
+
+ +

Gets a list of every position, in order, on the most direct line between the two points specified (assuming 8-way connectivity). This will include the start and end points themselves. This is simply an implementation of Brensham's line algorithm, from https://www.roguebasin.com/index.php?title=Brensham%27s_Line_Algorithm.

+
Parameters
+ + + +
startStarting point.
endEnding point.
+
+
+
Returns
List of all positions on a line between the two points, including the start and end points.
+ +
+
+ +

§ ToCoord()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static Coord GoRogue.Coord.ToCoord (int index,
int rowCount 
)
+
+static
+
+ +

Reverses the ToIndex function, returning the Coord represented by a given index.

+
Parameters
+ + + +
indexThe index in 1D form.
rowCountThe number of rows.
+
+
+
Returns
The Coord represented by the 1D index given.
+ +
+
+ +

§ ToIndex() [1/2]

+ +
+
+ + + + + + + + +
int GoRogue.Coord.ToIndex (int rowCount)
+
+ +

Returns a value that can be used to index this location in a 2D array that is actually encoded in a 1D array. Actual value is Y * rowCount + X. The 2D array being represented should have [width, height] of [rowCount, dontCare] for this index to be valid. Note that, when this method is used, if one needs to use a nested for loop to iterate over this array, it is best to do for y... as the outer loop and for x..., as the inner loop, for cache performance reasons.

+
Parameters
+ + +
rowCountThe number of rows, used to do math to calculate index. Usually the width of the 2D array.
+
+
+
Returns
The 1D index of this Coord.
+ +
+
+ +

§ ToIndex() [2/2]

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + +
static int GoRogue.Coord.ToIndex (int x,
int y,
int rowCount 
)
+
+static
+
+ +

Returns y * rowCount + x. Same as Coord.ToIndex(int rowCount), just takes x and y instead.

+
Parameters
+ + + + +
xX-value of the coordinate.
yY-value of the coordinate.
rowCountThe number of rows, used to do math to calculate index.
+
+
+
Returns
The 1D index of this Coord.
+ +
+
+ +

§ ToString()

+ +
+
+ + + + + + + +
override string GoRogue.Coord.ToString ()
+
+ +

Returns representation (X, Y).

+
Returns
String (X, Y)
+ +
+
+ +

§ ToXValue()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static int GoRogue.Coord.ToXValue (int index,
int rowCount 
)
+
+static
+
+ +

Reverses the ToIndex function, returning only the X-value for the given index.

+
Parameters
+ + + +
indexThe index in 1D form.
rowCountThe number of rows.
+
+
+
Returns
The X-value for the location represented by the given index.
+ +
+
+ +

§ ToYValue()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static int GoRogue.Coord.ToYValue (int index,
int rowCount 
)
+
+static
+
+ +

Reverses the ToIndex function, returning only the Y-value for the given index.

+
Parameters
+ + + +
indexThe index in 1D form.
rowCountThe number of rows.
+
+
+
Returns
The Y-value for the location represented by the given index.
+ +
+
+ +

§ Translate()

+ +
+
+ + + + + + + + + + + + + + + + + + +
Coord GoRogue.Coord.Translate (int dx,
int dy 
)
+
+ +

Returns the coordinate resulting from adding dx to the X-value of the coordinate, and dy to the Y-value of the coordinate, eg. (X + dx, Y + dy). Provided for convenience.

+
Parameters
+ + + +
dxDelta x to add to coordinate.
dyDelta y to add to coordinate.
+
+
+
Returns
The coordinate (X + dx, Y + dy)
+ +
+
+

Member Data Documentation

+ +

§ X

+ +
+
+ + + + +
readonly int GoRogue.Coord.X
+
+ +

X-value of the coordinate.

+ +
+
+ +

§ Y

+ +
+
+ + + + +
readonly int GoRogue.Coord.Y
+
+ +

Y-value of the coordinate.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Coord.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_dice-members.html b/docs/class_go_rogue_1_1_dice_notation_1_1_dice-members.html new file mode 100644 index 00000000..2c3be836 --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_dice-members.html @@ -0,0 +1,83 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
GoRogue.DiceNotation.Dice Member List
+
+
+ +

This is the complete list of members for GoRogue.DiceNotation.Dice, including all inherited members.

+ + + +
Parse(string expression)GoRogue.DiceNotation.Dicestatic
Roll(string expression, IRandom random=null)GoRogue.DiceNotation.Dicestatic
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_dice.html b/docs/class_go_rogue_1_1_dice_notation_1_1_dice.html new file mode 100644 index 00000000..4ac4eb9c --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_dice.html @@ -0,0 +1,181 @@ + + + + + + + +GoRogue: GoRogue.DiceNotation.Dice Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.DiceNotation.Dice Class Reference
+
+
+ +

This is likely the class you really care about the most. Basically just a static class that has methods for tieing all of the DiceNotation classes together. It has functions for parsing an expression, rolling based upon a given expression, and others. + More...

+ + + + + + + + +

+Static Public Member Functions

static DiceExpression Parse (string expression)
 Parse the specified string into a DiceExpression. If you intend to roll a given expression multiple times, chances are you want to use this once to get yourself a DiceExpression instance representing that particular roll, and store that somewhere. Then, use the Roll function in DiceExpression to roll it. This is faster as it means the slow part (using regex to take apart the expression) happens only once. More...
 
static int Roll (string expression, IRandom random=null)
 A convenience method for parsing a dice expression from a string, rolling the dice with a given IRandom instance (or the default RNG if null is specified), and returning the total. If you need to do a roll only once, this method or its overload would be the one to use. If you will be repeating the roll, particularly if you are repeating it multiple times and care about speed, it is probably best to instead use the Parse function, retrieve a DiceExpression, and then use its roll function. This prevents the regex pattern from being matched against more than once (which is relatively expensive compared to the other operations). More...
 
+

Detailed Description

+

This is likely the class you really care about the most. Basically just a static class that has methods for tieing all of the DiceNotation classes together. It has functions for parsing an expression, rolling based upon a given expression, and others.

+

Member Function Documentation

+ +

§ Parse()

+ +
+
+ + + + + +
+ + + + + + + + +
static DiceExpression GoRogue.DiceNotation.Dice.Parse (string expression)
+
+static
+
+ +

Parse the specified string into a DiceExpression. If you intend to roll a given expression multiple times, chances are you want to use this once to get yourself a DiceExpression instance representing that particular roll, and store that somewhere. Then, use the Roll function in DiceExpression to roll it. This is faster as it means the slow part (using regex to take apart the expression) happens only once.

+
Parameters
+ + +
expressionThe string dice expression to parse, in dice notation format. Ex. 3d6+4.
+
+
+
Returns
A DiceExpression representing the parsed string.
+ +
+
+ +

§ Roll()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static int GoRogue.DiceNotation.Dice.Roll (string expression,
IRandom random = null 
)
+
+static
+
+ +

A convenience method for parsing a dice expression from a string, rolling the dice with a given IRandom instance (or the default RNG if null is specified), and returning the total. If you need to do a roll only once, this method or its overload would be the one to use. If you will be repeating the roll, particularly if you are repeating it multiple times and care about speed, it is probably best to instead use the Parse function, retrieve a DiceExpression, and then use its roll function. This prevents the regex pattern from being matched against more than once (which is relatively expensive compared to the other operations).

+
Parameters
+ + + +
expressionThe string dice expression to parse. Ex. 3d6+4.
randomIRandom RNG to use to perform the Roll.
+
+
+
Returns
An integer representing the sum of the dice rolled, including constants and scalars in the expression.
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/DiceNotation/Dice.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_dice_expression-members.html b/docs/class_go_rogue_1_1_dice_notation_1_1_dice_expression-members.html new file mode 100644 index 00000000..fe23a9cd --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_dice_expression-members.html @@ -0,0 +1,92 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
GoRogue.DiceNotation.DiceExpression Member List
+
+ + + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_dice_expression.html b/docs/class_go_rogue_1_1_dice_notation_1_1_dice_expression.html new file mode 100644 index 00000000..cefd86d6 --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_dice_expression.html @@ -0,0 +1,461 @@ + + + + + + + +GoRogue: GoRogue.DiceNotation.DiceExpression Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.DiceNotation.DiceExpression Class Reference
+
+
+ +

A class representing a dice expression that can be rolled. Typically you will not construct these yourself, rather you might use this if you had a roll you needed to do often; you can use the Dice class's Parse function to retrieve one of these from your string expression, and then use this class's Roll function whenever you need to roll it. This ensures that the parsing portion, the part that uses (relatively expensive) regex pattern-matching, is done only once. + More...

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Public Member Functions

 DiceExpression ()
 Construct a new DiceExpression class with an empty list of terms. More...
 
DiceExpression Die (int sides, int scalar)
 Add a single Die to this DiceExpression, with the specified number of sides and given scalar. More...
 
DiceExpression Die (int sides)
 Add a single Die to this DiceExpression with the specified number of sides. More...
 
DiceExpression Dice (int multiplicity, int sides)
 Add multiple Dice to this DiceExpression with the specified parameters. More...
 
DiceExpression Dice (int multiplicity, int sides, int scalar)
 Add multiple Dice to this DiceExpression with the specified parameters. More...
 
DiceExpression Dice (int multiplicity, int sides, int scalar, int? choose)
 Add multiple Dice to this DiceExpression with the specified parameters. More...
 
DiceExpression Constant (int value)
 Add a constant to this DiceExpression with the specified integer value. More...
 
DiceResult Roll (IRandom random=null)
 Roll all of the Dice that are part of this DiceExpression using the given RNG, or the default RNG if null is specified. More...
 
DiceResult MinRoll ()
 Roll all of the Dice that are part of this DiceExpression, but force all of the rolls to be the lowest possible result. More...
 
DiceResult MaxRoll ()
 Roll all of the Dice that are part of this DiceExpression, but force all of the rolls to be the highest possible result. More...
 
override string ToString ()
 Returns a string that represents this DiceExpression. More...
 
+

Detailed Description

+

A class representing a dice expression that can be rolled. Typically you will not construct these yourself, rather you might use this if you had a roll you needed to do often; you can use the Dice class's Parse function to retrieve one of these from your string expression, and then use this class's Roll function whenever you need to roll it. This ensures that the parsing portion, the part that uses (relatively expensive) regex pattern-matching, is done only once.

+

Constructor & Destructor Documentation

+ +

§ DiceExpression()

+ +
+
+ + + + + + + +
GoRogue.DiceNotation.DiceExpression.DiceExpression ()
+
+ +

Construct a new DiceExpression class with an empty list of terms.

+ +
+
+

Member Function Documentation

+ +

§ Constant()

+ +
+
+ + + + + + + + +
DiceExpression GoRogue.DiceNotation.DiceExpression.Constant (int value)
+
+ +

Add a constant to this DiceExpression with the specified integer value.

+
Parameters
+ + +
valueAn integer constant to add to this DiceExpression.
+
+
+
Returns
A DiceExpression representing the previous terms in this DiceExpression, plus this newly added Constant.
+ +
+
+ +

§ Dice() [1/3]

+ +
+
+ + + + + + + + + + + + + + + + + + +
DiceExpression GoRogue.DiceNotation.DiceExpression.Dice (int multiplicity,
int sides 
)
+
+ +

Add multiple Dice to this DiceExpression with the specified parameters.

+
Parameters
+ + + +
multiplicityThe number of Dice.
sidesThe number of sides per Die.
+
+
+
Returns
A DiceExpression representing the previous terms in this DiceExpression, plus these newly added Dice.
+ +
+
+ +

§ Dice() [2/3]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
DiceExpression GoRogue.DiceNotation.DiceExpression.Dice (int multiplicity,
int sides,
int scalar 
)
+
+ +

Add multiple Dice to this DiceExpression with the specified parameters.

+
Parameters
+ + + + +
multiplicityThe number of Dice.
sidesThe number of sides per Die.
scalarThe value to multiply the result of the Roll of these Dice by.
+
+
+
Returns
A DiceExpression representing the previous terms in this DiceExpression, plus these newly added Dice.
+ +
+
+ +

§ Dice() [3/3]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
DiceExpression GoRogue.DiceNotation.DiceExpression.Dice (int multiplicity,
int sides,
int scalar,
int? choose 
)
+
+ +

Add multiple Dice to this DiceExpression with the specified parameters.

+
Parameters
+ + + + + +
multiplicityThe number of Dice.
sidesThe number of sides per Die.
scalarThe value to multiply the result of the Roll of these Dice by.
chooseOptional number of dice to choose out of the total rolled. The highest rolled Dice will be choosen.
+
+
+
Returns
A DiceExpression representing the previous terms in this DiceExpression, plus these newly added Dice.
+ +
+
+ +

§ Die() [1/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
DiceExpression GoRogue.DiceNotation.DiceExpression.Die (int sides,
int scalar 
)
+
+ +

Add a single Die to this DiceExpression, with the specified number of sides and given scalar.

+
Parameters
+ + + +
sidesThe number of sides on the Die to add to this DiceExpression.
scalarThe value to multiply the result of the Roll of this Die by.
+
+
+
Returns
A DiceExpression representing the previous terms in this DiceExpression, plus this newly added Die.
+ +
+
+ +

§ Die() [2/2]

+ +
+
+ + + + + + + + +
DiceExpression GoRogue.DiceNotation.DiceExpression.Die (int sides)
+
+ +

Add a single Die to this DiceExpression with the specified number of sides.

+
Parameters
+ + +
sidesThe number of sides on the Die to add to this DiceExpression.
+
+
+
Returns
A DiceExpression representing the previous terms in this DiceExpression, plus this newly added Die.
+ +
+
+ +

§ MaxRoll()

+ +
+
+ + + + + + + +
DiceResult GoRogue.DiceNotation.DiceExpression.MaxRoll ()
+
+ +

Roll all of the Dice that are part of this DiceExpression, but force all of the rolls to be the highest possible result.

+
Returns
A DiceResult representing the results of this Roll. All dice should have rolled their maximum values.
+ +
+
+ +

§ MinRoll()

+ +
+
+ + + + + + + +
DiceResult GoRogue.DiceNotation.DiceExpression.MinRoll ()
+
+ +

Roll all of the Dice that are part of this DiceExpression, but force all of the rolls to be the lowest possible result.

+
Returns
A DiceResult representing the results of this Roll. All dice should have rolled their minimum values.
+ +
+
+ +

§ Roll()

+ +
+
+ + + + + + + + +
DiceResult GoRogue.DiceNotation.DiceExpression.Roll (IRandom random = null)
+
+ +

Roll all of the Dice that are part of this DiceExpression using the given RNG, or the default RNG if null is specified.

+
Parameters
+ + +
randomIRandom RNG used to perform the Roll.
+
+
+
Returns
A DiceResult representing the results of this Roll.
+ +
+
+ +

§ ToString()

+ +
+
+ + + + + + + +
override string GoRogue.DiceNotation.DiceExpression.ToString ()
+
+ +

Returns a string that represents this DiceExpression.

+
Returns
A string representing this DiceExpression.
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/DiceNotation/DiceExpression.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_dice_parser-members.html b/docs/class_go_rogue_1_1_dice_notation_1_1_dice_parser-members.html new file mode 100644 index 00000000..21d1a5c9 --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_dice_parser-members.html @@ -0,0 +1,83 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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+
GoRogue.DiceNotation.DiceParser Member List
+
+
+ +

This is the complete list of members for GoRogue.DiceNotation.DiceParser, including all inherited members.

+ + + +
DiceParser()GoRogue.DiceNotation.DiceParser
Parse(string expression)GoRogue.DiceNotation.DiceParser
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_dice_parser.html b/docs/class_go_rogue_1_1_dice_notation_1_1_dice_parser.html new file mode 100644 index 00000000..e8ef8c1f --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_dice_parser.html @@ -0,0 +1,165 @@ + + + + + + + +GoRogue: GoRogue.DiceNotation.DiceParser Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
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+ + +
+ +
+ + +
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+ +
+
GoRogue.DiceNotation.DiceParser Class Reference
+
+
+ +

Used to parse a string into a DiceExpression. + More...

+
+Inheritance diagram for GoRogue.DiceNotation.DiceParser:
+
+
+ + +GoRogue.DiceNotation.IDiceParser + +
+ + + + + + + + +

+Public Member Functions

 DiceParser ()
 Constructs a new instance of the DiceParser class. More...
 
DiceExpression Parse (string expression)
 Create a new DiceExpression by parsing the specified string. More...
 
+

Detailed Description

+

Used to parse a string into a DiceExpression.

+

Constructor & Destructor Documentation

+ +

§ DiceParser()

+ +
+
+ + + + + + + +
GoRogue.DiceNotation.DiceParser.DiceParser ()
+
+ +

Constructs a new instance of the DiceParser class.

+ +
+
+

Member Function Documentation

+ +

§ Parse()

+ +
+
+ + + + + + + + +
DiceExpression GoRogue.DiceNotation.DiceParser.Parse (string expression)
+
+ +

Create a new DiceExpression by parsing the specified string.

+
Parameters
+ + +
expressionA dice notation string expression. Ex. 3d6+3.
+
+
+
Returns
A DiceExpression parsed from the specified string.
+
Exceptions
+ + +
ArgumentExceptionInvalid dice notation supplied.
+
+
+ +

Implements GoRogue.DiceNotation.IDiceParser.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/DiceNotation/DiceParser.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_dice_parser.png b/docs/class_go_rogue_1_1_dice_notation_1_1_dice_parser.png new file mode 100644 index 0000000000000000000000000000000000000000..f8d037d3e7f056352427f8b02a44377a3172c762 GIT binary patch literal 843 zcmeAS@N?(olHy`uVBq!ia0vp^mw`BdgBeI}`MY5*kdg@S332`Z|38rV;?396{zDUh zEHFNB-~emq9eE&^qa?^Lm;tB=1g@S6F=Aj~y5;HO7*fIbcJA#-uN8P$Za-f2_rJeg zr>w&xu}%ExoJYgdvNzbQa14vHJpVbyXU?Q8Q_Lo-oLzrb#q;xN1KIxlC66tQoIO`* z9TPqH-DOr;cuJ`MZUhi+8cN3MiOHKa#>c-6PCso3Fx{9@?uQFEsA0_ntZbbdJ zn+4B>m!+gvM^-5R`L;hbOK!s3{;$2gyFc#x=63F6%AC1fCzmB`GQCwh-=`NNv;a`6pgV^OJAA9@Pj=CqlI7IPf zxh}i=onfEjY|ezbT(yRuTW2ynyPn20Bc71JkF9-=EyRS`4+P!vVfdVF%y>rsbjenp z`}~aeG(a)X@^L#b2Kufim`Mhwg?(rHkahg&%d6`cKEJHsO?y1^PG#iu4W;23J0_Ru z&TH%5`#5IHf3J)EuLalZ%+@}|Vlk=dWvXDzr4L@meV*VsRE*X)Qe|MlNam4&>n zei@&#ZNFyf`b~WspNeunRlWPc%X8T+=9urLh12 literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_dice_result-members.html b/docs/class_go_rogue_1_1_dice_notation_1_1_dice_result-members.html new file mode 100644 index 00000000..87b5c05d --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_dice_result-members.html @@ -0,0 +1,85 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.DiceNotation.DiceResult Member List
+
+
+ +

This is the complete list of members for GoRogue.DiceNotation.DiceResult, including all inherited members.

+ + + + + +
DiceResult(IEnumerable< TermResult > results, IRandom randomUsed)GoRogue.DiceNotation.DiceResult
RandomUsedGoRogue.DiceNotation.DiceResult
ResultsGoRogue.DiceNotation.DiceResult
ValueGoRogue.DiceNotation.DiceResult
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_dice_result.html b/docs/class_go_rogue_1_1_dice_notation_1_1_dice_result.html new file mode 100644 index 00000000..a6f5dde3 --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_dice_result.html @@ -0,0 +1,220 @@ + + + + + + + +GoRogue: GoRogue.DiceNotation.DiceResult Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
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+ + + + + + + + +
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+ + +
+ +
+ + +
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+ +
+
GoRogue.DiceNotation.DiceResult Class Reference
+
+
+ +

Represents the result of rolling a DiceExpression. + More...

+ + + + + +

+Public Member Functions

 DiceResult (IEnumerable< TermResult > results, IRandom randomUsed)
 Construct a new DiceResult from the specified values. More...
 
+ + + + + + + + + + +

+Properties

IRandom RandomUsed [get]
 The random number generator used to get this result. More...
 
ReadOnlyCollection< TermResultResults [get]
 A Collection of TermResults that represents one result for each DiceTerm in the DiceExpression. More...
 
int Value [get]
 The total result of the the roll. More...
 
+

Detailed Description

+

Represents the result of rolling a DiceExpression.

+

Constructor & Destructor Documentation

+ +

§ DiceResult()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GoRogue.DiceNotation.DiceResult.DiceResult (IEnumerable< TermResultresults,
IRandom randomUsed 
)
+
+ +

Construct a new DiceResult from the specified values.

+
Parameters
+ + + +
resultsAn IEnumerable of TermResult where there is one result for each DiceTerm in the DiceExpression.
randomUsedThe random number generator used to get this result.
+
+
+ +
+
+

Property Documentation

+ +

§ RandomUsed

+ +
+
+ + + + + +
+ + + + +
IRandom GoRogue.DiceNotation.DiceResult.RandomUsed
+
+get
+
+ +

The random number generator used to get this result.

+ +
+
+ +

§ Results

+ +
+
+ + + + + +
+ + + + +
ReadOnlyCollection<TermResult> GoRogue.DiceNotation.DiceResult.Results
+
+get
+
+ +

A Collection of TermResults that represents one result for each DiceTerm in the DiceExpression.

+ +
+
+ +

§ Value

+ +
+
+ + + + + +
+ + + + +
int GoRogue.DiceNotation.DiceResult.Value
+
+get
+
+ +

The total result of the the roll.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/DiceNotation/DiceResult.cs
  • +
+
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GoRogue.DiceNotation.Exceptions.ImpossibleDieException Member List
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GoRogue.DiceNotation.Exceptions.ImpossibleDieException Class Reference
+
+
+ +

Exception that is thrown when a die is attempted to be constructed with an invalid number of sides. + More...

+
+Inheritance diagram for GoRogue.DiceNotation.Exceptions.ImpossibleDieException:
+
+
+ + + +
+ + + + + + + + + + + +

+Public Member Functions

 ImpossibleDieException ()
 Initializes a new instance of the ImpossibleDieException class. More...
 
 ImpossibleDieException (string message)
 Initializes a new instance of the ImpossibleDieException class with a specified error message. More...
 
 ImpossibleDieException (string message, Exception innerException)
 Initializes a new instance of the ImpossibleDieException class with a specified error message and a reference to the inner exception that is the cause of this exception. More...
 
+

Detailed Description

+

Exception that is thrown when a die is attempted to be constructed with an invalid number of sides.

+

Constructor & Destructor Documentation

+ +

§ ImpossibleDieException() [1/3]

+ +
+
+ + + + + + + +
GoRogue.DiceNotation.Exceptions.ImpossibleDieException.ImpossibleDieException ()
+
+ +

Initializes a new instance of the ImpossibleDieException class.

+ +
+
+ +

§ ImpossibleDieException() [2/3]

+ +
+
+ + + + + + + + +
GoRogue.DiceNotation.Exceptions.ImpossibleDieException.ImpossibleDieException (string message)
+
+ +

Initializes a new instance of the ImpossibleDieException class with a specified error message.

+
Parameters
+ + +
messageThe error message that explains the reason for the exception.
+
+
+ +
+
+ +

§ ImpossibleDieException() [3/3]

+ +
+
+ + + + + + + + + + + + + + + + + + +
GoRogue.DiceNotation.Exceptions.ImpossibleDieException.ImpossibleDieException (string message,
Exception innerException 
)
+
+ +

Initializes a new instance of the ImpossibleDieException class with a specified error message and a reference to the inner exception that is the cause of this exception.

+
Parameters
+ + + +
messageThe error message that explains the reason for the exception.
innerExceptionThe exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.
+
+
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/DiceNotation/Exceptions/ImpossibleDieException.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_exceptions_1_1_impossible_die_exception.png b/docs/class_go_rogue_1_1_dice_notation_1_1_exceptions_1_1_impossible_die_exception.png new file mode 100644 index 0000000000000000000000000000000000000000..98edbbe866d175f279532e5c53bb1931c76d43c3 GIT binary patch literal 928 zcmeAS@N?(olHy`uVBq!ia0y~yUXqLRIOIi;Ier$E1l%OmadeZQ2;>dFoi0s-|@G)FnCV z(o1)`sAitp`|Vcx!=^CRmzLA(_v&ST{rL6%!kBY!KZ$;S|MdIg_)s;^>koIOmsXw? z&wr}Dj9m}eFyetDag=ll!l4HqYF4fVA0ua2I3Vl_}m zKjQPNtkS(NZvU=Zd+!v`6?V^~pJlC{G^KZ~SCHBL)X+)$7(vcKcHivXS35X_1t+o} zm|nnaz|eU^%fV>-?5#{sl2$XEyt6b)+d*p^*M$DLOex8$8Eyh)&4AqAwN&MP_6<{3 z@^NudVrgLXI2^_Z47`S%98m@7Xx09Cpymy@9MsjcA9zC8?<&Z!=2p-(0g)HZ|hQw;Ze0r#-czH|IZp zlAW?O(`eSy6&0(sn&sGLq-5_WPyXRiN=dGn?j?rOZ{^XbP0l+XkK{z$>J literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_exceptions_1_1_invalid_choose_exception-members.html b/docs/class_go_rogue_1_1_dice_notation_1_1_exceptions_1_1_invalid_choose_exception-members.html new file mode 100644 index 00000000..b97224f9 --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_exceptions_1_1_invalid_choose_exception-members.html @@ -0,0 +1,84 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue.DiceNotation.Exceptions.InvalidChooseException Member List
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GoRogue.DiceNotation.Exceptions.InvalidChooseException Class Reference
+
+
+ +

Exception that is thrown when a dice term is constructed with a 'k' choose operation to keep an invalid number of dice. + More...

+
+Inheritance diagram for GoRogue.DiceNotation.Exceptions.InvalidChooseException:
+
+
+ + + +
+ + + + + + + + + + + +

+Public Member Functions

 InvalidChooseException ()
 Initializes a new instance of the InvalidChooseException class. More...
 
 InvalidChooseException (string message)
 Initializes a new instance of the InvalidChooseException class with a specified error message. More...
 
 InvalidChooseException (string message, Exception innerException)
 Initializes a new instance of the InvalidChooseException class with a specified error message and a reference to the inner exception that is the cause of this exception. More...
 
+

Detailed Description

+

Exception that is thrown when a dice term is constructed with a 'k' choose operation to keep an invalid number of dice.

+

Constructor & Destructor Documentation

+ +

§ InvalidChooseException() [1/3]

+ +
+
+ + + + + + + +
GoRogue.DiceNotation.Exceptions.InvalidChooseException.InvalidChooseException ()
+
+ +

Initializes a new instance of the InvalidChooseException class.

+ +
+
+ +

§ InvalidChooseException() [2/3]

+ +
+
+ + + + + + + + +
GoRogue.DiceNotation.Exceptions.InvalidChooseException.InvalidChooseException (string message)
+
+ +

Initializes a new instance of the InvalidChooseException class with a specified error message.

+
Parameters
+ + +
messageThe error message that explains the reason for the exception.
+
+
+ +
+
+ +

§ InvalidChooseException() [3/3]

+ +
+
+ + + + + + + + + + + + + + + + + + +
GoRogue.DiceNotation.Exceptions.InvalidChooseException.InvalidChooseException (string message,
Exception innerException 
)
+
+ +

Initializes a new instance of the InvalidChooseException class with a specified error message and a reference to the inner exception that is the cause of this exception.

+
Parameters
+ + + +
messageThe error message that explains the reason for the exception.
innerExceptionThe exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.
+
+
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/DiceNotation/Exceptions/InvalidChooseException.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_exceptions_1_1_invalid_choose_exception.png b/docs/class_go_rogue_1_1_dice_notation_1_1_exceptions_1_1_invalid_choose_exception.png new file mode 100644 index 0000000000000000000000000000000000000000..89486eea5a36269bb70aa32eecba58ce561475ee GIT binary patch literal 952 zcmeAS@N?(olHy`uVBq!ia0y~yV2l8=12~w0WcIYVtAUh6fKQ0)|NsAi%olIImi8Z- z0AzvjfddCvJMYK?xf~@ye!&btMIdnXREQA+1GBrQi(^OyxW%QsxK|$H=JIl{jKhIex}~)@|{QD?z6f7-!yeniK^b7r0IY6 zt`|afiptKfeFZMI7(IShtMQt zB_Ed~I|Ufn9{A{pDKK`kdK^e%6xtBcz#_Hr`{FhGUi@d`(fnFAb$V0O9b4Yras9y! zlAD*^R&02-YVEXu>4AOr@5LEIH%eP4M>5!cu8O|DSbf3HI9a}g6NSfJUwoGQRqNoI zV_Y`(-0#C$FXBFbTy`!wa(e9DrE%fA|F7Jdf4(;U>tXY~zO%QSU9h(-_37jGg*p2c=B%u|TE=&e zCqum~(m%EA)=K$%Zb`e<7Hha4?GI1AaF)S;-|pL&HgmLZdp7@?cZL0egI#y8OZLYV z|MGbAY1@+KJmYVxb4)yMzt5(OZGs>rl%yOMon zf_~Y(+iNnnTS#v_|LuE;xZP>r^=u(Wr`@zVwb6I3*+&02@1IRu5SP3$d%FITEeFlZ z+20!+ms>Y8@LQGkg19&D8eX5f`qgFa_Ge3U&fiYntiP`PMcx9trM8wW>b}yUdv6?X zSQ + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue.DiceNotation.Exceptions.InvalidMultiplicityException Member List
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GoRogue.DiceNotation.Exceptions.InvalidMultiplicityException Class Reference
+
+
+ +

Exception that is thrown when a dice term is constructed with a negative number of dice. + More...

+
+Inheritance diagram for GoRogue.DiceNotation.Exceptions.InvalidMultiplicityException:
+
+
+ + + +
+ + + + + + + + + + + +

+Public Member Functions

 InvalidMultiplicityException ()
 Initializes a new instance of the InvalidMultiplicityException class. More...
 
 InvalidMultiplicityException (string message)
 Initializes a new instance of the InvalidMultiplicityException class with a specified error message. More...
 
 InvalidMultiplicityException (string message, Exception innerException)
 Initializes a new instance of the InvalidMultiplicityException class with a specified error message and a reference to the inner exception that is the cause of this exception. More...
 
+

Detailed Description

+

Exception that is thrown when a dice term is constructed with a negative number of dice.

+

Constructor & Destructor Documentation

+ +

§ InvalidMultiplicityException() [1/3]

+ +
+
+ + + + + + + +
GoRogue.DiceNotation.Exceptions.InvalidMultiplicityException.InvalidMultiplicityException ()
+
+ +

Initializes a new instance of the InvalidMultiplicityException class.

+ +
+
+ +

§ InvalidMultiplicityException() [2/3]

+ +
+
+ + + + + + + + +
GoRogue.DiceNotation.Exceptions.InvalidMultiplicityException.InvalidMultiplicityException (string message)
+
+ +

Initializes a new instance of the InvalidMultiplicityException class with a specified error message.

+
Parameters
+ + +
messageThe error message that explains the reason for the exception.
+
+
+ +
+
+ +

§ InvalidMultiplicityException() [3/3]

+ +
+
+ + + + + + + + + + + + + + + + + + +
GoRogue.DiceNotation.Exceptions.InvalidMultiplicityException.InvalidMultiplicityException (string message,
Exception innerException 
)
+
+ +

Initializes a new instance of the InvalidMultiplicityException class with a specified error message and a reference to the inner exception that is the cause of this exception.

+
Parameters
+ + + +
messageThe error message that explains the reason for the exception.
innerExceptionThe exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.
+
+
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/DiceNotation/Exceptions/InvalidMultiplicityException.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_exceptions_1_1_invalid_multiplicity_exception.png b/docs/class_go_rogue_1_1_dice_notation_1_1_exceptions_1_1_invalid_multiplicity_exception.png new file mode 100644 index 0000000000000000000000000000000000000000..2f3ccc6860c77453a7d8f0a8a87756dd3e258988 GIT binary patch literal 974 zcmeAS@N?(olHy`uVBq!ia0y~yV9W%v12~w0 zUoFS%Mq@#~IGWwBr z`S3Jd&se$q_mec^bE7836)(1b!s}!2zyGB5lkWvx$18W#-4i{p@=|)Ivmd`|Qi0`s zC$0WRGgWF8x39RIeC*sW?f0`?CoIu_B38P~$o9teOwV5;w_jcK$^}~SfAKv*{wtY4 zmT*sLmC4^~YdhI9{h~D%zSDqK*`55mXdBc)&AVq!TT-2PdD4_dU+*9`GhI)~8(UOT zKN!dgCMqedV|`Hehe4vDdt+t;OI_U>sRva#QVNaj8LQcL$joLtac~}^(T2zP6Gx$C$n|b^i?&s}gSgXCjqR)^0LQ4IEc>ZLrFX45z zXX>7`Cq;-=M{d9LV9KWR(=N|WO?-Z4?Jd5ytFC=Lf9Y4@-cy@0UwzHEyY4B&TQdLHuN76M{<~&9I9k3v>y_G}(DnOX zmVWNNQY>gzRCRkox9?ac4J_AV;CKk3=Mmf(o|nR-c8)`x5_ z-%Zh5Rj0oE^!vLj<)SbDy;v2it=;<4Z~b>)@yBz!3k+@5kH^i`yESFDbGoHjx9ebF@mqtJXJ3Br7BTzYn^{-i*}l7ddgYC}=dZuU#n{J{Jv-}C zDq6E~bNMc@%)r_6)aKk?`})zGyN{2W|Vvt(B>B&3>Yu>(D z>$WjBZc R4PfSD@O1TaS?83{1OSD7%m4rY literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_term_result-members.html b/docs/class_go_rogue_1_1_dice_notation_1_1_term_result-members.html new file mode 100644 index 00000000..1fd63f79 --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_term_result-members.html @@ -0,0 +1,84 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue.DiceNotation.TermResult Member List
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GoRogue.DiceNotation.TermResult Class Reference
+
+
+ +

Represents a single result of one of the terms in a DiceExpression. + More...

+ + + + + + + + + + + +

+Properties

int Scalar [get, set]
 An integer value that could be used to multiply the result of this term by More...
 
int Value [get, set]
 The integer total for this term More...
 
string TermType [get, set]
 A string representing the type of this Term. Possible values are "constant" or "d(sides)" In 1d6 + 5, the 1d6 term is of type "d6" and the 5 term is of type "constant" More...
 
+

Detailed Description

+

Represents a single result of one of the terms in a DiceExpression.

+

Property Documentation

+ +

§ Scalar

+ +
+
+ + + + + +
+ + + + +
int GoRogue.DiceNotation.TermResult.Scalar
+
+getset
+
+ +

An integer value that could be used to multiply the result of this term by

+ +
+
+ +

§ TermType

+ +
+
+ + + + + +
+ + + + +
string GoRogue.DiceNotation.TermResult.TermType
+
+getset
+
+ +

A string representing the type of this Term. Possible values are "constant" or "d(sides)" In 1d6 + 5, the 1d6 term is of type "d6" and the 5 term is of type "constant"

+ +
+
+ +

§ Value

+ +
+
+ + + + + +
+ + + + +
int GoRogue.DiceNotation.TermResult.Value
+
+getset
+
+ +

The integer total for this term

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/DiceNotation/TermResult.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_constant_term-members.html b/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_constant_term-members.html new file mode 100644 index 00000000..fa7ff15a --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_constant_term-members.html @@ -0,0 +1,84 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue.DiceNotation.Terms.ConstantTerm Member List
+
+
+ +

This is the complete list of members for GoRogue.DiceNotation.Terms.ConstantTerm, including all inherited members.

+ + + + +
ConstantTerm(int constant)GoRogue.DiceNotation.Terms.ConstantTerm
GetResults(IRandom random=null)GoRogue.DiceNotation.Terms.ConstantTerm
ToString()GoRogue.DiceNotation.Terms.ConstantTerm
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_constant_term.html b/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_constant_term.html new file mode 100644 index 00000000..d4b1ed20 --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_constant_term.html @@ -0,0 +1,188 @@ + + + + + + + +GoRogue: GoRogue.DiceNotation.Terms.ConstantTerm Class Reference + + + + + + + + + +
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GoRogue.DiceNotation.Terms.ConstantTerm Class Reference
+
+
+ +

The ConstantTerm class represents a constant value in a DiceExpression. For example, in the expression "2d6+5", the integer "5" is a ConstantTerm. + More...

+
+Inheritance diagram for GoRogue.DiceNotation.Terms.ConstantTerm:
+
+
+ + +GoRogue.DiceNotation.Terms.IDiceExpressionTerm + +
+ + + + + + + + + + + +

+Public Member Functions

 ConstantTerm (int constant)
 Constructs a new instance of the ConstantTerm class using the specified integer. More...
 
IEnumerable< TermResultGetResults (IRandom random=null)
 Gets the TermResult for this ConstantTerm, which will always be a single result with a scalar of 1, and a value of the constant. More...
 
override string ToString ()
 Returns a string that represents this ConstantTerm. More...
 
+

Detailed Description

+

The ConstantTerm class represents a constant value in a DiceExpression. For example, in the expression "2d6+5", the integer "5" is a ConstantTerm.

+

Constructor & Destructor Documentation

+ +

§ ConstantTerm()

+ +
+
+ + + + + + + + +
GoRogue.DiceNotation.Terms.ConstantTerm.ConstantTerm (int constant)
+
+ +

Constructs a new instance of the ConstantTerm class using the specified integer.

+
Parameters
+ + +
constantAn integer representing the constant term.
+
+
+ +
+
+

Member Function Documentation

+ +

§ GetResults()

+ +
+
+ + + + + + + + +
IEnumerable<TermResult> GoRogue.DiceNotation.Terms.ConstantTerm.GetResults (IRandom random = null)
+
+ +

Gets the TermResult for this ConstantTerm, which will always be a single result with a scalar of 1, and a value of the constant.

+
Parameters
+ + +
randomNot used for this implementation of IDiceExpressionTerm
+
+
+
Returns
An IEnumerable of TermResult, which will always have a single result with a scalar of 1, and a value of the constant.
+ +

Implements GoRogue.DiceNotation.Terms.IDiceExpressionTerm.

+ +
+
+ +

§ ToString()

+ +
+
+ + + + + + + +
override string GoRogue.DiceNotation.Terms.ConstantTerm.ToString ()
+
+ +

Returns a string that represents this ConstantTerm.

+
Returns
A string representing this ConstantTerm.
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/DiceNotation/Terms/ConstantTerm.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_constant_term.png b/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_constant_term.png new file mode 100644 index 0000000000000000000000000000000000000000..4517ab47b03902a51424a6516ad6e53a7bb451bc GIT binary patch literal 1133 zcmeAS@N?(olHy`uVBq!ia0y~yVAKV&12~w0Wc9bpazz$e7@|Ns9$=8HF9OZyK^ z0J6aNz<~p-opm0Z^!PCSu|?mNLK$}lnMqS7Es0ju_3YBh^b88|^q#cH zD{7L+Rfp9!|GxH}U;i+8QjF>Dqd#(9oPBn7_Akq;doQ2Ac-?PtVfEsC<`-Mk-q#sS zN-51XUw^!Ma>~35|8nMfU6Q`lpTDJTtIhPAOsjTBWX*7XJj3zWw=KrkzAcZozn9*p zTX=4NxK8u&xt9z1U*CDIldJgkI%kq_gZFDw-=$aW=X0C(8tdM^oxvO2lm9h&&FOva z>qTpu)-sm&TQ6T6$bIwUTlPZP15U5+R92g;Irt`XrsC-;o2buWUlY<_dq*`FcJKBm zN(su~ePqR;zWv%qyR~%^RgLrau9Z5zacjDF_RSUB{_w7Sw`Kk;H|1m3-d-+Z-m$oJ zX2|2aFY}8(m&SMI<>^{xJ-cfiyXwlX8&^L1GF+Z(A?y2Yr|FF|D_<+b`tgWuUHH^;^>6>B&PGiUzkb;uc{iW9yV;GzZ%c(<_r+S-?w)3S zQRm2R;rGlNwy0#TUieStCHsqfcbTQB+VPX>n)Y>v`TBYOvixNhHR;RisasSuS1nQX z41`Auf7J0pnU%met7iPu{ENYZk!8vjhNfRXJYpCORdpK{$ZZf3ckuA!R#=z9DiC^! zsY5H1(Piou24Gw=08MFFF-goJ1Sq{~38m6k_j|3L5)`y_ijV-S0&Br)Gy``n{X?X&v{Z6Xso*RkrYF z^|#hVw=PRv`xKM*IVkwK<(_X}_GU?@(@uDaeusAvP6CT zvqZyxTNvgwZHe0)9`*P0%R46Lw&dh5HuW*wceUT}-9Go+pSAOQjw@bbx|}?_{4&#y zUCT?~`IKJUew4A$^E6MSLe-WuhT6!@U%&1%V}AUk>6(oGfkhs9Yr8*Weoel-xb)k$ zEScli=IO3YU7Y3hCSxw!v6C*R=ZYP;Jpb}8pH&~7Tt`zp~jeTPz{; zfnUkD6wB>wvn@~Vwb<`*dbP{sn0dRaqw2M{Ut4`@xA5!$BBmRx&+xx|@AT-mLM%U6t9A=9*7c&r i<10rd$#(QAdz~JfX=d#Wzp$PymI34Q% literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_dice_term-members.html b/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_dice_term-members.html new file mode 100644 index 00000000..28176e1b --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_dice_term-members.html @@ -0,0 +1,89 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
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+
+ + +
+ +
+ + +
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+
GoRogue.DiceNotation.Terms.DiceTerm Member List
+
+ + + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_dice_term.html b/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_dice_term.html new file mode 100644 index 00000000..b656e9a7 --- /dev/null +++ b/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_dice_term.html @@ -0,0 +1,373 @@ + + + + + + + +GoRogue: GoRogue.DiceNotation.Terms.DiceTerm Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.DiceNotation.Terms.DiceTerm Class Reference
+
+
+ +

The DiceTerm class represents a single "d" term in a DiceExpression. For example, in the expression "2d6+5", the term "2d6" is a DiceTerm + More...

+
+Inheritance diagram for GoRogue.DiceNotation.Terms.DiceTerm:
+
+
+ + +GoRogue.DiceNotation.Terms.IDiceExpressionTerm + +
+ + + + + + + + + + + + + + +

+Public Member Functions

 DiceTerm (int multiplicity, int sides, int scalar)
 Construct a new instance of the DiceTerm class using the specified values. More...
 
 DiceTerm (int multiplicity, int sides, int choose, int scalar)
 Construct a new instance of the DiceTerm class using the specified values. More...
 
IEnumerable< TermResultGetResults (IRandom random=null)
 Gets the TermResult for this DiceTerm which will include the random value rolled. If null is specified, the default RNG is used. More...
 
override string ToString ()
 Returns a string that represents this DiceTerm More...
 
+ + + + + + + + + + + + + +

+Properties

int Multiplicity [get]
 The number of dice. More...
 
int Sides [get]
 The number of sides per die. More...
 
int Scalar [get]
 The amount to multiply the final sum of the dice by. More...
 
int Choose [get]
 Used in "choose" operations. The highest dice, up to this number of dice, will be summed for the final result. If Choose is 5, the 5 highest dice are taken. More...
 
+

Detailed Description

+

The DiceTerm class represents a single "d" term in a DiceExpression. For example, in the expression "2d6+5", the term "2d6" is a DiceTerm

+

Constructor & Destructor Documentation

+ +

§ DiceTerm() [1/2]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
GoRogue.DiceNotation.Terms.DiceTerm.DiceTerm (int multiplicity,
int sides,
int scalar 
)
+
+ +

Construct a new instance of the DiceTerm class using the specified values.

+
Parameters
+ + + + +
multiplicityThe number of dice.
sidesThe number of sides per die.
scalarThe amount to multiply the final sum of the dice by.
+
+
+ +
+
+ +

§ DiceTerm() [2/2]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
GoRogue.DiceNotation.Terms.DiceTerm.DiceTerm (int multiplicity,
int sides,
int choose,
int scalar 
)
+
+ +

Construct a new instance of the DiceTerm class using the specified values.

+
Parameters
+ + + + + +
multiplicityThe number of dice.
sidesThe number of sides per die.
chooseThe top valued dice up to this number are kept. If this is equal to multiplicity, keeps all dice.
scalarThe amount to multiply the final sum of the dice by.
+
+
+ +
+
+

Member Function Documentation

+ +

§ GetResults()

+ +
+
+ + + + + + + + +
IEnumerable<TermResult> GoRogue.DiceNotation.Terms.DiceTerm.GetResults (IRandom random = null)
+
+ +

Gets the TermResult for this DiceTerm which will include the random value rolled. If null is specified, the default RNG is used.

+
Parameters
+ + +
randomIRandom RNG used to perform the Roll.
+
+
+
Returns
An IEnumerable of TermResult which will have one item per die rolled
+ +

Implements GoRogue.DiceNotation.Terms.IDiceExpressionTerm.

+ +
+
+ +

§ ToString()

+ +
+
+ + + + + + + +
override string GoRogue.DiceNotation.Terms.DiceTerm.ToString ()
+
+ +

Returns a string that represents this DiceTerm

+
Returns
A string representing this DiceTerm
+ +
+
+

Property Documentation

+ +

§ Choose

+ +
+
+ + + + + +
+ + + + +
int GoRogue.DiceNotation.Terms.DiceTerm.Choose
+
+getprotected
+
+ +

Used in "choose" operations. The highest dice, up to this number of dice, will be summed for the final result. If Choose is 5, the 5 highest dice are taken.

+ +
+
+ +

§ Multiplicity

+ +
+
+ + + + + +
+ + + + +
int GoRogue.DiceNotation.Terms.DiceTerm.Multiplicity
+
+get
+
+ +

The number of dice.

+ +
+
+ +

§ Scalar

+ +
+
+ + + + + +
+ + + + +
int GoRogue.DiceNotation.Terms.DiceTerm.Scalar
+
+get
+
+ +

The amount to multiply the final sum of the dice by.

+ +
+
+ +

§ Sides

+ +
+
+ + + + + +
+ + + + +
int GoRogue.DiceNotation.Terms.DiceTerm.Sides
+
+get
+
+ +

The number of sides per die.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/DiceNotation/Terms/DiceTerm.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_dice_term.png b/docs/class_go_rogue_1_1_dice_notation_1_1_terms_1_1_dice_term.png new file mode 100644 index 0000000000000000000000000000000000000000..87d315f625ec274c441cada752d755faf4479085 GIT binary patch literal 1091 zcmeAS@N?(olHy`uVBq!ia0y~yVAKV&12~w0Wc9bpazz$e7@|Ns9$=8HF9OZyK^ z0J6aNz<~p-opTPc8bCE&3i898mOZRLSLxp7caD$8*y34XU1Tho-4i zX67ut?O$8)|60vdmC2X#vTE+F*uGmk`^E8q-wVFqyY9HRGJ5ZJ&X8#55^G7%S3C2} zuO-KNzOq~QGm>rU68{bF;&V*5+MLqid>ZLvdG=Y_?xtPa(s!>b{l9$MzSw@b(}yhU z=kGKT40pV3c_w-O;wes_;*~pHnU<}6Zg4Z~?=OulyDe|MnlBc8R^V;uzf12BijCJ_+fs zivqW%FSk9bdaX`J~DB>&#G5v8tcV6zx;A6An5O& zZNlu)t1HjwXBJOZS^4+RS-&~`TCaW9{O>xuM^nFVdD@X88NbF~DYGvwpF1P{jnRvr z8CJr(oz@r^&UeW7o;1zmxBsL%hWF=gWUs#ebJ7>#A6n6sg32jq3dHU?NLK*i0nd2MTA4q><6kxF6h-UD!vvU$}=-}-@2g9}&T?YL`?gQR8m_7(?W7xAN z;dPIv+`W7dw5W%IRwsp<8cl z{Hph8mHmNf;@7XmwB)Yd=ezdK`Q@qR+iE{gUb;4O(I>B)E-~NOZ+z5@p5DF6*81&C zy_4_C7wz1(%yd`m+28*dvg53U+ruaSyq9&WC;NWDt^OC=Q{NuRJyO42`1#^fR>H6M zCvCpVa(L#A`|FNB6j`x;n`G^+&eI*I|1ns{ZD8H-q*j@+#{FLE>f8DZ`zLK*yS9jf x=}*|box+TD=19Q^3RUxH&7~qsrd*n5FUD*8ETR6=KVXh$@O1TaS?83{1ORDg8qNR! literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_direction-members.html b/docs/class_go_rogue_1_1_direction-members.html new file mode 100644 index 00000000..09a7b09b --- /dev/null +++ b/docs/class_go_rogue_1_1_direction-members.html @@ -0,0 +1,116 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
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+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
GoRogue.Direction Member List
+
+
+ +

This is the complete list of members for GoRogue.Direction, including all inherited members.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
CardinalsClockwise()GoRogue.Directionstatic
CardinalsClockwise(Direction startingPoint)GoRogue.Directionstatic
CardinalsCounterClockwise()GoRogue.Directionstatic
CardinalsCounterClockwise(Direction startingPoint)GoRogue.Directionstatic
DeltaXGoRogue.Direction
DeltaYGoRogue.Direction
DiagonalsClockwise()GoRogue.Directionstatic
DiagonalsClockwise(Direction startingPoint)GoRogue.Directionstatic
DiagonalsCounterClockwise()GoRogue.Directionstatic
DiagonalsCounterClockwise(Direction startingPoint)GoRogue.Directionstatic
DiagonalsTopBottom()GoRogue.Directionstatic
DirectionsClockwise()GoRogue.Directionstatic
DirectionsClockwise(Direction startingPoint)GoRogue.Directionstatic
DirectionsCounterClockwise()GoRogue.Directionstatic
DirectionsCounterClockwise(Direction startingPoint)GoRogue.Directionstatic
DOWNGoRogue.Directionstatic
DOWN_LEFTGoRogue.Directionstatic
DOWN_RIGHTGoRogue.Directionstatic
GetCardinalDirection(int x, int y)GoRogue.Directionstatic
GetDirection(int x, int y)GoRogue.Directionstatic
GetNeighbors(Distance distanceType)GoRogue.Directionstatic
LEFTGoRogue.Directionstatic
NeighborsGetter()GoRogue.Direction
NONEGoRogue.Directionstatic
operator+(Direction d, int i)GoRogue.Directionstatic
operator++(Direction d)GoRogue.Directionstatic
operator-(Direction d, int i)GoRogue.Directionstatic
operator--(Direction d)GoRogue.Directionstatic
Outwards()GoRogue.Directionstatic
RIGHTGoRogue.Directionstatic
ToString()GoRogue.Direction
UPGoRogue.Directionstatic
UP_LEFTGoRogue.Directionstatic
UP_RIGHTGoRogue.Directionstatic
YIncreasesUpwardGoRogue.Directionstatic
+ + + + diff --git a/docs/class_go_rogue_1_1_direction.html b/docs/class_go_rogue_1_1_direction.html new file mode 100644 index 00000000..f8271457 --- /dev/null +++ b/docs/class_go_rogue_1_1_direction.html @@ -0,0 +1,1264 @@ + + + + + + + +GoRogue: GoRogue.Direction Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.Direction Class Reference
+
+
+ +

Utility class to handle Directions on a grid map. The built-in variables hold the dx and dy for that direction, at unit scale. + More...

+ + + + + + + + +

+Public Member Functions

delegate IEnumerable< DirectionNeighborsGetter ()
 Function that returns an IEnumerable of Directions. Commonly used internally by algorithms that iterate over neighbors and support multiple different distance calculations. More...
 
override string ToString ()
 Writes the string ("UP", "UP_RIGHT", etc.) for the direction. More...
 
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Static Public Member Functions

static IEnumerable< DirectionDirectionsClockwise ()
 Returns all directions except for NONE, in clockwise order, starting with UP. More...
 
static IEnumerable< DirectionDirectionsClockwise (Direction startingPoint)
 Returns all directions except for NONE, in clockwise order, starting with the direction given. If NONE is given at the starting point, starts with UP. More...
 
static IEnumerable< DirectionDirectionsCounterClockwise ()
 Returns all directions except for NONE, in counterclockwise order, starting with UP. More...
 
static IEnumerable< DirectionDirectionsCounterClockwise (Direction startingPoint)
 Returns all directions except for NONE, in counterclockwise order, starting with the direction given. If NONE is given at the starting point, starts with UP. More...
 
static IEnumerable< DirectionCardinalsClockwise ()
 Returns only cardinal directions, in clockwise order, starting with UP. More...
 
static IEnumerable< DirectionCardinalsClockwise (Direction startingPoint)
 Returns only cardinal directions, in clockwise order, starting with the startingPoint given. If NONE is given, starts at UP. If any other non-cardinal direction is given, it starts at the closest clockwise cardinal direction. More...
 
static IEnumerable< DirectionCardinalsCounterClockwise ()
 Returns only cardinal directions, in counterclockwise order, starting with UP. More...
 
static IEnumerable< DirectionCardinalsCounterClockwise (Direction startingPoint)
 Returns only cardinal directions, in counterclockwise order, starting with the startingPoint given. If NONE is given, starts at UP. If any other non-cardinal direction is given, it starts at the closest counterclockwise cardinal direction. More...
 
static IEnumerable< DirectionDiagonalsTopBottom ()
 Returns only diagonal directions, top to bottom, left to right: UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT. More...
 
static IEnumerable< DirectionDiagonalsClockwise ()
 Returns only diagonal directions in clockwise order, starting with UP_RIGHT. More...
 
static IEnumerable< DirectionDiagonalsClockwise (Direction startingPoint)
 Returns only diagonal directions, in clockwise order, starting with the startingPoint given. If NONE is given, starts at UP_RIGHT. If any cardinal direction is given, it starts at the closest clockwise diagonal direction. More...
 
static IEnumerable< DirectionDiagonalsCounterClockwise ()
 Returns only diagonal directions in counterclockwise order, starting with UP_LEFT. More...
 
static IEnumerable< DirectionDiagonalsCounterClockwise (Direction startingPoint)
 Returns only diagonal directions, in clockwise order, starting with the startingPoint given. If NONE is given, starts at UP_LEFT. If any cardinal direction is given, it starts at the closest counterclockwise diagonal direction. More...
 
static IEnumerable< DirectionOutwards ()
 Returns outward facing directions (everything except NONE). Similar to clockwise just not in clockwise order; checks cardinals first then diagonals. More...
 
static Direction GetDirection (int x, int y)
 Returns the direction that most closely matches the angle given by a line from (0, 0) to the input. Straight up is degree 0, straight down is 180 degrees, etc. If the angle happens to be right on the border between 2 angles, it rounds "up", eg., we take the closest angle in the clockwise direction. More...
 
static Direction GetCardinalDirection (int x, int y)
 Returns the cardinal direction that most closely matches the angle given by a line from (0, 0) to the input. Rounds clockwise if exactly on a diagonal. Similar to GetDirection, except gives only cardinal directions. More...
 
static Direction operator++ (Direction d)
 ++ operator (increment). Returns the direction directly clockwise of the original direction. If NONE is incremented, returns NONE. More...
 
static Direction operator-- (Direction d)
 – operator (decrement). Returns the direction directly counterclockwise of the original direction. If NONE is decremented, returns NONE. More...
 
static Direction operator+ (Direction d, int i)
 
static Direction operator- (Direction d, int i)
 
static NeighborsGetter GetNeighbors (Distance distanceType)
 Returns a function that gets the Directions enumerable that represents the potential neighbors of a given cell, according to the given distance calculation. More...
 
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Properties

static bool YIncreasesUpward [get, set]
 Whether or not a positive y-value indicates an UP motion. If true, Directions with an UP component will have positive y-values, and ones with DOWN components will have negative values. Setting this to false (which is the default) inverts this. More...
 
int DeltaX [get]
 Delta X for direction. Right is positive, left is negative. More...
 
int DeltaY [get]
 Delta Y for direction. Down is positive, up is negative, since this is how graphics coordinates typically work. More...
 
static Direction UP [get]
 Up direction. More...
 
static Direction DOWN [get]
 Down direction. More...
 
static Direction LEFT [get]
 Left direction. More...
 
static Direction RIGHT [get]
 Right direction. More...
 
static Direction UP_LEFT [get]
 Up-left direction. More...
 
static Direction UP_RIGHT [get]
 Up-right direction. More...
 
static Direction DOWN_LEFT [get]
 Down-left direction. More...
 
static Direction DOWN_RIGHT [get]
 Down-right direction. More...
 
static Direction NONE [get]
 No direction. More...
 
+

Detailed Description

+

Utility class to handle Directions on a grid map. The built-in variables hold the dx and dy for that direction, at unit scale.

+

It also contains functions to provide ways to iterate over the directions in common orders – for example, it contains a function that returns an Enumerable of all the directions in clockwise order, as well as a similar function for cardinal directions in a clockwise order, among many others. It is also possible to invert the y coordinates (where UP is 0, 1 and DOWN is 0, -1, etc). Direction instances can also be added to Coords to produce the coordinate directly adjacent in the direction added.

+

Member Function Documentation

+ +

§ CardinalsClockwise() [1/2]

+ +
+
+ + + + + +
+ + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.CardinalsClockwise ()
+
+static
+
+ +

Returns only cardinal directions, in clockwise order, starting with UP.

+
Returns
All cardinal directions, in clockwise order, starting with UP.
+ +
+
+ +

§ CardinalsClockwise() [2/2]

+ +
+
+ + + + + +
+ + + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.CardinalsClockwise (Direction startingPoint)
+
+static
+
+ +

Returns only cardinal directions, in clockwise order, starting with the startingPoint given. If NONE is given, starts at UP. If any other non-cardinal direction is given, it starts at the closest clockwise cardinal direction.

+
Parameters
+ + +
startingPointThe direction to "start" at – returns this direction first.
+
+
+
Returns
All cardinal directions, in clockwise order, starting with the starting point given, as outlined in the function description.
+ +
+
+ +

§ CardinalsCounterClockwise() [1/2]

+ +
+
+ + + + + +
+ + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.CardinalsCounterClockwise ()
+
+static
+
+ +

Returns only cardinal directions, in counterclockwise order, starting with UP.

+
Returns
All cardinal directions, in counterclockwise order, starting with UP.
+ +
+
+ +

§ CardinalsCounterClockwise() [2/2]

+ +
+
+ + + + + +
+ + + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.CardinalsCounterClockwise (Direction startingPoint)
+
+static
+
+ +

Returns only cardinal directions, in counterclockwise order, starting with the startingPoint given. If NONE is given, starts at UP. If any other non-cardinal direction is given, it starts at the closest counterclockwise cardinal direction.

+
Parameters
+ + +
startingPointThe direction to "start" at – returns this direction first.
+
+
+
Returns
All cardinal directions, in counterclockwise order, starting with the starting point given, as outlined in the function description.
+ +
+
+ +

§ DiagonalsClockwise() [1/2]

+ +
+
+ + + + + +
+ + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.DiagonalsClockwise ()
+
+static
+
+ +

Returns only diagonal directions in clockwise order, starting with UP_RIGHT.

+
Returns
Only diagonal directions.
+ +
+
+ +

§ DiagonalsClockwise() [2/2]

+ +
+
+ + + + + +
+ + + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.DiagonalsClockwise (Direction startingPoint)
+
+static
+
+ +

Returns only diagonal directions, in clockwise order, starting with the startingPoint given. If NONE is given, starts at UP_RIGHT. If any cardinal direction is given, it starts at the closest clockwise diagonal direction.

+
Parameters
+ + +
startingPointThe direction to "start" at; returns this direction first.
+
+
+
Returns
All diagonal directions, in clockwise order, starting with the starting point given, as outlined in the function description.
+ +
+
+ +

§ DiagonalsCounterClockwise() [1/2]

+ +
+
+ + + + + +
+ + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.DiagonalsCounterClockwise ()
+
+static
+
+ +

Returns only diagonal directions in counterclockwise order, starting with UP_LEFT.

+
Returns
Only diagonal directions.
+ +
+
+ +

§ DiagonalsCounterClockwise() [2/2]

+ +
+
+ + + + + +
+ + + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.DiagonalsCounterClockwise (Direction startingPoint)
+
+static
+
+ +

Returns only diagonal directions, in clockwise order, starting with the startingPoint given. If NONE is given, starts at UP_LEFT. If any cardinal direction is given, it starts at the closest counterclockwise diagonal direction.

+
Parameters
+ + +
startingPointThe direction to "start" at; returns this direction first.
+
+
+
Returns
All diagonal directions, in counterclockwise order, starting with the starting point given, as outlined in the function description.
+ +
+
+ +

§ DiagonalsTopBottom()

+ +
+
+ + + + + +
+ + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.DiagonalsTopBottom ()
+
+static
+
+ +

Returns only diagonal directions, top to bottom, left to right: UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT.

+
Returns
Only diagonal directions.
+ +
+
+ +

§ DirectionsClockwise() [1/2]

+ +
+
+ + + + + +
+ + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.DirectionsClockwise ()
+
+static
+
+ +

Returns all directions except for NONE, in clockwise order, starting with UP.

+
Returns
All directions except for NONE, in clockwise order, starting with UP.
+ +
+
+ +

§ DirectionsClockwise() [2/2]

+ +
+
+ + + + + +
+ + + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.DirectionsClockwise (Direction startingPoint)
+
+static
+
+ +

Returns all directions except for NONE, in clockwise order, starting with the direction given. If NONE is given at the starting point, starts with UP.

+
Parameters
+ + +
startingPointThe direction to "start" at – returns this direction first.
+
+
+
Returns
All directions except for NONE, in clockwise order, starting with the starting point given, or UP if NONE is given as the starting point.
+ +
+
+ +

§ DirectionsCounterClockwise() [1/2]

+ +
+
+ + + + + +
+ + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.DirectionsCounterClockwise ()
+
+static
+
+ +

Returns all directions except for NONE, in counterclockwise order, starting with UP.

+
Returns
All directions except for NONE, in counterclockwise order, starting with UP.
+ +
+
+ +

§ DirectionsCounterClockwise() [2/2]

+ +
+
+ + + + + +
+ + + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.DirectionsCounterClockwise (Direction startingPoint)
+
+static
+
+ +

Returns all directions except for NONE, in counterclockwise order, starting with the direction given. If NONE is given at the starting point, starts with UP.

+
Parameters
+ + +
startingPointThe direction to "start" at – returns this direction first.
+
+
+
Returns
All directions except for NONE, in counterclockwise order, starting with the starting point given, or UP if NONE is given as the starting point.
+ +
+
+ +

§ GetCardinalDirection()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static Direction GoRogue.Direction.GetCardinalDirection (int x,
int y 
)
+
+static
+
+ +

Returns the cardinal direction that most closely matches the angle given by a line from (0, 0) to the input. Rounds clockwise if exactly on a diagonal. Similar to GetDirection, except gives only cardinal directions.

+
Parameters
+ + + +
xX-coordinate of line-ending point.
yY-coordinate of line-ending point.
+
+
+
Returns
The cardinal direction that most closely matches the angle formed by the given input.
+ +
+
+ +

§ GetDirection()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static Direction GoRogue.Direction.GetDirection (int x,
int y 
)
+
+static
+
+ +

Returns the direction that most closely matches the angle given by a line from (0, 0) to the input. Straight up is degree 0, straight down is 180 degrees, etc. If the angle happens to be right on the border between 2 angles, it rounds "up", eg., we take the closest angle in the clockwise direction.

+
Parameters
+ + + +
xX-coordinate of line-ending point.
yY-coordinate of line-ending point.
+
+
+
Returns
The direction that most closely matches the angle formed by the given input.
+ +
+
+ +

§ GetNeighbors()

+ +
+
+ + + + + +
+ + + + + + + + +
static NeighborsGetter GoRogue.Direction.GetNeighbors (Distance distanceType)
+
+static
+
+ +

Returns a function that gets the Directions enumerable that represents the potential neighbors of a given cell, according to the given distance calculation.

+
Parameters
+ + +
distanceTypeThe distance type defining neighbors.
+
+
+
Returns
A function that returns the IEnumerable<Direction> representing potential neighbor directions, given the specified distance calculation.
+ +
+
+ +

§ NeighborsGetter()

+ +
+
+ + + + + + + +
delegate IEnumerable<Direction> GoRogue.Direction.NeighborsGetter ()
+
+ +

Function that returns an IEnumerable of Directions. Commonly used internally by algorithms that iterate over neighbors and support multiple different distance calculations.

+
Returns
IEnumerable of Directions.
+ +
+
+ +

§ operator+()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static Direction GoRogue.Direction.operator+ (Direction d,
int i 
)
+
+static
+
+ +

+
    +
  • operator. Returns the direction i directions clockwise of the given direction if i is positive. If is negative, the direction is moved counterclockwise. If any amount is added to NONE, it returns NONE.
  • +
+
Parameters
+ + + +
dDirection to "add" to.
iNumber of directions to "add".
+
+
+
Returns
The direction i directions clockwise of d, if i is positive, or counterclockwise of d if i is negative. NONE is returned if NONE was added to.
+ +
+
+ +

§ operator++()

+ +
+
+ + + + + +
+ + + + + + + + +
static Direction GoRogue.Direction.operator++ (Direction d)
+
+static
+
+ +

++ operator (increment). Returns the direction directly clockwise of the original direction. If NONE is incremented, returns NONE.

+
Parameters
+ + +
dDirection to increment.
+
+
+
Returns
The direction directly clockwise of d, or NONE if none is incremented.
+ +
+
+ +

§ operator-()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static Direction GoRogue.Direction.operator- (Direction d,
int i 
)
+
+static
+
+ +

+
    +
  • operator. Returns the direction i directions counterclockwise of the given direction if i is positive. If is negative, the direction is moved clockwise. If any amount is added to NONE, it returns NONE.
  • +
+
Parameters
+ + + +
dDirection to "subtract" from.
iNumber of directions to "subtract".
+
+
+
Returns
The direction i directions counterclockwise of d, if i is positive, or clockwise of d if i is negative. NONE is returned if NONE was added to.
+ +
+
+ +

§ operator--()

+ +
+
+ + + + + +
+ + + + + + + + +
static Direction GoRogue.Direction.operator-- (Direction d)
+
+static
+
+ +

– operator (decrement). Returns the direction directly counterclockwise of the original direction. If NONE is decremented, returns NONE.

+
Parameters
+ + +
dDirection to decrement.
+
+
+
Returns
The direction directly counterclockwise of d, or NONE if none was decremented.
+ +
+
+ +

§ Outwards()

+ +
+
+ + + + + +
+ + + + + + + +
static IEnumerable<Direction> GoRogue.Direction.Outwards ()
+
+static
+
+ +

Returns outward facing directions (everything except NONE). Similar to clockwise just not in clockwise order; checks cardinals first then diagonals.

+
Returns
Outward facing directions (everything except NONE).
+ +
+
+ +

§ ToString()

+ +
+
+ + + + + + + +
override string GoRogue.Direction.ToString ()
+
+ +

Writes the string ("UP", "UP_RIGHT", etc.) for the direction.

+
Returns
String representation of the direction.
+ +
+
+

Property Documentation

+ +

§ DeltaX

+ +
+
+ + + + + +
+ + + + +
int GoRogue.Direction.DeltaX
+
+get
+
+ +

Delta X for direction. Right is positive, left is negative.

+ +
+
+ +

§ DeltaY

+ +
+
+ + + + + +
+ + + + +
int GoRogue.Direction.DeltaY
+
+get
+
+ +

Delta Y for direction. Down is positive, up is negative, since this is how graphics coordinates typically work.

+ +
+
+ +

§ DOWN

+ +
+
+ + + + + +
+ + + + +
Direction GoRogue.Direction.DOWN
+
+staticget
+
+ +

Down direction.

+ +
+
+ +

§ DOWN_LEFT

+ +
+
+ + + + + +
+ + + + +
Direction GoRogue.Direction.DOWN_LEFT
+
+staticget
+
+ +

Down-left direction.

+ +
+
+ +

§ DOWN_RIGHT

+ +
+
+ + + + + +
+ + + + +
Direction GoRogue.Direction.DOWN_RIGHT
+
+staticget
+
+ +

Down-right direction.

+ +
+
+ +

§ LEFT

+ +
+
+ + + + + +
+ + + + +
Direction GoRogue.Direction.LEFT
+
+staticget
+
+ +

Left direction.

+ +
+
+ +

§ NONE

+ +
+
+ + + + + +
+ + + + +
Direction GoRogue.Direction.NONE
+
+staticget
+
+ +

No direction.

+ +
+
+ +

§ RIGHT

+ +
+
+ + + + + +
+ + + + +
Direction GoRogue.Direction.RIGHT
+
+staticget
+
+ +

Right direction.

+ +
+
+ +

§ UP

+ +
+
+ + + + + +
+ + + + +
Direction GoRogue.Direction.UP
+
+staticget
+
+ +

Up direction.

+ +
+
+ +

§ UP_LEFT

+ +
+
+ + + + + +
+ + + + +
Direction GoRogue.Direction.UP_LEFT
+
+staticget
+
+ +

Up-left direction.

+ +
+
+ +

§ UP_RIGHT

+ +
+
+ + + + + +
+ + + + +
Direction GoRogue.Direction.UP_RIGHT
+
+staticget
+
+ +

Up-right direction.

+ +
+
+ +

§ YIncreasesUpward

+ +
+
+ + + + + +
+ + + + +
bool GoRogue.Direction.YIncreasesUpward
+
+staticgetset
+
+ +

Whether or not a positive y-value indicates an UP motion. If true, Directions with an UP component will have positive y-values, and ones with DOWN components will have negative values. Setting this to false (which is the default) inverts this.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Direction.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_disjoint_set-members.html b/docs/class_go_rogue_1_1_disjoint_set-members.html new file mode 100644 index 00000000..91bcc997 --- /dev/null +++ b/docs/class_go_rogue_1_1_disjoint_set-members.html @@ -0,0 +1,86 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
GoRogue.DisjointSet Member List
+
+
+ +

This is the complete list of members for GoRogue.DisjointSet, including all inherited members.

+ + + + + + +
CountGoRogue.DisjointSet
DisjointSet(int size)GoRogue.DisjointSet
Find(int obj)GoRogue.DisjointSet
InSameSet(int obj1, int obj2)GoRogue.DisjointSet
MakeUnion(int obj1, int obj2)GoRogue.DisjointSet
+ + + + diff --git a/docs/class_go_rogue_1_1_disjoint_set.html b/docs/class_go_rogue_1_1_disjoint_set.html new file mode 100644 index 00000000..4e11a729 --- /dev/null +++ b/docs/class_go_rogue_1_1_disjoint_set.html @@ -0,0 +1,268 @@ + + + + + + + +GoRogue: GoRogue.DisjointSet Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.DisjointSet Class Reference
+
+
+ +

Basic representation of a Disjoint set data structure. Assumes it is holding integers between 0 and size - 1. + More...

+ + + + + + + + + + + + + + +

+Public Member Functions

 DisjointSet (int size)
 Constructor. Size of disjoint set is specified – it holds values between 0 and size - 1. More...
 
int Find (int obj)
 Returns the parent of the set containing obj, performing path compression as search is completed. More...
 
bool InSameSet (int obj1, int obj2)
 Returns true if the two objects specified are in the same set. More...
 
void MakeUnion (int obj1, int obj2)
 Performs a union of the sets containing the two objects specified. After this operation, every element in the sets containing the two objects specified will be part of one larger set. More...
 
+ + + + +

+Properties

int Count [get]
 Number of distinct sets. More...
 
+

Detailed Description

+

Basic representation of a Disjoint set data structure. Assumes it is holding integers between 0 and size - 1.

+

Constructor & Destructor Documentation

+ +

§ DisjointSet()

+ +
+
+ + + + + + + + +
GoRogue.DisjointSet.DisjointSet (int size)
+
+ +

Constructor. Size of disjoint set is specified – it holds values between 0 and size - 1.

+
Parameters
+ + +
size(Max) size of the disjoint set.
+
+
+ +
+
+

Member Function Documentation

+ +

§ Find()

+ +
+
+ + + + + + + + +
int GoRogue.DisjointSet.Find (int obj)
+
+ +

Returns the parent of the set containing obj, performing path compression as search is completed.

+
Parameters
+ + +
objObject to search for.
+
+
+
Returns
The parent of the obj given.
+ +
+
+ +

§ InSameSet()

+ +
+
+ + + + + + + + + + + + + + + + + + +
bool GoRogue.DisjointSet.InSameSet (int obj1,
int obj2 
)
+
+ +

Returns true if the two objects specified are in the same set.

+
Parameters
+ + + +
obj1First object.
obj2Second object.
+
+
+
Returns
True if the two objects are in the same set, false otherwise.
+ +
+
+ +

§ MakeUnion()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void GoRogue.DisjointSet.MakeUnion (int obj1,
int obj2 
)
+
+ +

Performs a union of the sets containing the two objects specified. After this operation, every element in the sets containing the two objects specified will be part of one larger set.

+

If the two elements are already in the same set, nothing is done.

+
Parameters
+ + + +
obj1First object.
obj2Second object.
+
+
+ +
+
+

Property Documentation

+ +

§ Count

+ +
+
+ + + + + +
+ + + + +
int GoRogue.DisjointSet.Count
+
+get
+
+ +

Number of distinct sets.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/DisjointSet.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_distance-members.html b/docs/class_go_rogue_1_1_distance-members.html new file mode 100644 index 00000000..0362fd8b --- /dev/null +++ b/docs/class_go_rogue_1_1_distance-members.html @@ -0,0 +1,97 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
GoRogue.Distance Member List
+
+
+ +

This is the complete list of members for GoRogue.Distance, including all inherited members.

+ + + + + + + + + + + + + + + + + +
CHEBYSHEVGoRogue.Distancestatic
DistanceBetween(int startX, int startY, int startZ, int endX, int endY, int endZ)GoRogue.Distance
DistanceBetween(double startX, double startY, double startZ, double endX, double endY, double endZ)GoRogue.Distance
DistanceBetween(int startX, int startY, int endX, int endY)GoRogue.Distance
DistanceBetween(Coord start, Coord end)GoRogue.Distance
DistanceBetween(double startX, double startY, double endX, double endY)GoRogue.Distance
DistanceOf(Coord end)GoRogue.Distance
DistanceOf(int dx, int dy)GoRogue.Distance
DistanceOf(double dx, double dy)GoRogue.Distance
DistanceOf(int dx, int dy, int dz)GoRogue.Distance
DistanceOf(double dx, double dy, double dz)GoRogue.Distance
EUCLIDIANGoRogue.Distancestatic
MANHATTANGoRogue.Distancestatic
operator Radius(Distance distance)GoRogue.Distanceexplicitstatic
ToDistance(DistanceType distanceType)GoRogue.Distancestatic
TypeGoRogue.Distance
+ + + + diff --git a/docs/class_go_rogue_1_1_distance.html b/docs/class_go_rogue_1_1_distance.html new file mode 100644 index 00000000..3df3774d --- /dev/null +++ b/docs/class_go_rogue_1_1_distance.html @@ -0,0 +1,780 @@ + + + + + + + +GoRogue: GoRogue.Distance Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+ +
+ +

Class representing a method of calculating distance. You cannot create instances of this class using a constructor – instead this class contains static instances representing the applicable types of distance calculations. + More...

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Public Member Functions

double DistanceBetween (int startX, int startY, int startZ, int endX, int endY, int endZ)
 Returns the distance between the two (3D) points specified. More...
 
double DistanceBetween (double startX, double startY, double startZ, double endX, double endY, double endZ)
 Returns the distance between the two (3D) points specified. Points are floating point instead of integer-values. More...
 
double DistanceBetween (int startX, int startY, int endX, int endY)
 Returns the distance between the two (2D) points specified. More...
 
double DistanceBetween (Coord start, Coord end)
 Returns the distance between the two (2D) points specified. More...
 
double DistanceBetween (double startX, double startY, double endX, double endY)
 Returns the distance between the two (2D) points specified. Points are floating point instead of integer-values. More...
 
double DistanceOf (Coord end)
 Returns the distance between two locations, given the change in X and change in Y value (specified by the X and Y values of the coordinate. More...
 
double DistanceOf (int dx, int dy)
 Returns the distance between two locations, given the change in X and change in Y value. More...
 
double DistanceOf (double dx, double dy)
 Returns the distance between two locations, given the change in X and change in Y value. The change in X and Y are specified as floating point values rather than integers. More...
 
double DistanceOf (int dx, int dy, int dz)
 Returns the distance between two locations, given the change in X, Y, and Z value. More...
 
double DistanceOf (double dx, double dy, double dz)
 Returns the distance between two locations, given the change in X, Y, and Z value. The change in X, Y, and Z are specified as floating point values rather than integers. More...
 
+ + + + + + + +

+Static Public Member Functions

static Distance ToDistance (DistanceType distanceType)
 Gets the Distance class instance representing the distance type specified. More...
 
static operator Radius (Distance distance)
 Allows explicit casting to Radius type. The 2D radius shape corresponding to the definition of a radius according to the distance calculation casted will be retrieved. More...
 
+ + + + +

+Public Attributes

readonly DistanceType Type
 Enum type for the distance calculation. Useful for conducting a switch statement on distance instances. More...
 
+ + + + + + + + + + +

+Static Public Attributes

static Distance MANHATTAN = new Distance(DistanceType.MANHATTAN)
 MANHATTAN distance (equivalent to 4-way, cardinal-only movement). More...
 
static Distance EUCLIDIAN = new Distance(DistanceType.EUCLIDIAN)
 EUCLIDIAN distance (equivalent to 8-way movement with extra cost for diagonals). More...
 
static Distance CHEBYSHEV = new Distance(DistanceType.CHEBYSHEV)
 CHEBYSHEV distance (equivalent to 8-way movement with no extra cost for diagonals). More...
 
+

Detailed Description

+

Class representing a method of calculating distance. You cannot create instances of this class using a constructor – instead this class contains static instances representing the applicable types of distance calculations.

+

Provides functions that calculate the distance between two points according to the distance measurement being used. Distance instances can also be explicitly casted to Radius instances – the 2D radius shape that corresponds to the shape of a "radius" according to the casted distance calculation is retrieved (eg, EUCLIDIAN casts to CIRCLE, MANHATTAN to DIAMOND, etc.)

+

Member Function Documentation

+ +

§ DistanceBetween() [1/5]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
double GoRogue.Distance.DistanceBetween (int startX,
int startY,
int startZ,
int endX,
int endY,
int endZ 
)
+
+ +

Returns the distance between the two (3D) points specified.

+
Parameters
+ + + + + + + +
startXX-Coordinate of the starting point.
startYY-Coordinate of the starting point.
startZZ-Coordinate of the starting point.
endXX-Coordinate of the ending point.
endYY-Coordinate of the ending point.
endZZ-Coordinate of the ending point.
+
+
+
Returns
The distance between the two points.
+ +
+
+ +

§ DistanceBetween() [2/5]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
double GoRogue.Distance.DistanceBetween (double startX,
double startY,
double startZ,
double endX,
double endY,
double endZ 
)
+
+ +

Returns the distance between the two (3D) points specified. Points are floating point instead of integer-values.

+
Parameters
+ + + + + + + +
startXX-Coordinate of the starting point.
startYY-Coordinate of the starting point.
startZZ-Coordinate of the starting point.
endXX-Coordinate of the ending point.
endYY-Coordinate of the ending point.
endZZ-Coordinate of the ending point.
+
+
+
Returns
The distance between the two points.
+ +
+
+ +

§ DistanceBetween() [3/5]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
double GoRogue.Distance.DistanceBetween (int startX,
int startY,
int endX,
int endY 
)
+
+ +

Returns the distance between the two (2D) points specified.

+
Parameters
+ + + + + +
startXX-Coordinate of the starting point.
startYY-Coordinate of the starting point.
endXX-Coordinate of the ending point.
endYY-Coordinate of the ending point.
+
+
+
Returns
The distance between the two points.
+ +
+
+ +

§ DistanceBetween() [4/5]

+ +
+
+ + + + + + + + + + + + + + + + + + +
double GoRogue.Distance.DistanceBetween (Coord start,
Coord end 
)
+
+ +

Returns the distance between the two (2D) points specified.

+
Parameters
+ + + +
startStarting point.
endEnding point.
+
+
+
Returns
The distance between the two points.
+ +
+
+ +

§ DistanceBetween() [5/5]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
double GoRogue.Distance.DistanceBetween (double startX,
double startY,
double endX,
double endY 
)
+
+ +

Returns the distance between the two (2D) points specified. Points are floating point instead of integer-values.

+
Parameters
+ + + + + +
startXX-Coordinate of the starting point.
startYY-Coordinate of the starting point.
endXX-Coordinate of the ending point.
endYY-Coordinate of the ending point.
+
+
+
Returns
The distance between the two points.
+ +
+
+ +

§ DistanceOf() [1/5]

+ +
+
+ + + + + + + + +
double GoRogue.Distance.DistanceOf (Coord end)
+
+ +

Returns the distance between two locations, given the change in X and change in Y value (specified by the X and Y values of the coordinate.

+
Parameters
+ + +
endThe delta-x and delta-y between the two locations.
+
+
+

///

Returns
The distance between the two locations.
+ +
+
+ +

§ DistanceOf() [2/5]

+ +
+
+ + + + + + + + + + + + + + + + + + +
double GoRogue.Distance.DistanceOf (int dx,
int dy 
)
+
+ +

Returns the distance between two locations, given the change in X and change in Y value.

+
Parameters
+ + + +
dxThe delta-x between the two locations.
dyThe delta-y between the two locations.
+
+
+
Returns
The distance between the two locations.
+ +
+
+ +

§ DistanceOf() [3/5]

+ +
+
+ + + + + + + + + + + + + + + + + + +
double GoRogue.Distance.DistanceOf (double dx,
double dy 
)
+
+ +

Returns the distance between two locations, given the change in X and change in Y value. The change in X and Y are specified as floating point values rather than integers.

+
Parameters
+ + + +
dxThe delta-x between the two locations.
dyThe delta-y between the two locations.
+
+
+
Returns
The distance between the two locations.
+ +
+
+ +

§ DistanceOf() [4/5]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
double GoRogue.Distance.DistanceOf (int dx,
int dy,
int dz 
)
+
+ +

Returns the distance between two locations, given the change in X, Y, and Z value.

+
Parameters
+ + + + +
dxThe delta-x between the two locations.
dyThe delta-y between the two locations.
dzThe delta-z between the two locations.
+
+
+
Returns
The distance between the two locations.
+ +
+
+ +

§ DistanceOf() [5/5]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
double GoRogue.Distance.DistanceOf (double dx,
double dy,
double dz 
)
+
+ +

Returns the distance between two locations, given the change in X, Y, and Z value. The change in X, Y, and Z are specified as floating point values rather than integers.

+
Parameters
+ + + + +
dxThe delta-x between the two locations.
dyThe delta-y between the two locations.
dzThe delta-z between the two locations.
+
+
+
Returns
The distance between the two locations.
+ +
+
+ +

§ operator Radius()

+ +
+
+ + + + + +
+ + + + + + + + +
static GoRogue.Distance.operator Radius (Distance distance)
+
+explicitstatic
+
+ +

Allows explicit casting to Radius type. The 2D radius shape corresponding to the definition of a radius according to the distance calculation casted will be retrieved.

+
Parameters
+ + +
distanceDistance type being casted.
+
+
+ +
+
+ +

§ ToDistance()

+ +
+
+ + + + + +
+ + + + + + + + +
static Distance GoRogue.Distance.ToDistance (DistanceType distanceType)
+
+static
+
+ +

Gets the Distance class instance representing the distance type specified.

+
Parameters
+ + +
distanceTypeThe enum value for the distance method.
+
+
+
Returns
The distance class representing the given distance calculation.
+ +
+
+

Member Data Documentation

+ +

§ CHEBYSHEV

+ +
+
+ + + + + +
+ + + + +
Distance GoRogue.Distance.CHEBYSHEV = new Distance(DistanceType.CHEBYSHEV)
+
+static
+
+ +

CHEBYSHEV distance (equivalent to 8-way movement with no extra cost for diagonals).

+ +
+
+ +

§ EUCLIDIAN

+ +
+
+ + + + + +
+ + + + +
Distance GoRogue.Distance.EUCLIDIAN = new Distance(DistanceType.EUCLIDIAN)
+
+static
+
+ +

EUCLIDIAN distance (equivalent to 8-way movement with extra cost for diagonals).

+ +
+
+ +

§ MANHATTAN

+ +
+
+ + + + + +
+ + + + +
Distance GoRogue.Distance.MANHATTAN = new Distance(DistanceType.MANHATTAN)
+
+static
+
+ +

MANHATTAN distance (equivalent to 4-way, cardinal-only movement).

+ +
+
+ +

§ Type

+ +
+
+ + + + +
readonly DistanceType GoRogue.Distance.Type
+
+ +

Enum type for the distance calculation. Useful for conducting a switch statement on distance instances.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Distance.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_effect-members.html b/docs/class_go_rogue_1_1_effect-members.html new file mode 100644 index 00000000..0a36d415 --- /dev/null +++ b/docs/class_go_rogue_1_1_effect-members.html @@ -0,0 +1,89 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
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+
+ + +
+ +
+ + +
+
+
+
GoRogue.Effect< TriggerArgs > Member List
+
+ + + + + diff --git a/docs/class_go_rogue_1_1_effect.html b/docs/class_go_rogue_1_1_effect.html new file mode 100644 index 00000000..ff5d19c3 --- /dev/null +++ b/docs/class_go_rogue_1_1_effect.html @@ -0,0 +1,365 @@ + + + + + + + +GoRogue: GoRogue.Effect< TriggerArgs > Class Template Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
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+ +
+
GoRogue.Effect< TriggerArgs > Class Template Referenceabstract
+
+
+ +

Class designed to represent any sort of in-game effect. This could be anything from a simple physical damage effect to a heal effect, including area of effects, damage over time effects, or even potentially a special effect that simply boosts a stat. + More...

+ + + + + + + + + + + +

+Public Member Functions

 Effect (string name, int startingDuration)
 Constructor. More...
 
void Trigger (TriggerArgs args)
 Should be called on instantaneous effects to Trigger the effect. Can also be called manually (not by an EffectTrigger) on non-instantaneous effects, however note that it will still cause the duration to decrease. More...
 
override string ToString ()
 Yields a string of the effect's name and duration. More...
 
+ + + + + + + +

+Static Public Attributes

static readonly int INFINITE = -1
 The value one should specify as the effect duration for an infinite effect, eg. an effect that will never expire and be automatically removed from an EffectTrigger. More...
 
static readonly int INSTANT = 0
 The value one should specify as the effect duaration for an instantaneous effect, eg. an effect that only occurs when Trigger is manually called, and thus cannot be added to an EffectTrigger. More...
 
+ + + + +

+Protected Member Functions

abstract void OnTrigger (TriggerArgs e)
 Should be implemented to take whatever action(s) the effect is supposed to accomplish. This function is called automatically when Trigger is called. More...
 
+ + + + + + + +

+Properties

string Name [get, set]
 The name of the effect More...
 
int Duration [get, protected set]
 The duration of the effect. When the duration reaches 0, the Effect will be automatically removed from an EffectTrigger. The duration can be changed from a subclass, which can be used in OnTrigger to cause an effect to be "cancelled", eg. immediately expire, or to extend/reduce its duration. More...
 
+

Detailed Description

+

Class designed to represent any sort of in-game effect. This could be anything from a simple physical damage effect to a heal effect, including area of effects, damage over time effects, or even potentially a special effect that simply boosts a stat.

+

Effectively, the class is nothing more than an interface for the concept of something that happens, potentially instantaneously or potentially one or more times on a certain event (beginning of a turn, end of a turn, on taking damage, etc). The standard way to use the Effect class is to create a subclass of Effect, that at the very least implements the OnTrigger function, which should accomplish whatever the effect should do when it is triggered.

+

The subclass can specify what parameter(s) it needs to take in via the class's type parameter. If multiple arguments are needed, one should create a class that subclasses EffectArgs that contains all the parameters, and the effect subclass should then take an instance of that EffectArgs subclass as the single parameter. If no arguments are needed, then one may pass null as the parameter to Trigger.

+

The concept of a duration is also built in to the interface (see EffectTrigger class for details on Effect durations. The duration is to be interpreted as the number of times the effect's Trigger function will be called before it will be removed from an EffectTrigger.

+

If the effect is instantaneous, eg. it happens only when Trigger is called, on no particular event (such as a simple instant physical damage effect), then the duration specified in the constructor should be the static class constant INSTANT. Otherwise, one may specify the duration as a positive integer, or the INFINITE static class constant. See EffectTrigger class documentation for details on durations.

+
Template Parameters
+ + +
TriggerArgsThe type of the parameter that will be specified to the Trigger function when called.
+
+
+
+
Type Constraints
+ + +
TriggerArgs :EffectArgs 
+
+
+
+

Constructor & Destructor Documentation

+ +

§ Effect()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GoRogue.Effect< TriggerArgs >.Effect (string name,
int startingDuration 
)
+
+ +

Constructor.

+
Parameters
+ + + +
nameName for the effect
startingDurationStarting duration for the effect.
+
+
+ +
+
+

Member Function Documentation

+ +

§ OnTrigger()

+ +
+
+ + + + + +
+ + + + + + + + +
abstract void GoRogue.Effect< TriggerArgs >.OnTrigger (TriggerArgs e)
+
+protectedpure virtual
+
+ +

Should be implemented to take whatever action(s) the effect is supposed to accomplish. This function is called automatically when Trigger is called.

+
Parameters
+ + +
eClass containing all arguments OnTrigger requires to function.
+
+
+ +
+
+ +

§ ToString()

+ +
+
+ + + + + + + +
override string GoRogue.Effect< TriggerArgs >.ToString ()
+
+ +

Yields a string of the effect's name and duration.

+
Returns
String representation of the effect.
+ +
+
+ +

§ Trigger()

+ +
+
+ + + + + + + + +
void GoRogue.Effect< TriggerArgs >.Trigger (TriggerArgs args)
+
+ +

Should be called on instantaneous effects to Trigger the effect. Can also be called manually (not by an EffectTrigger) on non-instantaneous effects, however note that it will still cause the duration to decrease.

+

Any effect that has INSTANT duration (eg. duration 0) will still have OnTrigger called when Trigger is called.

+
Parameters
+ + +
argsParameters that are passed to OnTrigger. Can be null.
+
+
+ +
+
+

Member Data Documentation

+ +

§ INFINITE

+ +
+
+ + + + + +
+ + + + +
readonly int GoRogue.Effect< TriggerArgs >.INFINITE = -1
+
+static
+
+ +

The value one should specify as the effect duration for an infinite effect, eg. an effect that will never expire and be automatically removed from an EffectTrigger.

+ +
+
+ +

§ INSTANT

+ +
+
+ + + + + +
+ + + + +
readonly int GoRogue.Effect< TriggerArgs >.INSTANT = 0
+
+static
+
+ +

The value one should specify as the effect duaration for an instantaneous effect, eg. an effect that only occurs when Trigger is manually called, and thus cannot be added to an EffectTrigger.

+ +
+
+

Property Documentation

+ +

§ Duration

+ +
+
+ + + + + +
+ + + + +
int GoRogue.Effect< TriggerArgs >.Duration
+
+getprotected set
+
+ +

The duration of the effect. When the duration reaches 0, the Effect will be automatically removed from an EffectTrigger. The duration can be changed from a subclass, which can be used in OnTrigger to cause an effect to be "cancelled", eg. immediately expire, or to extend/reduce its duration.

+ +
+
+ +

§ Name

+ +
+
+ + + + + +
+ + + + +
string GoRogue.Effect< TriggerArgs >.Name
+
+getset
+
+ +

The name of the effect

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Effect.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_effect_args-members.html b/docs/class_go_rogue_1_1_effect_args-members.html new file mode 100644 index 00000000..3aef82f1 --- /dev/null +++ b/docs/class_go_rogue_1_1_effect_args-members.html @@ -0,0 +1,83 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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+
C# roguelike/2D game utility library.
+
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+
GoRogue.EffectArgs Member List
+
+
+ +

This is the complete list of members for GoRogue.EffectArgs, including all inherited members.

+ + + +
CancelTriggerGoRogue.EffectArgs
EffectArgs()GoRogue.EffectArgs
+ + + + diff --git a/docs/class_go_rogue_1_1_effect_args.html b/docs/class_go_rogue_1_1_effect_args.html new file mode 100644 index 00000000..c21f58e9 --- /dev/null +++ b/docs/class_go_rogue_1_1_effect_args.html @@ -0,0 +1,141 @@ + + + + + + + +GoRogue: GoRogue.EffectArgs Class Reference + + + + + + + + + +
+
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+
C# roguelike/2D game utility library.
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+
GoRogue.EffectArgs Class Reference
+
+
+ +

Default argument for any effect. Any class that is used as the template argument for an effect must either be this or a class that inherits from this. + More...

+ + + + + +

+Public Member Functions

 EffectArgs ()
 Constructor. More...
 
+ + + + +

+Public Attributes

bool CancelTrigger
 Whether or not the EffectTrigger should stop calling all subsequent effect's Trigger functions. See that class's documentation for details. More...
 
+

Detailed Description

+

Default argument for any effect. Any class that is used as the template argument for an effect must either be this or a class that inherits from this.

+

This allows cancellation of EffectTriggers, as detailed in that class's documentation.

+

Constructor & Destructor Documentation

+ +

§ EffectArgs()

+ +
+
+ + + + + + + +
GoRogue.EffectArgs.EffectArgs ()
+
+ +

Constructor.

+ +
+
+

Member Data Documentation

+ +

§ CancelTrigger

+ +
+
+ + + + +
bool GoRogue.EffectArgs.CancelTrigger
+
+ +

Whether or not the EffectTrigger should stop calling all subsequent effect's Trigger functions. See that class's documentation for details.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Effect.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_effect_trigger-members.html b/docs/class_go_rogue_1_1_effect_trigger-members.html new file mode 100644 index 00000000..2cf18102 --- /dev/null +++ b/docs/class_go_rogue_1_1_effect_trigger-members.html @@ -0,0 +1,86 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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+
GoRogue.EffectTrigger< TriggerArgs > Member List
+
+
+ +

This is the complete list of members for GoRogue.EffectTrigger< TriggerArgs >, including all inherited members.

+ + + + + + +
Add(Effect< TriggerArgs > effect)GoRogue.EffectTrigger< TriggerArgs >virtual
EffectsGoRogue.EffectTrigger< TriggerArgs >
EffectTrigger()GoRogue.EffectTrigger< TriggerArgs >
Remove(Effect< TriggerArgs > effect)GoRogue.EffectTrigger< TriggerArgs >virtual
TriggerEffects(TriggerArgs args)GoRogue.EffectTrigger< TriggerArgs >
+ + + + diff --git a/docs/class_go_rogue_1_1_effect_trigger.html b/docs/class_go_rogue_1_1_effect_trigger.html new file mode 100644 index 00000000..5f843566 --- /dev/null +++ b/docs/class_go_rogue_1_1_effect_trigger.html @@ -0,0 +1,274 @@ + + + + + + + +GoRogue: GoRogue.EffectTrigger< TriggerArgs > Class Template Reference + + + + + + + + + +
+
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GoRogue +
+
C# roguelike/2D game utility library.
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+
GoRogue.EffectTrigger< TriggerArgs > Class Template Reference
+
+
+ +

Represents an "event" that can trigger one or more Effects of the appropriate type. Typically instnaces of this class can simply be created, however a subclass may be required for custom add/remove actions and ordering. + More...

+ + + + + + + + + + + + + + +

+Public Member Functions

 EffectTrigger ()
 Constructor. More...
 
virtual void Add (Effect< TriggerArgs > effect)
 Adds the given effect to this EffectTrigger, provided the effect's duration is not 0. If the effect's duration is 0, an ArgumentException is thrown. More...
 
virtual void Remove (Effect< TriggerArgs > effect)
 Removes the given effect from this EffectTrigger. More...
 
void TriggerEffects (TriggerArgs args)
 For each effect in the list, calls its Trigger function if its duration is not 0, then remvoes any effect that has duration 0. More...
 
+ + + + +

+Properties

IList< Effect< TriggerArgs > > Effects [get]
 List of all effects that are part of this EffectTrigger. More...
 
+

Detailed Description

+

Represents an "event" that can trigger one or more Effects of the appropriate type. Typically instnaces of this class can simply be created, however a subclass may be required for custom add/remove actions and ordering.

+

EffectTrigger's primary purpose is to represent an event that can trigger one or more effects automatically, and manage the automatic removal of those effects when their duration reaches 0.

+

Each EffectTrigger instance can have one or more non-instantaneous effects added to it. All Effects must take the same type of argument to their Trigger function, as specified by this class's TriggerArgs type parameter.

+

Each time the EffectTrigger's TriggerEffects function is called, every added Effect has its Trigger function called (provided its duration is not 0). Each Effect may, via the TriggerArgs CancelTrigger member, stop the effect from being sent to subsequent Effects in the EffectTrigger's list.

+

Once all effects have had Trigger called as applicable, or some effect has cancelled the trigger, any effect whose duration has reached 0 is removed from the EffectTrigger automatically.

+

Typically, one instance of this class is created per "event" that can trigger effects, and then the instance's TriggerEffects function is called whenever that event happens. For example, in a typical roguelike, all damageable creatures might have an instance of this class called OnDamageTaken. Any effect that should trigger when that creature takes damage would then be added to that creature's OnDamageTaken EffectTrigger. The TakeDamage function of that creature would then need to call OnDamageTaken.TriggerEffects(...). In this way, all effects added to the OnDamageTaken EffectTrigger would be triggered automatically whenever the creature takes damage.

+

For some complex game mechanics, it may be desireable to control how effects stack, the order they appear in the Effects list of EffectTriggers, etc. In these cases, subclassing EffectTrigger and overriding add/remove can allow this functionality.

+
Template Parameters
+ + +
TriggerArgsThe type of argument that must be accepted by the Trigger function of any Effect added to this EffectTrigger.
+
+
+
+
Type Constraints
+ + +
TriggerArgs :EffectArgs 
+
+
+
+

Constructor & Destructor Documentation

+ +

§ EffectTrigger()

+ +
+
+ + + + + + + +
GoRogue.EffectTrigger< TriggerArgs >.EffectTrigger ()
+
+ +

Constructor.

+ +
+
+

Member Function Documentation

+ +

§ Add()

+ +
+
+ + + + + +
+ + + + + + + + +
virtual void GoRogue.EffectTrigger< TriggerArgs >.Add (Effect< TriggerArgs > effect)
+
+virtual
+
+ +

Adds the given effect to this EffectTrigger, provided the effect's duration is not 0. If the effect's duration is 0, an ArgumentException is thrown.

+
Parameters
+ + +
effectThe effect to add to this trigger.
+
+
+ +
+
+ +

§ Remove()

+ +
+
+ + + + + +
+ + + + + + + + +
virtual void GoRogue.EffectTrigger< TriggerArgs >.Remove (Effect< TriggerArgs > effect)
+
+virtual
+
+ +

Removes the given effect from this EffectTrigger.

+
Parameters
+ + +
effectThe effect to remove
+
+
+ +
+
+ +

§ TriggerEffects()

+ +
+
+ + + + + + + + +
void GoRogue.EffectTrigger< TriggerArgs >.TriggerEffects (TriggerArgs args)
+
+ +

For each effect in the list, calls its Trigger function if its duration is not 0, then remvoes any effect that has duration 0.

+

The argument given is passed along to the Trigger function of each effect that has Trigger called. If some effect sets the CancelTrigger flag in the argument to true, the loop will be broken and no subsequent effects in the list will have Trigger called. After either this occurs or all effects have had Trigger called, any effect in the list that has a duration of 0 is automatically removed from the list.

+

It is valid to pass null as the argument to this function, if the effects need no actual parameters.

+
Parameters
+ + +
argsArgument to pass to the Trigger function of each effect.
+
+
+ +
+
+

Property Documentation

+ +

§ Effects

+ +
+
+ + + + + +
+ + + + +
IList<Effect<TriggerArgs> > GoRogue.EffectTrigger< TriggerArgs >.Effects
+
+get
+
+ +

List of all effects that are part of this EffectTrigger.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/EffectTrigger.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_i_d_generator-members.html b/docs/class_go_rogue_1_1_i_d_generator-members.html new file mode 100644 index 00000000..6164d1f7 --- /dev/null +++ b/docs/class_go_rogue_1_1_i_d_generator-members.html @@ -0,0 +1,83 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.IDGenerator Member List
+
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This is the complete list of members for GoRogue.IDGenerator, including all inherited members.

+ + + +
IDGenerator(uint startingInt=0)GoRogue.IDGenerator
UseID()GoRogue.IDGenerator
+ + + + diff --git a/docs/class_go_rogue_1_1_i_d_generator.html b/docs/class_go_rogue_1_1_i_d_generator.html new file mode 100644 index 00000000..4aa27a60 --- /dev/null +++ b/docs/class_go_rogue_1_1_i_d_generator.html @@ -0,0 +1,147 @@ + + + + + + + +GoRogue: GoRogue.IDGenerator Class Reference + + + + + + + + + +
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+
C# roguelike/2D game utility library.
+
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+ + + + + + + + +
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+ + +
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+ +
+
GoRogue.IDGenerator Class Reference
+
+
+ +

Class designed as a helper for situations where you need to generate and assign a unique integer to each instance of a class, eg. for a class implementing IHasID (see that interface documentation for usage example). One may initialize it with a starting unsigned integer, or 0 if none is specified. Then, every time one wants to use an integer, one should call UseID(), and use the one it returns. It is not thread-safe on its own – if it needs to be, one might consider using a lock around any UseID calls. + More...

+ + + + + + + + +

+Public Member Functions

 IDGenerator (uint startingInt=0)
 Constructor. More...
 
uint UseID ()
 Call every time you wish to "assign" an ID. The integer returned will never be returned again (each integer will be unique, per instance of this class). More...
 
+

Detailed Description

+

Class designed as a helper for situations where you need to generate and assign a unique integer to each instance of a class, eg. for a class implementing IHasID (see that interface documentation for usage example). One may initialize it with a starting unsigned integer, or 0 if none is specified. Then, every time one wants to use an integer, one should call UseID(), and use the one it returns. It is not thread-safe on its own – if it needs to be, one might consider using a lock around any UseID calls.

+

Constructor & Destructor Documentation

+ +

§ IDGenerator()

+ +
+
+ + + + + + + + +
GoRogue.IDGenerator.IDGenerator (uint startingInt = 0)
+
+ +

Constructor.

+
Parameters
+ + +
startingIntUnsigned integer to start at (one that will be returned first time UseID is called). Default 0.
+
+
+ +
+
+

Member Function Documentation

+ +

§ UseID()

+ +
+
+ + + + + + + +
uint GoRogue.IDGenerator.UseID ()
+
+ +

Call every time you wish to "assign" an ID. The integer returned will never be returned again (each integer will be unique, per instance of this class).

+
Returns
The ID that has been assigned.
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/IDGenerator.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_item_event_args-members.html b/docs/class_go_rogue_1_1_item_event_args-members.html new file mode 100644 index 00000000..0f4f0755 --- /dev/null +++ b/docs/class_go_rogue_1_1_item_event_args-members.html @@ -0,0 +1,84 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.ItemEventArgs< T > Member List
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+ +

This is the complete list of members for GoRogue.ItemEventArgs< T >, including all inherited members.

+ + + + +
ItemGoRogue.ItemEventArgs< T >
ItemEventArgs(T item, Coord position)GoRogue.ItemEventArgs< T >
PositionGoRogue.ItemEventArgs< T >
+ + + + diff --git a/docs/class_go_rogue_1_1_item_event_args.html b/docs/class_go_rogue_1_1_item_event_args.html new file mode 100644 index 00000000..7bd94ee7 --- /dev/null +++ b/docs/class_go_rogue_1_1_item_event_args.html @@ -0,0 +1,207 @@ + + + + + + + +GoRogue: GoRogue.ItemEventArgs< T > Class Template Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
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+ + +
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+
GoRogue.ItemEventArgs< T > Class Template Reference
+
+
+ +

Event args for spatial map events pertaining to an item (item added, item removed, etc.) + More...

+
+Inheritance diagram for GoRogue.ItemEventArgs< T >:
+
+
+ + + +
+ + + + + +

+Public Member Functions

 ItemEventArgs (T item, Coord position)
 Constructor. More...
 
+ + + + + + + +

+Properties

Item [get]
 Item being represented. More...
 
Coord Position [get]
 Current position of that item at time of event. More...
 
+

Detailed Description

+

Event args for spatial map events pertaining to an item (item added, item removed, etc.)

+
Template Parameters
+ + +
TType of item.
+
+
+

Constructor & Destructor Documentation

+ +

§ ItemEventArgs()

+ +
+
+ + + + + + + + + + + + + + + + + + +
GoRogue.ItemEventArgs< T >.ItemEventArgs (item,
Coord position 
)
+
+ +

Constructor.

+
Parameters
+ + + +
itemItem being represented.
positionCurrent position of the item.
+
+
+ +
+
+

Property Documentation

+ +

§ Item

+ +
+
+ + + + + +
+ + + + +
T GoRogue.ItemEventArgs< T >.Item
+
+get
+
+ +

Item being represented.

+ +
+
+ +

§ Position

+ +
+
+ + + + + +
+ + + + +
Coord GoRogue.ItemEventArgs< T >.Position
+
+get
+
+ +

Current position of that item at time of event.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/ISpatialMap.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_item_event_args.png b/docs/class_go_rogue_1_1_item_event_args.png new file mode 100644 index 0000000000000000000000000000000000000000..48c8d19d222777d5c726a7b2e64eafe785b72aa9 GIT binary patch literal 692 zcmeAS@N?(olHy`uVBq!ia0vp^TYxx#gBeJ+A6q{KNJ#|vgt-3y{~ySF@#br3|Dg#$ z78oBmaDcV*jy#adQ4-`A%m7pb0#{Fk7%?y~IeWS|hEy=VoqPJ+Y6Bj&EG_TL3V@gX@Pc~1OrowMGCC+TK%G(V+^@^JFy}U08 ze)j#{^wsxL{qvcYZzsPfiCQ0g#AeDOm6ulEy`En#+PN-8bIHGHDzT53&3dQ=}S)kNc;6eKYo(m<2boVUo;hUJ>^=qs8kww&YsE3c3^r1L(j2} zOZ~?it|@!@pL-n1uPJ+%`9S*wwhszR7;QK*8Tg%~4m9KAuHZA?eDMGS(8Cb*S}!Z3 zxB0R@U=2Rw7jf$eL-e$d!jqrJF`BqfoOfPz!EeqDryETU2xh(to?l^}QM>KZ-0R!C zmM_&iYj|Jt_58N~>pnY&p0RQ?O&8x~x9QI0jj})8jR}w6ep}YsI6pr6 zo4YD!nC#a-*4`(KP2PKI+UxX}d|vq_andWj%PKEDcIi*M zUShK?c18cIeNUFoiqqP4?`8Gf#dB79-_3r2d*847KhHf$U;6qP zcY*eMzdEbS&;MOv)cf%4$@?kn2mA#tG03%;G_X(JGV^A_ALhhGxq)Y7pUeX$F$Pap KKbLh*2~7a=heOQ( literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_item_moved_event_args-members.html b/docs/class_go_rogue_1_1_item_moved_event_args-members.html new file mode 100644 index 00000000..e01b11b2 --- /dev/null +++ b/docs/class_go_rogue_1_1_item_moved_event_args-members.html @@ -0,0 +1,85 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue +
+
C# roguelike/2D game utility library.
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+
GoRogue.ItemMovedEventArgs< T > Member List
+
+
+ +

This is the complete list of members for GoRogue.ItemMovedEventArgs< T >, including all inherited members.

+ + + + + +
ItemGoRogue.ItemMovedEventArgs< T >
ItemMovedEventArgs(T item, Coord oldPosition, Coord newPosition)GoRogue.ItemMovedEventArgs< T >
NewPositionGoRogue.ItemMovedEventArgs< T >
OldPositionGoRogue.ItemMovedEventArgs< T >
+ + + + diff --git a/docs/class_go_rogue_1_1_item_moved_event_args.html b/docs/class_go_rogue_1_1_item_moved_event_args.html new file mode 100644 index 00000000..501874b1 --- /dev/null +++ b/docs/class_go_rogue_1_1_item_moved_event_args.html @@ -0,0 +1,241 @@ + + + + + + + +GoRogue: GoRogue.ItemMovedEventArgs< T > Class Template Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.ItemMovedEventArgs< T > Class Template Reference
+
+
+ +

Event args for SpatialMap's ItemMoved event. + More...

+
+Inheritance diagram for GoRogue.ItemMovedEventArgs< T >:
+
+
+ + + +
+ + + + + +

+Public Member Functions

 ItemMovedEventArgs (T item, Coord oldPosition, Coord newPosition)
 Constructor. More...
 
+ + + + + + + + + + +

+Properties

Item [get]
 Item being represented. More...
 
Coord OldPosition [get]
 Position of item before it was moved. More...
 
Coord NewPosition [get]
 Position of item after it has been moved. More...
 
+

Detailed Description

+

Event args for SpatialMap's ItemMoved event.

+
Template Parameters
+ + +
TType of item being stored.
+
+
+

Constructor & Destructor Documentation

+ +

§ ItemMovedEventArgs()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
GoRogue.ItemMovedEventArgs< T >.ItemMovedEventArgs (item,
Coord oldPosition,
Coord newPosition 
)
+
+ +

Constructor.

+
Parameters
+ + + + +
itemItem being represented.
oldPositionPosition of item before it was moved.
newPositionPosition of item after it has been moved.
+
+
+ +
+
+

Property Documentation

+ +

§ Item

+ +
+
+ + + + + +
+ + + + +
T GoRogue.ItemMovedEventArgs< T >.Item
+
+get
+
+ +

Item being represented.

+ +
+
+ +

§ NewPosition

+ +
+
+ + + + + +
+ + + + +
Coord GoRogue.ItemMovedEventArgs< T >.NewPosition
+
+get
+
+ +

Position of item after it has been moved.

+ +
+
+ +

§ OldPosition

+ +
+
+ + + + + +
+ + + + +
Coord GoRogue.ItemMovedEventArgs< T >.OldPosition
+
+get
+
+ +

Position of item before it was moved.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/ISpatialMap.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_item_moved_event_args.png b/docs/class_go_rogue_1_1_item_moved_event_args.png new file mode 100644 index 0000000000000000000000000000000000000000..17b5a58c6809a4e8500076d0251274f0aa29b34a GIT binary patch literal 738 zcmeAS@N?(olHy`uVBq!ia0vp^w}Ci-gBeIJ*ZPnNq$C1-LR|m<{|{uoc=NTi|Ih>= z3ycpOIKbL@M;^%KC<*clW&kPzfvcxNj2IZ03O!vMLn;{G&OLo;wSoZKY~Ov~>mMhF zJb9&BpIOv4YgNg@28Y82H-(%ynw=&rQ7km~+|<6?bCRuGL3Gg+mC}e;`!~<`-{E;l zt~mKe-<{^X_eE)TM^2_|ZF|1;c+A#sla@qR-qRI3{a9^}Oa5II&+Q){)ULkMrF1MU zP~Wrs)05ingV$ypi<#VgtLx;8F!v0vsYexWb)2-)3^TmBLvm04?4z@!7rVbq)Aske zly0-7W&ZBe@SsWWo_v44?bv#iyJzYJCr|pq@J`M1TLI8z$DfEfaU?T+u#IDAHrjCe zwduM$2l6K0+EAptyK)}OhK}8gHxA!rc=Iri0jQjzdWUp_?H%3&a_`s@_{*6$w4+Ej zL~|&%I4UymbV7wE?mRnlsn2`{b)QqyMvM$6oVoKRdZ} zt=k>9xO=&G^8|&h({fS#u)@2c6nx1vCJY}`FZ)m@So?(WqFn?g>AT zw2M3(x?P8hvF_0F>>V|EFYik|Ft6Fs=AR^VKnNPVkjVMOA649Xbf + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
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+
+ + +
+ +
+ + +
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+
+
GoRogue.LOS Member List
+
+
+ +

This is the complete list of members for GoRogue.LOS, including all inherited members.

+ + + + + + + + + + + + + +
Calculate(int startX, int startY, int radius=int.MaxValue)GoRogue.LOS
Calculate(Coord start, int radius=int.MaxValue)GoRogue.LOS
Calculate(int startX, int startY, int radius, Radius radiusTechnique)GoRogue.LOS
Calculate(Coord start, int radius, Radius radiusTechnique)GoRogue.LOS
Calculate(int startX, int startY, int radius, Radius radiusTechnique, double angle, double span)GoRogue.LOS
Calculate(Coord start, int radius, Radius radiusTechnique, double angle, double span)GoRogue.LOS
HeightGoRogue.LOS
LOS(IMapOf< double > resMap)GoRogue.LOS
this[Coord pos]GoRogue.IMapOf< double >
this[Coord position]GoRogue.LOS
this[int x, int y]GoRogue.LOS
WidthGoRogue.LOS
+ + + + diff --git a/docs/class_go_rogue_1_1_l_o_s.html b/docs/class_go_rogue_1_1_l_o_s.html new file mode 100644 index 00000000..d96fd55f --- /dev/null +++ b/docs/class_go_rogue_1_1_l_o_s.html @@ -0,0 +1,591 @@ + + + + + + + +GoRogue: GoRogue.LOS Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.LOS Class Reference
+
+
+ +

Class responsible for caculating LOS/FOV. Effectively a simplified, slightly faster interface compared to SenseMap, that supports only a single source and only shadowcasting. This is more conducive to the typical use case for line of sight (LOS). It can calculate the LOS with a finite or infinite max radius, and can use a variety of radius types, as specified in Radius class (all the same ones that SenseMap supports). It also supports both 360 degree LOS and a "field of view" (cone) LOS. One may access this class like a 2D array of doubles (LOS values), wherein the values will range from 0.0 to 1.0, where 1.0 means the corresponding map grid coordinate is at maximum visibility, and 0.0 means the cooresponding coordinate is outside of LOS entirely (not visible). + More...

+
+Inheritance diagram for GoRogue.LOS:
+
+
+ + +GoRogue.IMapOf< double > + +
+ + + + + + + + + + + + + + + + + + + + + + + +

+Public Member Functions

 LOS (IMapOf< double > resMap)
 Constructor. More...
 
void Calculate (int startX, int startY, int radius=int.MaxValue)
 Calculates LOS, given an origin point of (startX, startY), with a given radius. If no radius is specified, simply calculates with a radius of maximum integer value, which is effectively infinite. Radius is computed as a circle around the source (type Radius.CIRCLE). More...
 
void Calculate (Coord start, int radius=int.MaxValue)
 Calculates LOS, given an origin point, with a given radius. If no radius is specified, simply calculates with a radius of maximum integer value, which is effectively infinite. Radius is computed as a circle around the source (type Radius.CIRCLE). More...
 
void Calculate (int startX, int startY, int radius, Radius radiusTechnique)
 Calculates LOS, given an origin point of (startX, startY), with the given radius and radius calculation strategy. More...
 
void Calculate (Coord start, int radius, Radius radiusTechnique)
 Calculates LOS, given an origin point, with the given radius and radius calculation strategy. More...
 
void Calculate (int startX, int startY, int radius, Radius radiusTechnique, double angle, double span)
 Calculates LOS, given an origin point of (startX, startY), with the given radius and radius calculation strategy, and assuming LOS is restricted to the area specified by the given angle and span, in degrees. Provided that span is greater than 0, a conical section of the regular LOS radius will be actually in LOS. More...
 
void Calculate (Coord start, int radius, Radius radiusTechnique, double angle, double span)
 Calculates LOS, given an origin point of (startX, startY), with the given radius and radius calculation strategy, and assuming LOS is restricted to the area specified by the given angle and span, in degrees. Provided that span is greater than 0, a conical section of the regular LOS radius will be actually in LOS. More...
 
+ + + + + + + + + + + + + + + + + + + + + + + + + + +

+Properties

int Width [get]
 Width of LOS map. More...
 
int Height [get]
 Height of LOS map. More...
 
double this[Coord position] [get]
 Array-style indexer that takes a Coord as the index, and retrieves the LOS value at the given location. More...
 
double this[int x, int y] [get]
 Array-style indexer that takes an x and y value as the index, and retrieves the LOS value at the given location. More...
 
- Properties inherited from GoRogue.IMapOf< double >
int Width [get]
 The width of the map being represented. More...
 
int Height [get]
 The height of the map being represented. More...
 
this[int x, int y] [get]
 Given an X and Y value, should return the "value" associated with that location. More...
 
this[Coord pos] [get]
 Given a Coord, should return the "value" associated with that location. More...
 
+

Detailed Description

+

Class responsible for caculating LOS/FOV. Effectively a simplified, slightly faster interface compared to SenseMap, that supports only a single source and only shadowcasting. This is more conducive to the typical use case for line of sight (LOS). It can calculate the LOS with a finite or infinite max radius, and can use a variety of radius types, as specified in Radius class (all the same ones that SenseMap supports). It also supports both 360 degree LOS and a "field of view" (cone) LOS. One may access this class like a 2D array of doubles (LOS values), wherein the values will range from 0.0 to 1.0, where 1.0 means the corresponding map grid coordinate is at maximum visibility, and 0.0 means the cooresponding coordinate is outside of LOS entirely (not visible).

+

Constructor & Destructor Documentation

+ +

§ LOS()

+ +
+
+ + + + + + + + +
GoRogue.LOS.LOS (IMapOf< double > resMap)
+
+ +

Constructor.

+
Parameters
+ + +
resMapThe resistance map to use to calculate LOS. Values of 1.0 are considered blocking to LOS, while other (lower) values are considered to be not blocking.
+
+
+ +
+
+

Member Function Documentation

+ +

§ Calculate() [1/6]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void GoRogue.LOS.Calculate (int startX,
int startY,
int radius = int.MaxValue 
)
+
+ +

Calculates LOS, given an origin point of (startX, startY), with a given radius. If no radius is specified, simply calculates with a radius of maximum integer value, which is effectively infinite. Radius is computed as a circle around the source (type Radius.CIRCLE).

+
Parameters
+ + + + +
startXCoordinate x-value of the origin.
startYCoordinate y-value of the origin.
radiusThe maximum radius – basically the maximum distance of LOS if completely unobstructed. If no radius is specified, it is effectively infinite.
+
+
+ +
+
+ +

§ Calculate() [2/6]

+ +
+
+ + + + + + + + + + + + + + + + + + +
void GoRogue.LOS.Calculate (Coord start,
int radius = int.MaxValue 
)
+
+ +

Calculates LOS, given an origin point, with a given radius. If no radius is specified, simply calculates with a radius of maximum integer value, which is effectively infinite. Radius is computed as a circle around the source (type Radius.CIRCLE).

+
Parameters
+ + + +
startPosition of LOS origin.
radiusThe maximum radius – basically the maximum distance of LOS if completely unobstructed. If no radius is specified, it is effectively infinite.
+
+
+ +
+
+ +

§ Calculate() [3/6]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void GoRogue.LOS.Calculate (int startX,
int startY,
int radius,
Radius radiusTechnique 
)
+
+ +

Calculates LOS, given an origin point of (startX, startY), with the given radius and radius calculation strategy.

+
Parameters
+ + + + + +
startXCoordinate x-value of the origin.
startYCoordinate y-value of the origin.
radiusThe maximum radius – basically the maximum distance of LOS if completely unobstructed.
radiusTechniqueThe type of the radius (square, circle, diamond, etc.)
+
+
+ +
+
+ +

§ Calculate() [4/6]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void GoRogue.LOS.Calculate (Coord start,
int radius,
Radius radiusTechnique 
)
+
+ +

Calculates LOS, given an origin point, with the given radius and radius calculation strategy.

+
Parameters
+ + + + +
startCoordinate of the origin.
radiusThe maximum radius – basically the maximum distance of LOS if completely unobstructed.
radiusTechniqueThe type of the radius (square, circle, diamond, etc.)
+
+
+ +
+
+ +

§ Calculate() [5/6]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void GoRogue.LOS.Calculate (int startX,
int startY,
int radius,
Radius radiusTechnique,
double angle,
double span 
)
+
+ +

Calculates LOS, given an origin point of (startX, startY), with the given radius and radius calculation strategy, and assuming LOS is restricted to the area specified by the given angle and span, in degrees. Provided that span is greater than 0, a conical section of the regular LOS radius will be actually in LOS.

+
Parameters
+ + + + + + + +
startXCoordinate x-value of the origin.
startYCoordinate y-value of the origin.
radiusThe maximum radius – basically the maximum distance of LOS if completely unobstructed.
radiusTechniqueThe type of the radius (square, circle, diamond, etc.)
angleThe angle in degrees that specifies the outermost center point of the LOS cone. 0 degrees points right.
spanThe angle, in degrees, that specifies the full arc contained in the LOS cone – angle/2 degrees are included on either side of the span line.
+
+
+ +
+
+ +

§ Calculate() [6/6]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
void GoRogue.LOS.Calculate (Coord start,
int radius,
Radius radiusTechnique,
double angle,
double span 
)
+
+ +

Calculates LOS, given an origin point of (startX, startY), with the given radius and radius calculation strategy, and assuming LOS is restricted to the area specified by the given angle and span, in degrees. Provided that span is greater than 0, a conical section of the regular LOS radius will be actually in LOS.

+
Parameters
+ + + + + + +
startCoordinate of the origin.
radiusThe maximum radius – basically the maximum distance of LOS if completely unobstructed.
radiusTechniqueThe type of the radius (square, circle, diamond, etc.)
angleThe angle in degrees that specifies the outermost center point of the LOS cone. 0 degrees points right.
spanThe angle, in degrees, that specifies the full arc contained in the LOS cone – angle/2 degrees are included on either side of the span line.
+
+
+ +
+
+

Property Documentation

+ +

§ Height

+ +
+
+ + + + + +
+ + + + +
int GoRogue.LOS.Height
+
+get
+
+ +

Height of LOS map.

+ +
+
+ +

§ this[Coord position]

+ +
+
+ + + + + +
+ + + + +
double GoRogue.LOS.this[Coord position]
+
+get
+
+ +

Array-style indexer that takes a Coord as the index, and retrieves the LOS value at the given location.

+
Parameters
+ + +
positionThe position to retrieve the LOS value for.
+
+
+
Returns
The LOS value at the given location.
+ +
+
+ +

§ this[int x, int y]

+ +
+
+ + + + + +
+ + + + +
double GoRogue.LOS.this[int x, int y]
+
+get
+
+ +

Array-style indexer that takes an x and y value as the index, and retrieves the LOS value at the given location.

+
Parameters
+ + + +
xThe x-coordinate of the position to retrieve the LOS value for.
yThe y-coordinate of the position to retrieve the LOS value for.
+
+
+
Returns
The LOS value at (x, y).
+ +
+
+ +

§ Width

+ +
+
+ + + + + +
+ + + + +
int GoRogue.LOS.Width
+
+get
+
+ +

Width of LOS map.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/LOS.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_l_o_s.png b/docs/class_go_rogue_1_1_l_o_s.png new file mode 100644 index 0000000000000000000000000000000000000000..0406ae588d6c5b2b537997699a4dc186aa6610ea GIT binary patch literal 693 zcmeAS@N?(olHy`uVBq!ia0vp^Yk)X_gBeI}-k;Y2q$C1-LR|m<{|{uoc=NTi|Ih>= z3ycpOIKbL@M;^%KC<*clW&kPzfvcxNj2IZ0Ts&PILn;{G&V9S-kOGg3|90bj|CR6G znkHm-CF*SHjLuy~Qv~=Fm(DC)6 zoBMt~T=IBzj4 z{=QLVdhpq~HCwID?|rv&+lJ$3?&O`V-6wgb@W%D6*M9d{1;5gr_U@BTwFKMlhS=}L zXV#S6&5XK{)-HBU=l7Xx*6e4Y6LTwn{rmLR``+b*jSmkUk$as+@vu3haYJ2mc{)a*-3&hA?#WpnQ4)^e-#?LE5r8PU9_qGNXYF~2qs?Km7T z>1Sx&x5<{#yecnS&+SpZw{^;r%U0aKS8VbQS}lLr&O*ZT)r;#JCVk0fU87Q|k)V3g znfr~+`OgYW1s8Y|M0#1Ock{Yf3%xmH#rHN~Lm)3hjmQQDIj#r>epa1^b|$d{&Wzj- z7B;Yc2spr0p^?A{3`Atm7b)!)aFjz9wzM!ZW*>E4;%Ku2-ne zv;FF|$9RKy!FtziPhTE>=6xmipL)9Yns&vlp^Im4KDWVr*WOc+$)7i8ZAi`8_wsMn zgxSf)n#%vSo@26^eqa0J=?%{wFz#EE@BZ!YW>yQ$b`ypVflx1OIpBBMgm;nswwcQF Ue=MDv08C>Hp00i_>zopr05`lt5C8xG literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_center_bounds_connection_point_selector-members.html b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_center_bounds_connection_point_selector-members.html new file mode 100644 index 00000000..b55d0b39 --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_center_bounds_connection_point_selector-members.html @@ -0,0 +1,82 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue.MapGeneration.Connectors.CenterBoundsConnectionPointSelector Member List
+
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This is the complete list of members for GoRogue.MapGeneration.Connectors.CenterBoundsConnectionPointSelector, including all inherited members.

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SelectConnectionPoints(MapArea area1, MapArea area2)GoRogue.MapGeneration.Connectors.CenterBoundsConnectionPointSelector
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_center_bounds_connection_point_selector.html b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_center_bounds_connection_point_selector.html new file mode 100644 index 00000000..90786aba --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_center_bounds_connection_point_selector.html @@ -0,0 +1,146 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.Connectors.CenterBoundsConnectionPointSelector Class Reference + + + + + + + + + +
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GoRogue.MapGeneration.Connectors.CenterBoundsConnectionPointSelector Class Reference
+
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+ +

Selects the center points of the bounding boxes of each map area. On concave map areas, because the center point of the bounding box is not actually guaranteed to be among the MapArea's walkable tiles, connecting these two points is not guaranteed to actually connect the entirety of the two areas. + More...

+
+Inheritance diagram for GoRogue.MapGeneration.Connectors.CenterBoundsConnectionPointSelector:
+
+
+ + +GoRogue.MapGeneration.Connectors.IAreaConnectionPointSelector + +
+ + + + + +

+Public Member Functions

Tuple< Coord, CoordSelectConnectionPoints (MapArea area1, MapArea area2)
 Selects and returns a the center point of the bounding rectangle for each MapArea's positions list. More...
 
+

Detailed Description

+

Selects the center points of the bounding boxes of each map area. On concave map areas, because the center point of the bounding box is not actually guaranteed to be among the MapArea's walkable tiles, connecting these two points is not guaranteed to actually connect the entirety of the two areas.

+

Member Function Documentation

+ +

§ SelectConnectionPoints()

+ +
+
+ + + + + + + + + + + + + + + + + + +
Tuple<Coord, Coord> GoRogue.MapGeneration.Connectors.CenterBoundsConnectionPointSelector.SelectConnectionPoints (MapArea area1,
MapArea area2 
)
+
+ +

Selects and returns a the center point of the bounding rectangle for each MapArea's positions list.

+
Parameters
+ + + +
area1First MapArea to connect.
area2First MapArea to connect.
+
+
+
Returns
+ +

Implements GoRogue.MapGeneration.Connectors.IAreaConnectionPointSelector.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/MapGeneration/Connectors/CenterBoundsConnectionPointSelector.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_center_bounds_connection_point_selector.png b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_center_bounds_connection_point_selector.png new file mode 100644 index 0000000000000000000000000000000000000000..a12dc1a35f120b051114381045a4345ebfe0cb9f GIT binary patch literal 1390 zcmb`HX;4!K5XT>Q02Y+0#fXDpIs}DbpbC*HWL~NqK5l^!5h6#0a11I!2ni)aYX#AA z7zO0k;S!Lzw5V3>Ekw}afLpT#C#6%!MgpfY{(9Za|JF~n0o%zpx+23rYkC&^# zF5_JQ02n}LoqPd6ivw#P-EDB~essG6ZU`R_e`k$G1Izg(B`N1=F08&}PfyQ|%y&q5 z)J^pD@&jPg=itBaKMnxf)sWLq{>fUhQeoqarM^>v5VxTLRc6_7SlvTJYm!|R=2d+7 z15|TcXCq^==z@S`U=aYhLB3cN2;HimJp#q&ZJJpy=;dbp{Oz1MrC_U$=0>lt$azKP zO<@v8ue=V6x@s5P=6H*%w2QC|5sO{o$S2+DTnuNZAq(6WHZoe<`?$|jCXJ*>Kh%Wl zXCR+=I%^Od%i-tK`rXWj0%@7AlBaNRF}nU-@q;Bw)Xf1qxHLBgcPgv|LqkQ`4yh1Z zR*S5ZKJK{x>Tx1u998>I9(CDA;KC6iQ-&2p=G4tVpb(TTQ< zVy0AzZTa|`ui%Y8d6X#l0XbEuK8HrQY6I}T(u@b%cQ}P_Io>Z zQbI1Vqg+`f?ReWksADWH*HvU@ zfr4y5;b?xvjw*gj5d%jD7!lpfNqXBpFR)J|tmDV%d^0u4xun9k~ z$CLqEf>B@^ybORr`acYRmrGezgY*me5qcIzY5TD-s9&w`zd}*t3}oH_-W6FRuk1^i ze;|I`HyRohKJjk&wg1k^ixba0Dwmb&xUr;jGe+20`zHIfw2Hl$Ky4ta+Jr$>ndgfM zmC_prSB-arp~YvLHtWI;-F_7tvX?o6IsG53ZyUr(a=AR`a&tL7HZd6?b>Alxzf8hs zHnT9^FKpcR)n4*P-e~+nw-}5tKGNilWC9~d*GizGE{BG;cr66ct22@EN5gi&Tvawj>IyhvEw(aLP zBqA3mzDb^M&Nir>i$l7r&(lgXpb{Nys`~B1`_j_Q!L%#u-vtq4)T(ISyd}l60t9RB zUgPdQ*kUcX+c`sKb?b9_uQk{w7l7Z)X=c=dRkYuVM@I+0@ZIvt$cV5~qT&a>^lVfl zSXcF)6df4vLOY(3-eXVN9X~JP|FlW9HOQOm^vF)2*$86X^ zmuwvwQ^QY8sJpMS^H%tFffe3D>66-$Mbm6ZsOdB;8V{&fID$xXzUN~LGHWSiu^wvO z1gz2H2@{5GD}G45;*SwbwOAzeeujW`0DV?_i_V bw@PHXB>2(Or(;&|a|9q~FDJ(7(BJ+68dl30 literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_closest_map_area_connector-members.html b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_closest_map_area_connector-members.html new file mode 100644 index 00000000..10ee7fdf --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_closest_map_area_connector-members.html @@ -0,0 +1,83 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue.MapGeneration.Connectors.ClosestMapAreaConnector Member List
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This is the complete list of members for GoRogue.MapGeneration.Connectors.ClosestMapAreaConnector, including all inherited members.

+ + + +
Connect(ISettableMapOf< bool > map, Radius shape, IAreaConnectionPointSelector areaConnector=null, ITunnelCreator tunnelCreator=null)GoRogue.MapGeneration.Connectors.ClosestMapAreaConnectorstatic
Connect(ISettableMapOf< bool > map, Distance distanceCalc, IAreaConnectionPointSelector areaConnector=null, ITunnelCreator tunnelCreator=null)GoRogue.MapGeneration.Connectors.ClosestMapAreaConnectorstatic
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_closest_map_area_connector.html b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_closest_map_area_connector.html new file mode 100644 index 00000000..29103737 --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_closest_map_area_connector.html @@ -0,0 +1,225 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.Connectors.ClosestMapAreaConnector Class Reference + + + + + + + + + +
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GoRogue.MapGeneration.Connectors.ClosestMapAreaConnector Class Reference
+
+
+ +

Implements a connection algorithm that connects all unique map areas in the given map by connecting each area with the one closest to it. + More...

+ + + + + + + + +

+Static Public Member Functions

static void Connect (ISettableMapOf< bool > map, Radius shape, IAreaConnectionPointSelector areaConnector=null, ITunnelCreator tunnelCreator=null)
 Connects the map given using the algorithm described in the class description. More...
 
static void Connect (ISettableMapOf< bool > map, Distance distanceCalc, IAreaConnectionPointSelector areaConnector=null, ITunnelCreator tunnelCreator=null)
 Connects the map given using the algorithm described in the class description. More...
 
+

Detailed Description

+

Implements a connection algorithm that connects all unique map areas in the given map by connecting each area with the one closest to it.

+

The algorithm functions by first finding all unique areas in the map given by using MapAreaFinder.MapAreas. Then, we iterate through each area, find the closest area that is not already conencted to the current area, and create a tunnel between the two. Distance between to areas is measured as the distance between the center point of the bounding boxes of those areas.

+

Points to connect two areas, as well as method used to create a tunnel between those two points, are selected via specified parameters.

+

Member Function Documentation

+ +

§ Connect() [1/2]

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
static void GoRogue.MapGeneration.Connectors.ClosestMapAreaConnector.Connect (ISettableMapOf< bool > map,
Radius shape,
IAreaConnectionPointSelector areaConnector = null,
ITunnelCreator tunnelCreator = null 
)
+
+static
+
+ +

Connects the map given using the algorithm described in the class description.

+
Parameters
+ + + + + +
mapThe map to connect.
shapeThe shape of a radius – used to determine distance calculation.
areaConnectorThe area connection strategy to use. Not all methods function on maps with concave areas – see respective class documentation for details. If null is specified, RandomConnectionPointSelector with the default RNG is used.
tunnelCreatorThe tunnel creation strategy to use. If null is specified, DirectLineTunnelCreator with the distance calculation specified is used.
+
+
+ +
+
+ +

§ Connect() [2/2]

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
static void GoRogue.MapGeneration.Connectors.ClosestMapAreaConnector.Connect (ISettableMapOf< bool > map,
Distance distanceCalc,
IAreaConnectionPointSelector areaConnector = null,
ITunnelCreator tunnelCreator = null 
)
+
+static
+
+ +

Connects the map given using the algorithm described in the class description.

+
Parameters
+ + + + +
mapThe map to connect.
distanceCalcThe distance calculation that defines distance/neighbors.
areaConnectorThe area connection strategy to use. Not all methods function on maps with concave areas – see respective class documentation for details.
+
+
+

///

Parameters
+ + +
tunnelCreatorThe tunnel creation strategy to use. If null is specified, DirectLineTunnelCreator with the distance calculation specified is used.
+
+
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/MapGeneration/Connectors/ClosestMapAreaConnector.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_direct_line_tunnel_creator-members.html b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_direct_line_tunnel_creator-members.html new file mode 100644 index 00000000..7d324a08 --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_direct_line_tunnel_creator-members.html @@ -0,0 +1,84 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue.MapGeneration.Connectors.DirectLineTunnelCreator Member List
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+ + + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_direct_line_tunnel_creator.html b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_direct_line_tunnel_creator.html new file mode 100644 index 00000000..b782beed --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_direct_line_tunnel_creator.html @@ -0,0 +1,211 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.Connectors.DirectLineTunnelCreator Class Reference + + + + + + + + + +
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GoRogue.MapGeneration.Connectors.DirectLineTunnelCreator Class Reference
+
+
+ +

Implements a tunnel creation algorithm that sets as walkable a direct line between the two points. In the case that MAHNATTAN distance is being used, the line is calculated via the Coord.CardinalPositionOnLine function. Otherwise, the line is calculated using Coord.PositionsOnLine (brensham's). + More...

+
+Inheritance diagram for GoRogue.MapGeneration.Connectors.DirectLineTunnelCreator:
+
+
+ + +GoRogue.MapGeneration.Connectors.ITunnelCreator + +
+ + + + + + + + + + + +

+Public Member Functions

 DirectLineTunnelCreator (Radius shape)
 Constructor. Takes the shape that defines a radius, which is used to determine the proper distnace calculation. More...
 
 DirectLineTunnelCreator (Distance distanceCalc)
 Constructor. Takes the distance calculation to use, which determines whether brensham's or CardinalPositionOnLine is used to create the tunnel. More...
 
void CreateTunnel (ISettableMapOf< bool > map, Coord start, Coord end)
 Implmenets the algorithm, creating the tunnel as specified in the class description. More...
 
+

Detailed Description

+

Implements a tunnel creation algorithm that sets as walkable a direct line between the two points. In the case that MAHNATTAN distance is being used, the line is calculated via the Coord.CardinalPositionOnLine function. Otherwise, the line is calculated using Coord.PositionsOnLine (brensham's).

+

Constructor & Destructor Documentation

+ +

§ DirectLineTunnelCreator() [1/2]

+ +
+
+ + + + + + + + +
GoRogue.MapGeneration.Connectors.DirectLineTunnelCreator.DirectLineTunnelCreator (Radius shape)
+
+ +

Constructor. Takes the shape that defines a radius, which is used to determine the proper distnace calculation.

+
Parameters
+ + +
shapeThe shape defining a radius, which determines the distance calculation to use.
+
+
+ +
+
+ +

§ DirectLineTunnelCreator() [2/2]

+ +
+
+ + + + + + + + +
GoRogue.MapGeneration.Connectors.DirectLineTunnelCreator.DirectLineTunnelCreator (Distance distanceCalc)
+
+ +

Constructor. Takes the distance calculation to use, which determines whether brensham's or CardinalPositionOnLine is used to create the tunnel.

+
Parameters
+ + +
distanceCalcThe distance calculation to use.
+
+
+ +
+
+

Member Function Documentation

+ +

§ CreateTunnel()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void GoRogue.MapGeneration.Connectors.DirectLineTunnelCreator.CreateTunnel (ISettableMapOf< bool > map,
Coord start,
Coord end 
)
+
+ +

Implmenets the algorithm, creating the tunnel as specified in the class description.

+
Parameters
+ + + + +
mapThe map to create the tunnel on.
startStart coordinate of the tunnel.
endEnd coordinate of the tunnel.
+
+
+ +

Implements GoRogue.MapGeneration.Connectors.ITunnelCreator.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/MapGeneration/Connectors/DirectLineTunnelCreator.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_direct_line_tunnel_creator.png b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_direct_line_tunnel_creator.png new file mode 100644 index 0000000000000000000000000000000000000000..67162ee521b06ec50a43151bee5ddafdb1927997 GIT binary patch literal 1249 zcmcJPeK6Yx7{`C{GU|k4M~+rpkDgGf4+zrZhZhROM#0?rN#T)5- zpZ_Dj%ds<&Z+gxZ<&Q!akm%M!_E`bwst+=mNs$rv!xUFY(Gw8c^wH}fw80jSK=A(E zDU@YyY}3w@p>z3z%0BUCtu@2LAAdfE&>h#AJ4sw`*AXC&L87zkX3R9j(in?qnKzy1 zE^noB*^tQEfowWoB_c+59Fd}HH!iqgGNDL@(~40-Jy&3}{;kiV5I3g_^;QQlL5QVQ_Ey^Vzh*Nl zX1-9xi$a26^8Fi|g~Iw-=DRl5@MriAvqPl^i&jIdq&tTn9SDb_8Koe_&hjsc9h%Z) zKO5RGT38bP!>&#it4QjOX9^`HJsO*=GkUo#lWJEmS~<$V@uSKz zWJ`F7zr?|1i-fO*iAeaS2Q8BW*6TivnEAd#I~y5hL$;Jcs?$;1Lt7I0#BiwlVcQjT zZXYCXN7R)VkjU>s>dxcF&3yH&5F87uKn&*887u!2o9i}l^DQUAed|cBzE$e{UpbBv z)sso*>&d6D0B8W@F9K3NW+Rg&s!senUn@Bxu4)=t>`gGHZ+r<`8(Hvs);GL&b#Y)H zw-iqv9@I!Mg2ObVs&>j#apM5EDWaI?y^_(_v1ge~q!t_yx3?~{rfII7-m$+C>SN-0 z%$u&7ao?31NQ6nM990TuKOnWVad;jZI5Ng;%a@tosPg>ecP=-PvGRuO#T%DO}Hs9R0L_i-c)(>&S~bC*HQe*ipt=$qV!Pl(2BrU%oMSC~!{A#3a2m zpB-;idF4MfO(w?BiWzI4^SxB~F4ig?TU_#%X*ng;w1a?Iv!07bPiUEbryZvm!xi#V zvYQgYGPXK!``sI%e9J-B)Z8GUP_ler6KsA-yJ0%zXW90^u_cqkNmnXKtB7EVuy1q zuGNT-TX_(69|_Jz_)u*D`vTsBUeF@>BX+q=G8$b^HhxS5I)4qsIZ0n7ss9mxLIxvR IzrJ?+UsI2Y2LJ#7 literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_horizontal_vertical_tunnel_creator-members.html b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_horizontal_vertical_tunnel_creator-members.html new file mode 100644 index 00000000..8dd1e77c --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_horizontal_vertical_tunnel_creator-members.html @@ -0,0 +1,83 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue.MapGeneration.Connectors.HorizontalVerticalTunnelCreator Member List
+
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+ +

This is the complete list of members for GoRogue.MapGeneration.Connectors.HorizontalVerticalTunnelCreator, including all inherited members.

+ + + +
CreateTunnel(ISettableMapOf< bool > map, Coord start, Coord end)GoRogue.MapGeneration.Connectors.HorizontalVerticalTunnelCreator
HorizontalVerticalTunnelCreator(IRandom rng=null)GoRogue.MapGeneration.Connectors.HorizontalVerticalTunnelCreator
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_horizontal_vertical_tunnel_creator.html b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_horizontal_vertical_tunnel_creator.html new file mode 100644 index 00000000..57ca4909 --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_horizontal_vertical_tunnel_creator.html @@ -0,0 +1,182 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.Connectors.HorizontalVerticalTunnelCreator Class Reference + + + + + + + + + +
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GoRogue.MapGeneration.Connectors.HorizontalVerticalTunnelCreator Class Reference
+
+
+ +

Implements a tunnel creation algorithm that creates a tunnel that performs all needed vertical movement before horizontal movement, or vice versa (depending on rng). + More...

+
+Inheritance diagram for GoRogue.MapGeneration.Connectors.HorizontalVerticalTunnelCreator:
+
+
+ + +GoRogue.MapGeneration.Connectors.ITunnelCreator + +
+ + + + + + + + +

+Public Member Functions

 HorizontalVerticalTunnelCreator (IRandom rng=null)
 Constructor. Takes rng to use – if null is specified, the default RNG is used. More...
 
void CreateTunnel (ISettableMapOf< bool > map, Coord start, Coord end)
 Implmenets the algorithm, creating the tunnel as specified in the class description. More...
 
+

Detailed Description

+

Implements a tunnel creation algorithm that creates a tunnel that performs all needed vertical movement before horizontal movement, or vice versa (depending on rng).

+

Constructor & Destructor Documentation

+ +

§ HorizontalVerticalTunnelCreator()

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GoRogue.MapGeneration.Connectors.HorizontalVerticalTunnelCreator.HorizontalVerticalTunnelCreator (IRandom rng = null)
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+ +

Constructor. Takes rng to use – if null is specified, the default RNG is used.

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Parameters
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rngRng to use – if null is specified, the default RNG is used.
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+ +
+
+

Member Function Documentation

+ +

§ CreateTunnel()

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void GoRogue.MapGeneration.Connectors.HorizontalVerticalTunnelCreator.CreateTunnel (ISettableMapOf< bool > map,
Coord start,
Coord end 
)
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+ +

Implmenets the algorithm, creating the tunnel as specified in the class description.

+
Parameters
+ + + + +
mapThe map to create the tunnel on.
startStart coordinate of the tunnel.
endEnd coordinate of the tunnel.
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Implements GoRogue.MapGeneration.Connectors.ITunnelCreator.

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The documentation for this class was generated from the following file:
    +
  • GoRogue/MapGeneration/Connectors/HorizontalVerticalTunnelCreator.cs
  • +
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+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_horizontal_vertical_tunnel_creator.png b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_horizontal_vertical_tunnel_creator.png new file mode 100644 index 0000000000000000000000000000000000000000..c7737b12e0332121442e052e41ba1e10f1c76813 GIT binary patch literal 1325 zcmeAS@N?(olHy`uVBq!ia0y~yV4MYH2XHV0N%1?*=0Hj!z$e7@|Ns9$=8HF9OZyK^ z0J6aNz<~p-opDQ%pF23#8T$^o?5Eps9)OYRcU2ejwRhFt~P7~@?X$@I4amfTPlSv{$ zoomKQZFo*UB-6%K(U&*-T8}^SI#P_WUkV`uxHim z+Nmnxsb=SvytA64`}%F_&r8YN7M*|UFPa3*J6$6Zwe8a5y>H$}JF|7Mo*TXm<~ZujRl3p8DK>OFgK?NZviNnh6eV>QWLD(W^f*EmAx)TV6$ z>5o_FDVKjXE#=jQr9J1?b~+jtW||*r-L0~B?fVOR%8uJLS5@r^k~LxW$<7F#9s5@I zYtHr^@{2cLpP?U<)1`ZOW%Q(bm$olI7JsNv?d!3ctsTuS`_oKsIK~OvIR@v-zDVai zTmJIGo78QG8!yDo`SuCmjMoAhs89q(D`bjyn# zmloW&HhpU2eW?`~LA<}NwyAk)dj4_&#gEoSk01|KDNnAIF3O&YUmZ5Ddp#@adMU43 z!~Vtc4I&OEs!|OdzkYg}F)&WeU{HGHsCJX#Nbn*?j#Vto0zsW@3QL4|9e@Tj0Hd5i z5vT-cB120EP{B$Uswk-EKD$ZBJ1cUU>Z}NcAcl=o(5>K|_4H#F+naEP@ai7n>dT4V zbC29Dogwvx`R<1|&yP(yc0}>}#+LQs2SR{pZOZnVvRvOnb>Y15^?xP08FyUxx#?c= zXE`Yb_w5%LB<`**0wy>c=gU*R#ymT`tf6kt^s3qIva@VAOGzBQyCNdL?DqfLwZH<@1_@e4l20 z;GC89+Cg6W7Soqcb5>_Z&MusME$!Zsxa&6;uGIa?Y!V*5)%o$!8|N + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue +
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C# roguelike/2D game utility library.
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GoRogue.MapGeneration.Connectors.OrderedMapAreaConnector Member List
+
+
+ +

This is the complete list of members for GoRogue.MapGeneration.Connectors.OrderedMapAreaConnector, including all inherited members.

+ + + + +
Connect(ISettableMapOf< bool > map, Radius shape, IAreaConnectionPointSelector areaConnector=null, ITunnelCreator tunnelCreator=null, IRandom rng=null, bool randomizeOrder=true)GoRogue.MapGeneration.Connectors.OrderedMapAreaConnectorstatic
Connect(ISettableMapOf< bool > map, Distance distanceCalc, IAreaConnectionPointSelector areaConnector=null, ITunnelCreator tunnelCreator=null, IRandom rng=null, bool randomizeOrder=true)GoRogue.MapGeneration.Connectors.OrderedMapAreaConnectorstatic
Connect(ISettableMapOf< bool > map, IList< MapArea > mapAreas, IAreaConnectionPointSelector areaConnector=null, ITunnelCreator tunnelCreator=null)GoRogue.MapGeneration.Connectors.OrderedMapAreaConnectorstatic
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_ordered_map_area_connector.html b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_ordered_map_area_connector.html new file mode 100644 index 00000000..56a96380 --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_ordered_map_area_connector.html @@ -0,0 +1,308 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.Connectors.OrderedMapAreaConnector Class Reference + + + + + + + + + +
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GoRogue.MapGeneration.Connectors.OrderedMapAreaConnector Class Reference
+
+
+ +

Same as ClosestMapAreaConnector, but connects random rooms instead of determining the closest one, or connects rooms in the order specified if you give it a list of MapAreas. + More...

+ + + + + + + + + + + +

+Static Public Member Functions

static void Connect (ISettableMapOf< bool > map, Radius shape, IAreaConnectionPointSelector areaConnector=null, ITunnelCreator tunnelCreator=null, IRandom rng=null, bool randomizeOrder=true)
 Connects the areas by determining all unique areas on the map given using a MapAreaFinder, then, if randomizeOrder is true, performing a Fisher Yates shuffle of that list of areas found. It then simply connects areas adjacent to each other in that list, using the methods specified to determine points within two areas to connect, and how to create the tunnel between the two points. More...
 
static void Connect (ISettableMapOf< bool > map, Distance distanceCalc, IAreaConnectionPointSelector areaConnector=null, ITunnelCreator tunnelCreator=null, IRandom rng=null, bool randomizeOrder=true)
 Connects the areas by determining all unique areas on the map given using a MapAreaFinder, then, if randomizeOrder is true, performing a Fisher Yates shuffle of that list of areas found. It then simply connects areas adjacent to each other in that list, using the methods specified to determine points within two areas to connect, and how to create the tunnel between the two points. More...
 
static void Connect (ISettableMapOf< bool > map, IList< MapArea > mapAreas, IAreaConnectionPointSelector areaConnector=null, ITunnelCreator tunnelCreator=null)
 Connects the areas by simply connecting areas adjacent to each other in the passed in list of areas, using the methods specified to determine points within two areas to connect, and how to create the tunnel between the two points. More...
 
+

Detailed Description

+

Same as ClosestMapAreaConnector, but connects random rooms instead of determining the closest one, or connects rooms in the order specified if you give it a list of MapAreas.

+

Member Function Documentation

+ +

§ Connect() [1/3]

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static void GoRogue.MapGeneration.Connectors.OrderedMapAreaConnector.Connect (ISettableMapOf< bool > map,
Radius shape,
IAreaConnectionPointSelector areaConnector = null,
ITunnelCreator tunnelCreator = null,
IRandom rng = null,
bool randomizeOrder = true 
)
+
+static
+
+ +

Connects the areas by determining all unique areas on the map given using a MapAreaFinder, then, if randomizeOrder is true, performing a Fisher Yates shuffle of that list of areas found. It then simply connects areas adjacent to each other in that list, using the methods specified to determine points within two areas to connect, and how to create the tunnel between the two points.

+
Parameters
+ + + + + + + +
mapThe map to connect.
shapeThe shape of a radius, that defines how distance is calculated.
areaConnectorThe method to use to determine the points from two areas to make a tunnel between, in order to connect those two areas. If null is specified, a RandomConnectionPointSelector is used, that uses the RNG passed into this function.
tunnelCreatorThe tunnel creation strategy to use. If null is specified, HorizontalVerticalTunnelCreator that utilizes the RNG passed into this function is used.
rngThe rng to use. If null is specified, the default rng is assumed.
randomizeOrderWhether or not to randomize which room is connected to which – if this is set to false, they will be conencted in the exact order they are returned from the MapAreaFinder.
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+
+ +
+
+ +

§ Connect() [2/3]

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static void GoRogue.MapGeneration.Connectors.OrderedMapAreaConnector.Connect (ISettableMapOf< bool > map,
Distance distanceCalc,
IAreaConnectionPointSelector areaConnector = null,
ITunnelCreator tunnelCreator = null,
IRandom rng = null,
bool randomizeOrder = true 
)
+
+static
+
+ +

Connects the areas by determining all unique areas on the map given using a MapAreaFinder, then, if randomizeOrder is true, performing a Fisher Yates shuffle of that list of areas found. It then simply connects areas adjacent to each other in that list, using the methods specified to determine points within two areas to connect, and how to create the tunnel between the two points.

+
Parameters
+ + + + + + + +
mapThe map to connect.
distanceCalcThe distance calculation that defines distance/neighbors.
areaConnectorThe method to use to determine the points from two areas to make a tunnel between, in order to connect those two areas. If null is specified, a RandomConnectionPointSelector is used, that uses the RNG passed into this function.
tunnelCreatorThe tunnel creation strategy to use. If null is specified, HorizontalVerticalTunnelCreator that utilizes the RNG passed into this function is used.
rngThe rng to use. If null is specified, the default rng is assumed.
randomizeOrderWhether or not to randomize which room is connected to which – if this is set to false, they will be conencted in the exact order they are returned from the MapAreaFinder.
+
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+ +
+
+ +

§ Connect() [3/3]

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static void GoRogue.MapGeneration.Connectors.OrderedMapAreaConnector.Connect (ISettableMapOf< bool > map,
IList< MapAreamapAreas,
IAreaConnectionPointSelector areaConnector = null,
ITunnelCreator tunnelCreator = null 
)
+
+static
+
+ +

Connects the areas by simply connecting areas adjacent to each other in the passed in list of areas, using the methods specified to determine points within two areas to connect, and how to create the tunnel between the two points.

+
Parameters
+ + + + + +
mapThe map to connect.
mapAreasThe list of map areas to connect, in the order they should be connected.
areaConnectorThe method to use to determine the points from two areas to make a tunnel between, in order to connect those two areas. If null is specified, a RandomConnectionPointSelector is used, that uses the default RNG.
tunnelCreatorThe tunnel creation strategy to use. If null is specified, HorizontalVerticalTunnelCreator that utilizes the default RNG is used.
+
+
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/MapGeneration/Connectors/OrderedMapAreaConnector.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_random_connection_point_selector-members.html b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_random_connection_point_selector-members.html new file mode 100644 index 00000000..9dd0e427 --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_random_connection_point_selector-members.html @@ -0,0 +1,83 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.MapGeneration.Connectors.RandomConnectionPointSelector Member List
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GoRogue +
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C# roguelike/2D game utility library.
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GoRogue.MapGeneration.Connectors.RandomConnectionPointSelector Class Reference
+
+
+ +

Implements a the selection algorithm that simply selects random points from the given MapArea's positions lists, using the RNG specified, or the default rng if null is given. + More...

+
+Inheritance diagram for GoRogue.MapGeneration.Connectors.RandomConnectionPointSelector:
+
+
+ + +GoRogue.MapGeneration.Connectors.IAreaConnectionPointSelector + +
+ + + + + + + + +

+Public Member Functions

 RandomConnectionPointSelector (IRandom rng=null)
 Constructor. Specifies the RNG to use, or null if the default RNG should be used. More...
 
Tuple< Coord, CoordSelectConnectionPoints (MapArea area1, MapArea area2)
 Selects and returns a random point from each MapArea's positions list. More...
 
+

Detailed Description

+

Implements a the selection algorithm that simply selects random points from the given MapArea's positions lists, using the RNG specified, or the default rng if null is given.

+

Constructor & Destructor Documentation

+ +

§ RandomConnectionPointSelector()

+ +
+
+ + + + + + + + +
GoRogue.MapGeneration.Connectors.RandomConnectionPointSelector.RandomConnectionPointSelector (IRandom rng = null)
+
+ +

Constructor. Specifies the RNG to use, or null if the default RNG should be used.

+
Parameters
+ + +
rngThe RNG to use, or null if the default RNG should be used.
+
+
+ +
+
+

Member Function Documentation

+ +

§ SelectConnectionPoints()

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Tuple<Coord, Coord> GoRogue.MapGeneration.Connectors.RandomConnectionPointSelector.SelectConnectionPoints (MapArea area1,
MapArea area2 
)
+
+ +

Selects and returns a random point from each MapArea's positions list.

+
Parameters
+ + + +
area1First MapArea to connect.
area2Second MapArea to connect
+
+
+
Returns
A tuple containing the selected Coords.
+ +

Implements GoRogue.MapGeneration.Connectors.IAreaConnectionPointSelector.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/MapGeneration/Connectors/RandomConnectionPointSelector.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_random_connection_point_selector.png b/docs/class_go_rogue_1_1_map_generation_1_1_connectors_1_1_random_connection_point_selector.png new file mode 100644 index 0000000000000000000000000000000000000000..d2ef9482cc88b69d7206b48b2445256cd23c2634 GIT binary patch literal 1339 zcmb`HeKga19LIl3HjamjTkXihtwgkwMzlLhx#Uia)3&74l2abjlr2-HTXN%isAW-p z=!gkzNc&B+HWr1<^)#y$)6-&@$E%F%{@g#i|K86zpYQkmJ?HiLp3ga-_xYp;5qymd zEDQhuFv9=peGmY2Kv)MMSHq`8vkMizP(l7ApXKFcSbiCsqvbT;fYrY#7K_)UzqNs% z$b^FgA^<}x(ceyT1_0f5y!Sp*qRx2XIO~I>p?8jgJo9(XCG!_fK9@|0lIp@j&CKvX;8_-R+W*9#z?x|AL=(bs7`4A7deKbslp%fDweu04XCWEqhpnpE`R)n@yPTOLK;m@98}DTNl4r&wFb@l&@)WK z6gEvg7;hNoi0k~O2fFNMFs%#nqR^1*ljP8d!*@NSEHw1|0#=)Z)8ig&SC%pO^mhzM zPCA8i#;h&;d`U+onMNL;vi7jR9xIalN#N3%t{4z*9Fn*_jckLR6uaBolAsF zMGj9ox46leh%-62wCeHe!mEY-x%xw52T1DG$)|IUF7N2Ic|I99h`da@qgphS_8*E? zCWbd?%R;i&u|+TJ%iVRC#&EYFt*kAIJ0Yn!km#f`wN&}+sQ1?zK#DW7r>C|T>w{{e z_d`QW{9=`ok*QIJ3eVe;Q>?)8HSy23R=OvNOtT5S@`ns{@{;HFw{XY1?dv7&{DB1i ze(jcioI)5EP%t*};>$GJUK7a`M4sKZru8ghO&4i8;15|$g^Uvu&Xs^??1!q zoS|{w6%zS~gxd)NVF%@n#uP?kmM9YoGH=9=UR+ObJ+p0ggg?Vfo-nO!)stfCP$-Ec zQovLQMIz6J*GxZN_i#5>Fc)1{lXWV}WYaK5?63Rhi5Eux$*>?vT3R$D5s2%5YelB;WdsNoBWq#JMhw z9?h>4l6ZedLu1@z^HlKqcELtK?M!J}3s!aZilzKjznV_UH|~aS9}CnA!v4 zZeHBBl?twJQZ9^blgHI`7qm29vZGF{gM_u(vPKD_Iw!(ZboKn4bVM2JbbZDrK55)@ ze%EQn&RVH#d^x@aN~4ed++=l#SHh`sU6@VgrMEvBETWxL@i3UKn}M6?Aq7Y18z4au zSKO?VKl=HlHVtq9C>MtN%8gExq^_Q{PtblGvo}_H=_8bZU)uP3H&%Tu&i&p%PS}n| e=nB{Y)CH6JCbGxA{2C&>=>WVB!JFrG;>thiUWt$Z literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_cellular_automata_generator-members.html b/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_cellular_automata_generator-members.html new file mode 100644 index 00000000..8017cddf --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_cellular_automata_generator-members.html @@ -0,0 +1,82 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.MapGeneration.Generators.CellularAutomataGenerator Member List
+
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This is the complete list of members for GoRogue.MapGeneration.Generators.CellularAutomataGenerator, including all inherited members.

+ + +
Generate(ISettableMapOf< bool > map, IRandom rng=null, int fillProbability=40, int totalIterations=7, int cutoffBigAreaFill=4, bool connectUsingDefault=true)GoRogue.MapGeneration.Generators.CellularAutomataGeneratorstatic
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_cellular_automata_generator.html b/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_cellular_automata_generator.html new file mode 100644 index 00000000..6252b7ef --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_cellular_automata_generator.html @@ -0,0 +1,174 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.Generators.CellularAutomataGenerator Class Reference + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.MapGeneration.Generators.CellularAutomataGenerator Class Reference
+
+
+ +

Implements a cellular automata genereation algorithm to generate a cave-like map. + More...

+ + + + + +

+Static Public Member Functions

static void Generate (ISettableMapOf< bool > map, IRandom rng=null, int fillProbability=40, int totalIterations=7, int cutoffBigAreaFill=4, bool connectUsingDefault=true)
 Generates the map. Floor tiles will be set to true in the provided map, and wall tiles will be set to false. More...
 
+

Detailed Description

+

Implements a cellular automata genereation algorithm to generate a cave-like map.

+

Generates a map by randomly filling the map surface with floor or wall values (true and false respectively) based on a probability given, then iteratively smoothing it via the process outlined in the cited roguebasin article.

+

After generate is called, the passed in map will have had a value of true set to all floor tiles, and a value of false set to all wall tiles.

+

Like RandomRoomsMapGenerator, it is recommended to use ArrayMapOf as the SettableMapOf instance passed in, as this class must call set for each location very likely more than one time, overwriting any previous values(thus doing significant processing on each call to set is inadvisable). It will likely be faster to take the resulting ArrayMapOf after completion, and process it to do any required translation.

+

Based on the C# roguelike library RogueSharp's implementation, and the roguebasin article below: http://www.roguebasin.com/index.php?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels.

+

Member Function Documentation

+ +

§ Generate()

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+
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static void GoRogue.MapGeneration.Generators.CellularAutomataGenerator.Generate (ISettableMapOf< bool > map,
IRandom rng = null,
int fillProbability = 40,
int totalIterations = 7,
int cutoffBigAreaFill = 4,
bool connectUsingDefault = true 
)
+
+static
+
+ +

Generates the map. Floor tiles will be set to true in the provided map, and wall tiles will be set to false.

+
Parameters
+ + + + + + + +
mapThe map to fill with values when generate is called.
rngThe RNG to use to initially fill the map. If null is specified, the default RNG is used.
fillProbabilityRepresents the percent chance that a given cell will be a floor cell when the map is initially randomly filled. Recommended to be in range [40, 60] (40 is used in the roguebasin article).
totalIterationsTotal number of times the cellular automata-based smoothing algorithm is executed. Recommended to be in range [2, 10] (7 is used on roguebasin article).
cutoffBigAreaFillTotal number of times the cellular automata smoothing variation that is more likely to result in "breaking up" large areas will be run before switching to the more standard nearest neighbors version. Recommended to be in range [2, 7] (4 is used in roguebasin article).
connectUsingDefaultWhether or not to ensure all areas generated are connected. If this is true, ClosestMapAreaConnector.Connect will be used to connect the areas, with Distance.MANHATTAN distance used, the RNG given, a RandomConnectionPointSelector that uses the RNG specified to this function, and default values for all other optional parameters of ClosestMapAreaConnector.Connect.
+
+
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/MapGeneration/Generators/CellularAutomataGenerator.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_random_rooms_generator-members.html b/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_random_rooms_generator-members.html new file mode 100644 index 00000000..c119a75c --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_random_rooms_generator-members.html @@ -0,0 +1,82 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue.MapGeneration.Generators.RandomRoomsGenerator Member List
+
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This is the complete list of members for GoRogue.MapGeneration.Generators.RandomRoomsGenerator, including all inherited members.

+ + +
Generate(ISettableMapOf< bool > map, int maxRooms, int roomMinSize, int roomMaxSize, int retriesPerRoom, IRandom rng=null, bool connectUsingDefault=true)GoRogue.MapGeneration.Generators.RandomRoomsGeneratorstatic
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_random_rooms_generator.html b/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_random_rooms_generator.html new file mode 100644 index 00000000..2f879c25 --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_random_rooms_generator.html @@ -0,0 +1,178 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.Generators.RandomRoomsGenerator Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
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+
GoRogue.MapGeneration.Generators.RandomRoomsGenerator Class Reference
+
+
+ +

Generates a map by attempting to randomly place the specified number of rooms, ranging in size between the specified min size and max size, trying the specified number of times to position a room without overlap before discarding the room entirely. The given map will have a value of false set to all non-passable tiles, and true set to all passable ones. + More...

+ + + + + +

+Static Public Member Functions

static void Generate (ISettableMapOf< bool > map, int maxRooms, int roomMinSize, int roomMaxSize, int retriesPerRoom, IRandom rng=null, bool connectUsingDefault=true)
 Generates the map. After this function has been completed, non-passable tiles will have a value of false in the ISettableMapOf given, and passable ones will have a value of true. More...
 
+

Detailed Description

+

Generates a map by attempting to randomly place the specified number of rooms, ranging in size between the specified min size and max size, trying the specified number of times to position a room without overlap before discarding the room entirely. The given map will have a value of false set to all non-passable tiles, and true set to all passable ones.

+

This algorithm may set the cell value for each position more than once. As such, it is highly recommended to use and ArrayMapOf as the ISettableMapOf given. Any translation/interpretation of the result can be performed after the ArrayMapOf is set. Attempting to do any expensive allocation/operations in the setting functions of a SettableMapOf given to the algorithm may result in performance deterioration.

+

Member Function Documentation

+ +

§ Generate()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
static void GoRogue.MapGeneration.Generators.RandomRoomsGenerator.Generate (ISettableMapOf< bool > map,
int maxRooms,
int roomMinSize,
int roomMaxSize,
int retriesPerRoom,
IRandom rng = null,
bool connectUsingDefault = true 
)
+
+static
+
+ +

Generates the map. After this function has been completed, non-passable tiles will have a value of false in the ISettableMapOf given, and passable ones will have a value of true.

+
Parameters
+ + + + + + + + +
mapThe map to set values to.
maxRoomsThe maximum number of rooms to attempt to place on the map.
roomMinSizeThe minimum size in width and height of each room.
roomMaxSizeThe maximum size in width and height of each room.
retriesPerRoomIf a room is placed in a way that overlaps with another room, the maximum number of times the position will be regenerated to try to position it properly, before simply discarding the room.
rngThe RNG to use to place rooms and determine room size. If null is specified, the default RNG is used.
connectUsingDefaultWhether or not to ensure the rooms generated are connected. If this is true, OrderedMapAreaConnector.Connect will be used to connect the areas in a random order, using the RNG given to this function, and a CenterBoundsConnectionPointSelector, which will connect the center of room to each other.
+
+
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/MapGeneration/Generators/RandomRoomsGenerator.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_rectangle_map_generator-members.html b/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_rectangle_map_generator-members.html new file mode 100644 index 00000000..2ec226ce --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_rectangle_map_generator-members.html @@ -0,0 +1,82 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.MapGeneration.Generators.RectangleMapGenerator Member List
+
+
+ +

This is the complete list of members for GoRogue.MapGeneration.Generators.RectangleMapGenerator, including all inherited members.

+ + +
Generate(ISettableMapOf< bool > map)GoRogue.MapGeneration.Generators.RectangleMapGeneratorstatic
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_rectangle_map_generator.html b/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_rectangle_map_generator.html new file mode 100644 index 00000000..d38d4004 --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_generators_1_1_rectangle_map_generator.html @@ -0,0 +1,132 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.Generators.RectangleMapGenerator Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
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+
GoRogue.MapGeneration.Generators.RectangleMapGenerator Class Reference
+
+
+ +

Generates a simple rectangular box – walls will be impassable, everything else will be passable. + More...

+ + + + + +

+Static Public Member Functions

static void Generate (ISettableMapOf< bool > map)
 Generates the map, setting the map given as a "walkability map". Wall tiles (the edges of the map) will have a value of false set in the given map, whereas true will be set to all non-wall tiles. More...
 
+

Detailed Description

+

Generates a simple rectangular box – walls will be impassable, everything else will be passable.

+

Generate takes as parameter a settable map – after generation, impassable tiles will be set to false, whereas passable ones will be set to true.

+

Member Function Documentation

+ +

§ Generate()

+ +
+
+ + + + + +
+ + + + + + + + +
static void GoRogue.MapGeneration.Generators.RectangleMapGenerator.Generate (ISettableMapOf< bool > map)
+
+static
+
+ +

Generates the map, setting the map given as a "walkability map". Wall tiles (the edges of the map) will have a value of false set in the given map, whereas true will be set to all non-wall tiles.

+

///

Parameters
+ + +
mapThe map to set values to.
+
+
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/MapGeneration/Generators/RectangleMapGenerator.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_map_area-members.html b/docs/class_go_rogue_1_1_map_generation_1_1_map_area-members.html new file mode 100644 index 00000000..9d15e94c --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_map_area-members.html @@ -0,0 +1,89 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue +
+
C# roguelike/2D game utility library.
+
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+
GoRogue.MapGeneration.MapArea Member List
+
+ + + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_map_area.html b/docs/class_go_rogue_1_1_map_generation_1_1_map_area.html new file mode 100644 index 00000000..f8e35864 --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_map_area.html @@ -0,0 +1,343 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.MapArea Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
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+
GoRogue.MapGeneration.MapArea Class Reference
+
+
+ +

Represents an arbitrarily-shaped area of a map. Stores and provides access to a list of each unique position considered connected. + More...

+ + + + + + + + + + + + + + + + + +

+Public Member Functions

 MapArea ()
 Constructor. More...
 
bool Contains (Coord position)
 Determines whether or not the given position is considered within the area or not. More...
 
bool Contains (int x, int y)
 Determines whether or not the given position is considered within the area or not. More...
 
void Add (Coord position)
 Adds the given position to the list of points within the area if it is not already in the list, or does nothing otherwise. Because the class uses a hash set internally to determine what points have already been added, this is an average case O(1) operation. More...
 
void Add (int x, int y)
 Adds the given position to the list of points within the area if it is not already in the list, or does nothing otherwise. Because the class uses a hash set internally to determine what points have already been added, this is an average case O(1) operation. More...
 
+ + + + + + + + + + +

+Properties

int Count [get]
 Number of (unique) positions in the currently stored list. More...
 
Rectangle Bounds [get]
 Smallest possible rectangle that encompasses every position in the area. More...
 
IList< CoordPositions [get]
 List of all (unique) positions in the list. More...
 
+

Detailed Description

+

Represents an arbitrarily-shaped area of a map. Stores and provides access to a list of each unique position considered connected.

+

Constructor & Destructor Documentation

+ +

§ MapArea()

+ +
+
+ + + + + + + +
GoRogue.MapGeneration.MapArea.MapArea ()
+
+ +

Constructor.

+ +
+
+

Member Function Documentation

+ +

§ Add() [1/2]

+ +
+
+ + + + + + + + +
void GoRogue.MapGeneration.MapArea.Add (Coord position)
+
+ +

Adds the given position to the list of points within the area if it is not already in the list, or does nothing otherwise. Because the class uses a hash set internally to determine what points have already been added, this is an average case O(1) operation.

+
Parameters
+ + +
positionThe position to add.
+
+
+ +
+
+ +

§ Add() [2/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
void GoRogue.MapGeneration.MapArea.Add (int x,
int y 
)
+
+ +

Adds the given position to the list of points within the area if it is not already in the list, or does nothing otherwise. Because the class uses a hash set internally to determine what points have already been added, this is an average case O(1) operation.

+
Parameters
+ + + +
xX-coordinate of the position to add.
yY-coordinate of the position to add.
+
+
+ +
+
+ +

§ Contains() [1/2]

+ +
+
+ + + + + + + + +
bool GoRogue.MapGeneration.MapArea.Contains (Coord position)
+
+ +

Determines whether or not the given position is considered within the area or not.

+
Parameters
+ + +
positionThe position to check.
+
+
+
Returns
True if the specified position is within the area, false otherwise.
+ +
+
+ +

§ Contains() [2/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
bool GoRogue.MapGeneration.MapArea.Contains (int x,
int y 
)
+
+ +

Determines whether or not the given position is considered within the area or not.

+
Parameters
+ + + +
xX-coordinate of the position to check.
yY-coordinate of the position to check.
+
+
+
Returns
True if the specified position is within the area, false otherwise.
+ +
+
+

Property Documentation

+ +

§ Bounds

+ +
+
+ + + + + +
+ + + + +
Rectangle GoRogue.MapGeneration.MapArea.Bounds
+
+get
+
+ +

Smallest possible rectangle that encompasses every position in the area.

+ +
+
+ +

§ Count

+ +
+
+ + + + + +
+ + + + +
int GoRogue.MapGeneration.MapArea.Count
+
+get
+
+ +

Number of (unique) positions in the currently stored list.

+ +
+
+ +

§ Positions

+ +
+
+ + + + + +
+ + + + +
IList<Coord> GoRogue.MapGeneration.MapArea.Positions
+
+get
+
+ +

List of all (unique) positions in the list.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/MapGeneration/MapArea.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_map_area_finder-members.html b/docs/class_go_rogue_1_1_map_generation_1_1_map_area_finder-members.html new file mode 100644 index 00000000..b28766ae --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_map_area_finder-members.html @@ -0,0 +1,88 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.MapGeneration.MapAreaFinder Member List
+
+
+ +

This is the complete list of members for GoRogue.MapGeneration.MapAreaFinder, including all inherited members.

+ + + + + + + + +
DistanceCalcGoRogue.MapGeneration.MapAreaFinder
MapGoRogue.MapGeneration.MapAreaFinder
MapAreaFinder(IMapOf< bool > map, Radius shape)GoRogue.MapGeneration.MapAreaFinder
MapAreaFinder(IMapOf< bool > map, Distance distanceCalc)GoRogue.MapGeneration.MapAreaFinder
MapAreas()GoRogue.MapGeneration.MapAreaFinder
MapAreasFor(IMapOf< bool > map, Radius shape)GoRogue.MapGeneration.MapAreaFinderstatic
MapAreasFor(IMapOf< bool > map, Distance distanceCalc)GoRogue.MapGeneration.MapAreaFinderstatic
+ + + + diff --git a/docs/class_go_rogue_1_1_map_generation_1_1_map_area_finder.html b/docs/class_go_rogue_1_1_map_generation_1_1_map_area_finder.html new file mode 100644 index 00000000..09641252 --- /dev/null +++ b/docs/class_go_rogue_1_1_map_generation_1_1_map_area_finder.html @@ -0,0 +1,357 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.MapAreaFinder Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.MapGeneration.MapAreaFinder Class Reference
+
+
+ +

Class designed to calculate and produce a list of MapAreas representing each unique connected area of the map. + More...

+ + + + + + + + + + + +

+Public Member Functions

 MapAreaFinder (IMapOf< bool > map, Radius shape)
 Constructor. More...
 
 MapAreaFinder (IMapOf< bool > map, Distance distanceCalc)
 Constructor. More...
 
IEnumerable< MapAreaMapAreas ()
 Calculates the list of map areas, returning each unique map area. More...
 
+ + + + + + + +

+Static Public Member Functions

static IEnumerable< MapAreaMapAreasFor (IMapOf< bool > map, Radius shape)
 Convenience function that creates an MapAreaFinder and returns the result of that MapAreaFinder's MapAreas function. Intended to be used for cases in which the area finder will never be re-used. More...
 
static IEnumerable< MapAreaMapAreasFor (IMapOf< bool > map, Distance distanceCalc)
 Convenience function that creates an MapAreaFinder and returns the result of that MapAreaFinder's MapAreas function. Intended to be used for cases in which the area finder will never be re-used. More...
 
+ + + + +

+Public Attributes

IMapOf< bool > Map
 IMapOf indicating which cells should be considered part of a map area and which should not. More...
 
+ + + + +

+Properties

Distance DistanceCalc [get, set]
 The calculation used to determine distance between two points. More...
 
+

Detailed Description

+

Class designed to calculate and produce a list of MapAreas representing each unique connected area of the map.

+

The class takes in an IMapOf, where a value of true for a given position indicates it should be part of a map area, and false indicates it should not be part of any map area. In a classic roguelike dungeon example, this might be a walkability map where floors return a value of true and walls a value of false.

+

Constructor & Destructor Documentation

+ +

§ MapAreaFinder() [1/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
GoRogue.MapGeneration.MapAreaFinder.MapAreaFinder (IMapOf< bool > map,
Radius shape 
)
+
+ +

Constructor.

+
Parameters
+ + + +
mapIMapOf indicating which cells should be considered part of a map area and which should not.
shapeThe shape of a radius - determines calculation used to define distance, and thus what are considered neighbors.
+
+
+ +
+
+ +

§ MapAreaFinder() [2/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
GoRogue.MapGeneration.MapAreaFinder.MapAreaFinder (IMapOf< bool > map,
Distance distanceCalc 
)
+
+ +

Constructor.

+
Parameters
+ + + +
mapIMapOf indicating which cells should be considered part of a map area and which should not.
distanceCalcThe calculation used to determine distance.
+
+
+ +
+
+

Member Function Documentation

+ +

§ MapAreas()

+ +
+
+ + + + + + + +
IEnumerable<MapArea> GoRogue.MapGeneration.MapAreaFinder.MapAreas ()
+
+ +

Calculates the list of map areas, returning each unique map area.

+
Returns
An IEnumerable of each (unique) map area.
+ +
+
+ +

§ MapAreasFor() [1/2]

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static IEnumerable<MapArea> GoRogue.MapGeneration.MapAreaFinder.MapAreasFor (IMapOf< bool > map,
Radius shape 
)
+
+static
+
+ +

Convenience function that creates an MapAreaFinder and returns the result of that MapAreaFinder's MapAreas function. Intended to be used for cases in which the area finder will never be re-used.

+
Parameters
+ + + +
mapIMapOf indicating which cells should be considered part of a map area and which should not.
shape
+
+
+
Returns
An IEnumerable of each (unique) map area.
+ +
+
+ +

§ MapAreasFor() [2/2]

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static IEnumerable<MapArea> GoRogue.MapGeneration.MapAreaFinder.MapAreasFor (IMapOf< bool > map,
Distance distanceCalc 
)
+
+static
+
+ +

Convenience function that creates an MapAreaFinder and returns the result of that MapAreaFinder's MapAreas function. Intended to be used for cases in which the area finder will never be re-used.

+
Parameters
+ + + +
mapIMapOf indicating which cells should be considered part of a map area and which should not.
distanceCalcThe calculation used to determine distance.
+
+
+
Returns
An IEnumerable of each (unique) map area.
+ +
+
+

Member Data Documentation

+ +

§ Map

+ +
+
+ + + + +
IMapOf<bool> GoRogue.MapGeneration.MapAreaFinder.Map
+
+ +

IMapOf indicating which cells should be considered part of a map area and which should not.

+ +
+
+

Property Documentation

+ +

§ DistanceCalc

+ +
+
+ + + + + +
+ + + + +
Distance GoRogue.MapGeneration.MapAreaFinder.DistanceCalc
+
+getset
+
+ +

The calculation used to determine distance between two points.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/MapGeneration/MapAreaFinder.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_math_helpers-members.html b/docs/class_go_rogue_1_1_math_helpers-members.html new file mode 100644 index 00000000..2b8f5530 --- /dev/null +++ b/docs/class_go_rogue_1_1_math_helpers-members.html @@ -0,0 +1,85 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
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+
GoRogue.MathHelpers Member List
+
+
+ +

This is the complete list of members for GoRogue.MathHelpers, including all inherited members.

+ + + + + +
RoundToMultiple(int number, int toMultipleOf)GoRogue.MathHelpersstatic
ToDegree(double radAngle)GoRogue.MathHelpersstatic
ToRadian(double degAngle)GoRogue.MathHelpersstatic
WrapAround(int num, int wrapTo)GoRogue.MathHelpersstatic
+ + + + diff --git a/docs/class_go_rogue_1_1_math_helpers.html b/docs/class_go_rogue_1_1_math_helpers.html new file mode 100644 index 00000000..3e6aa7af --- /dev/null +++ b/docs/class_go_rogue_1_1_math_helpers.html @@ -0,0 +1,268 @@ + + + + + + + +GoRogue: GoRogue.MathHelpers Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
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+ + +
+ +
+ + +
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+ +
+
GoRogue.MathHelpers Class Reference
+
+
+ +

Static class consisting of mathematical "helper" functions – things like angle unit conversions, and other helpful functions. + More...

+ + + + + + + + + + + + + + +

+Static Public Member Functions

static double ToDegree (double radAngle)
 Converts given angle from radians to degrees. More...
 
static double ToRadian (double degAngle)
 Converts given angle from degrees to radians. More...
 
static int WrapAround (int num, int wrapTo)
 A modified modulo operator. Computes similar to num % wrapTo, following the formula (num % wrapTo + wrapTo) % wrapTo. Practically it differs from regular modulo in that the values it returns when negative values for num are given wrap around like one would want an array index to (if wrapTo is list.length, -1 wraps to list.length - 1). For example, 0 % 3 = 0, -1 % 3 = -1, -2 % 3 = -2, -3 % 3 = 0, and so forth, but WrapTo(0, 3) = 0, WrapTo(-1, 3) = 2, -2 % 3 = 1, -3 % 3 = 0, and so forth. This can be useful if you're trying to "wrap" a number around at both ends, for example wrap to 3, such that 3 wraps to 0, and 0 wraps to 2. This is common if you are wrapping around an array index to the length of the array and need to ensure that positive numbers greater than or equal to the length of the array wrap to the beginning of the array (index 0), AND that negative numbers (under 0) wrap around to the end of the array (Length - 1). In that example to wrap a number i you would call WrapTo(i, array.Length). More...
 
static int RoundToMultiple (int number, int toMultipleOf)
 Rounds the given number up (toward highest number), to the nearest multiple of the specified value. More...
 
+

Detailed Description

+

Static class consisting of mathematical "helper" functions – things like angle unit conversions, and other helpful functions.

+

Member Function Documentation

+ +

§ RoundToMultiple()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static int GoRogue.MathHelpers.RoundToMultiple (int number,
int toMultipleOf 
)
+
+static
+
+ +

Rounds the given number up (toward highest number), to the nearest multiple of the specified value.

+
Parameters
+ + + +
numberNumber to round.
toMultipleOfNumber given is rounded up to nearest multiple of this number.
+
+
+
Returns
The number parameter, rouded up to the nearest multiple of toMultipleOf.
+ +
+
+ +

§ ToDegree()

+ +
+
+ + + + + +
+ + + + + + + + +
static double GoRogue.MathHelpers.ToDegree (double radAngle)
+
+static
+
+ +

Converts given angle from radians to degrees.

+
Parameters
+ + +
radAngleAngle in radians.
+
+
+
Returns
The given angle in degrees.
+ +
+
+ +

§ ToRadian()

+ +
+
+ + + + + +
+ + + + + + + + +
static double GoRogue.MathHelpers.ToRadian (double degAngle)
+
+static
+
+ +

Converts given angle from degrees to radians.

+
Parameters
+ + +
degAngleAngle in degrees.
+
+
+
Returns
The given angle in radians.
+ +
+
+ +

§ WrapAround()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static int GoRogue.MathHelpers.WrapAround (int num,
int wrapTo 
)
+
+static
+
+ +

A modified modulo operator. Computes similar to num % wrapTo, following the formula (num % wrapTo + wrapTo) % wrapTo. Practically it differs from regular modulo in that the values it returns when negative values for num are given wrap around like one would want an array index to (if wrapTo is list.length, -1 wraps to list.length - 1). For example, 0 % 3 = 0, -1 % 3 = -1, -2 % 3 = -2, -3 % 3 = 0, and so forth, but WrapTo(0, 3) = 0, WrapTo(-1, 3) = 2, -2 % 3 = 1, -3 % 3 = 0, and so forth. This can be useful if you're trying to "wrap" a number around at both ends, for example wrap to 3, such that 3 wraps to 0, and 0 wraps to 2. This is common if you are wrapping around an array index to the length of the array and need to ensure that positive numbers greater than or equal to the length of the array wrap to the beginning of the array (index 0), AND that negative numbers (under 0) wrap around to the end of the array (Length - 1). In that example to wrap a number i you would call WrapTo(i, array.Length).

+
Parameters
+ + + +
numThe number to wrap.
wrapToThe number to wrap to – the result of the function is as outlined in function description, and guaranteed to be between [0, wrapTo - 1], inclusive.
+
+
+
Returns
The wrapped result, as outlined in function description. Guaranteed to lie in range [0, wrapTo - 1], inclusive.
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/MathHelpers.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_multi_spatial_map-members.html b/docs/class_go_rogue_1_1_multi_spatial_map-members.html new file mode 100644 index 00000000..86f0fc2b --- /dev/null +++ b/docs/class_go_rogue_1_1_multi_spatial_map-members.html @@ -0,0 +1,100 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue +
+
C# roguelike/2D game utility library.
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GoRogue.MultiSpatialMap< T > Member List
+
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GoRogue +
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C# roguelike/2D game utility library.
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GoRogue.MultiSpatialMap< T > Class Template Reference
+
+
+ +

See SpatialMap documentation – similar in principle. However, this implementation allows multiple items to exist at one point in the SpatialMap, in exchange for the loss of the convenience functions like GetItem vs GetItems, as well as potential performance differences (although unless the number of objects at any given location is large, the performance is asymptotically the same). + More...

+
+Inheritance diagram for GoRogue.MultiSpatialMap< T >:
+
+
+ + +GoRogue.ISpatialMap< T > +GoRogue.IReadOnlySpatialMap< T > + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Public Member Functions

 MultiSpatialMap (int initialCapacity=32)
 Constructor. Creates an empty MultiSpatialMap. More...
 
bool Add (T newItem, Coord position)
 Adds the given item at the given position, provided the item is not already in the MultiSpatialMap. If the item is already contained in it, does nothing and returns false. Otherwise (if item was successfully added), returns true. More...
 
bool Move (T item, Coord target)
 Move the item specified to the position specified. Returns true if successful. If the item does not exist in the MultiSpatialMap, does nothing and returns false. Otherwise, returns true. More...
 
IEnumerable< T > Move (Coord current, Coord target)
 Moves everything at position current, if anything, to postion target. If something was moved, returns everything that was moved. If nothing was moved, eg. there was nothing at position current, returns nothing. More...
 
bool Remove (T item)
 Removes the item specified, if it exists, and returns true. Returns false if the item was not in the MultiSpatialMap. More...
 
IEnumerable< T > Remove (Coord position)
 Removes everything at the given position, if anything, and returns the items removed. Returns nothing if no item was at the position specified. More...
 
bool Contains (T item)
 See IReadOnlySpatialMap.Contains. More...
 
bool Contains (Coord position)
 See IReadOnlySpatialMap.Contains. More...
 
Coord GetPosition (T item)
 See IReadOnlySpatialMap.GetPosition. More...
 
IEnumerable< T > GetItems (Coord position)
 See IReadOnlySpatialMap.GetItems. More...
 
void Clear ()
 See IReadOnlySpatialMap.Clear. More...
 
IEnumerator< ISpatialTuple< T > > GetEnumerator ()
 Used by foreach loop, so that the class will give ISpatialTuple objects when used in a foreach loop. Generally should never be called explicitly. More...
 
IReadOnlySpatialMap< T > AsReadOnly ()
 Returns a ReadOnly reference to the SpatialMap. Convenient for "safely" exposing a SpatialMap as a property More...
 
+ + + + + + + + + + + + + + + + + + + + +

+Properties

int Count [get]
 See IReadOnlySpatialMap.Count. More...
 
IEnumerable< T > Items [get]
 See IReadOnlySpatialMap.Items. More...
 
IEnumerable< CoordPositions [get]
 See IReadOnlySpatialMap.Positions. More...
 
- Properties inherited from GoRogue.IReadOnlySpatialMap< T >
int Count [get]
 The number of items in the data structure. More...
 
IEnumerable< T > Items [get]
 Enumerable of the items stored in the data structure: for use to iterate over all items, eg: More...
 
IEnumerable< CoordPositions [get]
 Enumerable of all positions that contain items. Likely this won't be used as much, since most objects that are contained in a spatial map implementation will record their position as a member, however in case that is not the case for a particular use, or just as a convenience if you only care about the coordinates, this is provided. More...
 
+ + + + + + + + + + + + + + + + + + + + +

+Events

EventHandler< ItemEventArgs< T > > ItemAdded
 See ISpatialMap.ItemAdded. More...
 
EventHandler< ItemEventArgs< T > > ItemRemoved
 See ISpatialMap.ItemRemoved. More...
 
EventHandler< ItemMovedEventArgs< T > > ItemMoved
 See ISpatialMap.ItemMoved. More...
 
- Events inherited from GoRogue.ISpatialMap< T >
EventHandler< ItemEventArgs< T > > ItemAdded
 Fired directly after an item has been added to the data structure. More...
 
EventHandler< ItemEventArgs< T > > ItemRemoved
 Fired directly after an item has been removed from the data structure. More...
 
EventHandler< ItemMovedEventArgs< T > > ItemMoved
 Fired directly after an item in the data structure has been moved. More...
 
+

Detailed Description

+

See SpatialMap documentation – similar in principle. However, this implementation allows multiple items to exist at one point in the SpatialMap, in exchange for the loss of the convenience functions like GetItem vs GetItems, as well as potential performance differences (although unless the number of objects at any given location is large, the performance is asymptotically the same).

+

Although SpatialMap should generally be preferred in cases where only one item is allowed at a location in the first place, this implementation may be particularly useful for situations such as inventory items, where multiple items may be desired at one location. If one is implementing something akin to "buckets", one may also subclass this implementation and provide handlers to the various events it exposes to keep track of the object on top, etc.

+

The two implementations could also in many cases be used in combination as necessary, since they both implement the ISpatialMap interface.

+
Template Parameters
+ + +
TThe type of items being stored.
+
+
+
+
Type Constraints
+ + +
T :IHasID 
+
+
+
+

Constructor & Destructor Documentation

+ +

§ MultiSpatialMap()

+ +
+
+ + + + + + + + +
GoRogue.MultiSpatialMap< T >.MultiSpatialMap (int initialCapacity = 32)
+
+ +

Constructor. Creates an empty MultiSpatialMap.

+
Parameters
+ + +
initialCapacityThe initial maximum number of elements the MultiSpatialMap can hold before it has to internally resize data structures. Defaults to 32.
+
+
+ +
+
+

Member Function Documentation

+ +

§ Add()

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+
+ + + + + + + + + + + + + + + + + + +
bool GoRogue.MultiSpatialMap< T >.Add (newItem,
Coord position 
)
+
+ +

Adds the given item at the given position, provided the item is not already in the MultiSpatialMap. If the item is already contained in it, does nothing and returns false. Otherwise (if item was successfully added), returns true.

+
Parameters
+ + + +
newItemThe item to add.
positionThe position at which to add the new item.
+
+
+
Returns
True if the item was added, false if not.
+ +

Implements GoRogue.ISpatialMap< T >.

+ +
+
+ +

§ AsReadOnly()

+ +
+
+ + + + + + + +
IReadOnlySpatialMap<T> GoRogue.MultiSpatialMap< T >.AsReadOnly ()
+
+ +

Returns a ReadOnly reference to the SpatialMap. Convenient for "safely" exposing a SpatialMap as a property

+
Returns
The current SpatialMap, as a "read-only" reference.
+ +

Implements GoRogue.IReadOnlySpatialMap< T >.

+ +
+
+ +

§ Clear()

+ +
+
+ + + + + + + +
void GoRogue.MultiSpatialMap< T >.Clear ()
+
+ +

See IReadOnlySpatialMap.Clear.

+ +

Implements GoRogue.ISpatialMap< T >.

+ +
+
+ +

§ Contains() [1/2]

+ +
+
+ + + + + + + + +
bool GoRogue.MultiSpatialMap< T >.Contains (item)
+
+
+ +

§ Contains() [2/2]

+ +
+
+ + + + + + + + +
bool GoRogue.MultiSpatialMap< T >.Contains (Coord position)
+
+
+ +

§ GetEnumerator()

+ +
+
+ + + + + + + +
IEnumerator<ISpatialTuple<T> > GoRogue.MultiSpatialMap< T >.GetEnumerator ()
+
+ +

Used by foreach loop, so that the class will give ISpatialTuple objects when used in a foreach loop. Generally should never be called explicitly.

+
Returns
An enumerator for the SpatialMap
+ +
+
+ +

§ GetItems()

+ +
+
+ + + + + + + + +
IEnumerable<T> GoRogue.MultiSpatialMap< T >.GetItems (Coord position)
+
+
+ +

§ GetPosition()

+ +
+
+ + + + + + + + +
Coord GoRogue.MultiSpatialMap< T >.GetPosition (item)
+
+
+ +

§ Move() [1/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
bool GoRogue.MultiSpatialMap< T >.Move (item,
Coord target 
)
+
+ +

Move the item specified to the position specified. Returns true if successful. If the item does not exist in the MultiSpatialMap, does nothing and returns false. Otherwise, returns true.

+
Parameters
+ + + +
itemThe item to move.
targetThe position to move it to.
+
+
+
Returns
True if the item was moved, false if not.
+ +

Implements GoRogue.ISpatialMap< T >.

+ +
+
+ +

§ Move() [2/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
IEnumerable<T> GoRogue.MultiSpatialMap< T >.Move (Coord current,
Coord target 
)
+
+ +

Moves everything at position current, if anything, to postion target. If something was moved, returns everything that was moved. If nothing was moved, eg. there was nothing at position current, returns nothing.

+
Parameters
+ + + +
currentThe position of the items to move.
targetThe position to move the item to.
+
+
+
Returns
The items moved if something was moved, or nothing if no item was moved.
+ +

Implements GoRogue.ISpatialMap< T >.

+ +
+
+ +

§ Remove() [1/2]

+ +
+
+ + + + + + + + +
bool GoRogue.MultiSpatialMap< T >.Remove (item)
+
+ +

Removes the item specified, if it exists, and returns true. Returns false if the item was not in the MultiSpatialMap.

+
Parameters
+ + +
itemThe item to remove.
+
+
+
Returns
True if the item was removed, false if the item was not found.
+ +

Implements GoRogue.ISpatialMap< T >.

+ +
+
+ +

§ Remove() [2/2]

+ +
+
+ + + + + + + + +
IEnumerable<T> GoRogue.MultiSpatialMap< T >.Remove (Coord position)
+
+ +

Removes everything at the given position, if anything, and returns the items removed. Returns nothing if no item was at the position specified.

+
Parameters
+ + +
positionThe position of the item to remove.
+
+
+
Returns
The items removed, if any were removed; nothing if no item was found at that position.
+ +

Implements GoRogue.ISpatialMap< T >.

+ +
+
+

Property Documentation

+ +

§ Count

+ +
+
+ + + + + +
+ + + + +
int GoRogue.MultiSpatialMap< T >.Count
+
+get
+
+
+ +

§ Items

+ +
+
+ + + + + +
+ + + + +
IEnumerable<T> GoRogue.MultiSpatialMap< T >.Items
+
+get
+
+
+ +

§ Positions

+ +
+
+ + + + + +
+ + + + +
IEnumerable<Coord> GoRogue.MultiSpatialMap< T >.Positions
+
+get
+
+
+

Event Documentation

+ +

§ ItemAdded

+ +
+
+ + + + +
EventHandler<ItemEventArgs<T> > GoRogue.MultiSpatialMap< T >.ItemAdded
+
+
+ +

§ ItemMoved

+ +
+
+ + + + +
EventHandler<ItemMovedEventArgs<T> > GoRogue.MultiSpatialMap< T >.ItemMoved
+
+
+ +

§ ItemRemoved

+ +
+
+ + + + +
EventHandler<ItemEventArgs<T> > GoRogue.MultiSpatialMap< T >.ItemRemoved
+
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/MultiSpatialMap.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_multi_spatial_map.png b/docs/class_go_rogue_1_1_multi_spatial_map.png new file mode 100644 index 0000000000000000000000000000000000000000..89bf6ee959730901a37eb94d3bd35b8d0114349a GIT binary patch literal 1633 zcmah~2~3ko6mC~RRz!;z*CHN8L%X9jKsiJ$!b0UrMG6Z1ltWzw6s0H# zEL0RZEK-G7!r7uCLZJ;}IV|vVNkusdrKPl#?k~x1vYVKlz5WfeSEl{mS=PSe%J!%?A7z~SdfQPiDRcj0Kom`tWpO1~bw zR3W;ZbVtCTZ-d+BaR7l(5&#Z%9#@c4`Mk=}z3Y^CEbOpCAwknkM@D!qyQ3UlgwoI| zKBemKXf9pmQTvNg_Mbhknp{IIg$S;rl5t#cX7*!@y~=QfC0}f&7iuLq?-Wl>DGzRAulavI`4G4@UAEbFfiTT2Y z*;?hve8T*12#z+0AX!KdFnve~cW9M>+O%fK>*@w3O<6Ayr)GnIulW~1@@PD!zcyih_Wj1&Y%Xu&z`R;Or;)_ryS+nNbXmS_k-L+Pi8E0qfR)F#2%z?vZ29tH8VEqb@$`te>H;+)jufZXg+)NVFxrd;yTq{35NT{zs#_@IJ zo0wJK(dE0sHI~K{@Y9?30|OxffDB6t%u(~eE}4m5P9a+N^C*`{@+Eh!W4|(H4W5x` zK^x6j{KJ`hg>8q-z`IV{>P>&*2}#R}8Z8--NA}!iJcSzBT)CNz1=K93 za+)~PxW|x%6ffQTo-G^JZj+36^k^n@+v-o)_o&*Qm@-X8W2MTt=$-myh77Pz=PWt* zQo8}5a9>IPTj7ev^Y}5-UI@kq)rSF5?1fm7TJIr9hZf2lTy#>b7L@-_AN-f^M3a!* z;<5l!B=MgPVoS2bnF~INs*aQ~+49R}4fU#t*o$=UuyjNTX4rRk<$X?1e>NTG!=6Ir z43GLMAxeoe{kp=OrK~67F?zf&&M0Dccrif81Fd)S!#j=MBv*|;r}?k2o~Sx7#H(_F zcquHW*(4+0D~svmKw8OY^gZPJANR1k0-taeyVcUuiZGsjR*U}F@@m7d=4?Xnda~T6 z=6Ak`s{Rq2ptr2!fsT!Ia?suAmdT6AQ@7UtTrjJs!eNsR8r)@_c6rM~+QRkUT$> zfw(i4#HsH@ZfjN2V=8ceKP~a+^1IAW41BQ-)abdrf4r3e{|5-b@uWkAy + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue +
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C# roguelike/2D game utility library.
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GoRogue.Pathing.DijkstraMap Member List
+
+
+ +

This is the complete list of members for GoRogue.Pathing.DijkstraMap, including all inherited members.

+ + + + + + +
AddGoal(int x, int y) (defined in GoRogue.Pathing.DijkstraMap)GoRogue.Pathing.DijkstraMap
Calculate() (defined in GoRogue.Pathing.DijkstraMap)GoRogue.Pathing.DijkstraMap
DijkstraMap(IMapOf< bool > walkabilityMap) (defined in GoRogue.Pathing.DijkstraMap)GoRogue.Pathing.DijkstraMap
RemoveGoal(int x, int y) (defined in GoRogue.Pathing.DijkstraMap)GoRogue.Pathing.DijkstraMap
this[int x, int y] (defined in GoRogue.Pathing.DijkstraMap)GoRogue.Pathing.DijkstraMap
+ + + + diff --git a/docs/class_go_rogue_1_1_pathing_1_1_dijkstra_map.html b/docs/class_go_rogue_1_1_pathing_1_1_dijkstra_map.html new file mode 100644 index 00000000..5d845d3e --- /dev/null +++ b/docs/class_go_rogue_1_1_pathing_1_1_dijkstra_map.html @@ -0,0 +1,107 @@ + + + + + + + +GoRogue: GoRogue.Pathing.DijkstraMap Class Reference + + + + + + + + + +
+
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+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
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+
GoRogue.Pathing.DijkstraMap Class Reference
+
+
+ + + + + + + + + + +

+Public Member Functions

DijkstraMap (IMapOf< bool > walkabilityMap)
 
+void AddGoal (int x, int y)
 
+void RemoveGoal (int x, int y)
 
+void Calculate ()
 
+ + + +

+Properties

+int this[int x, int y] [get]
 
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Pathing/DijkstraMap.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_radius-members.html b/docs/class_go_rogue_1_1_radius-members.html new file mode 100644 index 00000000..7a947ca8 --- /dev/null +++ b/docs/class_go_rogue_1_1_radius-members.html @@ -0,0 +1,90 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue +
+
C# roguelike/2D game utility library.
+
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GoRogue.Radius Member List
+
+
+ +

This is the complete list of members for GoRogue.Radius, including all inherited members.

+ + + + + + + + + + +
CIRCLEGoRogue.Radiusstatic
CUBEGoRogue.Radiusstatic
DIAMONDGoRogue.Radiusstatic
OCTAHEDRONGoRogue.Radiusstatic
operator Distance(Radius radius)GoRogue.Radiusexplicitstatic
SPHEREGoRogue.Radiusstatic
SQUAREGoRogue.Radiusstatic
ToRadius(RadiusType radiusType)GoRogue.Radiusstatic
TypeGoRogue.Radius
+ + + + diff --git a/docs/class_go_rogue_1_1_radius.html b/docs/class_go_rogue_1_1_radius.html new file mode 100644 index 00000000..e462ac95 --- /dev/null +++ b/docs/class_go_rogue_1_1_radius.html @@ -0,0 +1,360 @@ + + + + + + + +GoRogue: GoRogue.Radius Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
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+ + +
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+ + +
+ +
+ +

Class representing different radius types. Similar in architecture to Coord in architecture – it cannot be instantiated. Instead it simply has pre-allocated static variables for each type of radius, that should be used whenever a variable of type Radius is required. + More...

+ + + + + + + + +

+Static Public Member Functions

static Radius ToRadius (RadiusType radiusType)
 Gets the Radius class instance representing the distance type specified. More...
 
static operator Distance (Radius radius)
 Allows explicit casting to Distance type. The distance corresponding to the proper definition of distance to create the Radius casted will be retrieved. More...
 
+ + + + +

+Public Attributes

readonly RadiusType Type
 Enum type corresponding to radius type being represented. More...
 
+ + + + + + + + + + + + + + + + + + + +

+Static Public Attributes

static readonly Radius SQUARE = new Radius(RadiusType.SQUARE)
 Radius is a square around the center point. Shape that would represent movement radius in an 8-way movement scheme, with no additional cost on diagonal movement. More...
 
static readonly Radius DIAMOND = new Radius(RadiusType.DIAMOND)
 Radius is a diamond around the center point. Shape that would represent movement radius in a 4-way movement scheme. More...
 
static readonly Radius CIRCLE = new Radius(RadiusType.CIRCLE)
 Radius is a circle around the center point. Shape that would represent movement radius in an 8-way movement scheme, with all movement cost the same based upon distance from the source. More...
 
static readonly Radius CUBE = new Radius(RadiusType.CUBE)
 Radius is a cube around the center point. Similar to SQUARE in 2d shape. More...
 
static readonly Radius OCTAHEDRON = new Radius(RadiusType.OCTAHEDRON)
 Radius is an octahedron around the center point. Similar to DIAMOND in 2d shape. More...
 
static readonly Radius SPHERE = new Radius(RadiusType.SPHERE)
 Radius is a sphere around the center point. Similar to CIRCLE in 2d shape. More...
 
+

Detailed Description

+

Class representing different radius types. Similar in architecture to Coord in architecture – it cannot be instantiated. Instead it simply has pre-allocated static variables for each type of radius, that should be used whenever a variable of type Radius is required.

+

Also contains utility functions to work with radius types, and is also implicitly convertible to the Distance class.

+

Member Function Documentation

+ +

§ operator Distance()

+ +
+
+ + + + + +
+ + + + + + + + +
static GoRogue.Radius.operator Distance (Radius radius)
+
+explicitstatic
+
+ +

Allows explicit casting to Distance type. The distance corresponding to the proper definition of distance to create the Radius casted will be retrieved.

+
Parameters
+ + +
radiusRadius type being casted.
+
+
+ +
+
+ +

§ ToRadius()

+ +
+
+ + + + + +
+ + + + + + + + +
static Radius GoRogue.Radius.ToRadius (RadiusType radiusType)
+
+static
+
+ +

Gets the Radius class instance representing the distance type specified.

+
Parameters
+ + +
radiusTypeThe enum value for the distance method.
+
+
+
Returns
The radius class representing the given distance calculation.
+ +
+
+

Member Data Documentation

+ +

§ CIRCLE

+ +
+
+ + + + + +
+ + + + +
readonly Radius GoRogue.Radius.CIRCLE = new Radius(RadiusType.CIRCLE)
+
+static
+
+ +

Radius is a circle around the center point. Shape that would represent movement radius in an 8-way movement scheme, with all movement cost the same based upon distance from the source.

+ +
+
+ +

§ CUBE

+ +
+
+ + + + + +
+ + + + +
readonly Radius GoRogue.Radius.CUBE = new Radius(RadiusType.CUBE)
+
+static
+
+ +

Radius is a cube around the center point. Similar to SQUARE in 2d shape.

+ +
+
+ +

§ DIAMOND

+ +
+
+ + + + + +
+ + + + +
readonly Radius GoRogue.Radius.DIAMOND = new Radius(RadiusType.DIAMOND)
+
+static
+
+ +

Radius is a diamond around the center point. Shape that would represent movement radius in a 4-way movement scheme.

+ +
+
+ +

§ OCTAHEDRON

+ +
+
+ + + + + +
+ + + + +
readonly Radius GoRogue.Radius.OCTAHEDRON = new Radius(RadiusType.OCTAHEDRON)
+
+static
+
+ +

Radius is an octahedron around the center point. Similar to DIAMOND in 2d shape.

+ +
+
+ +

§ SPHERE

+ +
+
+ + + + + +
+ + + + +
readonly Radius GoRogue.Radius.SPHERE = new Radius(RadiusType.SPHERE)
+
+static
+
+ +

Radius is a sphere around the center point. Similar to CIRCLE in 2d shape.

+ +
+
+ +

§ SQUARE

+ +
+
+ + + + + +
+ + + + +
readonly Radius GoRogue.Radius.SQUARE = new Radius(RadiusType.SQUARE)
+
+static
+
+ +

Radius is a square around the center point. Shape that would represent movement radius in an 8-way movement scheme, with no additional cost on diagonal movement.

+ +
+
+ +

§ Type

+ +
+
+ + + + +
readonly RadiusType GoRogue.Radius.Type
+
+ +

Enum type corresponding to radius type being represented.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Radius.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_radius_area_provider-members.html b/docs/class_go_rogue_1_1_radius_area_provider-members.html new file mode 100644 index 00000000..770b437f --- /dev/null +++ b/docs/class_go_rogue_1_1_radius_area_provider-members.html @@ -0,0 +1,91 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
GoRogue.RadiusAreaProvider Member List
+
+
+ +

This is the complete list of members for GoRogue.RadiusAreaProvider, including all inherited members.

+ + + + + + + + + + + +
BoundsGoRogue.RadiusAreaProvider
CenterGoRogue.RadiusAreaProvider
DistanceCalcGoRogue.RadiusAreaProvider
Positions()GoRogue.RadiusAreaProvider
RadiusGoRogue.RadiusAreaProvider
RadiusAreaProvider(Coord center, int radius, Radius shape, Rectangle bounds)GoRogue.RadiusAreaProvider
RadiusAreaProvider(Coord center, int radius, Radius shape)GoRogue.RadiusAreaProvider
RadiusAreaProvider(Coord center, int radius, Distance distanceCalc, Rectangle bounds)GoRogue.RadiusAreaProvider
RadiusAreaProvider(Coord center, int radius, Distance distanceCalc)GoRogue.RadiusAreaProvider
RadiusShapeGoRogue.RadiusAreaProvider
+ + + + diff --git a/docs/class_go_rogue_1_1_radius_area_provider.html b/docs/class_go_rogue_1_1_radius_area_provider.html new file mode 100644 index 00000000..c38c016d --- /dev/null +++ b/docs/class_go_rogue_1_1_radius_area_provider.html @@ -0,0 +1,462 @@ + + + + + + + +GoRogue: GoRogue.RadiusAreaProvider Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.RadiusAreaProvider Class Reference
+
+
+ +

Class capable of getting all unique positions inside of a given radius and (optional) bounds. + More...

+ + + + + + + + + + + + + + + + + +

+Public Member Functions

 RadiusAreaProvider (Coord center, int radius, Radius shape, Rectangle bounds)
 Constructor. Specifies center, radius, radius shape, and bounds. More...
 
 RadiusAreaProvider (Coord center, int radius, Radius shape)
 Constructor. Specifies center, radius, and shape, with no bounds. More...
 
 RadiusAreaProvider (Coord center, int radius, Distance distanceCalc, Rectangle bounds)
 Constructor. Specifies center, radius length, distance calculation that defines the concept of radius, and bounds. More...
 
 RadiusAreaProvider (Coord center, int radius, Distance distanceCalc)
 Constructor. Specifies center, radius length, and distance calculation that defines the concept of radius, with no bounds. More...
 
IEnumerable< CoordPositions ()
 Returns an IEnumerable of all unique Coords within the radius and bounds specified (as applicable). See class description for details on the ordering. More...
 
+ + + + +

+Public Attributes

Rectangle Bounds
 The bounds to constrain the returned Coords to. Set to Rectangle.EMPTY to indicate that there are no bounds. More...
 
+ + + + + + + + + + + + + +

+Properties

Coord Center [get, set]
 The center point of the radius. More...
 
int Radius [get, set]
 The length of the radius, eg. the number of tiles from the center point (as defined by the distance calculation/radius shape given) to which the radius extends. More...
 
Distance DistanceCalc [get, set]
 The distance calculation that defines the concept of radius. More...
 
Radius RadiusShape [get, set]
 The shape of the radius. More...
 
+

Detailed Description

+

Class capable of getting all unique positions inside of a given radius and (optional) bounds.

+

In the case that MANHATTAN/CHEBYSHEV distance, or DIAMOND/SQUARE/OCTAHEDRON/CUBE shapes are used, Coords are guaranteed to be returned in order of distance from the center, from least to greatest. This guarantee does NOT hold if EUCLIDIAN distance, or CIRCLE/SPHERE radius shapes are specified.

+

If no bounds are specified, the IEnumerable returned by positions will contain each coordinate within the radius. Otherwise, it will contain each coordinate in the radius that is also within the bounds of the rectangle.

+

If the same radius length is being used multiple times (even from different center points), it is recommended to use only one RadiusAreaProvider, as the class allocates measurable memory, and using only one instance if the radius is used multiple times prevents reallocation.

+

When the Radius value is changed, reallocation must be performed, however the overhead should be insignificant on everything but extremely large radiuses.

+

Constructor & Destructor Documentation

+ +

§ RadiusAreaProvider() [1/4]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
GoRogue.RadiusAreaProvider.RadiusAreaProvider (Coord center,
int radius,
Radius shape,
Rectangle bounds 
)
+
+ +

Constructor. Specifies center, radius, radius shape, and bounds.

+
Parameters
+ + + + + +
centerThe center point of the radius.
radiusThe length of the radius.
shapeThe shape of the radius.
boundsThe bounds to constrain the returned Coords to.
+
+
+ +
+
+ +

§ RadiusAreaProvider() [2/4]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
GoRogue.RadiusAreaProvider.RadiusAreaProvider (Coord center,
int radius,
Radius shape 
)
+
+ +

Constructor. Specifies center, radius, and shape, with no bounds.

+
Parameters
+ + + + +
centerThe center point of the radius.
radiusThe length of the radius.
shapeThe shape of the radius.
+
+
+ +
+
+ +

§ RadiusAreaProvider() [3/4]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
GoRogue.RadiusAreaProvider.RadiusAreaProvider (Coord center,
int radius,
Distance distanceCalc,
Rectangle bounds 
)
+
+ +

Constructor. Specifies center, radius length, distance calculation that defines the concept of radius, and bounds.

+
Parameters
+ + + + + +
centerThe center point of the radius.
radiusThe length of the radius.
distanceCalcThe distance calculation that defines the concept of radius.
boundsThe bounds to constrain the returned Coords to.
+
+
+ +
+
+ +

§ RadiusAreaProvider() [4/4]

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
GoRogue.RadiusAreaProvider.RadiusAreaProvider (Coord center,
int radius,
Distance distanceCalc 
)
+
+ +

Constructor. Specifies center, radius length, and distance calculation that defines the concept of radius, with no bounds.

+
Parameters
+ + + + +
centerThe center point of the radius.
radiusThe length of the radius.
distanceCalcThe distance calculation that defines the concept of radius.
+
+
+ +
+
+

Member Function Documentation

+ +

§ Positions()

+ +
+
+ + + + + + + +
IEnumerable<Coord> GoRogue.RadiusAreaProvider.Positions ()
+
+ +

Returns an IEnumerable of all unique Coords within the radius and bounds specified (as applicable). See class description for details on the ordering.

+
Returns
Enumerable of all unique Coords within the radius and bounds specified.
+ +
+
+

Member Data Documentation

+ +

§ Bounds

+ +
+
+ + + + +
Rectangle GoRogue.RadiusAreaProvider.Bounds
+
+ +

The bounds to constrain the returned Coords to. Set to Rectangle.EMPTY to indicate that there are no bounds.

+ +
+
+

Property Documentation

+ +

§ Center

+ +
+
+ + + + + +
+ + + + +
Coord GoRogue.RadiusAreaProvider.Center
+
+getset
+
+ +

The center point of the radius.

+ +
+
+ +

§ DistanceCalc

+ +
+
+ + + + + +
+ + + + +
Distance GoRogue.RadiusAreaProvider.DistanceCalc
+
+getset
+
+ +

The distance calculation that defines the concept of radius.

+ +
+
+ +

§ Radius

+ +
+
+ + + + + +
+ + + + +
int GoRogue.RadiusAreaProvider.Radius
+
+getset
+
+ +

The length of the radius, eg. the number of tiles from the center point (as defined by the distance calculation/radius shape given) to which the radius extends.

+

remarks> When this value is changed, reallocation of an underlying array is performed, however overhead should be relatively small in most cases.

+ +
+
+ +

§ RadiusShape

+ +
+
+ + + + + +
+ + + + +
Radius GoRogue.RadiusAreaProvider.RadiusShape
+
+getset
+
+ +

The shape of the radius.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/RadiusAreaProvider.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_random_1_1_dot_net_random-members.html b/docs/class_go_rogue_1_1_random_1_1_dot_net_random-members.html new file mode 100644 index 00000000..4947a339 --- /dev/null +++ b/docs/class_go_rogue_1_1_random_1_1_dot_net_random-members.html @@ -0,0 +1,85 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue +
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C# roguelike/2D game utility library.
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GoRogue.Random.DotNetRandom Member List
+
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+ +

This is the complete list of members for GoRogue.Random.DotNetRandom, including all inherited members.

+ + + + + +
DotNetRandom()GoRogue.Random.DotNetRandom
DotNetRandom(int seed)GoRogue.Random.DotNetRandom
Next(int maxValue)GoRogue.Random.DotNetRandom
Next(int minValue, int maxValue)GoRogue.Random.DotNetRandom
+ + + + diff --git a/docs/class_go_rogue_1_1_random_1_1_dot_net_random.html b/docs/class_go_rogue_1_1_random_1_1_dot_net_random.html new file mode 100644 index 00000000..72937e6e --- /dev/null +++ b/docs/class_go_rogue_1_1_random_1_1_dot_net_random.html @@ -0,0 +1,230 @@ + + + + + + + +GoRogue: GoRogue.Random.DotNetRandom Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
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+ +
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+
+ +
+
GoRogue.Random.DotNetRandom Class Reference
+
+
+ +

Implementation of IRandom that is basically wrapper around the built in .NET random number generator. Not the best RNG out there in terms of statistical non-bias, etc., however it makes a good starting point. + More...

+
+Inheritance diagram for GoRogue.Random.DotNetRandom:
+
+
+ + +GoRogue.Random.IRandom + +
+ + + + + + + + + + + + + + +

+Public Member Functions

 DotNetRandom ()
 Constructs a new pseudo-random number generator, with a seed based on the number of milliseconds elapsed since the system started. More...
 
 DotNetRandom (int seed)
 Constructs a new pseudo-random number generator, with the specified seed. More...
 
int Next (int maxValue)
 Gets the next pseudo-random integer between 0 and the specified maxValue, inclusive. More...
 
int Next (int minValue, int maxValue)
 Gets the next pseudo-random integer between the specified minValue and maxValue inclusive. More...
 
+

Detailed Description

+

Implementation of IRandom that is basically wrapper around the built in .NET random number generator. Not the best RNG out there in terms of statistical non-bias, etc., however it makes a good starting point.

+

Constructor & Destructor Documentation

+ +

§ DotNetRandom() [1/2]

+ +
+
+ + + + + + + +
GoRogue.Random.DotNetRandom.DotNetRandom ()
+
+ +

Constructs a new pseudo-random number generator, with a seed based on the number of milliseconds elapsed since the system started.

+ +
+
+ +

§ DotNetRandom() [2/2]

+ +
+
+ + + + + + + + +
GoRogue.Random.DotNetRandom.DotNetRandom (int seed)
+
+ +

Constructs a new pseudo-random number generator, with the specified seed.

+
Parameters
+ + +
seedAn integer used to calculate a starting value for the pseudo-random number sequence.
+
+
+ +
+
+

Member Function Documentation

+ +

§ Next() [1/2]

+ +
+
+ + + + + + + + +
int GoRogue.Random.DotNetRandom.Next (int maxValue)
+
+ +

Gets the next pseudo-random integer between 0 and the specified maxValue, inclusive.

+
Parameters
+ + +
maxValueInclusive maximum result.
+
+
+
Returns
Returns a pseudo-random integer between 0 and the specified maxValue, inclusive.
+ +

Implements GoRogue.Random.IRandom.

+ +
+
+ +

§ Next() [2/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
int GoRogue.Random.DotNetRandom.Next (int minValue,
int maxValue 
)
+
+ +

Gets the next pseudo-random integer between the specified minValue and maxValue inclusive.

+
Parameters
+ + + +
minValueInclusive minimum result.
maxValueInclusive maximum result.
+
+
+
Returns
Returns a pseudo-random integer between the specified minValue and maxValue, inclusive.
+ +

Implements GoRogue.Random.IRandom.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Random/DotNetRandom.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_random_1_1_dot_net_random.png b/docs/class_go_rogue_1_1_random_1_1_dot_net_random.png new file mode 100644 index 0000000000000000000000000000000000000000..3792d978aa0b21353813ed126eccb9fbcdc2ddc1 GIT binary patch literal 774 zcmeAS@N?(olHy`uVBq!ia0vp^CxAGBgBeI>Z$8xoq$C1-LR|m<{|{uoc=NTi|Ih>= z3ycpOIKbL@M;^%KC<*clW&kPzfvcxNj2IZ0rh2+KhEy=Vo%^wne{Sf#{}b02 z2Brx_cxssocVGFI*D|y1@bMqhOJlFAcZ5#*w@4pKv?6SS9po-|L2+XFw6@BMNU;m-0;$%m3{cY|wjshwiDC=f`Xs zSa;4=_KY)kxD?ZW@YCbv`(OHSrp9!AefT@1_)tNgO66C_Z(A*TKb?!=(CM&zzjnvx z;GN3bi&Rd&zS|e`JW5{myo$W@cAnY^7iBy@Nio0F4X?aeZ5_@md1|7{dh^iL5%XWk z8XCq5yf5WnG8Jf1{ypV&Syxs~Tdy;nYl_u+(HEPpFk4P4xw!q_o9*3uRQ_(*$CJc2 zS>^ApefyMmCU{+1|2o>;d(xteCXXN$UjfgqCA=xI*S|6{{V1$uuyOQf{Q0AT<7BXd zSzr1D8@7}%-G+!+3JeoX92t}{n;2X!u`qTl;bao<6lPJFq{iU@G@`)+O~H=Usgcvv zJ6IpQ&xYzyVcry98-Ir3-U`|4C-j83{g3b8`EhgRjc;#m)X$AHe)%Z6H@ok}?{AUu zj>mF?+c(~<^_73ZAM(FU?GQR5^DJ!6%xLB#Ei#{Fx8?qh7PYUO zQNwfBsHbU3anY=rgWH%dMR$LC_pR)m-HE50_;1|ujyMqhzN7PHQ^k6wBk#W!_FI=f zXZpA=JFFt7$-fV^p0@JyjHXWgRo9|#A2k2{*Q4S8n%xS|3>c4Gek*(O ts(`{gw>~k42w2!`Y1BEr$;RP7gY;RgWYt5HF8~uQgQu&X%Q~loCIA|#X1o9Z literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_random_1_1_gaussian_random-members.html b/docs/class_go_rogue_1_1_random_1_1_gaussian_random-members.html new file mode 100644 index 00000000..6d2b2bcc --- /dev/null +++ b/docs/class_go_rogue_1_1_random_1_1_gaussian_random-members.html @@ -0,0 +1,85 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue +
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C# roguelike/2D game utility library.
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GoRogue.Random.GaussianRandom Member List
+
+
+ +

This is the complete list of members for GoRogue.Random.GaussianRandom, including all inherited members.

+ + + + + +
GaussianRandom()GoRogue.Random.GaussianRandom
GaussianRandom(int seed)GoRogue.Random.GaussianRandom
Next(int maxValue)GoRogue.Random.GaussianRandom
Next(int minValue, int maxValue)GoRogue.Random.GaussianRandom
+ + + + diff --git a/docs/class_go_rogue_1_1_random_1_1_gaussian_random.html b/docs/class_go_rogue_1_1_random_1_1_gaussian_random.html new file mode 100644 index 00000000..f4a784b4 --- /dev/null +++ b/docs/class_go_rogue_1_1_random_1_1_gaussian_random.html @@ -0,0 +1,230 @@ + + + + + + + +GoRogue: GoRogue.Random.GaussianRandom Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.Random.GaussianRandom Class Reference
+
+
+ +

Pseudo-random number generator that uses a Box-Muller transformation to generate random numbers. Basically this will give you "random" numbers that distribute on a bell curve centered on the proper range. TODO: Port this to use any random source. + More...

+
+Inheritance diagram for GoRogue.Random.GaussianRandom:
+
+
+ + +GoRogue.Random.IRandom + +
+ + + + + + + + + + + + + + +

+Public Member Functions

 GaussianRandom ()
 Constructs a new Gaussian pseudo-random number generator with a seed based on the number of milliseconds elapsed since the system started. More...
 
 GaussianRandom (int seed)
 Constructs a new Gaussian pseudo-random number generator with the specified seed. More...
 
int Next (int maxValue)
 Will approximately give the next Gaussian pseudo-random integer between 0 and that specified max value, inclusive, so that min and max are at 3.5 deviations from the mean (half-way of min and max). More...
 
int Next (int minValue, int maxValue)
 Will approximately give the next random Gaussian integer between the specified min and max values, inclusive, so that min and max are at 3.5 deviations from the mean (half-way of min and max). More...
 
+

Detailed Description

+

Pseudo-random number generator that uses a Box-Muller transformation to generate random numbers. Basically this will give you "random" numbers that distribute on a bell curve centered on the proper range. TODO: Port this to use any random source.

+

Constructor & Destructor Documentation

+ +

§ GaussianRandom() [1/2]

+ +
+
+ + + + + + + +
GoRogue.Random.GaussianRandom.GaussianRandom ()
+
+ +

Constructs a new Gaussian pseudo-random number generator with a seed based on the number of milliseconds elapsed since the system started.

+ +
+
+ +

§ GaussianRandom() [2/2]

+ +
+
+ + + + + + + + +
GoRogue.Random.GaussianRandom.GaussianRandom (int seed)
+
+ +

Constructs a new Gaussian pseudo-random number generator with the specified seed.

+
Parameters
+ + +
seedAn integer used to calculate a starting value for the pseudo-random number sequence.
+
+
+ +
+
+

Member Function Documentation

+ +

§ Next() [1/2]

+ +
+
+ + + + + + + + +
int GoRogue.Random.GaussianRandom.Next (int maxValue)
+
+ +

Will approximately give the next Gaussian pseudo-random integer between 0 and that specified max value, inclusive, so that min and max are at 3.5 deviations from the mean (half-way of min and max).

+
Parameters
+ + +
maxValueInclusive maximum result.
+
+
+
Returns
A Gaussian pseudo-random integer between 0 and the specified maxValue, inclusive.
+ +

Implements GoRogue.Random.IRandom.

+ +
+
+ +

§ Next() [2/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
int GoRogue.Random.GaussianRandom.Next (int minValue,
int maxValue 
)
+
+ +

Will approximately give the next random Gaussian integer between the specified min and max values, inclusive, so that min and max are at 3.5 deviations from the mean (half-way of min and max).

+
Parameters
+ + + +
minValueInclusive minimum result.
maxValueInclusive maximum result.
+
+
+
Returns
Returns a pseudo-random integer between the specified minValue and maxValue, inclusive.
+ +

Implements GoRogue.Random.IRandom.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Random/GaussianRandom.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_random_1_1_gaussian_random.png b/docs/class_go_rogue_1_1_random_1_1_gaussian_random.png new file mode 100644 index 0000000000000000000000000000000000000000..bdd9c8f49048f11d3579fbbe1ee73bbfaf2d44c8 GIT binary patch literal 780 zcmeAS@N?(olHy`uVBq!ia0vp^*MK;HgBeH$U8%kaq$C1-LR|m<{|{uoc=NTi|Ih>= z3ycpOIKbL@M;^%KC<*clW&kPzfvcxNj2IZ0W_!9ghEy=Vo%^=$u>y}Pzj@I8{}at8 zdp0Y!9V#i`rm*T>7)yNtk462>ZMn1kb0(S07MrHhyQo#wbMXpB?KksFQradxS(Ow1 z;huc?Z;wf@8)ecdiF8V zCt+h$t;)$z>uWndrN6THb1F^Ezx~d;Exu>_Tix69_E_@9Gq##H zW8@xoUKi!h37TRRw!U9w=P$vqwNoljuXwwv{pwR?&vmz~62q*& z=Sj}i3X@vRyZQ-8=w7s^`X{TzTWj-T-_F@nzV)_Q$q$bpPu_@0A))WRT_^q9c<-pu zalc7+uKDl7a!yYAqWMd@Jz$cZ54ZOuw~L1+EeYI`oO^qluX@A%OUwy&XFI=E_?$FV zzvgGEe0@p8YGJ0H#jUIcU1DMfG@>FH7H1?f_ADYKuxF`&(+q!>hMQY9FaYgfl5k~v zouQD~%u=y%Q|!gxsZVa_luzm?{o}qmhvNY-n2Yjy|M*SfKFuK8x>IRx>90CboAjiQ zM!WBxnsL0{uyOi}+h4vEANs4{*;m?D>DF~vKixR<@0l~1vuDY_UZKKO@PFCEs>w5Q z*uSMt6}kNPbbsy1b8B>Ozqw-a*Vkg#WEIyv>+kRjUOr+xNn~kX=|R=!R`xA^lD8*^ zY{;5=GQT)Cymrm)bGIecfk{Bp>|CJ*cJXc|Y1S`6Dot zYjTcVzALj*C9G^xPkZN_@&U>IfSbLgf8N>W_&+c}~iaoe|wU~pE n4eWhx?gWvy5sEDabN?|&tLu6{*N{B`Ou7u7u6{1-oD!M + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.Random.KnownSeriesRandom Member List
+
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This is the complete list of members for GoRogue.Random.KnownSeriesRandom, including all inherited members.

+ + + + +
KnownSeriesRandom(params int[] series)GoRogue.Random.KnownSeriesRandom
Next(int maxValue)GoRogue.Random.KnownSeriesRandom
Next(int minValue, int maxValue)GoRogue.Random.KnownSeriesRandom
+ + + + diff --git a/docs/class_go_rogue_1_1_random_1_1_known_series_random.html b/docs/class_go_rogue_1_1_random_1_1_known_series_random.html new file mode 100644 index 00000000..db6e54e9 --- /dev/null +++ b/docs/class_go_rogue_1_1_random_1_1_known_series_random.html @@ -0,0 +1,208 @@ + + + + + + + +GoRogue: GoRogue.Random.KnownSeriesRandom Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
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+ +
+
GoRogue.Random.KnownSeriesRandom Class Reference
+
+
+ +

"RNG" that takes in a series of integers, and simply returns the next one in the list. For example, for a series of numbers 3 long, calling Next the first time returns the first number, the second time it returns the second number, the third time the third number. This might be used for testing, where you want to test code involving random numbers on a specific number or set of numbers. + More...

+
+Inheritance diagram for GoRogue.Random.KnownSeriesRandom:
+
+
+ + +GoRogue.Random.IRandom + +
+ + + + + + + + + + + +

+Public Member Functions

 KnownSeriesRandom (params int[] series)
 Creates a new known series generator, with params indicating what the integers will be that it should use as the series. More...
 
int Next (int maxValue)
 Gets the next number in the underlying series. If the value is less than 0 or over maxValue, throws an exception. More...
 
int Next (int minValue, int maxValue)
 Gets the next number in the underlying series. If the value is less than minValue or over maxValue, throws an exception. More...
 
+

Detailed Description

+

"RNG" that takes in a series of integers, and simply returns the next one in the list. For example, for a series of numbers 3 long, calling Next the first time returns the first number, the second time it returns the second number, the third time the third number. This might be used for testing, where you want to test code involving random numbers on a specific number or set of numbers.

+

Constructor & Destructor Documentation

+ +

§ KnownSeriesRandom()

+ +
+
+ + + + + + + + +
GoRogue.Random.KnownSeriesRandom.KnownSeriesRandom (params int [] series)
+
+ +

Creates a new known series generator, with params indicating what the integers will be that it should use as the series.

+
Parameters
+ + +
seriesThe sequence of numbers to return, in order, when next is called.
+
+
+ +
+
+

Member Function Documentation

+ +

§ Next() [1/2]

+ +
+
+ + + + + + + + +
int GoRogue.Random.KnownSeriesRandom.Next (int maxValue)
+
+ +

Gets the next number in the underlying series. If the value is less than 0 or over maxValue, throws an exception.

+
Parameters
+ + +
maxValueMaximum allowable number that can be returned.
+
+
+
Returns
The appropriate number from the series.
+ +

Implements GoRogue.Random.IRandom.

+ +
+
+ +

§ Next() [2/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
int GoRogue.Random.KnownSeriesRandom.Next (int minValue,
int maxValue 
)
+
+ +

Gets the next number in the underlying series. If the value is less than minValue or over maxValue, throws an exception.

+
Parameters
+ + + +
minValueMinimum allowable number that can be returned.
maxValueMaximum allowable number that can be returned.
+
+
+
Returns
The appropriate number from the series.
+ +

Implements GoRogue.Random.IRandom.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Random/KnownSeriesRandom.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_random_1_1_known_series_random.png b/docs/class_go_rogue_1_1_random_1_1_known_series_random.png new file mode 100644 index 0000000000000000000000000000000000000000..d6063289fa8b3dd95d5ab93df6b5b604d046a49d GIT binary patch literal 812 zcmeAS@N?(olHy`uVBq!ia0vp^Z-6*}gBeKbvSw-kDTx4|5ZC|z{{xvX-h3_XKQsZz z0^ypSR@SfAxGb z-z4XT7C-mPOsjXUW-|L`_+XFG`OkN{XQ-~^=Z)~p3Sw!oD)qCw0wfia4pKwbD{6W_fZoC|;<3(+#AIretw zjU|kFQ?{S3SbzDtwfZ*O-q+6WxdVmFi?wcuCgg9p$MN6kMef1Gbx*CzZms(M$K$Pb z*rgNDfc-W-zvQnQ3-ckbr*DbCZUc&l%_o#Xu3wEytKpNDnI`;;H1 zuRCbVvF7djtrx<24xjS-;qo%^?%|U+ciwpul;V?;Qh60x64bmBO6X?<*hdow5y9LJgeozetT-dck{ry%`?^I z4n4~cP^*z!s8@2~dyTYr>EjJoTf>WDi+ELUy#8|U(J?#5#=ad7i`GfUxA7%1cJ0dN z{Lr|ITe{{q!@j`n{?~Td94KG)Op3W?E1Ql(x6}p(-K@sB%Q9cN{AUO+H2g9rnaL8E Pv>7~I{an^LB{Ts5Rr7Z_ literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_random_1_1_max_random-members.html b/docs/class_go_rogue_1_1_random_1_1_max_random-members.html new file mode 100644 index 00000000..d9165148 --- /dev/null +++ b/docs/class_go_rogue_1_1_random_1_1_max_random-members.html @@ -0,0 +1,83 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.Random.MaxRandom Member List
+
+
+ +

This is the complete list of members for GoRogue.Random.MaxRandom, including all inherited members.

+ + + +
Next(int maxValue)GoRogue.Random.MaxRandom
Next(int minValue, int maxValue)GoRogue.Random.MaxRandom
+ + + + diff --git a/docs/class_go_rogue_1_1_random_1_1_max_random.html b/docs/class_go_rogue_1_1_random_1_1_max_random.html new file mode 100644 index 00000000..55e34434 --- /dev/null +++ b/docs/class_go_rogue_1_1_random_1_1_max_random.html @@ -0,0 +1,178 @@ + + + + + + + +GoRogue: GoRogue.Random.MaxRandom Class Reference + + + + + + + + + +
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GoRogue +
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C# roguelike/2D game utility library.
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GoRogue.Random.MaxRandom Class Reference
+
+
+ +

A "random" number generator that always returns the maxValue parameter given. Again this may be useful in testing, testing the upper range or repeatedly returning a value. Also used in DiceExpressions for certain max roll functions. + More...

+
+Inheritance diagram for GoRogue.Random.MaxRandom:
+
+
+ + +GoRogue.Random.IRandom + +
+ + + + + + + + +

+Public Member Functions

int Next (int maxValue)
 Gets the next integer from the "generator" (it will always be maxValue). More...
 
int Next (int minValue, int maxValue)
 Gets the next integer from the "generator" (it will always be maxValue). More...
 
+

Detailed Description

+

A "random" number generator that always returns the maxValue parameter given. Again this may be useful in testing, testing the upper range or repeatedly returning a value. Also used in DiceExpressions for certain max roll functions.

+

Member Function Documentation

+ +

§ Next() [1/2]

+ +
+
+ + + + + + + + +
int GoRogue.Random.MaxRandom.Next (int maxValue)
+
+ +

Gets the next integer from the "generator" (it will always be maxValue).

+
Parameters
+ + +
maxValueValue always returned when this function is called.
+
+
+
Returns
Value given for maxValue.
+ +

Implements GoRogue.Random.IRandom.

+ +
+
+ +

§ Next() [2/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
int GoRogue.Random.MaxRandom.Next (int minValue,
int maxValue 
)
+
+ +

Gets the next integer from the "generator" (it will always be maxValue).

+
Parameters
+ + + +
minValueIrrelevant parameter.
maxValueValue always returned when this function is called.
+
+
+
Returns
Value given for maxValue.
+ +

Implements GoRogue.Random.IRandom.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Random/MaxRandom.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_random_1_1_max_random.png b/docs/class_go_rogue_1_1_random_1_1_max_random.png new file mode 100644 index 0000000000000000000000000000000000000000..b714fccac33077b96b3610866b61130eae6474b4 GIT binary patch literal 721 zcmeAS@N?(olHy`uVBq!ia0vp^yMQ==gBeK9= z3ycpOIKbL@M;^%KC<*clW&kPzfvcxNj2IZ05b|HNS9%I&w;^iQcn}7br?@IscGyY0%b~P`J-eg@rGb;a6=E+}k_2kXp z$#!d7R>%U)mESvU(reSTwR2^vru#d$?|h;V{rcFlu6f6@ob`X2eEIsM?YWiDE!Mod zN;>y;AJv^JYd7i4`X|k` z*2{f$bvymH=H;w(!@QUQfKlo!>8UCz;zTSyby|?fZAK&yp9M zyZ+_$y}My0!AcDG7d%@tJub81f1v+ChMI|LRt?)hxNd$+YUDJ*ugvKp>IqU`k4FO2 OAA_f>pUXO@geCysI8ZA9 literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_random_1_1_min_random-members.html b/docs/class_go_rogue_1_1_random_1_1_min_random-members.html new file mode 100644 index 00000000..267ee419 --- /dev/null +++ b/docs/class_go_rogue_1_1_random_1_1_min_random-members.html @@ -0,0 +1,83 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue +
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C# roguelike/2D game utility library.
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GoRogue.Random.MinRandom Member List
+
+
+ +

This is the complete list of members for GoRogue.Random.MinRandom, including all inherited members.

+ + + +
Next(int maxValue)GoRogue.Random.MinRandom
Next(int minValue, int maxValue)GoRogue.Random.MinRandom
+ + + + diff --git a/docs/class_go_rogue_1_1_random_1_1_min_random.html b/docs/class_go_rogue_1_1_random_1_1_min_random.html new file mode 100644 index 00000000..7c54b1b1 --- /dev/null +++ b/docs/class_go_rogue_1_1_random_1_1_min_random.html @@ -0,0 +1,178 @@ + + + + + + + +GoRogue: GoRogue.Random.MinRandom Class Reference + + + + + + + + + +
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GoRogue +
+
C# roguelike/2D game utility library.
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GoRogue.Random.MinRandom Class Reference
+
+
+ +

A "random" number generator that always returns the minValue parameter given, or 0 on the Next overload that only takes maxValue. Again, may be useful for testing. Also used in DiceExpression for certain minimum roll functions. + More...

+
+Inheritance diagram for GoRogue.Random.MinRandom:
+
+
+ + +GoRogue.Random.IRandom + +
+ + + + + + + + +

+Public Member Functions

int Next (int maxValue)
 Gets the next integer from the "generator" (it will always be 0). More...
 
int Next (int minValue, int maxValue)
 Gets the next integer from the "generator" (it will always be minValue). More...
 
+

Detailed Description

+

A "random" number generator that always returns the minValue parameter given, or 0 on the Next overload that only takes maxValue. Again, may be useful for testing. Also used in DiceExpression for certain minimum roll functions.

+

Member Function Documentation

+ +

§ Next() [1/2]

+ +
+
+ + + + + + + + +
int GoRogue.Random.MinRandom.Next (int maxValue)
+
+ +

Gets the next integer from the "generator" (it will always be 0).

+
Parameters
+ + +
maxValueIrrelevant parameter.
+
+
+
Returns
The integer 0.
+ +

Implements GoRogue.Random.IRandom.

+ +
+
+ +

§ Next() [2/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
int GoRogue.Random.MinRandom.Next (int minValue,
int maxValue 
)
+
+ +

Gets the next integer from the "generator" (it will always be minValue).

+
Parameters
+ + + +
minValueValue always returned when this function is called.
maxValueIrrelevant parameter.
+
+
+
Returns
Value given for minValue.
+ +

Implements GoRogue.Random.IRandom.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Random/MinRandom.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_random_1_1_min_random.png b/docs/class_go_rogue_1_1_random_1_1_min_random.png new file mode 100644 index 0000000000000000000000000000000000000000..17b843d2c0c38698acc351667a9907203a0f05f1 GIT binary patch literal 713 zcmeAS@N?(olHy`uVBq!ia0vp^+krTMgBeKXd=!}uq$C1-LR|m<{|{uoc=NTi|Ih>= z3ycpOIKbL@M;^%KC<*clW&kPzfvcxNj2IZ0B0OCjLn;{G&V8G=#(>9#zj@31|0kvg zDe!ULOj-ZRY|?5!?Iv40!=FD+?^^e|C28uCmm+s2Jz4%>nu`6^9n;^c*BkXu3b|T* z$N8I?&78}R?gaNuRL$YR~U|IknTJz6YG!{rQR6?^nOf41M3-S>69z^ZDJMbKgF{ zRXOSX&qp~HansVBFP>bUY4>{-nl z<~KwB5-rdE%S^LN}h85g+nJ?n<2X4;=M&utLB zQ@Pb~I`?9i)zM3gUTUXr&I{dg;k(YO&3|Bo?yh1#B-+t+UfraJ~tS3j3^P6 + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue.Random.SingletonRandom Member List
+
+
+ +

This is the complete list of members for GoRogue.Random.SingletonRandom, including all inherited members.

+ + +
DefaultRNGGoRogue.Random.SingletonRandomstatic
+ + + + diff --git a/docs/class_go_rogue_1_1_random_1_1_singleton_random.html b/docs/class_go_rogue_1_1_random_1_1_singleton_random.html new file mode 100644 index 00000000..e5ce58d5 --- /dev/null +++ b/docs/class_go_rogue_1_1_random_1_1_singleton_random.html @@ -0,0 +1,121 @@ + + + + + + + +GoRogue: GoRogue.Random.SingletonRandom Class Reference + + + + + + + + + +
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GoRogue +
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C# roguelike/2D game utility library.
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+
GoRogue.Random.SingletonRandom Class Reference
+
+
+ +

Static class that contains 1 variable, which is a DefaultRNG instance. Used as the default rng by other features (dice, etc) wherever needed, and can also be used if you need a random number generator for your own code. + More...

+ + + + + +

+Static Public Attributes

static IRandom DefaultRNG = new DotNetRandom()
 Settable field that specifies what IRandom instance should be considered the default RNG. Defaults to DotNetRandom with TickCount used as seed. More...
 
+

Detailed Description

+

Static class that contains 1 variable, which is a DefaultRNG instance. Used as the default rng by other features (dice, etc) wherever needed, and can also be used if you need a random number generator for your own code.

+

Member Data Documentation

+ +

§ DefaultRNG

+ +
+
+ + + + + +
+ + + + +
IRandom GoRogue.Random.SingletonRandom.DefaultRNG = new DotNetRandom()
+
+static
+
+ +

Settable field that specifies what IRandom instance should be considered the default RNG. Defaults to DotNetRandom with TickCount used as seed.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Random/SingletonRandom.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_map-members.html b/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_map-members.html new file mode 100644 index 00000000..9f436826 --- /dev/null +++ b/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_map-members.html @@ -0,0 +1,91 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.SenseMapping.SenseMap Member List
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+ + + + + diff --git a/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_map.html b/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_map.html new file mode 100644 index 00000000..1be204f4 --- /dev/null +++ b/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_map.html @@ -0,0 +1,404 @@ + + + + + + + +GoRogue: GoRogue.SenseMapping.SenseMap Class Reference + + + + + + + + + +
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GoRogue +
+
C# roguelike/2D game utility library.
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GoRogue.SenseMapping.SenseMap Class Reference
+
+
+ +

Class responsible for calculating a map for senses (sound, light, etc). Anything that has a resistance map, where 1.0 is completely impenetrable, and 0.0 is no resistance at all, can use this system. Typically used for FOV, however can also be used for sound maps, etc. Supports a few different types of spreading mechanics, including every one in the SourceType enum. Included in these is FOV/LOS-style shadowcasting. This will be much faster than ripple variations. Once one calls Calculate, one can use Coords, or x and y values, to access this class like an array. The double one gets back will be the "sensory value". This is a number between 1.0 and 0.0, where 1.0 is maximum intensity (max brightness in the case of the sources being light, for example), and 0.0 is no intensity at all. + More...

+
+Inheritance diagram for GoRogue.SenseMapping.SenseMap:
+
+
+ + +GoRogue.IMapOf< double > + +
+ + + + + + + + + + + + + + + + + +

+Public Member Functions

 SenseMap (IMapOf< double > resMap)
 Constructor. Takes the resistance map to use for calculations. More...
 
void AddSenseSource (SenseSource senseSource)
 Adds the given SenseSource to the list of sources. If the source has its SenseSource.Enabled flag set when Calculate is next called, then this will be used as a source. More...
 
void RemoveSenseSource (SenseSource senseSource)
 Removes the given source from the list of sources. This would typically be used when the source is destroyed, expired, or otherwise removed from the map. For temporary disabling, it is better to use the SenseSource.Enabled flag. More...
 
void Calculate ()
 Function to make it do things. For each enabled source in the source list, it calculates the sense map, and puts them all together when this function is called. Sensory values are capped at 1.0 automatically. More...
 
IEnumerator< double > GetEnumerator ()
 Enumerator, in case you want to use this as a list of doubles. More...
 
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Properties

IList< SenseSourceSenseSources [get]
 Read-only list of all sources currently taken into account. Some may have their enabled flag set to false, so all of these may or may not be counted when Calculate is called. More...
 
int Width [get]
 Width of sense map. More...
 
int Height [get]
 Height of sense map. More...
 
double this[Coord pos] [get]
 Array-style indexer that takes a Coord as the index. Because of this function, given a SenseMap called mySenseMap, you may call mySenseMap[Coord.Get(1, 3)] to access the "sensory value" at (1, 3). More...
 
double this[int x, int y] [get]
 Array-style indexer that takes an (x, y) value as the index. Similarly to the Coord indexer, you may call mySenseMap[1, 3] to get the "sensory value" at 1, 3. More...
 
- Properties inherited from GoRogue.IMapOf< double >
int Width [get]
 The width of the map being represented. More...
 
int Height [get]
 The height of the map being represented. More...
 
this[int x, int y] [get]
 Given an X and Y value, should return the "value" associated with that location. More...
 
this[Coord pos] [get]
 Given a Coord, should return the "value" associated with that location. More...
 
+

Detailed Description

+

Class responsible for calculating a map for senses (sound, light, etc). Anything that has a resistance map, where 1.0 is completely impenetrable, and 0.0 is no resistance at all, can use this system. Typically used for FOV, however can also be used for sound maps, etc. Supports a few different types of spreading mechanics, including every one in the SourceType enum. Included in these is FOV/LOS-style shadowcasting. This will be much faster than ripple variations. Once one calls Calculate, one can use Coords, or x and y values, to access this class like an array. The double one gets back will be the "sensory value". This is a number between 1.0 and 0.0, where 1.0 is maximum intensity (max brightness in the case of the sources being light, for example), and 0.0 is no intensity at all.

+

Constructor & Destructor Documentation

+ +

§ SenseMap()

+ +
+
+ + + + + + + + +
GoRogue.SenseMapping.SenseMap.SenseMap (IMapOf< double > resMap)
+
+ +

Constructor. Takes the resistance map to use for calculations.

+
Parameters
+ + +
resMapThe resistance map to use for calculations.
+
+
+ +
+
+

Member Function Documentation

+ +

§ AddSenseSource()

+ +
+
+ + + + + + + + +
void GoRogue.SenseMapping.SenseMap.AddSenseSource (SenseSource senseSource)
+
+ +

Adds the given SenseSource to the list of sources. If the source has its SenseSource.Enabled flag set when Calculate is next called, then this will be used as a source.

+
Parameters
+ + +
senseSourceThe "source" to add.
+
+
+ +
+
+ +

§ Calculate()

+ +
+
+ + + + + + + +
void GoRogue.SenseMapping.SenseMap.Calculate ()
+
+ +

Function to make it do things. For each enabled source in the source list, it calculates the sense map, and puts them all together when this function is called. Sensory values are capped at 1.0 automatically.

+ +
+
+ +

§ GetEnumerator()

+ +
+
+ + + + + + + +
IEnumerator<double> GoRogue.SenseMapping.SenseMap.GetEnumerator ()
+
+ +

Enumerator, in case you want to use this as a list of doubles.

+
Returns
Enumerable of doubles (the sensory values).
+ +
+
+ +

§ RemoveSenseSource()

+ +
+
+ + + + + + + + +
void GoRogue.SenseMapping.SenseMap.RemoveSenseSource (SenseSource senseSource)
+
+ +

Removes the given source from the list of sources. This would typically be used when the source is destroyed, expired, or otherwise removed from the map. For temporary disabling, it is better to use the SenseSource.Enabled flag.

+
Parameters
+ + +
senseSourceThe SenseSource to remove.
+
+
+ +
+
+

Property Documentation

+ +

§ Height

+ +
+
+ + + + + +
+ + + + +
int GoRogue.SenseMapping.SenseMap.Height
+
+get
+
+ +

Height of sense map.

+ +
+
+ +

§ SenseSources

+ +
+
+ + + + + +
+ + + + +
IList<SenseSource> GoRogue.SenseMapping.SenseMap.SenseSources
+
+get
+
+ +

Read-only list of all sources currently taken into account. Some may have their enabled flag set to false, so all of these may or may not be counted when Calculate is called.

+ +
+
+ +

§ this[Coord pos]

+ +
+
+ + + + + +
+ + + + +
double GoRogue.SenseMapping.SenseMap.this[Coord pos]
+
+get
+
+ +

Array-style indexer that takes a Coord as the index. Because of this function, given a SenseMap called mySenseMap, you may call mySenseMap[Coord.Get(1, 3)] to access the "sensory value" at (1, 3).

+
Parameters
+ + +
posPosition to get the sensory value for.
+
+
+
Returns
The "sensory value" at the given location.
+ +
+
+ +

§ this[int x, int y]

+ +
+
+ + + + + +
+ + + + +
double GoRogue.SenseMapping.SenseMap.this[int x, int y]
+
+get
+
+ +

Array-style indexer that takes an (x, y) value as the index. Similarly to the Coord indexer, you may call mySenseMap[1, 3] to get the "sensory value" at 1, 3.

+
Parameters
+ + + +
xX-coordinate to retrieve the sensory value for.
yY-Coordinate to retrieve the sensory value for.
+
+
+
Returns
The sensory value at (x, y)
+ +
+
+ +

§ Width

+ +
+
+ + + + + +
+ + + + +
int GoRogue.SenseMapping.SenseMap.Width
+
+get
+
+ +

Width of sense map.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/SenseMapping/SenseMap.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_map.png b/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_map.png new file mode 100644 index 0000000000000000000000000000000000000000..a13d8e8a6508378dad4f8824f63bc609df09bd6d GIT binary patch literal 1190 zcmeAS@N?(olHy`uVBq!ia0y~yVB7^{2XHV0$%saW=Ris#z$e7@|Ns9$=8HF9OZyK^ z0J6aNz<~p-op!wH+taoX^N?6O5ab^CYVGNu%-nD$lvA zUb+8y|LR!R)lH_`m6T@hx$^dQ<=xsnbB?_d%bBw`Hu2huRdSyFHZ{P0e3@&f~`ETPv)m zeE-|Fb8VhbwAuO86BZi;3YO?C|Lt@yJ$C!H&9QgiT)k2?FXlyjO9Z3)tE_*?mHWfC z&x!jUp!~q)dadfaS-bYWnpNs{H|<7wY;)Y&=BxR?yH&MIj_Y^O+*PZ@&#e{~y!o`o^t^jlM+_($ z_Z-hlR8sogVikII^`BL*?QR}&0!B`1-Hybrjz8@!R)T`l(FmSbz;xloZ_`4fY@Y?&@t&b3Qk!Cc^pgio%$vh?9;9{qgAZI*qrm)~#A?TNibaxn}hWshvMwXWf%tB^`e^sP$H@ zc6!*|KeyI1ZS&ewB_Abef3o`Yy6Eu2=-6*rMNby)TI{#p>E*P_ypL6HR{yrjUr~KO zZ<(Iixf^-Mo(b(gy)CR<_5Il^Q_Fw7SaZ8-_x&3Y<{xfv&ikkt{`sEo-HJ<7h1XBf zyT5PMq^GwIZVJ7bnwp$_{8T&7{hu?kbk97$zI4y_VD=5C->=$uT{7Hm>D?2IR?qGj z&(alop!EJq?B6K?>=!0&*Kc^e=k2cU`9iN4_6WaXhyl`YT*O_fx%7%6L;Y0yYxCB} Vy%NrN3M^C@JYD@<);T3K0RWPTS?d4* literal 0 HcmV?d00001 diff --git a/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_source-members.html b/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_source-members.html new file mode 100644 index 00000000..4e8b0c57 --- /dev/null +++ b/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_source-members.html @@ -0,0 +1,87 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
GoRogue.SenseMapping.SenseSource Member List
+
+ + + + + diff --git a/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_source.html b/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_source.html new file mode 100644 index 00000000..e83d769a --- /dev/null +++ b/docs/class_go_rogue_1_1_sense_mapping_1_1_sense_source.html @@ -0,0 +1,288 @@ + + + + + + + +GoRogue: GoRogue.SenseMapping.SenseSource Class Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.SenseMapping.SenseSource Class Reference
+
+
+ +

Represents a source location to be used in a SenseMap. One would typically create these and call SenseMap.AddSenseSource with them, and perhaps retain a reference for the sake of moving it around or toggling it on-off. The player might have one of these that follows it around if SenseMap is being used as a lightig map, for instance. Note that changing values such as Position and Radius after the source is created is possible, however changes will not be reflected in any SenseSources using this source until their next Calculate call. + More...

+ + + + + +

+Public Member Functions

 SenseSource (SourceType type, Coord position, int radius, Radius radiusStrategy)
 Constructor. Takes all initial parameters, and allocates the necessary underlying arrays used for calculations. More...
 
+ + + + + + + + + + + + + + + + +

+Properties

Coord Position [get, set]
 The position on a map that the source is located at. More...
 
int Radius [get, set]
 The maximum radius of the source – this is the maximum distance the source values will emanate, provided the area is completely unobstructed. Changing this will trigger resizing (re-allocation) of the underlying arrays. However, data is not copied over – there is no need to since Calculate in SenseMap immediately copies values from local array to its "master" array. More...
 
Radius RadiusStrategy [get, set]
 The radius type/calculation strategy (circle, diamond, square, etc.) the source should use. More...
 
SourceType Type [get, set]
 The spread mechanics to use for source values. More...
 
bool Enabled [get, set]
 Whether or not this source is enabled. If a source is disabled when its SenseMap's Calculate function is called, the source does not calculate values and is effectively assumed to be "off". More...
 
+

Detailed Description

+

Represents a source location to be used in a SenseMap. One would typically create these and call SenseMap.AddSenseSource with them, and perhaps retain a reference for the sake of moving it around or toggling it on-off. The player might have one of these that follows it around if SenseMap is being used as a lightig map, for instance. Note that changing values such as Position and Radius after the source is created is possible, however changes will not be reflected in any SenseSources using this source until their next Calculate call.

+

Constructor & Destructor Documentation

+ +

§ SenseSource()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
GoRogue.SenseMapping.SenseSource.SenseSource (SourceType type,
Coord position,
int radius,
Radius radiusStrategy 
)
+
+ +

Constructor. Takes all initial parameters, and allocates the necessary underlying arrays used for calculations.

+
Parameters
+ + + + + +
typeThe spread mechanics to use for source values.
positionThe position on a map that the source is located at.
radiusThe maximum radius of the source – this is the maximum distance the source values will emanate, provided the area is completely unobstructed.
radiusStrategyThe radius type/calculation strategy (circle, diamond, square, etc) the source should use.
+
+
+ +
+
+

Property Documentation

+ +

§ Enabled

+ +
+
+ + + + + +
+ + + + +
bool GoRogue.SenseMapping.SenseSource.Enabled
+
+getset
+
+ +

Whether or not this source is enabled. If a source is disabled when its SenseMap's Calculate function is called, the source does not calculate values and is effectively assumed to be "off".

+ +
+
+ +

§ Position

+ +
+
+ + + + + +
+ + + + +
Coord GoRogue.SenseMapping.SenseSource.Position
+
+getset
+
+ +

The position on a map that the source is located at.

+ +
+
+ +

§ Radius

+ +
+
+ + + + + +
+ + + + +
int GoRogue.SenseMapping.SenseSource.Radius
+
+getset
+
+ +

The maximum radius of the source – this is the maximum distance the source values will emanate, provided the area is completely unobstructed. Changing this will trigger resizing (re-allocation) of the underlying arrays. However, data is not copied over – there is no need to since Calculate in SenseMap immediately copies values from local array to its "master" array.

+ +
+
+ +

§ RadiusStrategy

+ +
+
+ + + + + +
+ + + + +
Radius GoRogue.SenseMapping.SenseSource.RadiusStrategy
+
+getset
+
+ +

The radius type/calculation strategy (circle, diamond, square, etc.) the source should use.

+ +
+
+ +

§ Type

+ +
+
+ + + + + +
+ + + + +
SourceType GoRogue.SenseMapping.SenseSource.Type
+
+getset
+
+ +

The spread mechanics to use for source values.

+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/SenseMapping/SenseSource.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_spatial_map-members.html b/docs/class_go_rogue_1_1_spatial_map-members.html new file mode 100644 index 00000000..cce554f2 --- /dev/null +++ b/docs/class_go_rogue_1_1_spatial_map-members.html @@ -0,0 +1,101 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
GoRogue.SpatialMap< T > Member List
+
+ + + + + diff --git a/docs/class_go_rogue_1_1_spatial_map.html b/docs/class_go_rogue_1_1_spatial_map.html new file mode 100644 index 00000000..4c8c8279 --- /dev/null +++ b/docs/class_go_rogue_1_1_spatial_map.html @@ -0,0 +1,721 @@ + + + + + + + +GoRogue: GoRogue.SpatialMap< T > Class Template Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.SpatialMap< T > Class Template Reference
+
+
+ +

Designed as an more efficient data structure for recording objects on a map. The simple version: if you're about to use a List to store a bunch of objects in your map, consider using this or MultiSpatialMap instead! + More...

+
+Inheritance diagram for GoRogue.SpatialMap< T >:
+
+
+ + +GoRogue.ISpatialMap< T > +GoRogue.IReadOnlySpatialMap< T > + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Public Member Functions

 SpatialMap (int initialCapacity=32)
 Constructor. Creates an empty SpatialMap. More...
 
bool Add (T newItem, Coord position)
 Adds the given item at the given position, provided the item is not already in the SpatialMap and the position is not already filled. If either of those are the case, returns false. Otherwise (if item was successfully added), returns true. More...
 
bool Move (T item, Coord target)
 Move the item specified to the position specified. Returns true if successful. If the item does not exist in the SpatialMap, or the position is already filled by something, does nothing and returns false. Otherwise, returns true. More...
 
IEnumerable< T > Move (Coord current, Coord target)
 Moves whatever is at position current, if anything, to postion target. If something was moved, returns what was moved. If nothing was moved, eg. either there was nothing at position current or already something at position target, returns nothing. More...
 
bool Remove (T item)
 Removes the item specified, if it exists, and returns true. Returns false if the item was not in the SpatialMap. More...
 
IEnumerable< T > Remove (Coord position)
 Removes whatever is at the given position, if anything, and returns the item removed as a 1-element IEnumerable. Returns nothing if no item was at the position specified. More...
 
bool Contains (T item)
 See IReadOnlySpatialMap.Contains. More...
 
bool Contains (Coord position)
 See IReadOnlySpatialMap.Contains. More...
 
Coord GetPosition (T item)
 See IReadOnlySpatialMap.GetPosition. More...
 
IEnumerable< T > GetItems (Coord position)
 Gets the item at the given position as a 1-element enumerable if there is any item there, or nothing if there is nothing at that position. More...
 
GetItem (Coord position)
 Gets the item at the given position, or null/equivalent if no item exists. More...
 
void Clear ()
 See ISpatialMap.Clear. More...
 
IEnumerator< ISpatialTuple< T > > GetEnumerator ()
 Used by foreach loop, so that the class will give ISpatialTuple objects when used in a foreach loop. Generally should never be called explicitly. More...
 
IReadOnlySpatialMap< T > AsReadOnly ()
 See IReadOnlySpatialMap.AsReadOnly. More...
 
+ + + + +

+Public Attributes

int Count => itemMapping.Count
 See IReadOnlySpatialMap.Count. More...
 
+ + + + + + + + + + + + + + + + + +

+Properties

IEnumerable< T > Items [get]
 See IReadOnlySpatialMap.Items. More...
 
IEnumerable< CoordPositions [get]
 See IReadOnlySpatialMap.Positions. More...
 
- Properties inherited from GoRogue.IReadOnlySpatialMap< T >
int Count [get]
 The number of items in the data structure. More...
 
IEnumerable< T > Items [get]
 Enumerable of the items stored in the data structure: for use to iterate over all items, eg: More...
 
IEnumerable< CoordPositions [get]
 Enumerable of all positions that contain items. Likely this won't be used as much, since most objects that are contained in a spatial map implementation will record their position as a member, however in case that is not the case for a particular use, or just as a convenience if you only care about the coordinates, this is provided. More...
 
+ + + + + + + + + + + + + + + + + + + + +

+Events

EventHandler< ItemEventArgs< T > > ItemAdded
 See ISpatialMap.ItemAdded. More...
 
EventHandler< ItemEventArgs< T > > ItemRemoved
 See ISpatialMap.ItemRemoved. More...
 
EventHandler< ItemMovedEventArgs< T > > ItemMoved
 See ISpatialMap.ItemMoved. More...
 
- Events inherited from GoRogue.ISpatialMap< T >
EventHandler< ItemEventArgs< T > > ItemAdded
 Fired directly after an item has been added to the data structure. More...
 
EventHandler< ItemEventArgs< T > > ItemRemoved
 Fired directly after an item has been removed from the data structure. More...
 
EventHandler< ItemMovedEventArgs< T > > ItemMoved
 Fired directly after an item in the data structure has been moved. More...
 
+

Detailed Description

+

Designed as an more efficient data structure for recording objects on a map. The simple version: if you're about to use a List to store a bunch of objects in your map, consider using this or MultiSpatialMap instead!

+

More detail: typical roguelikes will use a 2D array (or 1D array accessed as a 2D array), for terrain, and lists of objects for things like entities, items, etc. This is simple but ultimately not efficient; for example, in that implementation, determining if there is an object at a location takes an amount of time proportional to the number of objects in this list. However, the other simple option is to use an array with size equal to the size of the map (as many do for terrain) for all object lists. This is even less ideal, as in that case, the time to iterate over all objects becomes proportional to the size of the map (since one has to do that for rendering, ouch!), which is typically much larger than the number of objects in a list. This is the problem SpatialMap is designed to solve. It provides fast, near-constant-time operations for getting the object at a location, adding entities, removing entities, and will allow you to iterate through all objects in the SpatialMap in time proportional to the number of objects in it (the best possible).

+

Effectively, it is a more efficient list for objects that have a position associated with them. This implementation can only allow one item at a given location at a time – for an implementation that allows multiple items, see MultiSpatialMap.

+

The objects stored in a SpatialMap must implement the IHasID (see that interface's documentation for an easy implementation example). This is used internally to keep track of the objects, since uints are easily hashable.

+
Template Parameters
+ + +
TThe type of object that will be contained by this SpatialMap.
+
+
+
+
Type Constraints
+ + +
T :IHasID 
+
+
+
+

Constructor & Destructor Documentation

+ +

§ SpatialMap()

+ +
+
+ + + + + + + + +
GoRogue.SpatialMap< T >.SpatialMap (int initialCapacity = 32)
+
+ +

Constructor. Creates an empty SpatialMap.

+
Parameters
+ + +
initialCapacityThe initial maximum number of elements the SpatialMap can hold before it has to internally resize data structures. Defaults to 32.
+
+
+ +
+
+

Member Function Documentation

+ +

§ Add()

+ +
+
+ + + + + + + + + + + + + + + + + + +
bool GoRogue.SpatialMap< T >.Add (newItem,
Coord position 
)
+
+ +

Adds the given item at the given position, provided the item is not already in the SpatialMap and the position is not already filled. If either of those are the case, returns false. Otherwise (if item was successfully added), returns true.

+
Parameters
+ + + +
newItemThe item to add.
positionThe position at which to add the new item.
+
+
+
Returns
True if the item was added, false if not.
+ +

Implements GoRogue.ISpatialMap< T >.

+ +
+
+ +

§ AsReadOnly()

+ +
+
+ + + + + + + +
IReadOnlySpatialMap<T> GoRogue.SpatialMap< T >.AsReadOnly ()
+
+
+ +

§ Clear()

+ +
+
+ + + + + + + +
void GoRogue.SpatialMap< T >.Clear ()
+
+ +

See ISpatialMap.Clear.

+ +

Implements GoRogue.ISpatialMap< T >.

+ +
+
+ +

§ Contains() [1/2]

+ +
+
+ + + + + + + + +
bool GoRogue.SpatialMap< T >.Contains (item)
+
+
+ +

§ Contains() [2/2]

+ +
+
+ + + + + + + + +
bool GoRogue.SpatialMap< T >.Contains (Coord position)
+
+
+ +

§ GetEnumerator()

+ +
+
+ + + + + + + +
IEnumerator<ISpatialTuple<T> > GoRogue.SpatialMap< T >.GetEnumerator ()
+
+ +

Used by foreach loop, so that the class will give ISpatialTuple objects when used in a foreach loop. Generally should never be called explicitly.

+
Returns
An enumerator for the SpatialMap
+ +
+
+ +

§ GetItem()

+ +
+
+ + + + + + + + +
T GoRogue.SpatialMap< T >.GetItem (Coord position)
+
+ +

Gets the item at the given position, or null/equivalent if no item exists.

+

Intended to be a more convenient function as compared to GetItems, for times when you are dealing exclusively with SpatialMap instances.

+
Parameters
+ + +
positionThe postiion to return the item for.
+
+
+
Returns
The item at the given position, or null/equivalent if no item exists at that location.
+ +
+
+ +

§ GetItems()

+ +
+
+ + + + + + + + +
IEnumerable<T> GoRogue.SpatialMap< T >.GetItems (Coord position)
+
+ +

Gets the item at the given position as a 1-element enumerable if there is any item there, or nothing if there is nothing at that position.

+

Again, since this implementation guarantees that only one item can be at any given location at once, the return value is guaranteed to be at most one element. For times when you are know you are dealing exclusively with SpatialMap instances, this specific class also provides a GetItem function that returns a more intuitive null if no item was found, or the item at the location as applicable.

+
Parameters
+ + +
positionThe position to return the item for.
+
+
+
Returns
The item at the given position as a 1-element enumerable, if there is an item there, or nothing if there is no item there.
+ +

Implements GoRogue.IReadOnlySpatialMap< T >.

+ +
+
+ +

§ GetPosition()

+ +
+
+ + + + + + + + +
Coord GoRogue.SpatialMap< T >.GetPosition (item)
+
+
+ +

§ Move() [1/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
bool GoRogue.SpatialMap< T >.Move (item,
Coord target 
)
+
+ +

Move the item specified to the position specified. Returns true if successful. If the item does not exist in the SpatialMap, or the position is already filled by something, does nothing and returns false. Otherwise, returns true.

+
Parameters
+ + + +
itemThe item to move.
targetThe position to move it to.
+
+
+
Returns
True if the item was moved, false if not.
+ +

Implements GoRogue.ISpatialMap< T >.

+ +
+
+ +

§ Move() [2/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
IEnumerable<T> GoRogue.SpatialMap< T >.Move (Coord current,
Coord target 
)
+
+ +

Moves whatever is at position current, if anything, to postion target. If something was moved, returns what was moved. If nothing was moved, eg. either there was nothing at position current or already something at position target, returns nothing.

+

Since this implementation of ISpatialMap guarantees that only one item may be at any given location at a time, the returned values will either be none, or a single value.

+
Parameters
+ + + +
currentThe position of the item to move.
targetThe position to move the item to.
+
+
+
Returns
The item moved as a 1-element IEnumerable if something was moved, or nothing if no item was moved.
+ +

Implements GoRogue.ISpatialMap< T >.

+ +
+
+ +

§ Remove() [1/2]

+ +
+
+ + + + + + + + +
bool GoRogue.SpatialMap< T >.Remove (item)
+
+ +

Removes the item specified, if it exists, and returns true. Returns false if the item was not in the SpatialMap.

+
Parameters
+ + +
itemThe item to remove.
+
+
+
Returns
True if the item was removed, false if the item was not found.
+ +

Implements GoRogue.ISpatialMap< T >.

+ +
+
+ +

§ Remove() [2/2]

+ +
+
+ + + + + + + + +
IEnumerable<T> GoRogue.SpatialMap< T >.Remove (Coord position)
+
+ +

Removes whatever is at the given position, if anything, and returns the item removed as a 1-element IEnumerable. Returns nothing if no item was at the position specified.

+

Again, since this implementation guarantees that only one item can be at any given location at a time, the returned value is guaranteed to be either nothing or a single element.

+
Parameters
+ + +
positionThe position of the item to remove.
+
+
+
Returns
The item removed as a 1-element IEnumerable, if something was removed; nothing if no item was found at that position.
+ +

Implements GoRogue.ISpatialMap< T >.

+ +
+
+

Member Data Documentation

+ +

§ Count

+ +
+
+ + + + +
int GoRogue.SpatialMap< T >.Count => itemMapping.Count
+
+
+

Property Documentation

+ +

§ Items

+ +
+
+ + + + + +
+ + + + +
IEnumerable<T> GoRogue.SpatialMap< T >.Items
+
+get
+
+
+ +

§ Positions

+ +
+
+ + + + + +
+ + + + +
IEnumerable<Coord> GoRogue.SpatialMap< T >.Positions
+
+get
+
+
+

Event Documentation

+ +

§ ItemAdded

+ +
+
+ + + + +
EventHandler<ItemEventArgs<T> > GoRogue.SpatialMap< T >.ItemAdded
+
+
+ +

§ ItemMoved

+ +
+
+ + + + +
EventHandler<ItemMovedEventArgs<T> > GoRogue.SpatialMap< T >.ItemMoved
+
+
+ +

§ ItemRemoved

+ +
+
+ + + + +
EventHandler<ItemEventArgs<T> > GoRogue.SpatialMap< T >.ItemRemoved
+
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/SpatialMap.cs
  • +
+
+ + + + diff --git a/docs/class_go_rogue_1_1_spatial_map.png b/docs/class_go_rogue_1_1_spatial_map.png new file mode 100644 index 0000000000000000000000000000000000000000..25150180864ac357867a6b19f139a69cb3025fc6 GIT binary patch literal 1596 zcmb`HYc$k(7{^D5Xo}9J%qGzY8#!+4lE$*6k=x2?42d-^E!o*(#-+bYQJX}J#F)^! zF5|L@*<5CZq}*mI#-*tlDvg;ia+_gpJ343g?7ryT{?2)R&-0w~ym>y~=Xo-HyxhQQ z5H%181csk-@s)eF+^DLG^1rp_q>tR~_wn#^mC0oCaBhALbEh{~9(^_{m8zWiT34Q` z#`$`k0m+ND9%InY0t8YXg1b2RB`7SE$XbXdJ6#Kz_+=?tjNH4!u|A2yqJbadTbX-8 zpXqDJ!i%eGQRde*oJkNsFJl^!ZkC}TuKN(!AIRCEm(lsEgh}se7)j$-4Tta(^pr&G z+f!JuUWRiFS;IM@@+cWoUOcihrf?-}(O@Hw-(7V{Hu1x7DD%;t#MAwD7q==BcQLu4bkwk&0L z{A5LL>EQNo39N7UW4u?wB^VPBF>(w|~re&uWwhmq|f69njJN5_uT+J;KS0vyt?X)_X#O-Z$x49#9&ako_4 zSvA$uTTA2~y460pnziAqI#cs6AW<`f>YsQB5M@mL0SZGCB&~rb?bz2QtV8%fMe4SM z@oB{+VvmX(-)?HtcHOjKFbqV20H73WAxIpxq#$Jcw}86On!fV7xyYb45DbGa6MGEd zDdEEESu@Wrw+JJ+VL%tH1QBf>Sg#MqvlIf;y}9+;R-p!D(|mn%c!%%s1Frbnd##A9 zup1ZwRtav8h~1pF%xb)vQzZyO!s0bh^}=18xA-}&?+HyYGzWq7RI?iS!o|WM++_xU z<(lMU76udEo^#0Gg9z~ZeS{PfoKnRD+i(j6^hu(A!3I-_ z$hpZdXERy7;m#0`e6X>j2@nrv*xPka}z@o_Mo6^j4_g{oQ1UoL5Xf^Uci8ayo zg--JZj&|!@8{YA}d!ifq#wW4QfZM((V$TkFRYE1+$x&e3Dw53^V$I=JWqy5| zDnjVMZ`;eD8;t3EC?!DnA+c1nmuj}QZO*@BrTcucB9=y)#(*b}v**e{rC-qHi^46r zj;uJun?%5QXVblLa!KL1;5Y9H_b5Qv4P0C~2{D@346V=x)H;t{iJgfAqK8e&=y*Ro zf`*@2XwzU@;`%&m+i9I#|cML;7GuQu&t3#=quyg$j!n}VmB?Bv$bLRy*y(()& z%~wFXN>TfdIZX{Qkjl6CZj(c|URclQu577sAd#Pb|~@99pxLUCcZ1!Y#hE^(jkAk`E*`fP!i!iXs6Ea+V08dzHNn + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue.Utility Member List
+
+
+ +

This is the complete list of members for GoRogue.Utility, including all inherited members.

+ + + + + + +
FisherYatesShuffle< T >(this List< T > list, IRandom rng=null)GoRogue.Utilitystatic
RandomIndex< T >(this IList< T > list, IRandom rng=null)GoRogue.Utilitystatic
RandomItem< T >(this IList< T > list, IRandom rng=null)GoRogue.Utilitystatic
Swap< T >(ref T lhs, ref T rhs)GoRogue.Utilitystatic
ToList< T >(this IEnumerable< T > enumerable)GoRogue.Utilitystatic
+ + + + diff --git a/docs/class_go_rogue_1_1_utility.html b/docs/class_go_rogue_1_1_utility.html new file mode 100644 index 00000000..c14db3e3 --- /dev/null +++ b/docs/class_go_rogue_1_1_utility.html @@ -0,0 +1,357 @@ + + + + + + + +GoRogue: GoRogue.Utility Class Reference + + + + + + + + + +
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GoRogue.Utility Class Reference
+
+
+ +

Static class full of miscellaneous helper methods. + More...

+ + + + + + + + + + + + + + + + + +

+Static Public Member Functions

static void Swap< T > (ref T lhs, ref T rhs)
 Convenience function that swaps the values pointed to by x and y. More...
 
static void FisherYatesShuffle< T > (this List< T > list, IRandom rng=null)
 Extension method for List that implements a fisher-yates shuffle. Modifies the list it is called on to randomly rearrange the elements therein. More...
 
static T RandomItem< T > (this IList< T > list, IRandom rng=null)
 Extension method that selects and returns a random item from the list, using the rng specified. Default for type T is returned if the list is empty. More...
 
static int RandomIndex< T > (this IList< T > list, IRandom rng=null)
 Extension method that selects and returns a random valid index from the list, using the rng specified. -1 is returned if the list is empty. More...
 
static List< T > ToList< T > (this IEnumerable< T > enumerable)
 Extension method for IEnumerable that converts the IEnumerable into a list. This may be useful for any of the various methods in the GoRogue library that return IEnumerables, where you actually want to store the returned items for repeated use/iteration, etc. The function simply provides a shorter syntax to create a new list and pass in the IEnumerable to the constructor. More...
 
+

Detailed Description

+

Static class full of miscellaneous helper methods.

+

Member Function Documentation

+ +

§ FisherYatesShuffle< T >()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static void GoRogue.Utility.FisherYatesShuffle< T > (this List< T > list,
IRandom rng = null 
)
+
+static
+
+ +

Extension method for List that implements a fisher-yates shuffle. Modifies the list it is called on to randomly rearrange the elements therein.

+

Since this is an extension method, if we have a List<T> myList, we can simply call myList.FisherYatesShuffle(rng). However, do note that for the method to be detected properly, the namespace GoRogue (the namespace the Utility class is in) must be in a using statement.

+
Template Parameters
+ + +
TType of elements in the list.
+
+
+
Parameters
+ + + +
listList being operated on – never specified manually as this is an extension method.
rngRNG to use.
+
+
+ +
+
+ +

§ RandomIndex< T >()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static int GoRogue.Utility.RandomIndex< T > (this IList< T > list,
IRandom rng = null 
)
+
+static
+
+ +

Extension method that selects and returns a random valid index from the list, using the rng specified. -1 is returned if the list is empty.

+
Template Parameters
+ + +
TType of elements in the list.
+
+
+
Parameters
+ + + +
listIList being operated on – never specified manually as this is an extension method.
rngRNG to use.
+
+
+
Returns
Index selected.
+ +
+
+ +

§ RandomItem< T >()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static T GoRogue.Utility.RandomItem< T > (this IList< T > list,
IRandom rng = null 
)
+
+static
+
+ +

Extension method that selects and returns a random item from the list, using the rng specified. Default for type T is returned if the list is empty.

+
Template Parameters
+ + +
TType of elements in the list.
+
+
+
Parameters
+ + + +
listIList being operated on – never specified manually as this is an extension method.
rngRNG to use.
+
+
+
Returns
Item selected.
+ +
+
+ +

§ Swap< T >()

+ +
+
+ + + + + +
+ + + + + + + + + + + + + + + + + + +
static void GoRogue.Utility.Swap< T > (ref T lhs,
ref T rhs 
)
+
+static
+
+ +

Convenience function that swaps the values pointed to by x and y.

+
Template Parameters
+ + +
TType of values being swapped – generally determinable implicitly by the compiler.
+
+
+
Parameters
+ + + +
lhsLeft-hand value.
rhsRight-hand value.
+
+
+ +
+
+ +

§ ToList< T >()

+ +
+
+ + + + + +
+ + + + + + + + +
static List<T> GoRogue.Utility.ToList< T > (this IEnumerable< T > enumerable)
+
+static
+
+ +

Extension method for IEnumerable that converts the IEnumerable into a list. This may be useful for any of the various methods in the GoRogue library that return IEnumerables, where you actually want to store the returned items for repeated use/iteration, etc. The function simply provides a shorter syntax to create a new list and pass in the IEnumerable to the constructor.

+
Template Parameters
+ + +
TThe type of elements in the IEnumerable.
+
+
+
Parameters
+ + +
enumerableThe IEnumerable to convert to List – never specified manually as this is an extension method.
+
+
+
Returns
A list containing all the items referenced by the IEnumerable value it is called on.
+ +
+
+
The documentation for this class was generated from the following file:
    +
  • GoRogue/Utility.cs
  • +
+
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Direction (GoRogue)   IDGenerator (GoRogue)   
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RandomConnectionPointSelector (GoRogue.MapGeneration.Connectors)   
DirectLineTunnelCreator (GoRogue.MapGeneration.Connectors)   IDiceExpressionTerm (GoRogue.DiceNotation.Terms)   RandomRoomsGenerator (GoRogue.MapGeneration.Generators)   
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  c  
+
Distance (GoRogue)   IHasID (GoRogue)   
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+
RectangleMapGenerator (GoRogue.MapGeneration.Generators)   
DotNetRandom (GoRogue.Random)   IMapOf (GoRogue)   
  s  
+
CellularAutomataGenerator (GoRogue.MapGeneration.Generators)   
  e  
+
ImpossibleDieException (GoRogue.DiceNotation.Exceptions)   MapArea (GoRogue.MapGeneration)   
CenterBoundsConnectionPointSelector (GoRogue.MapGeneration.Connectors)   InvalidChooseException (GoRogue.DiceNotation.Exceptions)   MapAreaFinder (GoRogue.MapGeneration)   SenseMap (GoRogue.SenseMapping)   
ClosestMapAreaConnector (GoRogue.MapGeneration.Connectors)   Effect (GoRogue)   InvalidMultiplicityException (GoRogue.DiceNotation.Exceptions)   MathHelpers (GoRogue)   SenseSource (GoRogue.SenseMapping)   
ConstantTerm (GoRogue.DiceNotation.Terms)   EffectArgs (GoRogue)   IRandom (GoRogue.Random)   MaxRandom (GoRogue.Random)   SingletonRandom (GoRogue.Random)   
Coord (GoRogue)   EffectTrigger (GoRogue)   IReadOnlySpatialMap (GoRogue)   MinRandom (GoRogue.Random)   SpatialMap (GoRogue)   
  d  
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ISettableMapOf (GoRogue)   MultiSpatialMap (GoRogue)   
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+
ISpatialMap (GoRogue)   
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+
Dice (GoRogue.DiceNotation)   GaussianRandom (GoRogue.Random)   ISpatialTuple (GoRogue)   TermResult (GoRogue.DiceNotation)   
DiceExpression (GoRogue.DiceNotation)   
  h  
+
ItemEventArgs (GoRogue)   OrderedMapAreaConnector (GoRogue.MapGeneration.Connectors)   
  u  
+
DiceParser (GoRogue.DiceNotation)   ItemMovedEventArgs (GoRogue)   
  r  
+
DiceResult (GoRogue.DiceNotation)   HorizontalVerticalTunnelCreator (GoRogue.MapGeneration.Connectors)   ITunnelCreator (GoRogue.MapGeneration.Connectors)   Utility (GoRogue)   
DiceTerm (GoRogue.DiceNotation.Terms)   
  i  
+
  k  
+
Radius (GoRogue)   
DijkstraMap (GoRogue.Pathing)   RadiusAreaProvider (GoRogue)   
IAreaConnectionPointSelector (GoRogue.MapGeneration.Connectors)   KnownSeriesRandom (GoRogue.Random)   
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C# roguelike/2D game utility library.
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Release Directory Reference
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+Directories

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+ + + + diff --git a/docs/dir_f77b042612fd41ddb246c42dba8a1b5a.html b/docs/dir_f77b042612fd41ddb246c42dba8a1b5a.html new file mode 100644 index 00000000..519c3b28 --- /dev/null +++ b/docs/dir_f77b042612fd41ddb246c42dba8a1b5a.html @@ -0,0 +1,78 @@ + + + + + + + +GoRogue: GoRogue/MapGeneration/Generators Directory Reference + + + + + + + + + +
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GoRogue +
+
C# roguelike/2D game utility library.
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Generators Directory Reference
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+} + +/* @group Heading Levels */ + +h1.groupheader { + font-size: 150%; +} + +.title { + font: 400 14px/28px Roboto,sans-serif; + font-size: 150%; + font-weight: bold; + margin: 10px 2px; +} + +h2.groupheader { + border-bottom: 1px solid #879ECB; + color: #354C7B; + font-size: 150%; + font-weight: normal; + margin-top: 1.75em; + padding-top: 8px; + padding-bottom: 4px; + width: 100%; +} + +h3.groupheader { + font-size: 100%; +} + +h1, h2, h3, h4, h5, h6 { + -webkit-transition: text-shadow 0.5s linear; + -moz-transition: text-shadow 0.5s linear; + -ms-transition: text-shadow 0.5s linear; + -o-transition: text-shadow 0.5s linear; + transition: text-shadow 0.5s linear; + margin-right: 15px; +} + +h1.glow, h2.glow, h3.glow, h4.glow, h5.glow, h6.glow { + text-shadow: 0 0 15px cyan; +} + +dt { + font-weight: bold; +} + +div.multicol { + -moz-column-gap: 1em; + -webkit-column-gap: 1em; + -moz-column-count: 3; + -webkit-column-count: 3; +} + +p.startli, p.startdd { + margin-top: 2px; +} + +p.starttd { + margin-top: 0px; +} + +p.endli { + margin-bottom: 0px; +} + +p.enddd { + margin-bottom: 4px; +} + +p.endtd { + margin-bottom: 2px; +} + +/* @end */ + +caption { + font-weight: bold; +} + +span.legend { + font-size: 70%; + text-align: center; +} + +h3.version { + font-size: 90%; + text-align: center; +} + +div.qindex, div.navtab{ + background-color: #EBEFF6; + border: 1px solid #A3B4D7; + text-align: center; +} + +div.qindex, div.navpath { + width: 100%; + line-height: 140%; +} + +div.navtab { + margin-right: 15px; +} + +/* @group Link Styling */ + +a { + color: #3D578C; + font-weight: normal; + text-decoration: none; +} + +.contents a:visited { + color: #4665A2; +} + +a:hover { + text-decoration: underline; +} + +a.qindex { + font-weight: bold; +} + +a.qindexHL { + font-weight: bold; + background-color: #9CAFD4; + color: #ffffff; + border: 1px double #869DCA; +} + +.contents a.qindexHL:visited { + color: #ffffff; +} + +a.el { + font-weight: bold; +} + +a.elRef { +} + +a.code, a.code:visited, a.line, a.line:visited { + color: #4665A2; +} + +a.codeRef, a.codeRef:visited, a.lineRef, a.lineRef:visited { + color: #4665A2; +} + +/* @end */ + +dl.el { + margin-left: -1cm; +} + +pre.fragment { + border: 1px solid #C4CFE5; + background-color: #FBFCFD; + padding: 4px 6px; + margin: 4px 8px 4px 2px; + overflow: auto; + word-wrap: break-word; + font-size: 9pt; + line-height: 125%; + font-family: monospace, fixed; + font-size: 105%; +} + +div.fragment { + padding: 0px; + margin: 4px 8px 4px 2px; + background-color: #FBFCFD; + border: 1px solid #C4CFE5; +} + +div.line { + font-family: monospace, fixed; + font-size: 13px; + min-height: 13px; + line-height: 1.0; + text-wrap: unrestricted; + white-space: -moz-pre-wrap; /* Moz */ + white-space: -pre-wrap; /* Opera 4-6 */ + white-space: -o-pre-wrap; /* Opera 7 */ + white-space: pre-wrap; /* CSS3 */ + word-wrap: break-word; /* IE 5.5+ */ + text-indent: -53px; + padding-left: 53px; + padding-bottom: 0px; + margin: 0px; + -webkit-transition-property: background-color, box-shadow; + -webkit-transition-duration: 0.5s; + -moz-transition-property: background-color, box-shadow; + -moz-transition-duration: 0.5s; + -ms-transition-property: background-color, box-shadow; + -ms-transition-duration: 0.5s; + -o-transition-property: background-color, box-shadow; + -o-transition-duration: 0.5s; + transition-property: background-color, box-shadow; + transition-duration: 0.5s; +} + +div.line:after { + content:"\000A"; + white-space: pre; +} + +div.line.glow { + background-color: cyan; + box-shadow: 0 0 10px cyan; +} + + +span.lineno { + padding-right: 4px; + text-align: right; + border-right: 2px solid #0F0; + background-color: #E8E8E8; + white-space: pre; +} +span.lineno a { + background-color: #D8D8D8; +} + +span.lineno a:hover { + background-color: #C8C8C8; +} + +.lineno { + -webkit-touch-callout: none; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; +} + +div.ah, span.ah { + background-color: black; + font-weight: bold; + color: #ffffff; + margin-bottom: 3px; + margin-top: 3px; + padding: 0.2em; + border: solid thin #333; + border-radius: 0.5em; + -webkit-border-radius: .5em; + -moz-border-radius: .5em; + box-shadow: 2px 2px 3px #999; + -webkit-box-shadow: 2px 2px 3px #999; + -moz-box-shadow: rgba(0, 0, 0, 0.15) 2px 2px 2px; + background-image: -webkit-gradient(linear, left top, left bottom, from(#eee), to(#000),color-stop(0.3, #444)); + background-image: -moz-linear-gradient(center top, #eee 0%, #444 40%, #000 110%); +} + +div.classindex ul { + list-style: none; + padding-left: 0; +} + +div.classindex span.ai { + display: inline-block; +} + +div.groupHeader { + margin-left: 16px; + margin-top: 12px; + font-weight: bold; +} + +div.groupText { + margin-left: 16px; + font-style: italic; +} + +body { + background-color: white; + color: black; + margin: 0; +} + +div.contents { + margin-top: 10px; + margin-left: 12px; + margin-right: 8px; +} + +td.indexkey { + background-color: #EBEFF6; + font-weight: bold; + border: 1px solid #C4CFE5; + margin: 2px 0px 2px 0; + padding: 2px 10px; + white-space: nowrap; + vertical-align: top; +} + +td.indexvalue { + background-color: #EBEFF6; + border: 1px solid #C4CFE5; + padding: 2px 10px; + margin: 2px 0px; +} + +tr.memlist { + background-color: #EEF1F7; +} + +p.formulaDsp { + text-align: center; +} + +img.formulaDsp { + +} + +img.formulaInl { + vertical-align: middle; +} + +div.center { + text-align: center; + margin-top: 0px; + margin-bottom: 0px; + padding: 0px; +} + +div.center img { + border: 0px; +} + +address.footer { + text-align: right; + padding-right: 12px; +} + +img.footer { + border: 0px; + vertical-align: middle; +} + +/* @group Code Colorization */ + +span.keyword { + color: #008000 +} + +span.keywordtype { + color: #604020 +} + +span.keywordflow { + color: #e08000 +} + +span.comment { + color: #800000 +} + +span.preprocessor { + color: #806020 +} + +span.stringliteral { + color: #002080 +} + +span.charliteral { + color: #008080 +} + +span.vhdldigit { + color: #ff00ff +} + +span.vhdlchar { + color: #000000 +} + +span.vhdlkeyword { + color: #700070 +} + +span.vhdllogic { + color: #ff0000 +} + +blockquote { + background-color: #F7F8FB; + border-left: 2px solid #9CAFD4; + margin: 0 24px 0 4px; + padding: 0 12px 0 16px; +} + +/* @end */ + +/* +.search { + color: #003399; + font-weight: bold; +} + +form.search { + margin-bottom: 0px; + margin-top: 0px; +} + +input.search { + font-size: 75%; + color: #000080; + font-weight: normal; + background-color: #e8eef2; +} +*/ + +td.tiny { + font-size: 75%; +} + +.dirtab { + padding: 4px; + border-collapse: collapse; + border: 1px solid #A3B4D7; +} + +th.dirtab { + background: #EBEFF6; + font-weight: bold; +} + +hr { + height: 0px; + border: none; + border-top: 1px solid #4A6AAA; +} + +hr.footer { + height: 1px; +} + +/* @group Member Descriptions */ + +table.memberdecls { + border-spacing: 0px; + padding: 0px; +} + +.memberdecls td, .fieldtable tr { + -webkit-transition-property: background-color, box-shadow; + -webkit-transition-duration: 0.5s; + -moz-transition-property: background-color, box-shadow; + -moz-transition-duration: 0.5s; + -ms-transition-property: background-color, box-shadow; + -ms-transition-duration: 0.5s; + -o-transition-property: background-color, box-shadow; + -o-transition-duration: 0.5s; + transition-property: background-color, box-shadow; + transition-duration: 0.5s; +} + +.memberdecls td.glow, .fieldtable tr.glow { + background-color: cyan; + box-shadow: 0 0 15px cyan; +} + +.mdescLeft, .mdescRight, +.memItemLeft, .memItemRight, +.memTemplItemLeft, .memTemplItemRight, .memTemplParams { + background-color: #F9FAFC; + border: none; + margin: 4px; + padding: 1px 0 0 8px; +} + +.mdescLeft, .mdescRight { + padding: 0px 8px 4px 8px; + color: #555; +} + +.memSeparator { + border-bottom: 1px solid #DEE4F0; + line-height: 1px; + margin: 0px; + padding: 0px; +} + +.memItemLeft, .memTemplItemLeft { + white-space: nowrap; +} + +.memItemRight { + width: 100%; +} + +.memTemplParams { + color: #4665A2; + white-space: nowrap; + font-size: 80%; +} + +/* @end */ + +/* @group Member Details */ + +/* Styles for detailed member documentation */ + +.memtitle { + padding: 8px; + border-top: 1px solid #A8B8D9; + border-left: 1px solid #A8B8D9; + border-right: 1px solid #A8B8D9; + border-top-right-radius: 4px; + border-top-left-radius: 4px; + margin-bottom: -1px; + background-image: url('nav_f.png'); + background-repeat: repeat-x; + background-color: #E2E8F2; + line-height: 1.25; + font-weight: 300; + float:left; +} + +.permalink +{ + font-size: 65%; + display: inline-block; + vertical-align: middle; +} + +.memtemplate { + font-size: 80%; + color: #4665A2; + font-weight: normal; + margin-left: 9px; +} + +.memnav { + background-color: #EBEFF6; + border: 1px solid #A3B4D7; + text-align: center; + margin: 2px; + margin-right: 15px; + padding: 2px; +} + +.mempage { + width: 100%; +} + +.memitem { + padding: 0; + margin-bottom: 10px; + margin-right: 5px; + -webkit-transition: box-shadow 0.5s linear; + -moz-transition: box-shadow 0.5s linear; + -ms-transition: box-shadow 0.5s linear; + -o-transition: box-shadow 0.5s linear; + transition: box-shadow 0.5s linear; + display: table !important; + width: 100%; +} + +.memitem.glow { + box-shadow: 0 0 15px cyan; +} + +.memname { + font-weight: 400; + margin-left: 6px; +} + +.memname td { + vertical-align: bottom; +} + +.memproto, dl.reflist dt { + border-top: 1px solid #A8B8D9; + border-left: 1px solid #A8B8D9; + border-right: 1px solid #A8B8D9; + padding: 6px 0px 6px 0px; + color: #253555; + font-weight: bold; + text-shadow: 0px 1px 1px rgba(255, 255, 255, 0.9); + background-color: #DFE5F1; + /* opera specific markup */ + box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15); + border-top-right-radius: 4px; + /* firefox specific markup */ + -moz-box-shadow: rgba(0, 0, 0, 0.15) 5px 5px 5px; + -moz-border-radius-topright: 4px; + /* webkit specific markup */ + -webkit-box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15); + -webkit-border-top-right-radius: 4px; + +} + +.overload { + font-family: "courier new",courier,monospace; + font-size: 65%; +} + +.memdoc, dl.reflist dd { + border-bottom: 1px solid #A8B8D9; + border-left: 1px solid #A8B8D9; + border-right: 1px solid #A8B8D9; + padding: 6px 10px 2px 10px; + background-color: #FBFCFD; + border-top-width: 0; + background-image:url('nav_g.png'); + background-repeat:repeat-x; + background-color: #FFFFFF; + /* opera specific markup */ + border-bottom-left-radius: 4px; + border-bottom-right-radius: 4px; + box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15); + /* firefox specific markup */ + -moz-border-radius-bottomleft: 4px; + -moz-border-radius-bottomright: 4px; + -moz-box-shadow: rgba(0, 0, 0, 0.15) 5px 5px 5px; + /* webkit specific markup */ + -webkit-border-bottom-left-radius: 4px; + -webkit-border-bottom-right-radius: 4px; + -webkit-box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15); +} + +dl.reflist dt { + padding: 5px; +} + +dl.reflist dd { + margin: 0px 0px 10px 0px; + padding: 5px; +} + +.paramkey { + text-align: right; +} + +.paramtype { + white-space: nowrap; +} + +.paramname { + color: #602020; + white-space: nowrap; +} +.paramname em { + font-style: normal; +} +.paramname code { + line-height: 14px; +} + +.params, .retval, .exception, .tparams { + margin-left: 0px; + padding-left: 0px; +} + +.params .paramname, .retval .paramname { + font-weight: bold; + vertical-align: top; +} + +.params .paramtype { + font-style: italic; + vertical-align: top; +} + +.params .paramdir { + font-family: "courier new",courier,monospace; + vertical-align: top; +} + +table.mlabels { + border-spacing: 0px; +} + +td.mlabels-left { + width: 100%; + padding: 0px; +} + +td.mlabels-right { + vertical-align: bottom; + padding: 0px; + white-space: nowrap; +} + +span.mlabels { + margin-left: 8px; +} + +span.mlabel { + background-color: #728DC1; + border-top:1px solid #5373B4; + border-left:1px solid #5373B4; + border-right:1px solid #C4CFE5; + border-bottom:1px solid #C4CFE5; + text-shadow: none; + color: white; + margin-right: 4px; + padding: 2px 3px; + border-radius: 3px; + font-size: 7pt; + white-space: nowrap; + vertical-align: middle; +} + + + +/* @end */ + +/* these are for tree view inside a (index) page */ + +div.directory { + margin: 10px 0px; + border-top: 1px solid #9CAFD4; + border-bottom: 1px solid #9CAFD4; + width: 100%; +} + +.directory table { + border-collapse:collapse; +} + +.directory td { + margin: 0px; + padding: 0px; + vertical-align: top; +} + +.directory td.entry { + white-space: nowrap; + padding-right: 6px; + padding-top: 3px; +} + +.directory td.entry a { + outline:none; +} + +.directory td.entry a img { + border: none; +} + +.directory td.desc { + width: 100%; + padding-left: 6px; + padding-right: 6px; + padding-top: 3px; + border-left: 1px solid rgba(0,0,0,0.05); +} + +.directory tr.even { + padding-left: 6px; + background-color: #F7F8FB; +} + +.directory img { + vertical-align: -30%; +} + +.directory .levels { + white-space: nowrap; + width: 100%; + text-align: right; + font-size: 9pt; +} + +.directory .levels span { + cursor: pointer; + padding-left: 2px; + padding-right: 2px; + color: #3D578C; +} + +.arrow { + color: #9CAFD4; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; + cursor: pointer; + font-size: 80%; + display: inline-block; + width: 16px; + height: 22px; +} + +.icon { + font-family: Arial, Helvetica; + font-weight: bold; + font-size: 12px; + height: 14px; + width: 16px; + display: inline-block; + background-color: #728DC1; + color: white; + text-align: center; + border-radius: 4px; + margin-left: 2px; + margin-right: 2px; +} + +.icona { + width: 24px; + height: 22px; + display: inline-block; +} + +.iconfopen { + width: 24px; + height: 18px; + margin-bottom: 4px; + background-image:url('folderopen.png'); + background-position: 0px -4px; + background-repeat: repeat-y; + vertical-align:top; + display: inline-block; +} + +.iconfclosed { + width: 24px; + height: 18px; + margin-bottom: 4px; + background-image:url('folderclosed.png'); + background-position: 0px -4px; + background-repeat: repeat-y; + vertical-align:top; + display: inline-block; +} + +.icondoc { + width: 24px; + height: 18px; + margin-bottom: 4px; + background-image:url('doc.png'); + background-position: 0px -4px; + background-repeat: repeat-y; + vertical-align:top; + display: inline-block; +} + +table.directory { + font: 400 14px Roboto,sans-serif; +} + +/* @end */ + +div.dynheader { + margin-top: 8px; + -webkit-touch-callout: none; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; +} + +address { + font-style: normal; + color: #2A3D61; +} + +table.doxtable caption { + caption-side: top; +} + +table.doxtable { + border-collapse:collapse; + margin-top: 4px; + margin-bottom: 4px; +} + +table.doxtable td, table.doxtable th { + border: 1px solid #2D4068; + padding: 3px 7px 2px; +} + +table.doxtable th { + background-color: #374F7F; + color: #FFFFFF; + font-size: 110%; + padding-bottom: 4px; + padding-top: 5px; +} + +table.fieldtable { + /*width: 100%;*/ + margin-bottom: 10px; + border: 1px solid #A8B8D9; + border-spacing: 0px; + -moz-border-radius: 4px; + -webkit-border-radius: 4px; + border-radius: 4px; + -moz-box-shadow: rgba(0, 0, 0, 0.15) 2px 2px 2px; + -webkit-box-shadow: 2px 2px 2px rgba(0, 0, 0, 0.15); + box-shadow: 2px 2px 2px rgba(0, 0, 0, 0.15); +} + +.fieldtable td, .fieldtable th { + padding: 3px 7px 2px; +} + +.fieldtable td.fieldtype, .fieldtable td.fieldname { + white-space: nowrap; + border-right: 1px solid #A8B8D9; + border-bottom: 1px solid #A8B8D9; + vertical-align: top; +} + +.fieldtable td.fieldname { + padding-top: 3px; +} + +.fieldtable td.fielddoc { + border-bottom: 1px solid #A8B8D9; + /*width: 100%;*/ +} + +.fieldtable td.fielddoc p:first-child { + margin-top: 0px; +} + +.fieldtable td.fielddoc p:last-child { + margin-bottom: 2px; +} + +.fieldtable tr:last-child td { + border-bottom: none; +} + +.fieldtable th { + background-image:url('nav_f.png'); + background-repeat:repeat-x; + background-color: #E2E8F2; + font-size: 90%; + color: #253555; + padding-bottom: 4px; + padding-top: 5px; + text-align:left; + font-weight: 400; + -moz-border-radius-topleft: 4px; + -moz-border-radius-topright: 4px; + -webkit-border-top-left-radius: 4px; + -webkit-border-top-right-radius: 4px; + border-top-left-radius: 4px; + border-top-right-radius: 4px; + border-bottom: 1px solid #A8B8D9; +} + + +.tabsearch { + top: 0px; + left: 10px; + height: 36px; + background-image: url('tab_b.png'); + z-index: 101; + overflow: hidden; + font-size: 13px; +} + +.navpath ul +{ + font-size: 11px; + background-image:url('tab_b.png'); + background-repeat:repeat-x; + background-position: 0 -5px; + height:30px; + line-height:30px; + color:#8AA0CC; + border:solid 1px #C2CDE4; + overflow:hidden; + margin:0px; + padding:0px; +} + +.navpath li +{ + list-style-type:none; + float:left; + padding-left:10px; + padding-right:15px; + background-image:url('bc_s.png'); + background-repeat:no-repeat; + background-position:right; + color:#364D7C; +} + +.navpath li.navelem a +{ + height:32px; + display:block; + text-decoration: none; + outline: none; + color: #283A5D; + font-family: 'Lucida Grande',Geneva,Helvetica,Arial,sans-serif; + text-shadow: 0px 1px 1px rgba(255, 255, 255, 0.9); + text-decoration: none; +} + +.navpath li.navelem a:hover +{ + color:#6884BD; +} + +.navpath li.footer +{ + list-style-type:none; + float:right; + padding-left:10px; + padding-right:15px; + background-image:none; + background-repeat:no-repeat; + background-position:right; + color:#364D7C; + font-size: 8pt; +} + + +div.summary +{ + float: right; + font-size: 8pt; + padding-right: 5px; + width: 50%; + text-align: right; +} + +div.summary a +{ + white-space: nowrap; +} + +table.classindex +{ + margin: 10px; + white-space: nowrap; + margin-left: 3%; + margin-right: 3%; + width: 94%; + border: 0; + border-spacing: 0; + padding: 0; +} + +div.ingroups +{ + font-size: 8pt; + width: 50%; + text-align: left; +} + +div.ingroups a +{ + white-space: nowrap; +} + +div.header +{ + background-image:url('nav_h.png'); + background-repeat:repeat-x; + background-color: #F9FAFC; + margin: 0px; + border-bottom: 1px solid #C4CFE5; +} + +div.headertitle +{ + padding: 5px 5px 5px 10px; +} + +dl +{ + padding: 0 0 0 10px; 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+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + +
+ +
+
+ + +
+ +
+ +
+
Here is a list of all documented class members with links to the class documentation for each member:
+ +

- a -

+
+ + + + diff --git a/docs/functions_b.html b/docs/functions_b.html new file mode 100644 index 00000000..b0031315 --- /dev/null +++ b/docs/functions_b.html @@ -0,0 +1,81 @@ + + + + + + + +GoRogue: Class Members + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + +
+ +
+
+ + +
+ +
+ +
+
Here is a list of all documented class members with links to the class documentation for each member:
+ +

- b -

+
+ + + + diff --git a/docs/functions_c.html b/docs/functions_c.html new file mode 100644 index 00000000..034f2ce3 --- /dev/null +++ b/docs/functions_c.html @@ -0,0 +1,143 @@ + + + + + + + +GoRogue: Class Members + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + +
+ +
+
+ + +
+ +
+ + + + + + diff --git a/docs/functions_d.html b/docs/functions_d.html new file mode 100644 index 00000000..2d675592 --- /dev/null +++ b/docs/functions_d.html @@ -0,0 +1,150 @@ + + + + + + + +GoRogue: Class Members + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + +
+ +
+
+ + +
+ +
+ +
+
Here is a list of all documented class members with links to the class documentation for each member:
+ +

- d -

+
+ + + + diff --git a/docs/functions_e.html b/docs/functions_e.html new file mode 100644 index 00000000..d3d40679 --- /dev/null +++ b/docs/functions_e.html @@ -0,0 +1,105 @@ + + + + + + + +GoRogue: Class Members + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + +
+ +
+
+ + +
+ +
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Class Hierarchy
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This inheritance list is sorted roughly, but not completely, alphabetically:
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[detail level 1234]
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 CGoRogue.MapGeneration.Generators.CellularAutomataGeneratorImplements a cellular automata genereation algorithm to generate a cave-like map.
 CGoRogue.MapGeneration.Connectors.ClosestMapAreaConnectorImplements a connection algorithm that connects all unique map areas in the given map by connecting each area with the one closest to it.
 CGoRogue.Coord2d coordinate class. You cannot create instances of this class using a constructor – instead, use the Get function to create instances.
 CGoRogue.DiceNotation.DiceThis is likely the class you really care about the most. Basically just a static class that has methods for tieing all of the DiceNotation classes together. It has functions for parsing an expression, rolling based upon a given expression, and others.
 CGoRogue.DiceNotation.DiceExpressionA class representing a dice expression that can be rolled. Typically you will not construct these yourself, rather you might use this if you had a roll you needed to do often; you can use the Dice class's Parse function to retrieve one of these from your string expression, and then use this class's Roll function whenever you need to roll it. This ensures that the parsing portion, the part that uses (relatively expensive) regex pattern-matching, is done only once.
 CGoRogue.DiceNotation.DiceResultRepresents the result of rolling a DiceExpression.
 CGoRogue.Pathing.DijkstraMap
 CGoRogue.DirectionUtility class to handle Directions on a grid map. The built-in variables hold the dx and dy for that direction, at unit scale.
 CGoRogue.DisjointSetBasic representation of a Disjoint set data structure. Assumes it is holding integers between 0 and size - 1.
 CGoRogue.DistanceClass representing a method of calculating distance. You cannot create instances of this class using a constructor – instead this class contains static instances representing the applicable types of distance calculations.
 CGoRogue.Effect< TriggerArgs >Class designed to represent any sort of in-game effect. This could be anything from a simple physical damage effect to a heal effect, including area of effects, damage over time effects, or even potentially a special effect that simply boosts a stat.
 CGoRogue.EffectArgsDefault argument for any effect. Any class that is used as the template argument for an effect must either be this or a class that inherits from this.
 CGoRogue.EffectTrigger< TriggerArgs >Represents an "event" that can trigger one or more Effects of the appropriate type. Typically instnaces of this class can simply be created, however a subclass may be required for custom add/remove actions and ordering.
 CEventArgs
 CGoRogue.ItemEventArgs< T >Event args for spatial map events pertaining to an item (item added, item removed, etc.)
 CGoRogue.ItemMovedEventArgs< T >Event args for SpatialMap's ItemMoved event.
 CException
 CGoRogue.DiceNotation.Exceptions.ImpossibleDieExceptionException that is thrown when a die is attempted to be constructed with an invalid number of sides.
 CGoRogue.DiceNotation.Exceptions.InvalidChooseExceptionException that is thrown when a dice term is constructed with a 'k' choose operation to keep an invalid number of dice.
 CGoRogue.DiceNotation.Exceptions.InvalidMultiplicityExceptionException that is thrown when a dice term is constructed with a negative number of dice.
 CGoRogue.MapGeneration.Connectors.IAreaConnectionPointSelectorInterface for implementing an algorithm for selecting the Coords to connect in order to connect two given map areas.
 CGoRogue.MapGeneration.Connectors.CenterBoundsConnectionPointSelectorSelects the center points of the bounding boxes of each map area. On concave map areas, because the center point of the bounding box is not actually guaranteed to be among the MapArea's walkable tiles, connecting these two points is not guaranteed to actually connect the entirety of the two areas.
 CGoRogue.MapGeneration.Connectors.RandomConnectionPointSelectorImplements a the selection algorithm that simply selects random points from the given MapArea's positions lists, using the RNG specified, or the default rng if null is given.
 CICloneable
 CGoRogue.ArrayMapOf< T >Default implementation of the ISettableMapOf interface, exposing an interface similar to that of an actual 2D array.
 CGoRogue.IDGeneratorClass designed as a helper for situations where you need to generate and assign a unique integer to each instance of a class, eg. for a class implementing IHasID (see that interface documentation for usage example). One may initialize it with a starting unsigned integer, or 0 if none is specified. Then, every time one wants to use an integer, one should call UseID(), and use the one it returns. It is not thread-safe on its own – if it needs to be, one might consider using a lock around any UseID calls.
 CGoRogue.DiceNotation.Terms.IDiceExpressionTermCan be implemented to create a new term type for a dice expression.
 CGoRogue.DiceNotation.Terms.ConstantTermThe ConstantTerm class represents a constant value in a DiceExpression. For example, in the expression "2d6+5", the integer "5" is a ConstantTerm.
 CGoRogue.DiceNotation.Terms.DiceTermThe DiceTerm class represents a single "d" term in a DiceExpression. For example, in the expression "2d6+5", the term "2d6" is a DiceTerm
 CGoRogue.DiceNotation.IDiceParserThe DiceParser interface can be implemented to parse a string into a DiceExpression.
 CGoRogue.DiceNotation.DiceParserUsed to parse a string into a DiceExpression.
 CIEnumerable
 CGoRogue.SenseMapping.SenseMapClass responsible for calculating a map for senses (sound, light, etc). Anything that has a resistance map, where 1.0 is completely impenetrable, and 0.0 is no resistance at all, can use this system. Typically used for FOV, however can also be used for sound maps, etc. Supports a few different types of spreading mechanics, including every one in the SourceType enum. Included in these is FOV/LOS-style shadowcasting. This will be much faster than ripple variations. Once one calls Calculate, one can use Coords, or x and y values, to access this class like an array. The double one gets back will be the "sensory value". This is a number between 1.0 and 0.0, where 1.0 is maximum intensity (max brightness in the case of the sources being light, for example), and 0.0 is no intensity at all.
 CIEnumerable< ISpatialTuple< T >>
 CGoRogue.IReadOnlySpatialMap< T >See ISpatialMap documentation. Similar in principle to the C# standard IReadOnlyList/IReadOnlyCollection interface. Simply exposes only those functions of the ISpatialMap interface that do not allow direct modification of the data (eg. adding/moving/removing items). This can allow for direct exposure of an ISpatialMap as a property of type IReadOnlySpatialMap, without allowing such an exposure to break data encapsulation principles of something like a game map.
 CGoRogue.ISpatialMap< T >General interface for a data structure that records objects on a map.
 CGoRogue.MultiSpatialMap< T >See SpatialMap documentation – similar in principle. However, this implementation allows multiple items to exist at one point in the SpatialMap, in exchange for the loss of the convenience functions like GetItem vs GetItems, as well as potential performance differences (although unless the number of objects at any given location is large, the performance is asymptotically the same).
 CGoRogue.SpatialMap< T >Designed as an more efficient data structure for recording objects on a map. The simple version: if you're about to use a List to store a bunch of objects in your map, consider using this or MultiSpatialMap instead!
 CIEquatable
 CGoRogue.RectangleRepresents a rectangle in terms of grid squares. Provides numerous functions pertaining to area.
 CGoRogue.IHasIDInterface for a class that has an ID unique to all other instnaces of that class. Typical implementation should involve using an IDGenerator, potentially as follows:
 CGoRogue.IMapOf< T >Interface designed to act as a standardized input/output for algorithms.
 CGoRogue.ISettableMapOf< T >Interface designed to act as a standardized input/output for algorithms that need to make modifications to data.
 CGoRogue.ArrayMapOf< T >Default implementation of the ISettableMapOf interface, exposing an interface similar to that of an actual 2D array.
 CGoRogue.IMapOf< bool >
 CGoRogue.IMapOf< double >
 CGoRogue.LOSClass responsible for caculating LOS/FOV. Effectively a simplified, slightly faster interface compared to SenseMap, that supports only a single source and only shadowcasting. This is more conducive to the typical use case for line of sight (LOS). It can calculate the LOS with a finite or infinite max radius, and can use a variety of radius types, as specified in Radius class (all the same ones that SenseMap supports). It also supports both 360 degree LOS and a "field of view" (cone) LOS. One may access this class like a 2D array of doubles (LOS values), wherein the values will range from 0.0 to 1.0, where 1.0 means the corresponding map grid coordinate is at maximum visibility, and 0.0 means the cooresponding coordinate is outside of LOS entirely (not visible).
 CGoRogue.SenseMapping.SenseMapClass responsible for calculating a map for senses (sound, light, etc). Anything that has a resistance map, where 1.0 is completely impenetrable, and 0.0 is no resistance at all, can use this system. Typically used for FOV, however can also be used for sound maps, etc. Supports a few different types of spreading mechanics, including every one in the SourceType enum. Included in these is FOV/LOS-style shadowcasting. This will be much faster than ripple variations. Once one calls Calculate, one can use Coords, or x and y values, to access this class like an array. The double one gets back will be the "sensory value". This is a number between 1.0 and 0.0, where 1.0 is maximum intensity (max brightness in the case of the sources being light, for example), and 0.0 is no intensity at all.
 CGoRogue.Random.IRandomInterface for pseudo-random number generators to implement. TODO:, need to include ways for doubles, etc. Having this as an interface can be useful, as an RNG can be easily swapped out for testing. There are classes included that implement this interface that are based on certain forms of pseudo-random number generation, as well as classes that implement it to do something that is not actually random (KnownSeriesRandom), etc, which can be useful for testing.
 CGoRogue.Random.DotNetRandomImplementation of IRandom that is basically wrapper around the built in .NET random number generator. Not the best RNG out there in terms of statistical non-bias, etc., however it makes a good starting point.
 CGoRogue.Random.GaussianRandomPseudo-random number generator that uses a Box-Muller transformation to generate random numbers. Basically this will give you "random" numbers that distribute on a bell curve centered on the proper range. TODO: Port this to use any random source.
 CGoRogue.Random.KnownSeriesRandom"RNG" that takes in a series of integers, and simply returns the next one in the list. For example, for a series of numbers 3 long, calling Next the first time returns the first number, the second time it returns the second number, the third time the third number. This might be used for testing, where you want to test code involving random numbers on a specific number or set of numbers.
 CGoRogue.Random.MaxRandomA "random" number generator that always returns the maxValue parameter given. Again this may be useful in testing, testing the upper range or repeatedly returning a value. Also used in DiceExpressions for certain max roll functions.
 CGoRogue.Random.MinRandomA "random" number generator that always returns the minValue parameter given, or 0 on the Next overload that only takes maxValue. Again, may be useful for testing. Also used in DiceExpression for certain minimum roll functions.
 CGoRogue.ISpatialTuple< T >Interface specifying return type for item-location pairs in a spatial map implementation.
 CGoRogue.MapGeneration.Connectors.ITunnelCreatorInterface for implementing an algorithm for creating a tunnel between two positions on a walkability map.
 CGoRogue.MapGeneration.Connectors.DirectLineTunnelCreatorImplements a tunnel creation algorithm that sets as walkable a direct line between the two points. In the case that MAHNATTAN distance is being used, the line is calculated via the Coord.CardinalPositionOnLine function. Otherwise, the line is calculated using Coord.PositionsOnLine (brensham's).
 CGoRogue.MapGeneration.Connectors.HorizontalVerticalTunnelCreatorImplements a tunnel creation algorithm that creates a tunnel that performs all needed vertical movement before horizontal movement, or vice versa (depending on rng).
 CGoRogue.MapGeneration.MapAreaRepresents an arbitrarily-shaped area of a map. Stores and provides access to a list of each unique position considered connected.
 CGoRogue.MapGeneration.MapAreaFinderClass designed to calculate and produce a list of MapAreas representing each unique connected area of the map.
 CGoRogue.MathHelpersStatic class consisting of mathematical "helper" functions – things like angle unit conversions, and other helpful functions.
 CGoRogue.MapGeneration.Connectors.OrderedMapAreaConnectorSame as ClosestMapAreaConnector, but connects random rooms instead of determining the closest one, or connects rooms in the order specified if you give it a list of MapAreas.
 CGoRogue.RadiusClass representing different radius types. Similar in architecture to Coord in architecture – it cannot be instantiated. Instead it simply has pre-allocated static variables for each type of radius, that should be used whenever a variable of type Radius is required.
 CGoRogue.RadiusAreaProviderClass capable of getting all unique positions inside of a given radius and (optional) bounds.
 CGoRogue.MapGeneration.Generators.RandomRoomsGeneratorGenerates a map by attempting to randomly place the specified number of rooms, ranging in size between the specified min size and max size, trying the specified number of times to position a room without overlap before discarding the room entirely. The given map will have a value of false set to all non-passable tiles, and true set to all passable ones.
 CGoRogue.MapGeneration.Generators.RectangleMapGeneratorGenerates a simple rectangular box – walls will be impassable, everything else will be passable.
 CGoRogue.SenseMapping.SenseSourceRepresents a source location to be used in a SenseMap. One would typically create these and call SenseMap.AddSenseSource with them, and perhaps retain a reference for the sake of moving it around or toggling it on-off. The player might have one of these that follows it around if SenseMap is being used as a lightig map, for instance. Note that changing values such as Position and Radius after the source is created is possible, however changes will not be reflected in any SenseSources using this source until their next Calculate call.
 CGoRogue.Random.SingletonRandomStatic class that contains 1 variable, which is a DefaultRNG instance. Used as the default rng by other features (dice, etc) wherever needed, and can also be used if you need a random number generator for your own code.
 CGoRogue.DiceNotation.TermResultRepresents a single result of one of the terms in a DiceExpression.
 CGoRogue.UtilityStatic class full of miscellaneous helper methods.
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C# roguelike/2D game utility library.
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C# roguelike/2D game utility library.
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GoRogue.DiceNotation.IDiceParser Member List
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This is the complete list of members for GoRogue.DiceNotation.IDiceParser, including all inherited members.

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Parse(string expression)GoRogue.DiceNotation.IDiceParser
+ + + + diff --git a/docs/interface_go_rogue_1_1_dice_notation_1_1_i_dice_parser.html b/docs/interface_go_rogue_1_1_dice_notation_1_1_i_dice_parser.html new file mode 100644 index 00000000..a69e37d2 --- /dev/null +++ b/docs/interface_go_rogue_1_1_dice_notation_1_1_i_dice_parser.html @@ -0,0 +1,135 @@ + + + + + + + +GoRogue: GoRogue.DiceNotation.IDiceParser Interface Reference + + + + + + + + + +
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GoRogue +
+
C# roguelike/2D game utility library.
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GoRogue.DiceNotation.IDiceParser Interface Reference
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+ +

The DiceParser interface can be implemented to parse a string into a DiceExpression. + More...

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+Inheritance diagram for GoRogue.DiceNotation.IDiceParser:
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+ + +GoRogue.DiceNotation.DiceParser + +
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+Public Member Functions

DiceExpression Parse (string expression)
 Create a new DiceExpression by parsing the specified string. More...
 
+

Detailed Description

+

The DiceParser interface can be implemented to parse a string into a DiceExpression.

+

Member Function Documentation

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§ Parse()

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DiceExpression GoRogue.DiceNotation.IDiceParser.Parse (string expression)
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Create a new DiceExpression by parsing the specified string.

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Parameters
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expressionA dice notation string expression. Ex. 3d6+3.
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Returns
A DiceExpression parsed from the specified string.
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Implemented in GoRogue.DiceNotation.DiceParser.

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The documentation for this interface was generated from the following file:
    +
  • GoRogue/DiceNotation/IDiceParser.cs
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+ + + + diff --git a/docs/interface_go_rogue_1_1_dice_notation_1_1_i_dice_parser.png b/docs/interface_go_rogue_1_1_dice_notation_1_1_i_dice_parser.png new file mode 100644 index 0000000000000000000000000000000000000000..81c0343c6662b27978b29f1530071cc202bc5ae0 GIT binary patch literal 849 zcmeAS@N?(olHy`uVBq!ia0vp^mw`BdgBeI}`MY5*kdg@S332`Z|38rV;?396{zDUh zEHFNB-~emq9eE&^qa?^Lm;tB=1g@S6F=Aj~df@5e7*fIbcJ9TZ*9tr?{nw3u{`cS4 zDLa8>#)RJ&g81j=WI1riDr&FKxxMYKPY%QOOG!*K;=4H$>MWNnPQKwJ!(=k`t=8k> zL(2{aU;di?@7CP}hj}YMTq)xbD9sH&cCCu(j{3$pMt;^OGwyV{8{Bj~bvtopm`>_X zv!=J1;%gpHkF=jZcm2HGN((+momJR;#pnIsldZh{1&2~jii8_aE`B)w(gCfF39GiX zZ@&M#Yi8HWGf6scZWYeg%vqU~ZO9rgTmG)Ls4;Z$t9h>$-|~63U-Zb%S+CE(_tm~{ zFw^?}=}Xdrm;XMo_E8LG5YGNF zZ_Pv|pSAf}{15aq3>nX?KgwdTKhD14_O{&ZLI=*jU@S1cJK^QW9r9OrXU_B3-n>is z@~diwdPh*;>8dsS+&Y8d*>zZG;uH9h|MvI3{~dC__r14QD)ZbmRcx}#+4V + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.DiceNotation.Terms.IDiceExpressionTerm Member List
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This is the complete list of members for GoRogue.DiceNotation.Terms.IDiceExpressionTerm, including all inherited members.

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GetResults(IRandom random=null)GoRogue.DiceNotation.Terms.IDiceExpressionTerm
+ + + + diff --git a/docs/interface_go_rogue_1_1_dice_notation_1_1_terms_1_1_i_dice_expression_term.html b/docs/interface_go_rogue_1_1_dice_notation_1_1_terms_1_1_i_dice_expression_term.html new file mode 100644 index 00000000..0def321f --- /dev/null +++ b/docs/interface_go_rogue_1_1_dice_notation_1_1_terms_1_1_i_dice_expression_term.html @@ -0,0 +1,136 @@ + + + + + + + +GoRogue: GoRogue.DiceNotation.Terms.IDiceExpressionTerm Interface Reference + + + + + + + + + +
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GoRogue +
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C# roguelike/2D game utility library.
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GoRogue.DiceNotation.Terms.IDiceExpressionTerm Interface Reference
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Can be implemented to create a new term type for a dice expression. + More...

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+Inheritance diagram for GoRogue.DiceNotation.Terms.IDiceExpressionTerm:
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+ + +GoRogue.DiceNotation.Terms.ConstantTerm +GoRogue.DiceNotation.Terms.DiceTerm + +
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+Public Member Functions

IEnumerable< TermResultGetResults (IRandom random=null)
 Gets the TermResults for the implementation. More...
 
+

Detailed Description

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Can be implemented to create a new term type for a dice expression.

+

Member Function Documentation

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§ GetResults()

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IEnumerable<TermResult> GoRogue.DiceNotation.Terms.IDiceExpressionTerm.GetResults (IRandom random = null)
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Gets the TermResults for the implementation.

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Parameters
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randomIRandom RNG used to perform the Roll. If null is specified, uses the default rng.
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Returns
An IEnumerable of TermResult which will have one item per result.
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Implemented in GoRogue.DiceNotation.Terms.DiceTerm, and GoRogue.DiceNotation.Terms.ConstantTerm.

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The documentation for this interface was generated from the following file:
    +
  • GoRogue/DiceNotation/Terms/IDiceExpressionTerm.cs
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GoRogue.IHasID Member List
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This is the complete list of members for GoRogue.IHasID, including all inherited members.

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IDGoRogue.IHasID
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GoRogue +
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C# roguelike/2D game utility library.
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GoRogue.IHasID Interface Reference
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Interface for a class that has an ID unique to all other instnaces of that class. Typical implementation should involve using an IDGenerator, potentially as follows: + More...

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+Properties

uint ID [get]
 The unique integer that identifies this entity. More...
 
+

Detailed Description

+

Interface for a class that has an ID unique to all other instnaces of that class. Typical implementation should involve using an IDGenerator, potentially as follows:

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class SomeClass : IHasID { private static IDGenerator generator = new IDGenerator(); public int ID { get; private set; }

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public SomeClass(...) { ID = generator.UseID(); } }

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A class that wishes to be able to have these IDs serialized and the state resumed later might have to do something more advanced than a static variable (say, a "global" array of generators whose states are read in from a file at the start of the game), but the principle would remain the same.

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Interface is used for SpatialMap to work correctly, and as well in general provides a convenient way to hash entities that implement this interface.

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Property Documentation

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§ ID

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uint GoRogue.IHasID.ID
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The unique integer that identifies this entity.

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The documentation for this interface was generated from the following file:
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  • GoRogue/IHasID.cs
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+ + + + diff --git a/docs/interface_go_rogue_1_1_i_map_of-members.html b/docs/interface_go_rogue_1_1_i_map_of-members.html new file mode 100644 index 00000000..dc95501c --- /dev/null +++ b/docs/interface_go_rogue_1_1_i_map_of-members.html @@ -0,0 +1,85 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.IMapOf< T > Member List
+
+ + + + + diff --git a/docs/interface_go_rogue_1_1_i_map_of.html b/docs/interface_go_rogue_1_1_i_map_of.html new file mode 100644 index 00000000..89bb7b0b --- /dev/null +++ b/docs/interface_go_rogue_1_1_i_map_of.html @@ -0,0 +1,236 @@ + + + + + + + +GoRogue: GoRogue.IMapOf< T > Interface Template Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.IMapOf< T > Interface Template Reference
+
+
+ +

Interface designed to act as a standardized input/output for algorithms. + More...

+
+Inheritance diagram for GoRogue.IMapOf< T >:
+
+
+ + +GoRogue.ISettableMapOf< T > +GoRogue.ArrayMapOf< T > + +
+ + + + + + + + + + + + + + +

+Properties

int Width [get]
 The width of the map being represented. More...
 
int Height [get]
 The height of the map being represented. More...
 
this[int x, int y] [get]
 Given an X and Y value, should return the "value" associated with that location. More...
 
this[Coord pos] [get]
 Given a Coord, should return the "value" associated with that location. More...
 
+

Detailed Description

+

Interface designed to act as a standardized input/output for algorithms.

+

Many roguelike/2D grid algorithms, such as pathfinding, FOV, and map generation, view a map as simply a 2D array of some type. In many games, however, the "value" associated with each 2D position may be dependent upon many different things. For example, pathfinding, as input, often needs a "walkability map" – in common terms, a 2D array of bools where the boolean value at each position represents whether or not that tile is passable with respect to pathing. This boolean value might be determined by a number of things - terrain type, monster positions, etc. Thus, in practice, maintaining an actual 2D array of boolean values that such an algorithm could take as input can be significant work.

+

IMapOf solves this problem by providing an interface that all such algorithms can take as input – pathfinding, for instance, would take an IMapOf<bool> instance, rather than a 2D array of booleans. A user of that algorithm might create a class that implements the indexers below to check the terrain type, if there is a monster at the position, etc., and returns the correct value. This prevents the need to maintain an actual 2D array in code that pathfinding can use, if such an array does not fit with your game architecture.

+

If an actual 2D array is desired, a class ArrayMapOf is provided that implements IMapOf, and acts much like an actual 2D array.

+
Template Parameters
+ + +
TThe type of value being returned by the indexer functions.
+
+
+

Property Documentation

+ +

§ Height

+ +
+
+ + + + + +
+ + + + +
int GoRogue.IMapOf< T >.Height
+
+get
+
+ +

The height of the map being represented.

+ +
+
+ +

§ this[Coord pos]

+ +
+
+ + + + + +
+ + + + +
T GoRogue.IMapOf< T >.this[Coord pos]
+
+get
+
+ +

Given a Coord, should return the "value" associated with that location.

+
Parameters
+ + +
posLocation to retrieve the value for.
+
+
+
Returns
THe "value" associated with the provided location.
+ +
+
+ +

§ this[int x, int y]

+ +
+
+ + + + + +
+ + + + +
T GoRogue.IMapOf< T >.this[int x, int y]
+
+get
+
+ +

Given an X and Y value, should return the "value" associated with that location.

+
Parameters
+ + + +
xX-value of location.
yY-value of location.
+
+
+
Returns
The "value" associated with that location.
+ +
+
+ +

§ Width

+ +
+
+ + + + + +
+ + + + +
int GoRogue.IMapOf< T >.Width
+
+get
+
+ +

The width of the map being represented.

+ +
+
+
The documentation for this interface was generated from the following file:
    +
  • GoRogue/IMapOf.cs
  • +
+
+ + + + diff --git a/docs/interface_go_rogue_1_1_i_map_of.png b/docs/interface_go_rogue_1_1_i_map_of.png new file mode 100644 index 0000000000000000000000000000000000000000..ea83cec7887c5427154e87b9569b5339c1c5714a GIT binary patch literal 1142 zcmeAS@N?(olHy`uVBq!ia0vp^yMVZZgBeJsCo!f1DTx4|5ZC|z{{xvX-h3_XKQsZz z0^CKuLy6}z{x z%KN(edHu*$`B6IC;&)7Wsr|a??eQ1OpKhDH!r}cc+t{xWn_tJ7+b#9J{rYT6<+AJF z{kA(VGEe+;FlX(HwPzLmX4qVpm+fN^-&OzL{$E~w`@R3`7`}X2exW*Ev|-;rF{=ar zRo&Sobb)y7_w=O5X{m0EHp|5i%$X(r_v@@_wQ*mj)`WfQyjXjPp=bJH=ALQ9;}Q`k zj{cXTP8|N73ZBNNE~;j3k%^t;c6x#SYyY^4=wnlsth;A-b?)z@d*<*zTO<6NBUtU8 zhn0?GZS?A(I|=>^j?SHbp}HjX*ko1DqxT#0n&rPApL8r{;>nmb4%=6+bkjT|s2gYS zqSt$i)TP-k41Ju=KRXs2b7uGIcP8`BwpLs!*7Qy+yI`}0t#*AF*9>5|hQC_6+t-c_>? z%|H6b^=kjJy{}3iUv}Jo@%39}6UN*pyZ7!Z-&Om*T3Ah<>)v7Yokut~{|ys9c52rQ zgGnJTKDSIkb#mrC!n#om`P z*1k||F<8nl?=p9S-`VbeRlcX~^nZETY5zX*!Y+~F*y)RmZX{qUF2$DPUx37NmkCQG zpT3x664j^Yx%lcLV8~}m22VQo<)-f1vORqwsmpY~wm;$h^=#H(?chm%TWZQ)Uz)1v zH%(>ba;dux`H@9;Y+wGWw_PS0J*7oX_TK+Kj@c70UUoXSA)5E)`wPLxD(0OnXWE=0 zt(d#+`Ih%*@@#&|yf_~D_00KsVf?kX{|WA26Z<}3Vffs;i_EWX043?T!{1lmyY%(q z+3b=zv+Gx~O|!f9jAiem)oU*8X|9XPv+lfgDLwSXU4{GMwqZ|qUGF^~`{mip(!3vw zK + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue +
+
C# roguelike/2D game utility library.
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GoRogue.IReadOnlySpatialMap< T > Member List
+
+ + + + + diff --git a/docs/interface_go_rogue_1_1_i_read_only_spatial_map.html b/docs/interface_go_rogue_1_1_i_read_only_spatial_map.html new file mode 100644 index 00000000..ffcb2031 --- /dev/null +++ b/docs/interface_go_rogue_1_1_i_read_only_spatial_map.html @@ -0,0 +1,345 @@ + + + + + + + +GoRogue: GoRogue.IReadOnlySpatialMap< T > Interface Template Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.IReadOnlySpatialMap< T > Interface Template Reference
+
+
+ +

See ISpatialMap documentation. Similar in principle to the C# standard IReadOnlyList/IReadOnlyCollection interface. Simply exposes only those functions of the ISpatialMap interface that do not allow direct modification of the data (eg. adding/moving/removing items). This can allow for direct exposure of an ISpatialMap as a property of type IReadOnlySpatialMap, without allowing such an exposure to break data encapsulation principles of something like a game map. + More...

+
+Inheritance diagram for GoRogue.IReadOnlySpatialMap< T >:
+
+
+ + +GoRogue.ISpatialMap< T > +GoRogue.MultiSpatialMap< T > +GoRogue.SpatialMap< T > + +
+ + + + + + + + + + + + + + + + + +

+Public Member Functions

bool Contains (T item)
 Returns whether or not the data structure contains the given item. More...
 
bool Contains (Coord position)
 Returns if there is an item in the data structure at the given position or not. More...
 
Coord GetPosition (T item)
 Gets the position associated with the item in the data structure, or null if that item is not found. More...
 
IEnumerable< T > GetItems (Coord position)
 Gets the item(s) associated with the given position if there are any items, or returns nothing if there is nothing at that position. More...
 
IReadOnlySpatialMap< T > AsReadOnly ()
 Returns a read-only reference to the data structure. Convenient for "safely" exposing the structure as a property. More...
 
+ + + + + + + + + + +

+Properties

int Count [get]
 The number of items in the data structure. More...
 
IEnumerable< T > Items [get]
 Enumerable of the items stored in the data structure: for use to iterate over all items, eg: More...
 
IEnumerable< CoordPositions [get]
 Enumerable of all positions that contain items. Likely this won't be used as much, since most objects that are contained in a spatial map implementation will record their position as a member, however in case that is not the case for a particular use, or just as a convenience if you only care about the coordinates, this is provided. More...
 
+

Detailed Description

+

See ISpatialMap documentation. Similar in principle to the C# standard IReadOnlyList/IReadOnlyCollection interface. Simply exposes only those functions of the ISpatialMap interface that do not allow direct modification of the data (eg. adding/moving/removing items). This can allow for direct exposure of an ISpatialMap as a property of type IReadOnlySpatialMap, without allowing such an exposure to break data encapsulation principles of something like a game map.

+

Member Function Documentation

+ +

§ AsReadOnly()

+ +
+
+ + + + + + + +
IReadOnlySpatialMap<T> GoRogue.IReadOnlySpatialMap< T >.AsReadOnly ()
+
+ +

Returns a read-only reference to the data structure. Convenient for "safely" exposing the structure as a property.

+
Returns
The current data structure, as a "read-only" reference.
+ +

Implemented in GoRogue.SpatialMap< T >, and GoRogue.MultiSpatialMap< T >.

+ +
+
+ +

§ Contains() [1/2]

+ +
+
+ + + + + + + + +
bool GoRogue.IReadOnlySpatialMap< T >.Contains (item)
+
+ +

Returns whether or not the data structure contains the given item.

+
Parameters
+ + +
itemThe item to check for.
+
+
+
Returns
True if the given item is in the data structure, false if not.
+ +

Implemented in GoRogue.MultiSpatialMap< T >, and GoRogue.SpatialMap< T >.

+ +
+
+ +

§ Contains() [2/2]

+ +
+
+ + + + + + + + +
bool GoRogue.IReadOnlySpatialMap< T >.Contains (Coord position)
+
+ +

Returns if there is an item in the data structure at the given position or not.

+
Parameters
+ + +
positionThe position to check for.
+
+
+
Returns
True if there is some item at the given position, false if not.
+ +

Implemented in GoRogue.MultiSpatialMap< T >, and GoRogue.SpatialMap< T >.

+ +
+
+ +

§ GetItems()

+ +
+
+ + + + + + + + +
IEnumerable<T> GoRogue.IReadOnlySpatialMap< T >.GetItems (Coord position)
+
+ +

Gets the item(s) associated with the given position if there are any items, or returns nothing if there is nothing at that position.

+
Parameters
+ + +
positionThe position to return the item(s) for.
+
+
+
Returns
The item(s) at the given position if there are any items, or nothing if there is nothing at that position.
+ +

Implemented in GoRogue.SpatialMap< T >, and GoRogue.MultiSpatialMap< T >.

+ +
+
+ +

§ GetPosition()

+ +
+
+ + + + + + + + +
Coord GoRogue.IReadOnlySpatialMap< T >.GetPosition (item)
+
+ +

Gets the position associated with the item in the data structure, or null if that item is not found.

+
Parameters
+ + +
itemThe item to get the position for.
+
+
+
Returns
The position associated with the given item, if it exists in the data structure, or null if the item does not exist.
+ +

Implemented in GoRogue.MultiSpatialMap< T >, and GoRogue.SpatialMap< T >.

+ +
+
+

Property Documentation

+ +

§ Count

+ +
+
+ + + + + +
+ + + + +
int GoRogue.IReadOnlySpatialMap< T >.Count
+
+get
+
+ +

The number of items in the data structure.

+ +
+
+ +

§ Items

+ +
+
+ + + + + +
+ + + + +
IEnumerable<T> GoRogue.IReadOnlySpatialMap< T >.Items
+
+get
+
+ +

Enumerable of the items stored in the data structure: for use to iterate over all items, eg:

+

foreach (var item in mySpatialMap.Items) // Do stuff

+ +
+
+ +

§ Positions

+ +
+
+ + + + + +
+ + + + +
IEnumerable<Coord> GoRogue.IReadOnlySpatialMap< T >.Positions
+
+get
+
+ +

Enumerable of all positions that contain items. Likely this won't be used as much, since most objects that are contained in a spatial map implementation will record their position as a member, however in case that is not the case for a particular use, or just as a convenience if you only care about the coordinates, this is provided.

+ +
+
+
The documentation for this interface was generated from the following file:
    +
  • GoRogue/IReadOnlySpatialMap.cs
  • +
+
+ + + + diff --git a/docs/interface_go_rogue_1_1_i_read_only_spatial_map.png b/docs/interface_go_rogue_1_1_i_read_only_spatial_map.png new file mode 100644 index 0000000000000000000000000000000000000000..7671fd73ee7205410b46077c401dec89e56dcff1 GIT binary patch literal 2210 zcmb_eX;4#H8ckRnR2ZDdrhtefj$lw5WJ!R~vS=107zD8q1R_Kmnk9gMtj@I1nPyFg zeG?(jfS_siMaXCfih)Ft9SIXKVHLs_GC}BPcg+ufOx4uPysG=&_ue`6z5CsB?pK%M z;(STvz|jLB5J&}sb|8R2U=|QFmE?hY9cd;5cxbseU3J{s+XKS6rOn8U=b1qC+h8)8 zij+w`;8iJt;Oq(lNT08vzN;p{r>`&$7p_Kwmy4IFHONDbnuSK|yCHGv(m4f(jp){@ zNIWCpq&_s_EK+(f)ZA+%^5#M2Szb1wFV~Mkr%`oqa5`<)!_SZo?St2jXQdqVqNu{A z)VZF4Hn-+RoucRl!?V^s29!m_#PY`di@3>JR%oo3*ufuod!g2_GDGZ0C?j)ETROAF8sFAC`o%7Fko+p<3~1l+vpGtcg|B-wzyu-%)YgV5)FcXcWo708zO<(3M;{P=2m1r0BUSV_=DHQX{TG}Qa zgI&T3Lu(lllNZ`ST*cK-S1~njqfYI2EwD(LLQZsWbACo9<8N&!tmdUG%E#FdAL_T* zcL|jtyjB@ zhnoun)y!norM24St@Q8`^Ovc5|G?uqbM4}Jbw84f8OPe)+o@KnlL_^AIFLok!oA14 zw&ZlVI2AWoz0G$xou(#?uD`q9i)NO`wpdCxIGSlNQD|He(^+yHX!)O|^HiBr%4V zl$cArpRA%bty)d`#UaU7;PY^%L}|76yy^85Og(Y`{cpaMbYKO&)Lt)h2PrfE+y>H0 z>I5VYKBMWWfKG$S%?cNI8ekK^4f71U|DPNFjn$aF^Rh163>;tbDF(D7_Y4|um~#pP z_z;6lhhYh1_!TN(OmS7m?z=i3t>SVp(LBXFHfMl0S{UK6!TSXupH6<~c88CTE+?5a zF0`h#M_IdW6kNd38gE?SXNtx+9!Ey_&6Ubp0fWN4>*2}gDJcm&lw5%iGSNP)@in4w%KGy9A%8Bc-Uz$P`jV*V+4`sLbD zX+`|3QAzw>9iTLx3_b^n0e1Q1jWf+knMZL7FZ+kejOA{zA>g;f2meU}z?0i!%8je;m3zP@zg}@9EpKUOf1+<9; z_uJUFCkONVmo~d)LmZFy-WFRL+TKFuVkcbuERU<|L})#R(+Q}V@=N?AH4~IBd}^us z85vBxb{PHkZ}#`QjKuHr@V~LJ%4N#02hJiBPL1$gh@~5^66!CoMlh@o4X~~ zC?V`PvJdt7ri;K@*08Rhy1y4=T3I4^^@g!4#3K*yL51P+KdIICLQ)2OQ81yVZefc$ zJCjIiQ0%`sWo`8FxJ2=}vKU&2w0MqCo34fMQ>8mVm4TNYL6_IqS|C;`ePzrRn@jLXi;z jP}g%mMAo&^oxKO5a}}i$ZgvN7pa5YUogM1!eE#w)4!$Hl literal 0 HcmV?d00001 diff --git a/docs/interface_go_rogue_1_1_i_settable_map_of-members.html b/docs/interface_go_rogue_1_1_i_settable_map_of-members.html new file mode 100644 index 00000000..94d73918 --- /dev/null +++ b/docs/interface_go_rogue_1_1_i_settable_map_of-members.html @@ -0,0 +1,85 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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C# roguelike/2D game utility library.
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GoRogue.ISettableMapOf< T > Member List
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+ + + + + diff --git a/docs/interface_go_rogue_1_1_i_settable_map_of.html b/docs/interface_go_rogue_1_1_i_settable_map_of.html new file mode 100644 index 00000000..8ffd03e6 --- /dev/null +++ b/docs/interface_go_rogue_1_1_i_settable_map_of.html @@ -0,0 +1,194 @@ + + + + + + + +GoRogue: GoRogue.ISettableMapOf< T > Interface Template Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
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+
GoRogue.ISettableMapOf< T > Interface Template Reference
+
+
+ +

Interface designed to act as a standardized input/output for algorithms that need to make modifications to data. + More...

+
+Inheritance diagram for GoRogue.ISettableMapOf< T >:
+
+
+ + +GoRogue.IMapOf< T > +GoRogue.ArrayMapOf< T > + +
+ + + + + + + + + + + + + + + + + + + + + +

+Properties

new T this[int x, int y] [get, set]
 Given an X and Y value, should return/set the "value" associated with that location. More...
 
new T this[Coord pos] [get, set]
 Given a Coord, should return/set the "value" associated with that location. More...
 
- Properties inherited from GoRogue.IMapOf< T >
int Width [get]
 The width of the map being represented. More...
 
int Height [get]
 The height of the map being represented. More...
 
this[int x, int y] [get]
 Given an X and Y value, should return the "value" associated with that location. More...
 
this[Coord pos] [get]
 Given a Coord, should return the "value" associated with that location. More...
 
+

Detailed Description

+

Interface designed to act as a standardized input/output for algorithms that need to make modifications to data.

+

See IMapOf documentation. Algorithms such as map generation may need to modify their inputs. Again, creating an actual 2D array can be tedious, depending on the application. As such, this interface extends IMapOf to provide the capability to "set" values.

+

Again, in case an actual 2D array is desired, ArrayMapOf implements this interface and provides a similar interface.

+
Template Parameters
+ + +
TThe type of value being returned/set by the indexer functions.
+
+
+

Property Documentation

+ +

§ this[Coord pos]

+ +
+
+ + + + + +
+ + + + +
new T GoRogue.ISettableMapOf< T >.this[Coord pos]
+
+getset
+
+ +

Given a Coord, should return/set the "value" associated with that location.

+
Parameters
+ + +
posLocation to get/set the value for.
+
+
+
Returns
The "value" associated with the provided location.
+ +
+
+ +

§ this[int x, int y]

+ +
+
+ + + + + +
+ + + + +
new T GoRogue.ISettableMapOf< T >.this[int x, int y]
+
+getset
+
+ +

Given an X and Y value, should return/set the "value" associated with that location.

+
Parameters
+ + + +
xX-value of location.
yY-value of location.
+
+
+
Returns
The "value" associated with that location.
+ +
+
+
The documentation for this interface was generated from the following file:
    +
  • GoRogue/ISettableMapOf.cs
  • +
+
+ + + + diff --git a/docs/interface_go_rogue_1_1_i_settable_map_of.png b/docs/interface_go_rogue_1_1_i_settable_map_of.png new file mode 100644 index 0000000000000000000000000000000000000000..4c3dc38899dd238c98681628dd42b8b75d92b017 GIT binary patch literal 1141 zcmeAS@N?(olHy`uVBq!ia0vp^yMVZZgBeJsCo!f1DTx4|5ZC|z{{xvX-h3_XKQsZz z0^AN)AZj!2}`YyNoLB&Ve*!=Qbvu>8XSwC{F)gD`yefP$br-9e1 zE+)=f@pbQ|-0l^nGb&Eqzp~_K&i{q4e|()Z<;8WY9+lV^%@Oi9y)NzC=d`{)RAuEl z`p5d5{hO_}OXce|kZ+?d&MnUKV6<5-eqe@__}{Nm(`sYBOsxs|)_5_! zo$>_yC9uDP(kSc|5hYg%gLF%j+q9WaHb z7v$^b-l|~G`?Bq1*gNybB{nlxcfCLCD`oLTSmCGZm$!3TcN~;+m^?N8h3PJnq+~9S zI`&Pyjc)~duwA`8xz6v@sn?+UnZ_2T2|WbWhP zUA5(Jox3;lPWG5^)yIr$jrxnTCE>q31@}xVo&00kdHIyT8n;$QnVX4zk=`0-=k)kO z)xPN0)k|-G-*+wXk>*3&oTkqA2Dj_4C9YZ1S;#!$#h$|qF)tRrf9HSqp6mL0Erxy9 zF2C5y&w4=rMPW(9{-v-mx_7@hHFBCD>xVgU49QtBU#@3Id@H;d{weS#yW4zOwgvl% z4P{s~Xce8?dHf5ISl%*uiJ<94)s@>pF&oyoZ%zHn6FjObmlkg}h~8-Bv}EG83+e~C zznnF>l@3h38J6a&FD+G+3Z4`a+?TgtyT--$awWFwo*N`j7P_$a;O~Np8*GBMK1Voy zuTc0aS=I4k{o@a^2YhZham-#V`PO=~^mjA%Uxia`KVQ4NYGM9u`#;NfuAXc3Wz8n< zFG|v4wuwILihopH^WJ5(tFpH*yO_gr!xuYq-Y-4+(n}9p1H<~ZU&t~$E$8)CKkZ)I zX0F{-^&efQQy51KwP(C9 UZO@bm2bK{Gp00i_>zopr02|Xa!2kdN literal 0 HcmV?d00001 diff --git a/docs/interface_go_rogue_1_1_i_spatial_map-members.html b/docs/interface_go_rogue_1_1_i_spatial_map-members.html new file mode 100644 index 00000000..916a1f00 --- /dev/null +++ b/docs/interface_go_rogue_1_1_i_spatial_map-members.html @@ -0,0 +1,98 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
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GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
GoRogue.ISpatialMap< T > Member List
+
+ + + + + diff --git a/docs/interface_go_rogue_1_1_i_spatial_map.html b/docs/interface_go_rogue_1_1_i_spatial_map.html new file mode 100644 index 00000000..d2774a61 --- /dev/null +++ b/docs/interface_go_rogue_1_1_i_spatial_map.html @@ -0,0 +1,420 @@ + + + + + + + +GoRogue: GoRogue.ISpatialMap< T > Interface Template Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.ISpatialMap< T > Interface Template Reference
+
+
+ +

General interface for a data structure that records objects on a map. + More...

+
+Inheritance diagram for GoRogue.ISpatialMap< T >:
+
+
+ + +GoRogue.IReadOnlySpatialMap< T > +GoRogue.MultiSpatialMap< T > +GoRogue.SpatialMap< T > + +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Public Member Functions

bool Add (T newItem, Coord position)
 Adds the given item at the given position, and returns true if the item was successfully added. If the item could not be added, returns false. More...
 
bool Move (T item, Coord target)
 Moves the given item from its current location to the specified one. Returns true if the item was successfully moved, false otherwise. More...
 
IEnumerable< T > Move (Coord current, Coord target)
 Moves any items at the specified location to the target one. Returns any items that were moved. More...
 
bool Remove (T item)
 Removes the given item from the data structure, returning true if the item was removed or false otherwise. More...
 
IEnumerable< T > Remove (Coord position)
 Removes any items at the specified location from the data structure. Returns any items that were removed. More...
 
void Clear ()
 Clears all items out of the data structure. More...
 
- Public Member Functions inherited from GoRogue.IReadOnlySpatialMap< T >
bool Contains (T item)
 Returns whether or not the data structure contains the given item. More...
 
bool Contains (Coord position)
 Returns if there is an item in the data structure at the given position or not. More...
 
Coord GetPosition (T item)
 Gets the position associated with the item in the data structure, or null if that item is not found. More...
 
IEnumerable< T > GetItems (Coord position)
 Gets the item(s) associated with the given position if there are any items, or returns nothing if there is nothing at that position. More...
 
IReadOnlySpatialMap< T > AsReadOnly ()
 Returns a read-only reference to the data structure. Convenient for "safely" exposing the structure as a property. More...
 
+ + + + + + + + + + +

+Events

EventHandler< ItemEventArgs< T > > ItemAdded
 Fired directly after an item has been added to the data structure. More...
 
EventHandler< ItemEventArgs< T > > ItemRemoved
 Fired directly after an item has been removed from the data structure. More...
 
EventHandler< ItemMovedEventArgs< T > > ItemMoved
 Fired directly after an item in the data structure has been moved. More...
 
+ + + + + + + + + + + +

+Additional Inherited Members

- Properties inherited from GoRogue.IReadOnlySpatialMap< T >
int Count [get]
 The number of items in the data structure. More...
 
IEnumerable< T > Items [get]
 Enumerable of the items stored in the data structure: for use to iterate over all items, eg: More...
 
IEnumerable< CoordPositions [get]
 Enumerable of all positions that contain items. Likely this won't be used as much, since most objects that are contained in a spatial map implementation will record their position as a member, however in case that is not the case for a particular use, or just as a convenience if you only care about the coordinates, this is provided. More...
 
+

Detailed Description

+

General interface for a data structure that records objects on a map.

+

Two different implementations of this interface are provided by to the library, each providing somewhat different implementations and constraints, however both provide more efficient implementations of many of these operations than the standard "list of monsters" that is often used in roguelike map design.

+
Template Parameters
+ + +
TThe type of object that will be contained by the data structure.
+
+
+

Member Function Documentation

+ +

§ Add()

+ +
+
+ + + + + + + + + + + + + + + + + + +
bool GoRogue.ISpatialMap< T >.Add (newItem,
Coord position 
)
+
+ +

Adds the given item at the given position, and returns true if the item was successfully added. If the item could not be added, returns false.

+
Parameters
+ + + +
newItemItem to add.
positionPosition to add item to.
+
+
+
Returns
True if item was successfully added, false otherwise.
+ +

Implemented in GoRogue.SpatialMap< T >, and GoRogue.MultiSpatialMap< T >.

+ +
+
+ +

§ Clear()

+ +
+
+ + + + + + + +
void GoRogue.ISpatialMap< T >.Clear ()
+
+ +

Clears all items out of the data structure.

+ +

Implemented in GoRogue.SpatialMap< T >, and GoRogue.MultiSpatialMap< T >.

+ +
+
+ +

§ Move() [1/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
bool GoRogue.ISpatialMap< T >.Move (item,
Coord target 
)
+
+ +

Moves the given item from its current location to the specified one. Returns true if the item was successfully moved, false otherwise.

+
Parameters
+ + + +
itemItem to move
targetLocation to move item to.
+
+
+
Returns
True if item was successfully moved, false otherwise.
+ +

Implemented in GoRogue.SpatialMap< T >, and GoRogue.MultiSpatialMap< T >.

+ +
+
+ +

§ Move() [2/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
IEnumerable<T> GoRogue.ISpatialMap< T >.Move (Coord current,
Coord target 
)
+
+ +

Moves any items at the specified location to the target one. Returns any items that were moved.

+
Parameters
+ + + +
currentLocation to move items from.
targetLocation to move items to.
+
+
+
Returns
Any items that were moved, nothing if no items were moved.
+ +

Implemented in GoRogue.SpatialMap< T >, and GoRogue.MultiSpatialMap< T >.

+ +
+
+ +

§ Remove() [1/2]

+ +
+
+ + + + + + + + +
bool GoRogue.ISpatialMap< T >.Remove (item)
+
+ +

Removes the given item from the data structure, returning true if the item was removed or false otherwise.

+
Parameters
+ + +
itemThe item to remove.
+
+
+
Returns
True if item was removed, false otherwise.
+ +

Implemented in GoRogue.SpatialMap< T >, and GoRogue.MultiSpatialMap< T >.

+ +
+
+ +

§ Remove() [2/2]

+ +
+
+ + + + + + + + +
IEnumerable<T> GoRogue.ISpatialMap< T >.Remove (Coord position)
+
+ +

Removes any items at the specified location from the data structure. Returns any items that were removed.

+
Parameters
+ + +
positionPosition to remove items from.
+
+
+
Returns
Any items that were removed, or nothing if no items were removed.
+ +

Implemented in GoRogue.SpatialMap< T >, and GoRogue.MultiSpatialMap< T >.

+ +
+
+

Event Documentation

+ +

§ ItemAdded

+ +
+
+ + + + +
EventHandler<ItemEventArgs<T> > GoRogue.ISpatialMap< T >.ItemAdded
+
+ +

Fired directly after an item has been added to the data structure.

+ +
+
+ +

§ ItemMoved

+ +
+
+ + + + +
EventHandler<ItemMovedEventArgs<T> > GoRogue.ISpatialMap< T >.ItemMoved
+
+ +

Fired directly after an item in the data structure has been moved.

+ +
+
+ +

§ ItemRemoved

+ +
+
+ + + + +
EventHandler<ItemEventArgs<T> > GoRogue.ISpatialMap< T >.ItemRemoved
+
+ +

Fired directly after an item has been removed from the data structure.

+ +
+
+
The documentation for this interface was generated from the following file:
    +
  • GoRogue/ISpatialMap.cs
  • +
+
+ + + + diff --git a/docs/interface_go_rogue_1_1_i_spatial_map.png b/docs/interface_go_rogue_1_1_i_spatial_map.png new file mode 100644 index 0000000000000000000000000000000000000000..b36828d6fbaff0278879bf5006be83af73e3f7b4 GIT binary patch literal 2212 zcmb_ec~H|y7XF1p@kR!j8Igc7Ac+AX$Tc7;5JOS|8VM3P9TEf))JQml2qUvaF(F_= z5Cj9t%_e{xxg2;WzO+fBbAp67GKW2|Vwq~}gy8G*Xue!V5_q|sgebElP zZ};Kd008X6*;o?*03rghP(cUU0xjrBV=%Pc6~nsvd&qTNet2^3gr& z;8G!gV0Re+owi$By#pHDGQe4%a|nh^b0yRTq@tX226AERR@hBfi0kypJF$-O>G2VY z-aaZ@GGW|opJXA>6RDNOsrs3P$WjIv7Z6#16B&H#qyB} zq6&S6RmfZeOl*dB{;ZYtn(SLX#ZE~{G`Ih8HQP$ zPh~|S4q@G}@9`AYq5%xm#8{C{ME_eDL}r!D#i zoe_{SBb8mZ>Cgiya%JY*C>83bG%)D|KdZn$r~#<#QUn-s3K19?IU#ti2Md5aw}}8i zGk{Y1^X6IAQorsUI|iVoY-JS&ClheWgoCVWA^;Tx4pNpO8eKCe6!IPsHGLwl7fv_1 z`Yx3wW7xahWDAJP7CB!ZBoz5;7rW2bN5Iweb(e08UGdyp^k%0&>(+`qf$Q>Gn%lJY z;&tbDl-5*Rgl|D(D9k;q%VU$=qHdFb<(%+G6)Wq8am45&s_oyA*m!>w+I{Hfx^j%$ zDgS_izQ@dllZ$Rz*b~)u(tY!zH9j3wD_iHeQP|gCwF@gKyD88~GqkUJrmGIpxG1>r zuNPqAU+Q0@w$x7qHHxx$G*)EUNY#EzhE9<#RkA5K%4?WNV!Egm67vhM4v+efY;wPd zIy=vuwx*64mWqN(LmkvKf>7-s}u}j61cwEczk2xi9 z?r2yzgTqPute21(o_RzJgKV+le>8m(%U+aq@Fc;7XQ*4=37NcWEH;>fzvm)Isq>|u z>i2-`Y_&PCSNH-{nPefj11=o-h8Df!fh)Bzh@}Vf|ErGwCcXZrKFL~oz=}p-?tf_W ztXuM!J;`jLkJo&o{kpg(iMYIDTI;l7K1PP$LPI{<`pC#g$F!#pw()M6v@BMtFyuzr zh^bHaiVeu3g_Qx6FaNIJR9A?^EeR{e#4;t(duMm3>}sG)8We6#ft!(z;UI&s5w z*uzw{+&rixpaFUJCokvhVq#lUZwnAKaG8~om$a{}okq%2<+6Yr(+X&tVc9*b7ySln zXV5UZkPcRcF_+xJA^%s1<7QS%FZhv@ul3I$ay*OGwI!zNd7VjC>QA+2d_h8jOb(Cs z`cy8GfOD(ATr8h^gcJ*HqSje?DvTc1QF9bI94gj*Z z{ZL8+>*i3SUAIHNq0?P(VHCYp@3piH#zE$RSx$9U}0Ehn0LMO zdn2OD_-P_g0vp_J1_n<6Py{wui2fMcu17 z(*@HR#s+HgjDjt}G0-~D^H6`0RK7K8IQ%z-Pf^;3-RR%T+O#~l`>axDzBTuadU7WJ zCZplOgjT8rtwXoD-!rw5nI#$=EE(z%s8f!l? zMt&9HYBz#RP>inCs@Z8`yZ)@p{QTT_1=OQy0(oV>@oFusKW6=aWjrT=&f2UzobzO5 z9QG(4R@<1g(nO#g^b`C>ae6OJnY$00kI$8AoWhYz>qR413ZqW-HxI28F!+@g{X!C@ zZ%1dk<5A)ZX7CxYXeDDSa{KbrtdtaViZ6C}R8frYU2Tln(3`v!rG+@r4a=E}^Jnnw z0|gHB`lI`G*&|KTF159jm%>fK8#)hm_8w~G>eDAL(i`>VxW0y}VxTxH+)H6S(48sDN@?!NGT`w5<`&LSA@)*V+? z)FpTO;b6W^OSy~5vAFcgr#85C>B1f?556gV4iXsgdjcbJL@)ii%gC_qmwrR@>XkJ+ Vagz^zTm!!p01jhkU0~_);2#!a=4$`| literal 0 HcmV?d00001 diff --git a/docs/interface_go_rogue_1_1_i_spatial_tuple-members.html b/docs/interface_go_rogue_1_1_i_spatial_tuple-members.html new file mode 100644 index 00000000..019a29d7 --- /dev/null +++ b/docs/interface_go_rogue_1_1_i_spatial_tuple-members.html @@ -0,0 +1,83 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
GoRogue.ISpatialTuple< T > Member List
+
+
+ +

This is the complete list of members for GoRogue.ISpatialTuple< T >, including all inherited members.

+ + + +
ItemGoRogue.ISpatialTuple< T >
PositionGoRogue.ISpatialTuple< T >
+ + + + diff --git a/docs/interface_go_rogue_1_1_i_spatial_tuple.html b/docs/interface_go_rogue_1_1_i_spatial_tuple.html new file mode 100644 index 00000000..66c38122 --- /dev/null +++ b/docs/interface_go_rogue_1_1_i_spatial_tuple.html @@ -0,0 +1,156 @@ + + + + + + + +GoRogue: GoRogue.ISpatialTuple< T > Interface Template Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.ISpatialTuple< T > Interface Template Reference
+
+
+ +

Interface specifying return type for item-location pairs in a spatial map implementation. + More...

+ +

Inherited by GoRogue.SpatialTuple< T >.

+ + + + + + + + +

+Properties

Item [get]
 The item associated with this pair. More...
 
Coord Position [get]
 The position associated with this pair. More...
 
+

Detailed Description

+

Interface specifying return type for item-location pairs in a spatial map implementation.

+
Template Parameters
+ + +
TType of the item associated with locations.
+
+
+

Property Documentation

+ +

§ Item

+ +
+
+ + + + + +
+ + + + +
T GoRogue.ISpatialTuple< T >.Item
+
+get
+
+ +

The item associated with this pair.

+ +
+
+ +

§ Position

+ +
+
+ + + + + +
+ + + + +
Coord GoRogue.ISpatialTuple< T >.Position
+
+get
+
+ +

The position associated with this pair.

+ +
+
+
The documentation for this interface was generated from the following file:
    +
  • GoRogue/IReadOnlySpatialMap.cs
  • +
+
+ + + + diff --git a/docs/interface_go_rogue_1_1_map_generation_1_1_connectors_1_1_i_area_connection_point_selector-members.html b/docs/interface_go_rogue_1_1_map_generation_1_1_connectors_1_1_i_area_connection_point_selector-members.html new file mode 100644 index 00000000..94671a26 --- /dev/null +++ b/docs/interface_go_rogue_1_1_map_generation_1_1_connectors_1_1_i_area_connection_point_selector-members.html @@ -0,0 +1,82 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
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+ +
+ + +
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+
GoRogue.MapGeneration.Connectors.IAreaConnectionPointSelector Member List
+
+
+ +

This is the complete list of members for GoRogue.MapGeneration.Connectors.IAreaConnectionPointSelector, including all inherited members.

+ + +
SelectConnectionPoints(MapArea area1, MapArea area2)GoRogue.MapGeneration.Connectors.IAreaConnectionPointSelector
+ + + + diff --git a/docs/interface_go_rogue_1_1_map_generation_1_1_connectors_1_1_i_area_connection_point_selector.html b/docs/interface_go_rogue_1_1_map_generation_1_1_connectors_1_1_i_area_connection_point_selector.html new file mode 100644 index 00000000..be0ee24c --- /dev/null +++ b/docs/interface_go_rogue_1_1_map_generation_1_1_connectors_1_1_i_area_connection_point_selector.html @@ -0,0 +1,147 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.Connectors.IAreaConnectionPointSelector Interface Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.MapGeneration.Connectors.IAreaConnectionPointSelector Interface Reference
+
+
+ +

Interface for implementing an algorithm for selecting the Coords to connect in order to connect two given map areas. + More...

+
+Inheritance diagram for GoRogue.MapGeneration.Connectors.IAreaConnectionPointSelector:
+
+
+ + +GoRogue.MapGeneration.Connectors.CenterBoundsConnectionPointSelector +GoRogue.MapGeneration.Connectors.RandomConnectionPointSelector + +
+ + + + + +

+Public Member Functions

Tuple< Coord, CoordSelectConnectionPoints (MapArea area1, MapArea area2)
 Implements the algorithm. Returns a tuple of two Coords – the first Coord is the position in area1 to use, the second Coord is the position in area2 to use. More...
 
+

Detailed Description

+

Interface for implementing an algorithm for selecting the Coords to connect in order to connect two given map areas.

+

Member Function Documentation

+ +

§ SelectConnectionPoints()

+ +
+
+ + + + + + + + + + + + + + + + + + +
Tuple<Coord, Coord> GoRogue.MapGeneration.Connectors.IAreaConnectionPointSelector.SelectConnectionPoints (MapArea area1,
MapArea area2 
)
+
+ +

Implements the algorithm. Returns a tuple of two Coords – the first Coord is the position in area1 to use, the second Coord is the position in area2 to use.

+
Parameters
+ + + +
area1First MapArea to connect.
area2Second MapArea to connect.
+
+
+
Returns
A tuple containing the coordinates from each MapArea to connect – the first item in the tuple is the Coord in area1, the second is the Coord in area2.
+ +

Implemented in GoRogue.MapGeneration.Connectors.RandomConnectionPointSelector, and GoRogue.MapGeneration.Connectors.CenterBoundsConnectionPointSelector.

+ +
+
+
The documentation for this interface was generated from the following file:
    +
  • GoRogue/MapGeneration/Connectors/IAreaConnectionPointSelector.cs
  • +
+
+ + + + diff --git a/docs/interface_go_rogue_1_1_map_generation_1_1_connectors_1_1_i_area_connection_point_selector.png b/docs/interface_go_rogue_1_1_map_generation_1_1_connectors_1_1_i_area_connection_point_selector.png new file mode 100644 index 0000000000000000000000000000000000000000..063e3b45758c43a5b707c97a309bb5d1016157fb GIT binary patch literal 1903 zcmcIjX;_oT7XA{JBAW!{8WurKQb8M5K}7`068Hd-B?cr)2n}lxin0q5y$={63&a3M zB3u#T0~AC`34)iTfL7K}@KR$aE*B-NN?B#?M{S?}=%3yncb;cv&il?gGiT{yjj>ZTC}=|ZdgI-;wzeQsKE0U4ZqJ9T-?~^VR=Pf7 z3_+Ddf1dyV5^cBtbmOf6KzS2%{Su!Fo4GxaJbzG2(X002`X)Q$-yUHIkLO)XbPZ7ssQ1JC3zK5P}?+~7-i@mqHky%wM zCr5N9QB?93&nhUz+lw4WlkfJJ>MGP)Hax|ka=;tmO%lJ5@b$##pyQFp({EZkX&4|v zRe}pgCrvZj97>aJ*sEi9wI)so)sRLaPpj*T-DG?|>qJu|P0JF7## zCbD$@h^yscnHTuK`|DuwMygw&_u$z9(^luVR)~=Jm-N=2^Nx1?==iu6#Jukejv=ha zM$)Wo_lvdo;Kvq>CZqZGWaU+#x&nE0UpE$K@2H-fR2Cj!{bqJE<13bg5u`_jK9tC( zW~TJ@*e6^ub2Kgr=Ic84POeGQw@98@yDj##XqY4uUkEQ>Qp22==`S8wA;0v^q=>H?2z0T&3ry1Rp*-PfdK~K|4$6=vGXcV|d z+rW>*Kqt|eCg4UG%5xBSPUk!`w=G9&(Eds}Q936!ck3I8%F8%-%1nSEHrrw*F zfjjyTtn|Wvj^XS}CN`K=3)PyWw~~leC6s1$?1?ADH8apOYi|jIANk~H5*j*mn%Uf^<3KW&q;_>^*@b)DzSj$+vE8)J{a<2`%bJ{eGS~=Oo8p8`bux_4E95n%QjcI%muG z7*-fg;ozNRUHtlUcb29&Cch%9Bc>xxRE&?C%@7=3|B@KJrq4WD(a>Yp9T`<5F7Emq zG?g-gMu%g9WtctPX(XZ7czbR;?bMhmSuKx=@l4EPH&Wu+i&ECN%Qp_@o;wW{`lF{Q zah;ZhC&yPu=vi3kO@{h&)AFZd)o1tq`0jmR1^9Y#=^<~S?;k|f23Z$=V2D^g5!H7i zCh%~7`T2q}{RCwAsl%84i(3znqD{lC-z2{aeEVXgO;)&`3Yr&mFJ3SUoFd$Vc@lpb z6g_$oJ5z>U8H_yH@r?`!LA4gfcUt;eodGjBnzkTPx%yP%^x>bs=IF zE^raT9>;mD4ab|O4leE5%Q8IWufkc%TDWe9HFa|n_Rq!nw`OPGP0PF$!M)}XOu38r z?6mEfAFTYyL&DOR+hKCWaVuOV{m|KgUmXFhI14(r7$)Ggpfg|#mw+;QS;J}Xxd09t z&s{_XLmdB|LBc~KWxakI)GOPMttX=TOiSH7iOePfkI_p$7;|6)Dyg)CZvS zUwsT+0IUBi)ohSZIxg* + + + + + + +GoRogue: Member List + + + + + + + + + +
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+ + + + + + +
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GoRogue +
+
C# roguelike/2D game utility library.
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+
GoRogue.MapGeneration.Connectors.ITunnelCreator Member List
+
+
+ +

This is the complete list of members for GoRogue.MapGeneration.Connectors.ITunnelCreator, including all inherited members.

+ + +
CreateTunnel(ISettableMapOf< bool > map, Coord start, Coord end)GoRogue.MapGeneration.Connectors.ITunnelCreator
+ + + + diff --git a/docs/interface_go_rogue_1_1_map_generation_1_1_connectors_1_1_i_tunnel_creator.html b/docs/interface_go_rogue_1_1_map_generation_1_1_connectors_1_1_i_tunnel_creator.html new file mode 100644 index 00000000..b4637e42 --- /dev/null +++ b/docs/interface_go_rogue_1_1_map_generation_1_1_connectors_1_1_i_tunnel_creator.html @@ -0,0 +1,153 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.Connectors.ITunnelCreator Interface Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.MapGeneration.Connectors.ITunnelCreator Interface Reference
+
+
+ +

Interface for implementing an algorithm for creating a tunnel between two positions on a walkability map. + More...

+
+Inheritance diagram for GoRogue.MapGeneration.Connectors.ITunnelCreator:
+
+
+ + +GoRogue.MapGeneration.Connectors.DirectLineTunnelCreator +GoRogue.MapGeneration.Connectors.HorizontalVerticalTunnelCreator + +
+ + + + + +

+Public Member Functions

void CreateTunnel (ISettableMapOf< bool > map, Coord start, Coord end)
 Implements the algorithm, creating the tunnel between the two points (ensuring there is a path of positions set to true between those two points. More...
 
+

Detailed Description

+

Interface for implementing an algorithm for creating a tunnel between two positions on a walkability map.

+

Member Function Documentation

+ +

§ CreateTunnel()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
void GoRogue.MapGeneration.Connectors.ITunnelCreator.CreateTunnel (ISettableMapOf< bool > map,
Coord start,
Coord end 
)
+
+ +

Implements the algorithm, creating the tunnel between the two points (ensuring there is a path of positions set to true between those two points.

+
Parameters
+ + + + +
mapMap to create the tunnel on.
startStart position to connect.
endEnd position to connect.
+
+
+ +

Implemented in GoRogue.MapGeneration.Connectors.DirectLineTunnelCreator, and GoRogue.MapGeneration.Connectors.HorizontalVerticalTunnelCreator.

+ +
+
+
The documentation for this interface was generated from the following file:
    +
  • GoRogue/MapGeneration/Connectors/ITunnelCreator.cs
  • +
+
+ + + + diff --git a/docs/interface_go_rogue_1_1_map_generation_1_1_connectors_1_1_i_tunnel_creator.png b/docs/interface_go_rogue_1_1_map_generation_1_1_connectors_1_1_i_tunnel_creator.png new file mode 100644 index 0000000000000000000000000000000000000000..43a8eccea3124eece99fea52d1fbd26295e57c60 GIT binary patch literal 1821 zcmchWdsNbA7{`A`#&SB%%-Kpk7H*=IQ?m@}$Cj5w8#uJ=0^T<)b*2JI5_4_3WmA%L zE{)U`p%GeI-tvNZp@x^nG}`b^h&N=2AUf0iTsvof?!P_fyzldU-t&H+bKdv;yqAM; zN6bv#GXVg=4D0Vh000;W>7ch@(5!|9k)UJ~bTq_wb#)bz6Eiw0>&aC}{XK+2q4DJb zd#HSiLcj$B(5AKM|2f1R05;si`g|OcYNX z87sGDaDTkBb8#iD!LjPwV~p`!{znd8Z+{{&uNSSd!n-F{@){0T`*8=_$%P@I+&Vy7 zo=^@Wc4&;g>yc@m@z0obh2)-;?~QPN-8kLXWKFbZMIs+ge=&&MqIKd)oRvF#8T&%! z?%S2Yh@ERD^lT1qhWOd^?mibDj!`Jgzod9RL!0P`bopfvBS>cE@2%~nEoDjbB?5P$ z@pk+4iN^C@dU2zm26 zQz)-OHIq7|$wB*5e%cNhuXzXR7JdNK6*_Mc!ACHoyVIt{w+vqPZ3)>@_ys-1C7nE$ zvVAm}sfwR6#N)_Kk81Xipq)zkAa^v382zlEV}99C)`&D;Y`Z&jQ?Q_(96z&OTq;ig zqPG0vq;$jm*tE=@p*^nobg;>W%op%}=)E5Vugj9dEI6(W6vFS+b zUnG72m-H>&$a4z(~9I{srFHT-L3aAYc)N3Bd{4Ry0HI}NkgmbTu)@_)=l!*fpD zJZ9$U0OV^EJtU*N*@&Ik2T$cYv3~5RQG-9hf4e<4D;ugEk{Af&z8n@Jqg|7G`=uAi zwz3o*VMnD{6_2hQWBv>V5DMz?JT*2$^gNqM-m=fQiaMWmPhBA^hM9+9OcM2|0}D(B zvo9x1JF4Fud=|bh`diln=PiowcG3cHk|mE%N<3KACh)Y2J@-RBYvL4Le0y7cH4-bL zjA_L*qV;c=S%@t+iWF3(UVg1xSHEyY&qy5(Zfd4xC(KF@CU0?CPcFqSIV>1fHTIEq6*)bvk`{UiG1usq{_F6{&7W?3AQasZ>2J67}c;J#ufvM;z$CzyoIn zo*7<^@x6bwj>!(}7f=s);s)bdb(*?Yhab z1K3M5?Mj~NY1jb$%wyrDY}|12tQQzPFs<1La>+g)U4%6(`^X?$4ei=~ij@V9v(HE-@^YNE%u`%UCf-qc%BjZt;t{9)kgW zhgs^S$8K!MYP}YvIFD`x*jRqA{(wO}(}6R5qt9}|2N7p9TB)R@%zy=5b>4a*O0 zi@G0ckblmj`!$OtDR2#)cv|auJeKvYT5{sxy|C5zrZ4etC;ap6b*PHMv!##Dy}%t@QW z&&@i4?1y6JMxyF{?B{4mUr}AXjgbosucSXBR1qzRNy`FxG#W99r>phXE8MXtArmWc ztQZDsyxA-4g|Ritn}s@qKRfq!%M%Fet7}+qgRnk42C*Lxv2Su2V*kM!`v{2rj&Zx< oJc2utYxVsu5Xp@p1R!lzfsI%0YRqL>V*nIbUz|_H;fPCr0gG8tY5)KL literal 0 HcmV?d00001 diff --git a/docs/interface_go_rogue_1_1_random_1_1_i_random-members.html b/docs/interface_go_rogue_1_1_random_1_1_i_random-members.html new file mode 100644 index 00000000..09ed6d8b --- /dev/null +++ b/docs/interface_go_rogue_1_1_random_1_1_i_random-members.html @@ -0,0 +1,83 @@ + + + + + + + +GoRogue: Member List + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+
+
GoRogue.Random.IRandom Member List
+
+
+ +

This is the complete list of members for GoRogue.Random.IRandom, including all inherited members.

+ + + +
Next(int maxValue)GoRogue.Random.IRandom
Next(int minValue, int maxValue)GoRogue.Random.IRandom
+ + + + diff --git a/docs/interface_go_rogue_1_1_random_1_1_i_random.html b/docs/interface_go_rogue_1_1_random_1_1_i_random.html new file mode 100644 index 00000000..63f5a789 --- /dev/null +++ b/docs/interface_go_rogue_1_1_random_1_1_i_random.html @@ -0,0 +1,182 @@ + + + + + + + +GoRogue: GoRogue.Random.IRandom Interface Reference + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ + +
+
+ +
+
GoRogue.Random.IRandom Interface Reference
+
+
+ +

Interface for pseudo-random number generators to implement. TODO:, need to include ways for doubles, etc. Having this as an interface can be useful, as an RNG can be easily swapped out for testing. There are classes included that implement this interface that are based on certain forms of pseudo-random number generation, as well as classes that implement it to do something that is not actually random (KnownSeriesRandom), etc, which can be useful for testing. + More...

+
+Inheritance diagram for GoRogue.Random.IRandom:
+
+
+ + +GoRogue.Random.DotNetRandom +GoRogue.Random.GaussianRandom +GoRogue.Random.KnownSeriesRandom +GoRogue.Random.MaxRandom +GoRogue.Random.MinRandom + +
+ + + + + + + + +

+Public Member Functions

int Next (int maxValue)
 Gets the next pseudo-random integer between 0 and the specified maxValue, inclusive. More...
 
int Next (int minValue, int maxValue)
 Gets the next pseudo-random integer between the specified minValue and maxValue, inclusive. More...
 
+

Detailed Description

+

Interface for pseudo-random number generators to implement. TODO:, need to include ways for doubles, etc. Having this as an interface can be useful, as an RNG can be easily swapped out for testing. There are classes included that implement this interface that are based on certain forms of pseudo-random number generation, as well as classes that implement it to do something that is not actually random (KnownSeriesRandom), etc, which can be useful for testing.

+

Member Function Documentation

+ +

§ Next() [1/2]

+ +
+
+ + + + + + + + +
int GoRogue.Random.IRandom.Next (int maxValue)
+
+ +

Gets the next pseudo-random integer between 0 and the specified maxValue, inclusive.

+
Parameters
+ + +
maxValueInclusive maximum result
+
+
+
Returns
Returns a pseudo-random integer between 0 and the specified maxValue, inclusive
+ +

Implemented in GoRogue.Random.GaussianRandom, GoRogue.Random.DotNetRandom, GoRogue.Random.KnownSeriesRandom, GoRogue.Random.MaxRandom, and GoRogue.Random.MinRandom.

+ +
+
+ +

§ Next() [2/2]

+ +
+
+ + + + + + + + + + + + + + + + + + +
int GoRogue.Random.IRandom.Next (int minValue,
int maxValue 
)
+
+ +

Gets the next pseudo-random integer between the specified minValue and maxValue, inclusive.

+
Parameters
+ + + +
minValueInclusive minimum result.
maxValueInclusive maximum result.
+
+
+
Returns
Returns a pseudo-random integer between the specified minValue and maxValue inclusive.
+ +

Implemented in GoRogue.Random.GaussianRandom, GoRogue.Random.DotNetRandom, GoRogue.Random.KnownSeriesRandom, GoRogue.Random.MaxRandom, and GoRogue.Random.MinRandom.

+ +
+
+
The documentation for this interface was generated from the following file:
    +
  • GoRogue/Random/IRandom.cs
  • +
+
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0},disableSelection:function(){return this.bind((a.support.selectstart?"selectstart":"mousedown")+".ui-disableSelection",function(e){e.preventDefault()})},enableSelection:function(){return this.unbind(".ui-disableSelection")}});a.each(["Width","Height"],function(g,e){var f=e==="Width"?["Left","Right"]:["Top","Bottom"],h=e.toLowerCase(),k={innerWidth:a.fn.innerWidth,innerHeight:a.fn.innerHeight,outerWidth:a.fn.outerWidth,outerHeight:a.fn.outerHeight};function j(m,l,i,n){a.each(f,function(){l-=parseFloat(a.curCSS(m,"padding"+this,true))||0;if(i){l-=parseFloat(a.curCSS(m,"border"+this+"Width",true))||0}if(n){l-=parseFloat(a.curCSS(m,"margin"+this,true))||0}});return l}a.fn["inner"+e]=function(i){if(i===d){return k["inner"+e].call(this)}return this.each(function(){a(this).css(h,j(this,i)+"px")})};a.fn["outer"+e]=function(i,l){if(typeof i!=="number"){return k["outer"+e].call(this,i)}return this.each(function(){a(this).css(h,j(this,i,true,l)+"px")})}});function c(g,e){var j=g.nodeName.toLowerCase();if("area"===j){var i=g.parentNode,h=i.name,f;if(!g.href||!h||i.nodeName.toLowerCase()!=="map"){return false}f=a("img[usemap=#"+h+"]")[0];return !!f&&b(f)}return(/input|select|textarea|button|object/.test(j)?!g.disabled:"a"==j?g.href||e:e)&&b(g)}function b(e){return !a(e).parents().andSelf().filter(function(){return a.curCSS(this,"visibility")==="hidden"||a.expr.filters.hidden(this)}).length}a.extend(a.expr[":"],{data:function(g,f,e){return !!a.data(g,e[3])},focusable:function(e){return c(e,!isNaN(a.attr(e,"tabindex")))},tabbable:function(g){var e=a.attr(g,"tabindex"),f=isNaN(e);return(f||e>=0)&&c(g,!f)}});a(function(){var e=document.body,f=e.appendChild(f=document.createElement("div"));f.offsetHeight;a.extend(f.style,{minHeight:"100px",height:"auto",padding:0,borderWidth:0});a.support.minHeight=f.offsetHeight===100;a.support.selectstart="onselectstart" in f;e.removeChild(f).style.display="none"});a.extend(a.ui,{plugin:{add:function(f,g,j){var h=a.ui[f].prototype;for(var e in j){h.plugins[e]=h.plugins[e]||[];h.plugins[e].push([g,j[e]])}},call:function(e,g,f){var j=e.plugins[g];if(!j||!e.element[0].parentNode){return}for(var h=0;h0){return true}h[e]=1;g=(h[e]>0);h[e]=0;return g},isOverAxis:function(f,e,g){return(f>e)&&(f<(e+g))},isOver:function(j,f,i,h,e,g){return a.ui.isOverAxis(j,i,e)&&a.ui.isOverAxis(f,h,g)}})})(jQuery);/*! + * jQuery UI Widget 1.8.18 + * + * Copyright 2011, AUTHORS.txt (http://jqueryui.com/about) + * Dual licensed under the MIT or GPL Version 2 licenses. + * http://jquery.org/license + * + * http://docs.jquery.com/UI/Widget + */ +(function(b,d){if(b.cleanData){var c=b.cleanData;b.cleanData=function(f){for(var g=0,h;(h=f[g])!=null;g++){try{b(h).triggerHandler("remove")}catch(j){}}c(f)}}else{var a=b.fn.remove;b.fn.remove=function(e,f){return this.each(function(){if(!f){if(!e||b.filter(e,[this]).length){b("*",this).add([this]).each(function(){try{b(this).triggerHandler("remove")}catch(g){}})}}return a.call(b(this),e,f)})}}b.widget=function(f,h,e){var g=f.split(".")[0],j;f=f.split(".")[1];j=g+"-"+f;if(!e){e=h;h=b.Widget}b.expr[":"][j]=function(k){return !!b.data(k,f)};b[g]=b[g]||{};b[g][f]=function(k,l){if(arguments.length){this._createWidget(k,l)}};var i=new h();i.options=b.extend(true,{},i.options);b[g][f].prototype=b.extend(true,i,{namespace:g,widgetName:f,widgetEventPrefix:b[g][f].prototype.widgetEventPrefix||f,widgetBaseClass:j},e);b.widget.bridge(f,b[g][f])};b.widget.bridge=function(f,e){b.fn[f]=function(i){var g=typeof i==="string",h=Array.prototype.slice.call(arguments,1),j=this;i=!g&&h.length?b.extend.apply(null,[true,i].concat(h)):i;if(g&&i.charAt(0)==="_"){return j}if(g){this.each(function(){var k=b.data(this,f),l=k&&b.isFunction(k[i])?k[i].apply(k,h):k;if(l!==k&&l!==d){j=l;return false}})}else{this.each(function(){var k=b.data(this,f);if(k){k.option(i||{})._init()}else{b.data(this,f,new e(i,this))}})}return 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http://jquery.org/license + * + * http://docs.jquery.com/UI/Mouse + * + * Depends: + * jquery.ui.widget.js + */ +(function(b,c){var a=false;b(document).mouseup(function(d){a=false});b.widget("ui.mouse",{options:{cancel:":input,option",distance:1,delay:0},_mouseInit:function(){var d=this;this.element.bind("mousedown."+this.widgetName,function(e){return d._mouseDown(e)}).bind("click."+this.widgetName,function(e){if(true===b.data(e.target,d.widgetName+".preventClickEvent")){b.removeData(e.target,d.widgetName+".preventClickEvent");e.stopImmediatePropagation();return false}});this.started=false},_mouseDestroy:function(){this.element.unbind("."+this.widgetName)},_mouseDown:function(f){if(a){return}(this._mouseStarted&&this._mouseUp(f));this._mouseDownEvent=f;var e=this,g=(f.which==1),d=(typeof this.options.cancel=="string"&&f.target.nodeName?b(f.target).closest(this.options.cancel).length:false);if(!g||d||!this._mouseCapture(f)){return true}this.mouseDelayMet=!this.options.delay;if(!this.mouseDelayMet){this._mouseDelayTimer=setTimeout(function(){e.mouseDelayMet=true},this.options.delay)}if(this._mouseDistanceMet(f)&&this._mouseDelayMet(f)){this._mouseStarted=(this._mouseStart(f)!==false);if(!this._mouseStarted){f.preventDefault();return true}}if(true===b.data(f.target,this.widgetName+".preventClickEvent")){b.removeData(f.target,this.widgetName+".preventClickEvent")}this._mouseMoveDelegate=function(h){return e._mouseMove(h)};this._mouseUpDelegate=function(h){return e._mouseUp(h)};b(document).bind("mousemove."+this.widgetName,this._mouseMoveDelegate).bind("mouseup."+this.widgetName,this._mouseUpDelegate);f.preventDefault();a=true;return true},_mouseMove:function(d){if(b.browser.msie&&!(document.documentMode>=9)&&!d.button){return this._mouseUp(d)}if(this._mouseStarted){this._mouseDrag(d);return d.preventDefault()}if(this._mouseDistanceMet(d)&&this._mouseDelayMet(d)){this._mouseStarted=(this._mouseStart(this._mouseDownEvent,d)!==false);(this._mouseStarted?this._mouseDrag(d):this._mouseUp(d))}return !this._mouseStarted},_mouseUp:function(d){b(document).unbind("mousemove."+this.widgetName,this._mouseMoveDelegate).unbind("mouseup."+this.widgetName,this._mouseUpDelegate);if(this._mouseStarted){this._mouseStarted=false;if(d.target==this._mouseDownEvent.target){b.data(d.target,this.widgetName+".preventClickEvent",true)}this._mouseStop(d)}return false},_mouseDistanceMet:function(d){return(Math.max(Math.abs(this._mouseDownEvent.pageX-d.pageX),Math.abs(this._mouseDownEvent.pageY-d.pageY))>=this.options.distance)},_mouseDelayMet:function(d){return this.mouseDelayMet},_mouseStart:function(d){},_mouseDrag:function(d){},_mouseStop:function(d){},_mouseCapture:function(d){return true}})})(jQuery);(function(c,d){c.widget("ui.resizable",c.ui.mouse,{widgetEventPrefix:"resize",options:{alsoResize:false,animate:false,animateDuration:"slow",animateEasing:"swing",aspectRatio:false,autoHide:false,containment:false,ghost:false,grid:false,handles:"e,s,se",helper:false,maxHeight:null,maxWidth:null,minHeight:10,minWidth:10,zIndex:1000},_create:function(){var f=this,k=this.options;this.element.addClass("ui-resizable");c.extend(this,{_aspectRatio:!!(k.aspectRatio),aspectRatio:k.aspectRatio,originalElement:this.element,_proportionallyResizeElements:[],_helper:k.helper||k.ghost||k.animate?k.helper||"ui-resizable-helper":null});if(this.element[0].nodeName.match(/canvas|textarea|input|select|button|img/i)){this.element.wrap(c('
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');if(/sw|se|ne|nw/.test(j)){h.css({zIndex:++k.zIndex})}if("se"==j){h.addClass("ui-icon ui-icon-gripsmall-diagonal-se")}this.handles[j]=".ui-resizable-"+j;this.element.append(h)}}this._renderAxis=function(q){q=q||this.element;for(var n in this.handles){if(this.handles[n].constructor==String){this.handles[n]=c(this.handles[n],this.element).show()}if(this.elementIsWrapper&&this.originalElement[0].nodeName.match(/textarea|input|select|button/i)){var o=c(this.handles[n],this.element),p=0;p=/sw|ne|nw|se|n|s/.test(n)?o.outerHeight():o.outerWidth();var m=["padding",/ne|nw|n/.test(n)?"Top":/se|sw|s/.test(n)?"Bottom":/^e$/.test(n)?"Right":"Left"].join("");q.css(m,p);this._proportionallyResize()}if(!c(this.handles[n]).length){continue}}};this._renderAxis(this.element);this._handles=c(".ui-resizable-handle",this.element).disableSelection();this._handles.mouseover(function(){if(!f.resizing){if(this.className){var i=this.className.match(/ui-resizable-(se|sw|ne|nw|n|e|s|w)/i)}f.axis=i&&i[1]?i[1]:"se"}});if(k.autoHide){this._handles.hide();c(this.element).addClass("ui-resizable-autohide").hover(function(){if(k.disabled){return}c(this).removeClass("ui-resizable-autohide");f._handles.show()},function(){if(k.disabled){return}if(!f.resizing){c(this).addClass("ui-resizable-autohide");f._handles.hide()}})}this._mouseInit()},destroy:function(){this._mouseDestroy();var e=function(g){c(g).removeClass("ui-resizable ui-resizable-disabled ui-resizable-resizing").removeData("resizable").unbind(".resizable").find(".ui-resizable-handle").remove()};if(this.elementIsWrapper){e(this.element);var f=this.element;f.after(this.originalElement.css({position:f.css("position"),width:f.outerWidth(),height:f.outerHeight(),top:f.css("top"),left:f.css("left")})).remove()}this.originalElement.css("resize",this.originalResizeStyle);e(this.originalElement);return this},_mouseCapture:function(f){var g=false;for(var e in this.handles){if(c(this.handles[e])[0]==f.target){g=true}}return !this.options.disabled&&g},_mouseStart:function(g){var j=this.options,f=this.element.position(),e=this.element;this.resizing=true;this.documentScroll={top:c(document).scrollTop(),left:c(document).scrollLeft()};if(e.is(".ui-draggable")||(/absolute/).test(e.css("position"))){e.css({position:"absolute",top:f.top,left:f.left})}this._renderProxy();var k=b(this.helper.css("left")),h=b(this.helper.css("top"));if(j.containment){k+=c(j.containment).scrollLeft()||0;h+=c(j.containment).scrollTop()||0}this.offset=this.helper.offset();this.position={left:k,top:h};this.size=this._helper?{width:e.outerWidth(),height:e.outerHeight()}:{width:e.width(),height:e.height()};this.originalSize=this._helper?{width:e.outerWidth(),height:e.outerHeight()}:{width:e.width(),height:e.height()};this.originalPosition={left:k,top:h};this.sizeDiff={width:e.outerWidth()-e.width(),height:e.outerHeight()-e.height()};this.originalMousePosition={left:g.pageX,top:g.pageY};this.aspectRatio=(typeof j.aspectRatio=="number")?j.aspectRatio:((this.originalSize.width/this.originalSize.height)||1);var i=c(".ui-resizable-"+this.axis).css("cursor");c("body").css("cursor",i=="auto"?this.axis+"-resize":i);e.addClass("ui-resizable-resizing");this._propagate("start",g);return true},_mouseDrag:function(e){var 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a(j){j=j||location.href;return"#"+j.replace(/^[^#]*#?(.*)$/,"$1")}$.fn[c]=function(j){return j?this.bind(c,j):this.trigger(c)};$.fn[c].delay=50;g[c]=$.extend(g[c],{setup:function(){if(d){return false}$(f.start)},teardown:function(){if(d){return false}$(f.stop)}});f=(function(){var j={},p,m=a(),k=function(q){return q},l=k,o=k;j.start=function(){p||n()};j.stop=function(){p&&clearTimeout(p);p=b};function n(){var r=a(),q=o(m);if(r!==m){l(m=r,q);$(e).trigger(c)}else{if(q!==m){location.href=location.href.replace(/#.*/,"")+q}}p=setTimeout(n,$.fn[c].delay)}$.browser.msie&&!d&&(function(){var q,r;j.start=function(){if(!q){r=$.fn[c].src;r=r&&r+a();q=$(' + + + +
+
+
README
+
+
+

Many elements from the DiceNotation namespace are taken directly from the Dice Notation .NET library located here, and the C# roguelike library RogueSharp's implementation located here. Both of these projects are MIT licensed; their licenses can be viewed via links in the Credits section of the main repository README. Their licenses are also copied below:

+

Dice Notation .NET

+

The MIT License (MIT)

+

Copyright (c) 2011 Chris Wagner

+

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

+

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

+

RogueSharp

+

The MIT License (MIT)

+

Copyright (c) 2014 - 2017 Faron Bracy https://bitbucket.org/FaronBracy/roguesharp

+

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

+

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

+

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

+
+ + + + diff --git a/docs/md__go_rogue__map_generation__r_e_a_d_m_e.html b/docs/md__go_rogue__map_generation__r_e_a_d_m_e.html new file mode 100644 index 00000000..80f6ac2c --- /dev/null +++ b/docs/md__go_rogue__map_generation__r_e_a_d_m_e.html @@ -0,0 +1,80 @@ + + + + + + + +GoRogue: README + + + + + + + + + +
+
+
+ + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+ + + + + + + + + +
+
+ + +
+ +
+ + +
+
+
README
+
+
+

Some implementation details of code in the MapGeneration namespace are taken directly from the C# roguelike library RogueSharp, located here. The project is MIT licensed; its license can be viewed via links in the credits section of the main repository README. Its license is also copied below:

+

The MIT License (MIT)

+

Copyright (c) 2014 - 2017 Faron Bracy https://bitbucket.org/FaronBracy/roguesharp

+

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

+

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

+

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

+
+ + + + diff --git a/docs/md__go_rogue__random__r_e_a_d_m_e.html b/docs/md__go_rogue__random__r_e_a_d_m_e.html new file mode 100644 index 00000000..a1cd268f --- /dev/null +++ b/docs/md__go_rogue__random__r_e_a_d_m_e.html @@ -0,0 +1,80 @@ + + + + + + + +GoRogue: README + + + + + + + + + +
+
+ + + + + + +
+
GoRogue +
+
C# roguelike/2D game utility library.
+
+
+ + + + + + + + +
+
+ + +
+ +
+ +
+
+
+
README
+
+
+

Many elements from the Random namespace are taken directly from the C# roguelike library RogueSharp, located here. The project is MIT licensed; its license can be viewed via links in the credits section of the main repository README. Its license is also copied below:

+

The MIT License (MIT)

+

Copyright (c) 2014 - 2017 Faron Bracy https://bitbucket.org/FaronBracy/roguesharp

+

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

+

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

+

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

+
+ + + + diff --git a/docs/menu.js b/docs/menu.js new file mode 100644 index 00000000..97db4c23 --- /dev/null +++ b/docs/menu.js @@ -0,0 +1,26 @@ +function initMenu(relPath,searchEnabled,serverSide,searchPage,search) { + function makeTree(data,relPath) { + var result=''; + if ('children' in data) { + result+=''; + } + return result; + } + + $('#main-nav').append(makeTree(menudata,relPath)); + $('#main-nav').children(':first').addClass('sm sm-dox').attr('id','main-menu'); + if (searchEnabled) { + if (serverSide) { + $('#main-menu').append('
  • '); + } else { + $('#main-menu').append('
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    +
    + + + + + + +
    +
    GoRogue +
    +
    C# roguelike/2D game utility library.
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    GoRogue Namespace Reference
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    +Namespaces

    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

    +Classes

    class  ArrayMapOf
     Default implementation of the ISettableMapOf interface, exposing an interface similar to that of an actual 2D array. More...
     
    class  Coord
     2d coordinate class. You cannot create instances of this class using a constructor – instead, use the Get function to create instances. More...
     
    class  Direction
     Utility class to handle Directions on a grid map. The built-in variables hold the dx and dy for that direction, at unit scale. More...
     
    class  DisjointSet
     Basic representation of a Disjoint set data structure. Assumes it is holding integers between 0 and size - 1. More...
     
    class  Distance
     Class representing a method of calculating distance. You cannot create instances of this class using a constructor – instead this class contains static instances representing the applicable types of distance calculations. More...
     
    class  Effect
     Class designed to represent any sort of in-game effect. This could be anything from a simple physical damage effect to a heal effect, including area of effects, damage over time effects, or even potentially a special effect that simply boosts a stat. More...
     
    class  EffectArgs
     Default argument for any effect. Any class that is used as the template argument for an effect must either be this or a class that inherits from this. More...
     
    class  EffectTrigger
     Represents an "event" that can trigger one or more Effects of the appropriate type. Typically instnaces of this class can simply be created, however a subclass may be required for custom add/remove actions and ordering. More...
     
    class  IDGenerator
     Class designed as a helper for situations where you need to generate and assign a unique integer to each instance of a class, eg. for a class implementing IHasID (see that interface documentation for usage example). One may initialize it with a starting unsigned integer, or 0 if none is specified. Then, every time one wants to use an integer, one should call UseID(), and use the one it returns. It is not thread-safe on its own – if it needs to be, one might consider using a lock around any UseID calls. More...
     
    interface  IHasID
     Interface for a class that has an ID unique to all other instnaces of that class. Typical implementation should involve using an IDGenerator, potentially as follows: More...
     
    interface  IMapOf
     Interface designed to act as a standardized input/output for algorithms. More...
     
    interface  IReadOnlySpatialMap
     See ISpatialMap documentation. Similar in principle to the C# standard IReadOnlyList/IReadOnlyCollection interface. Simply exposes only those functions of the ISpatialMap interface that do not allow direct modification of the data (eg. adding/moving/removing items). This can allow for direct exposure of an ISpatialMap as a property of type IReadOnlySpatialMap, without allowing such an exposure to break data encapsulation principles of something like a game map. More...
     
    interface  ISettableMapOf
     Interface designed to act as a standardized input/output for algorithms that need to make modifications to data. More...
     
    interface  ISpatialMap
     General interface for a data structure that records objects on a map. More...
     
    interface  ISpatialTuple
     Interface specifying return type for item-location pairs in a spatial map implementation. More...
     
    class  ItemEventArgs
     Event args for spatial map events pertaining to an item (item added, item removed, etc.) More...
     
    class  ItemMovedEventArgs
     Event args for SpatialMap's ItemMoved event. More...
     
    class  LOS
     Class responsible for caculating LOS/FOV. Effectively a simplified, slightly faster interface compared to SenseMap, that supports only a single source and only shadowcasting. This is more conducive to the typical use case for line of sight (LOS). It can calculate the LOS with a finite or infinite max radius, and can use a variety of radius types, as specified in Radius class (all the same ones that SenseMap supports). It also supports both 360 degree LOS and a "field of view" (cone) LOS. One may access this class like a 2D array of doubles (LOS values), wherein the values will range from 0.0 to 1.0, where 1.0 means the corresponding map grid coordinate is at maximum visibility, and 0.0 means the cooresponding coordinate is outside of LOS entirely (not visible). More...
     
    class  MathHelpers
     Static class consisting of mathematical "helper" functions – things like angle unit conversions, and other helpful functions. More...
     
    class  MultiSpatialMap
     See SpatialMap documentation – similar in principle. However, this implementation allows multiple items to exist at one point in the SpatialMap, in exchange for the loss of the convenience functions like GetItem vs GetItems, as well as potential performance differences (although unless the number of objects at any given location is large, the performance is asymptotically the same). More...
     
    class  Radius
     Class representing different radius types. Similar in architecture to Coord in architecture – it cannot be instantiated. Instead it simply has pre-allocated static variables for each type of radius, that should be used whenever a variable of type Radius is required. More...
     
    class  RadiusAreaProvider
     Class capable of getting all unique positions inside of a given radius and (optional) bounds. More...
     
    struct  Rectangle
     Represents a rectangle in terms of grid squares. Provides numerous functions pertaining to area. More...
     
    class  SpatialMap
     Designed as an more efficient data structure for recording objects on a map. The simple version: if you're about to use a List to store a bunch of objects in your map, consider using this or MultiSpatialMap instead! More...
     
    class  SpatialTuple
     
    class  Utility
     Static class full of miscellaneous helper methods. More...
     
    + + + + + + + +

    +Enumerations

    enum  DistanceType { DistanceType.MANHATTAN, +DistanceType.EUCLIDIAN, +DistanceType.CHEBYSHEV + }
     Enum for types used under the hood in Direction classes – allows for convenient switch statements to be used with respect to directions. More...
     
    enum  RadiusType {
    +  RadiusType.SQUARE, +RadiusType.DIAMOND, +RadiusType.CIRCLE, +RadiusType.CUBE, +
    +  RadiusType.OCTAHEDRON, +RadiusType.SPHERE +
    + }
     Enum representing types. Useful for easy mapping of radius types to a primitive type (for cases like a switch statement). More...
     
    +

    Enumeration Type Documentation

    + +

    § DistanceType

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    + + + + +
    enum GoRogue.DistanceType
    +
    +strong
    +
    + +

    Enum for types used under the hood in Direction classes – allows for convenient switch statements to be used with respect to directions.

    + + + + +
    Enumerator
    MANHATTAN 

    Enum type for Distance.MANHATTAN.

    +
    EUCLIDIAN 

    Enum type for Distance.EUCLIDIAN.

    +
    CHEBYSHEV 

    Enum type for Distance.CHEBYSHEV.

    +
    + +
    +
    + +

    § RadiusType

    + +
    +
    + + + + + +
    + + + + +
    enum GoRogue.RadiusType
    +
    +strong
    +
    + +

    Enum representing types. Useful for easy mapping of radius types to a primitive type (for cases like a switch statement).

    + + + + + + + +
    Enumerator
    SQUARE 

    Type for Radius.SQUARE.

    +
    DIAMOND 

    Type for Radius.DIAMOND.

    +
    CIRCLE 

    Type for Radius.CIRCLE.

    +
    CUBE 

    Type for Radius.CUBE.

    +
    OCTAHEDRON 

    Type for Radius.OCTAHEDRON.

    +
    SPHERE 

    Type for Radius.SPHERE.

    +
    + +
    +
    +
    + + + + diff --git a/docs/namespace_go_rogue_1_1_dice_notation.html b/docs/namespace_go_rogue_1_1_dice_notation.html new file mode 100644 index 00000000..1184f5ce --- /dev/null +++ b/docs/namespace_go_rogue_1_1_dice_notation.html @@ -0,0 +1,106 @@ + + + + + + + +GoRogue: GoRogue.DiceNotation Namespace Reference + + + + + + + + + +
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    C# roguelike/2D game utility library.
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    +Classes

    class  Dice
     This is likely the class you really care about the most. Basically just a static class that has methods for tieing all of the DiceNotation classes together. It has functions for parsing an expression, rolling based upon a given expression, and others. More...
     
    class  DiceExpression
     A class representing a dice expression that can be rolled. Typically you will not construct these yourself, rather you might use this if you had a roll you needed to do often; you can use the Dice class's Parse function to retrieve one of these from your string expression, and then use this class's Roll function whenever you need to roll it. This ensures that the parsing portion, the part that uses (relatively expensive) regex pattern-matching, is done only once. More...
     
    class  DiceParser
     Used to parse a string into a DiceExpression. More...
     
    class  DiceResult
     Represents the result of rolling a DiceExpression. More...
     
    interface  IDiceParser
     The DiceParser interface can be implemented to parse a string into a DiceExpression. More...
     
    class  TermResult
     Represents a single result of one of the terms in a DiceExpression. More...
     
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    + + + + diff --git a/docs/namespace_go_rogue_1_1_dice_notation_1_1_exceptions.html b/docs/namespace_go_rogue_1_1_dice_notation_1_1_exceptions.html new file mode 100644 index 00000000..b66d8bc2 --- /dev/null +++ b/docs/namespace_go_rogue_1_1_dice_notation_1_1_exceptions.html @@ -0,0 +1,93 @@ + + + + + + + +GoRogue: GoRogue.DiceNotation.Exceptions Namespace Reference + + + + + + + + + +
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    C# roguelike/2D game utility library.
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    GoRogue.DiceNotation.Exceptions Namespace Reference
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    +Classes

    class  ImpossibleDieException
     Exception that is thrown when a die is attempted to be constructed with an invalid number of sides. More...
     
    class  InvalidChooseException
     Exception that is thrown when a dice term is constructed with a 'k' choose operation to keep an invalid number of dice. More...
     
    class  InvalidMultiplicityException
     Exception that is thrown when a dice term is constructed with a negative number of dice. More...
     
    +
    + + + + diff --git a/docs/namespace_go_rogue_1_1_dice_notation_1_1_terms.html b/docs/namespace_go_rogue_1_1_dice_notation_1_1_terms.html new file mode 100644 index 00000000..5a8564ba --- /dev/null +++ b/docs/namespace_go_rogue_1_1_dice_notation_1_1_terms.html @@ -0,0 +1,93 @@ + + + + + + + +GoRogue: GoRogue.DiceNotation.Terms Namespace Reference + + + + + + + + + +
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    C# roguelike/2D game utility library.
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    GoRogue.DiceNotation.Terms Namespace Reference
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    +Classes

    class  ConstantTerm
     The ConstantTerm class represents a constant value in a DiceExpression. For example, in the expression "2d6+5", the integer "5" is a ConstantTerm. More...
     
    class  DiceTerm
     The DiceTerm class represents a single "d" term in a DiceExpression. For example, in the expression "2d6+5", the term "2d6" is a DiceTerm More...
     
    interface  IDiceExpressionTerm
     Can be implemented to create a new term type for a dice expression. More...
     
    +
    + + + + diff --git a/docs/namespace_go_rogue_1_1_map_generation.html b/docs/namespace_go_rogue_1_1_map_generation.html new file mode 100644 index 00000000..f3e2ed18 --- /dev/null +++ b/docs/namespace_go_rogue_1_1_map_generation.html @@ -0,0 +1,94 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration Namespace Reference + + + + + + + + + +
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    GoRogue +
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    C# roguelike/2D game utility library.
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    GoRogue.MapGeneration Namespace Reference
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    +Namespaces

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    +Classes

    class  MapArea
     Represents an arbitrarily-shaped area of a map. Stores and provides access to a list of each unique position considered connected. More...
     
    class  MapAreaFinder
     Class designed to calculate and produce a list of MapAreas representing each unique connected area of the map. More...
     
    +
    + + + + diff --git a/docs/namespace_go_rogue_1_1_map_generation_1_1_connectors.html b/docs/namespace_go_rogue_1_1_map_generation_1_1_connectors.html new file mode 100644 index 00000000..7f9a7c99 --- /dev/null +++ b/docs/namespace_go_rogue_1_1_map_generation_1_1_connectors.html @@ -0,0 +1,108 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.Connectors Namespace Reference + + + + + + + + + +
    +
    + + + + + + +
    +
    GoRogue +
    +
    C# roguelike/2D game utility library.
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    GoRogue.MapGeneration.Connectors Namespace Reference
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    +Classes

    class  CenterBoundsConnectionPointSelector
     Selects the center points of the bounding boxes of each map area. On concave map areas, because the center point of the bounding box is not actually guaranteed to be among the MapArea's walkable tiles, connecting these two points is not guaranteed to actually connect the entirety of the two areas. More...
     
    class  ClosestMapAreaConnector
     Implements a connection algorithm that connects all unique map areas in the given map by connecting each area with the one closest to it. More...
     
    class  DirectLineTunnelCreator
     Implements a tunnel creation algorithm that sets as walkable a direct line between the two points. In the case that MAHNATTAN distance is being used, the line is calculated via the Coord.CardinalPositionOnLine function. Otherwise, the line is calculated using Coord.PositionsOnLine (brensham's). More...
     
    class  HorizontalVerticalTunnelCreator
     Implements a tunnel creation algorithm that creates a tunnel that performs all needed vertical movement before horizontal movement, or vice versa (depending on rng). More...
     
    interface  IAreaConnectionPointSelector
     Interface for implementing an algorithm for selecting the Coords to connect in order to connect two given map areas. More...
     
    interface  ITunnelCreator
     Interface for implementing an algorithm for creating a tunnel between two positions on a walkability map. More...
     
    class  OrderedMapAreaConnector
     Same as ClosestMapAreaConnector, but connects random rooms instead of determining the closest one, or connects rooms in the order specified if you give it a list of MapAreas. More...
     
    class  RandomConnectionPointSelector
     Implements a the selection algorithm that simply selects random points from the given MapArea's positions lists, using the RNG specified, or the default rng if null is given. More...
     
    +
    + + + + diff --git a/docs/namespace_go_rogue_1_1_map_generation_1_1_generators.html b/docs/namespace_go_rogue_1_1_map_generation_1_1_generators.html new file mode 100644 index 00000000..947a4103 --- /dev/null +++ b/docs/namespace_go_rogue_1_1_map_generation_1_1_generators.html @@ -0,0 +1,93 @@ + + + + + + + +GoRogue: GoRogue.MapGeneration.Generators Namespace Reference + + + + + + + + + +
    +
    + + + + + + +
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    GoRogue +
    +
    C# roguelike/2D game utility library.
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    GoRogue.MapGeneration.Generators Namespace Reference
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    +Classes

    class  CellularAutomataGenerator
     Implements a cellular automata genereation algorithm to generate a cave-like map. More...
     
    class  RandomRoomsGenerator
     Generates a map by attempting to randomly place the specified number of rooms, ranging in size between the specified min size and max size, trying the specified number of times to position a room without overlap before discarding the room entirely. The given map will have a value of false set to all non-passable tiles, and true set to all passable ones. More...
     
    class  RectangleMapGenerator
     Generates a simple rectangular box – walls will be impassable, everything else will be passable. More...
     
    +
    + + + + diff --git a/docs/namespace_go_rogue_1_1_pathing.html b/docs/namespace_go_rogue_1_1_pathing.html new file mode 100644 index 00000000..df79bcad --- /dev/null +++ b/docs/namespace_go_rogue_1_1_pathing.html @@ -0,0 +1,86 @@ + + + + + + + +GoRogue: GoRogue.Pathing Namespace Reference + + + + + + + + + +
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    GoRogue +
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    C# roguelike/2D game utility library.
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    GoRogue.Pathing Namespace Reference
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    +Classes

    class  DijkstraMap
     
    +
    + + + + diff --git a/docs/namespace_go_rogue_1_1_random.html b/docs/namespace_go_rogue_1_1_random.html new file mode 100644 index 00000000..90505d92 --- /dev/null +++ b/docs/namespace_go_rogue_1_1_random.html @@ -0,0 +1,105 @@ + + + + + + + +GoRogue: GoRogue.Random Namespace Reference + + + + + + + + + +
    +
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    GoRogue +
    +
    C# roguelike/2D game utility library.
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    GoRogue.Random Namespace Reference
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    +Classes

    class  DotNetRandom
     Implementation of IRandom that is basically wrapper around the built in .NET random number generator. Not the best RNG out there in terms of statistical non-bias, etc., however it makes a good starting point. More...
     
    class  GaussianRandom
     Pseudo-random number generator that uses a Box-Muller transformation to generate random numbers. Basically this will give you "random" numbers that distribute on a bell curve centered on the proper range. TODO: Port this to use any random source. More...
     
    interface  IRandom
     Interface for pseudo-random number generators to implement. TODO:, need to include ways for doubles, etc. Having this as an interface can be useful, as an RNG can be easily swapped out for testing. There are classes included that implement this interface that are based on certain forms of pseudo-random number generation, as well as classes that implement it to do something that is not actually random (KnownSeriesRandom), etc, which can be useful for testing. More...
     
    class  KnownSeriesRandom
     "RNG" that takes in a series of integers, and simply returns the next one in the list. For example, for a series of numbers 3 long, calling Next the first time returns the first number, the second time it returns the second number, the third time the third number. This might be used for testing, where you want to test code involving random numbers on a specific number or set of numbers. More...
     
    class  MaxRandom
     A "random" number generator that always returns the maxValue parameter given. Again this may be useful in testing, testing the upper range or repeatedly returning a value. Also used in DiceExpressions for certain max roll functions. More...
     
    class  MinRandom
     A "random" number generator that always returns the minValue parameter given, or 0 on the Next overload that only takes maxValue. Again, may be useful for testing. Also used in DiceExpression for certain minimum roll functions. More...
     
    class  SingletonRandom
     Static class that contains 1 variable, which is a DefaultRNG instance. Used as the default rng by other features (dice, etc) wherever needed, and can also be used if you need a random number generator for your own code. More...
     
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    GoRogue.SenseMapping Namespace Reference
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    class  SenseMap
     Class responsible for calculating a map for senses (sound, light, etc). Anything that has a resistance map, where 1.0 is completely impenetrable, and 0.0 is no resistance at all, can use this system. Typically used for FOV, however can also be used for sound maps, etc. Supports a few different types of spreading mechanics, including every one in the SourceType enum. Included in these is FOV/LOS-style shadowcasting. This will be much faster than ripple variations. Once one calls Calculate, one can use Coords, or x and y values, to access this class like an array. The double one gets back will be the "sensory value". This is a number between 1.0 and 0.0, where 1.0 is maximum intensity (max brightness in the case of the sources being light, for example), and 0.0 is no intensity at all. More...
     
    class  SenseSource
     Represents a source location to be used in a SenseMap. One would typically create these and call SenseMap.AddSenseSource with them, and perhaps retain a reference for the sake of moving it around or toggling it on-off. The player might have one of these that follows it around if SenseMap is being used as a lightig map, for instance. Note that changing values such as Position and Radius after the source is created is possible, however changes will not be reflected in any SenseSources using this source until their next Calculate call. More...
     
    + + + + +

    +Enumerations

    enum  SourceType {
    +  SourceType.RIPPLE, +SourceType.RIPPLE_LOOSE, +SourceType.RIPPLE_TIGHT, +SourceType.RIPPLE_VERY_LOOSE, +
    +  SourceType.SHADOW +
    + }
     Different types of algorithms that model how values spread from the source. More...
     
    +

    Enumeration Type Documentation

    + +

    § SourceType

    + +
    +
    + + + + + +
    + + + + +
    enum GoRogue.SenseMapping.SourceType
    +
    +strong
    +
    + +

    Different types of algorithms that model how values spread from the source.

    + + + + + + +
    Enumerator
    RIPPLE 

    Performs calculation by pushing values out from the source location. Source values spread around corners a bit.

    +
    RIPPLE_LOOSE 

    Similar to RIPPLE but with different spread mechanics. Values spread around edges like smoke or water, but maintains a tendency to curl towards the start position as it goes around edges.

    +
    RIPPLE_TIGHT 

    Similar to RIPPLE, but values spread around corners only very slightly.

    +
    RIPPLE_VERY_LOOSE 

    Similar to RIPPLE, but values spread around corners a lot.

    +
    SHADOW 

    Uses a Shadowcasting algorithm. All partially resistant grid locations are treated as being fully transparent (it's on-off blocking, where 1.0 in the resistance map blocks, and all lower values don't). Returns percentage from 1.0 at center of source to 0.0 outside of range of source.

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    + + diff --git a/docs/search/properties_f.js b/docs/search/properties_f.js new file mode 100644 index 00000000..a9510998 --- /dev/null +++ b/docs/search/properties_f.js @@ -0,0 +1,4 @@ +var searchData= +[ + ['value',['Value',['../class_go_rogue_1_1_dice_notation_1_1_dice_result.html#a876f383f1e4a278d1eca8e285e23e0c7',1,'GoRogue.DiceNotation.DiceResult.Value()'],['../class_go_rogue_1_1_dice_notation_1_1_term_result.html#ae47988a98936e1196ccd004133e225df',1,'GoRogue.DiceNotation.TermResult.Value()']]] +]; diff --git a/docs/search/search.css b/docs/search/search.css new file mode 100644 index 00000000..3cf9df94 --- /dev/null +++ b/docs/search/search.css @@ -0,0 +1,271 @@ +/*---------------- Search Box */ + +#FSearchBox { + float: left; +} + +#MSearchBox { + white-space : nowrap; + float: none; + margin-top: 8px; + right: 0px; + width: 170px; + height: 24px; + z-index: 102; +} + +#MSearchBox .left +{ + display:block; + position:absolute; + left:10px; + width:20px; + height:19px; + background:url('search_l.png') no-repeat; + background-position:right; +} + +#MSearchSelect { + display:block; + position:absolute; + width:20px; + height:19px; +} + +.left #MSearchSelect { + left:4px; +} + +.right #MSearchSelect { + right:5px; +} + +#MSearchField { + display:block; + position:absolute; + height:19px; + background:url('search_m.png') repeat-x; + border:none; + width:115px; + margin-left:20px; + padding-left:4px; + color: #909090; + outline: none; + font: 9pt Arial, Verdana, sans-serif; + -webkit-border-radius: 0px; +} + +#FSearchBox #MSearchField { + margin-left:15px; +} + +#MSearchBox .right { + display:block; + position:absolute; + right:10px; + top:8px; + width:20px; + height:19px; + background:url('search_r.png') no-repeat; + background-position:left; +} + +#MSearchClose { + display: none; + position: absolute; + top: 4px; + background : none; + border: none; + margin: 0px 4px 0px 0px; + padding: 0px 0px; + outline: none; +} + +.left #MSearchClose { + left: 6px; +} + +.right #MSearchClose { + right: 2px; +} + +.MSearchBoxActive #MSearchField { + color: #000000; +} + +/*---------------- Search filter selection */ + +#MSearchSelectWindow { + display: none; + position: absolute; + left: 0; top: 0; + border: 1px solid #90A5CE; + background-color: #F9FAFC; + z-index: 10001; + padding-top: 4px; + padding-bottom: 4px; + -moz-border-radius: 4px; + -webkit-border-top-left-radius: 4px; + -webkit-border-top-right-radius: 4px; + -webkit-border-bottom-left-radius: 4px; + -webkit-border-bottom-right-radius: 4px; + -webkit-box-shadow: 5px 5px 5px rgba(0, 0, 0, 0.15); +} + +.SelectItem { + font: 8pt Arial, Verdana, sans-serif; + padding-left: 2px; + padding-right: 12px; + border: 0px; +} + +span.SelectionMark { + margin-right: 4px; + font-family: monospace; + outline-style: none; + text-decoration: none; +} + +a.SelectItem { + display: block; + outline-style: none; + color: #000000; + text-decoration: none; + padding-left: 6px; + padding-right: 12px; +} + +a.SelectItem:focus, +a.SelectItem:active { + color: #000000; + outline-style: none; + text-decoration: none; +} + +a.SelectItem:hover { + color: #FFFFFF; + background-color: #3D578C; + outline-style: none; + text-decoration: none; + cursor: pointer; + display: block; +} + +/*---------------- Search results window */ + +iframe#MSearchResults { + width: 60ex; + height: 15em; +} + +#MSearchResultsWindow { + display: none; + position: absolute; + left: 0; top: 0; + border: 1px solid #000; + background-color: #EEF1F7; + z-index:10000; +} + +/* ----------------------------------- */ + + +#SRIndex { + clear:both; + padding-bottom: 15px; +} + +.SREntry { + font-size: 10pt; + padding-left: 1ex; +} + +.SRPage .SREntry { + font-size: 8pt; + padding: 1px 5px; +} + +body.SRPage { + margin: 5px 2px; +} + +.SRChildren { + padding-left: 3ex; padding-bottom: .5em +} + +.SRPage .SRChildren { + display: none; +} + +.SRSymbol { + font-weight: bold; + color: #425E97; + font-family: Arial, Verdana, sans-serif; + text-decoration: none; + outline: none; +} + +a.SRScope { + display: block; + color: #425E97; + font-family: Arial, Verdana, sans-serif; + text-decoration: none; + outline: none; +} + +a.SRSymbol:focus, a.SRSymbol:active, +a.SRScope:focus, a.SRScope:active { + text-decoration: underline; +} + +span.SRScope { + padding-left: 4px; +} + +.SRPage .SRStatus { + padding: 2px 5px; + font-size: 8pt; + font-style: italic; +} + +.SRResult { + display: none; +} + +DIV.searchresults { + margin-left: 10px; + margin-right: 10px; +} + +/*---------------- External search page results */ + +.searchresult { + background-color: #F0F3F8; +} + +.pages b { + color: white; + padding: 5px 5px 3px 5px; + background-image: url("../tab_a.png"); + background-repeat: repeat-x; + text-shadow: 0 1px 1px #000000; +} + +.pages { + line-height: 17px; + margin-left: 4px; + text-decoration: none; +} + +.hl { + font-weight: bold; +} + +#searchresults { + margin-bottom: 20px; +} + +.searchpages { + margin-top: 10px; +} + diff --git a/docs/search/search.js b/docs/search/search.js new file mode 100644 index 00000000..dedce3bf --- /dev/null +++ b/docs/search/search.js @@ -0,0 +1,791 @@ +function convertToId(search) +{ + var result = ''; + for (i=0;i do a search + { + this.Search(); + } + } + + this.OnSearchSelectKey = function(evt) + { + var e = (evt) ? evt : window.event; // for IE + if (e.keyCode==40 && this.searchIndex0) // Up + { + this.searchIndex--; + this.OnSelectItem(this.searchIndex); + } + else if (e.keyCode==13 || e.keyCode==27) + { + this.OnSelectItem(this.searchIndex); + this.CloseSelectionWindow(); + this.DOMSearchField().focus(); + } + return false; + } + + // --------- Actions + + // Closes the results window. + this.CloseResultsWindow = function() + { + this.DOMPopupSearchResultsWindow().style.display = 'none'; + this.DOMSearchClose().style.display = 'none'; + this.Activate(false); + } + + this.CloseSelectionWindow = function() + { + this.DOMSearchSelectWindow().style.display = 'none'; + } + + // Performs a search. + this.Search = function() + { + this.keyTimeout = 0; + + // strip leading whitespace + var searchValue = this.DOMSearchField().value.replace(/^ +/, ""); + + var code = searchValue.toLowerCase().charCodeAt(0); + var idxChar = searchValue.substr(0, 1).toLowerCase(); + if ( 0xD800 <= code && code <= 0xDBFF && searchValue > 1) // surrogate pair + { + idxChar = searchValue.substr(0, 2); + } + + var resultsPage; + var resultsPageWithSearch; + var hasResultsPage; + + var idx = indexSectionsWithContent[this.searchIndex].indexOf(idxChar); + if (idx!=-1) + { + var hexCode=idx.toString(16); + resultsPage = this.resultsPath + '/' + indexSectionNames[this.searchIndex] + '_' + hexCode + '.html'; + resultsPageWithSearch = resultsPage+'?'+escape(searchValue); + hasResultsPage = true; + } + else // nothing available for this search term + { + resultsPage = this.resultsPath + '/nomatches.html'; + resultsPageWithSearch = resultsPage; + hasResultsPage = false; + } + + window.frames.MSearchResults.location = resultsPageWithSearch; + var domPopupSearchResultsWindow = this.DOMPopupSearchResultsWindow(); + + if (domPopupSearchResultsWindow.style.display!='block') + { + var domSearchBox = this.DOMSearchBox(); + this.DOMSearchClose().style.display = 'inline'; + if (this.insideFrame) + { + var domPopupSearchResults = this.DOMPopupSearchResults(); + domPopupSearchResultsWindow.style.position = 'relative'; + domPopupSearchResultsWindow.style.display = 'block'; + var width = document.body.clientWidth - 8; // the -8 is for IE :-( + domPopupSearchResultsWindow.style.width = width + 'px'; + domPopupSearchResults.style.width = width + 'px'; + } + else + { + var domPopupSearchResults = this.DOMPopupSearchResults(); + var left = getXPos(domSearchBox) + 150; // domSearchBox.offsetWidth; + var top = getYPos(domSearchBox) + 20; // domSearchBox.offsetHeight + 1; + domPopupSearchResultsWindow.style.display = 'block'; + left -= domPopupSearchResults.offsetWidth; + domPopupSearchResultsWindow.style.top = top + 'px'; + domPopupSearchResultsWindow.style.left = left + 'px'; + } + } + + this.lastSearchValue = searchValue; + this.lastResultsPage = resultsPage; + } + + // -------- Activation Functions + + // Activates or deactivates the search panel, resetting things to + // their default values if necessary. + this.Activate = function(isActive) + { + if (isActive || // open it + this.DOMPopupSearchResultsWindow().style.display == 'block' + ) + { + this.DOMSearchBox().className = 'MSearchBoxActive'; + + var searchField = this.DOMSearchField(); + + if (searchField.value == this.searchLabel) // clear "Search" term upon entry + { + searchField.value = ''; + this.searchActive = true; + } + } + else if (!isActive) // directly remove the panel + { + this.DOMSearchBox().className = 'MSearchBoxInactive'; + this.DOMSearchField().value = this.searchLabel; + this.searchActive = false; + this.lastSearchValue = '' + this.lastResultsPage = ''; + } + } +} + +// ----------------------------------------------------------------------- + +// The class that handles everything on the search results page. +function SearchResults(name) +{ + // The number of matches from the last run of . + this.lastMatchCount = 0; + this.lastKey = 0; + this.repeatOn = false; + + // Toggles the visibility of the passed element ID. + this.FindChildElement = function(id) + { + var parentElement = document.getElementById(id); + var element = parentElement.firstChild; + + while (element && element!=parentElement) + { + if (element.nodeName == 'DIV' && element.className == 'SRChildren') + { + return element; + } + + if (element.nodeName == 'DIV' && element.hasChildNodes()) + { + element = element.firstChild; + } + else if (element.nextSibling) + { + element = element.nextSibling; + } + else + { + do + { + element = element.parentNode; + } + while (element && element!=parentElement && !element.nextSibling); + + if (element && element!=parentElement) + { + element = element.nextSibling; + } + } + } + } + + this.Toggle = function(id) + { + var element = this.FindChildElement(id); + if (element) + { + if (element.style.display == 'block') + { + element.style.display = 'none'; + } + else + { + element.style.display = 'block'; + } + } + } + + // Searches for the passed string. If there is no parameter, + // it takes it from the URL query. + // + // Always returns true, since other documents may try to call it + // and that may or may not be possible. + this.Search = function(search) + { + if (!search) // get search word from URL + { + search = window.location.search; + search = search.substring(1); // Remove the leading '?' + search = unescape(search); + } + + search = search.replace(/^ +/, ""); // strip leading spaces + search = search.replace(/ +$/, ""); // strip trailing spaces + search = search.toLowerCase(); + search = convertToId(search); + + var resultRows = document.getElementsByTagName("div"); + var matches = 0; + + var i = 0; + while (i < resultRows.length) + { + var row = resultRows.item(i); + if (row.className == "SRResult") + { + var rowMatchName = row.id.toLowerCase(); + rowMatchName = rowMatchName.replace(/^sr\d*_/, ''); // strip 'sr123_' + + if (search.length<=rowMatchName.length && + rowMatchName.substr(0, search.length)==search) + { + row.style.display = 'block'; + matches++; + } + else + { + row.style.display = 'none'; + } + } + i++; + } + document.getElementById("Searching").style.display='none'; + if (matches == 0) // no results + { + document.getElementById("NoMatches").style.display='block'; + } + else // at least one result + { + document.getElementById("NoMatches").style.display='none'; + } + this.lastMatchCount = matches; + return true; + } + + // return the first item with index index or higher that is visible + this.NavNext = function(index) + { + var focusItem; + while (1) + { + var focusName = 'Item'+index; + focusItem = document.getElementById(focusName); + if (focusItem && focusItem.parentNode.parentNode.style.display=='block') + { + break; + } + else if (!focusItem) // last element + { + break; + } + focusItem=null; + index++; + } + return focusItem; + } + + this.NavPrev = function(index) + { + var focusItem; + while (1) + { + var focusName = 'Item'+index; + focusItem = document.getElementById(focusName); + if (focusItem && focusItem.parentNode.parentNode.style.display=='block') + { + break; + } + else if (!focusItem) // last element + { + break; + } + focusItem=null; + index--; + } + return focusItem; + } + + this.ProcessKeys = function(e) + { + if (e.type == "keydown") + { + this.repeatOn = false; + this.lastKey = e.keyCode; + } + else if (e.type == "keypress") + { + if (!this.repeatOn) + { + if (this.lastKey) this.repeatOn = true; + return false; // ignore first keypress after keydown + } + } + else if (e.type == "keyup") + { + this.lastKey = 0; + this.repeatOn = false; + } + return this.lastKey!=0; + } + + this.Nav = function(evt,itemIndex) + { + var e = (evt) ? evt : window.event; // for IE + if (e.keyCode==13) return true; + if (!this.ProcessKeys(e)) return false; + + if (this.lastKey==38) // Up + { + var newIndex = itemIndex-1; + var focusItem = this.NavPrev(newIndex); + if (focusItem) + { + var child = this.FindChildElement(focusItem.parentNode.parentNode.id); + if (child && child.style.display == 'block') // children visible + { + var n=0; + var tmpElem; + while (1) // search for last child + { + tmpElem = document.getElementById('Item'+newIndex+'_c'+n); + if (tmpElem) + { + focusItem = tmpElem; + } + else // found it! + { + break; + } + n++; + } + } + } + if (focusItem) + { + focusItem.focus(); + } + else // return focus to search field + { + parent.document.getElementById("MSearchField").focus(); + } + } + else if (this.lastKey==40) // Down + { + var newIndex = itemIndex+1; + var focusItem; + var item = document.getElementById('Item'+itemIndex); + var elem = this.FindChildElement(item.parentNode.parentNode.id); + if (elem && elem.style.display == 'block') // children visible + { + focusItem = document.getElementById('Item'+itemIndex+'_c0'); + } + if (!focusItem) focusItem = this.NavNext(newIndex); + if (focusItem) focusItem.focus(); + } + else if (this.lastKey==39) // Right + { + var item = document.getElementById('Item'+itemIndex); + var elem = this.FindChildElement(item.parentNode.parentNode.id); + if (elem) elem.style.display = 'block'; + } + else if (this.lastKey==37) // Left + { + var item = document.getElementById('Item'+itemIndex); + var elem = this.FindChildElement(item.parentNode.parentNode.id); + if (elem) elem.style.display = 'none'; + } + else if (this.lastKey==27) // Escape + { + parent.searchBox.CloseResultsWindow(); + parent.document.getElementById("MSearchField").focus(); + } + else if (this.lastKey==13) // Enter + { + return true; + } + return false; + } + + this.NavChild = function(evt,itemIndex,childIndex) + { + var e = (evt) ? evt : window.event; // for IE + if (e.keyCode==13) return true; + if (!this.ProcessKeys(e)) return false; + + if (this.lastKey==38) // Up + { + if (childIndex>0) + { + var newIndex = childIndex-1; + document.getElementById('Item'+itemIndex+'_c'+newIndex).focus(); + } + else // already at first child, jump to parent + { + document.getElementById('Item'+itemIndex).focus(); + } + } + else if (this.lastKey==40) // Down + { + var newIndex = childIndex+1; + var elem = document.getElementById('Item'+itemIndex+'_c'+newIndex); + if (!elem) // last child, jump to parent next parent + { + elem = this.NavNext(itemIndex+1); + } + if (elem) + { + elem.focus(); + } + } + else if (this.lastKey==27) // Escape + { + parent.searchBox.CloseResultsWindow(); + parent.document.getElementById("MSearchField").focus(); + } + else if (this.lastKey==13) // Enter + { + return true; + } + return false; + } +} + +function setKeyActions(elem,action) +{ + elem.setAttribute('onkeydown',action); + elem.setAttribute('onkeypress',action); + elem.setAttribute('onkeyup',action); +} + +function setClassAttr(elem,attr) +{ + elem.setAttribute('class',attr); + elem.setAttribute('className',attr); +} + +function createResults() +{ + var results = document.getElementById("SRResults"); + for (var e=0; ek7RCwB~R6VQOP#AvB$vH7i{6H{96zot$7cZT<7246EF5Np6N}+$IbiG6W zg#87A+NFaX+=_^xM1#gCtshC=E{%9^uQX_%?YwXvo{#q&MnpJ8uh(O?ZRc&~_1%^SsPxG@rfElJg-?U zm!Cz-IOn(qJP3kDp-^~qt+FGbl=5jNli^Wj_xIBG{Rc0en{!oFvyoNC7{V~T8}b>| z=jL2WIReZzX(YN(_9fV;BBD$VXQIxNasAL8ATvEu822WQ%mvv4FO#qs` BFGc_W literal 0 HcmV?d00001 diff --git a/docs/search/search_r.png b/docs/search/search_r.png new file mode 100644 index 0000000000000000000000000000000000000000..97ee8b439687084201b79c6f776a41f495c6392a GIT binary patch literal 612 zcmV-q0-ODbP)PbXFRCwB?)W514K@j&X?z2*SxFI6-@HT2E2K=9X9%Pb zEK*!TBw&g(DMC;|A)uGlRkOS9vd-?zNs%bR4d$w+ox_iFnE8fvIvv7^5<(>Te12Li z7C)9srCzmK{ZcNM{YIl9j{DePFgOWiS%xG@5CnnnJa4nvY<^glbz7^|-ZY!dUkAwd z{gaTC@_>b5h~;ug#R0wRL0>o5!hxm*s0VW?8dr}O#zXTRTnrQm_Z7z1Mrnx>&p zD4qifUjzLvbVVWi?l?rUzwt^sdb~d!f_LEhsRVIXZtQ=qSxuxqm zEX#tf>$?M_Y1-LSDT)HqG?`%-%ZpY!#{N!rcNIiL;G7F0`l?)mNGTD9;f9F5Up3Kg zw}a<-JylhG&;=!>B+fZaCX+?C+kHYrP%c?X2!Zu_olK|GcS4A70HEy;vn)I0>0kLH z`jc(WIaaHc7!HS@f*^R^Znx8W=_jIl2oWJoQ*h1^$FX!>*PqR1J8k|fw}w_y}TpE>7m8DqDO<3z`OzXt$ccSejbEZCg@0000 + + + + + + + + +
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    +
    + + + + + + +
    +
    GoRogue +
    +
    C# roguelike/2D game utility library.
    +
    +
    + + + + + + + + +
    +
    + + +
    + +
    + + +
    +
    +
    +
    GoRogue.Rectangle Member List
    +
    +
    + +

    This is the complete list of members for GoRogue.Rectangle, including all inherited members.

    + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    CenterGoRogue.Rectangle
    Contains(Coord position)GoRogue.Rectangle
    Contains(Rectangle other)GoRogue.Rectangle
    EMPTYGoRogue.Rectanglestatic
    Equals(Rectangle other)GoRogue.Rectangle
    Equals(Object obj)GoRogue.Rectangle
    Expand(int horizontalChange, int verticalChange)GoRogue.Rectangle
    GetHashCode()GoRogue.Rectangle
    GetIntsersection(Rectangle r1, Rectangle r2)GoRogue.Rectanglestatic
    GetUnion(Rectangle r1, Rectangle r2)GoRogue.Rectanglestatic
    HeightGoRogue.Rectangle
    Intsersects(Rectangle other)GoRogue.Rectangle
    IsEmptyGoRogue.Rectangle
    MaxCornerGoRogue.Rectangle
    MaxXGoRogue.Rectangle
    MaxYGoRogue.Rectangle
    MinCornerGoRogue.Rectangle
    operator!=(Rectangle r1, Rectangle r2)GoRogue.Rectanglestatic
    operator==(Rectangle r1, Rectangle r2)GoRogue.Rectanglestatic
    Rectangle(int x, int y, int width, int height)GoRogue.Rectangle
    Rectangle(Coord minCorner, Coord maxCorner)GoRogue.Rectangle
    Rectangle(Coord center, int horizontalRadius, int verticalRadius)GoRogue.Rectangle
    ToString()GoRogue.Rectangle
    WidthGoRogue.Rectangle
    XGoRogue.Rectangle
    YGoRogue.Rectangle
    + + + + diff --git a/docs/struct_go_rogue_1_1_rectangle.html b/docs/struct_go_rogue_1_1_rectangle.html new file mode 100644 index 00000000..abe1166c --- /dev/null +++ b/docs/struct_go_rogue_1_1_rectangle.html @@ -0,0 +1,987 @@ + + + + + + + +GoRogue: GoRogue.Rectangle Struct Reference + + + + + + + + + +
    +
    + + + + + + +
    +
    GoRogue +
    +
    C# roguelike/2D game utility library.
    +
    +
    + + + + + + + + +
    +
    + + +
    + +
    + + +
    + +
    + +

    Represents a rectangle in terms of grid squares. Provides numerous functions pertaining to area. + More...

    +
    +Inheritance diagram for GoRogue.Rectangle:
    +
    +
    + + + +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

    +Public Member Functions

     Rectangle (int x, int y, int width, int height)
     Constructor. Takes the minimum x and y values of the rectangle, along with the width and height. More...
     
     Rectangle (Coord minCorner, Coord maxCorner)
     Constructor. Takes the minimum and maximum Points taht are considered within the rectangle. More...
     
     Rectangle (Coord center, int horizontalRadius, int verticalRadius)
     Constructor. Takes a center point, and horizontal/vertical radius defining the bounds. More...
     
    bool Contains (Coord position)
     Returns whether or not the specified point is considered within the rectangle. More...
     
    bool Contains (Rectangle other)
     Returns whether or not the specified rectangle is considered completely contained within the current one. More...
     
    bool Intsersects (Rectangle other)
     Returns whether or not the given rectangle intersects the current one. More...
     
    void Expand (int horizontalChange, int verticalChange)
     Expands the rectangle to include the additional specified number of tiles on the left/right and top/bottom. More...
     
    bool Equals (Rectangle other)
     Compares based upon whether or not the areas contained within the rectangle are identical in both position and size. More...
     
    override bool Equals (Object obj)
     Compares to arbitray object. More...
     
    override int GetHashCode ()
     Simple hashing. More...
     
    override string ToString ()
     Formats as (X, Y) -> (MaxX, MaxY) More...
     
    + + + + + + + + + + + + + +

    +Static Public Member Functions

    static Rectangle GetIntsersection (Rectangle r1, Rectangle r2)
     Returns the rectangle that represents the intersection of the two rectangles specified, or the empty rectangle if the specified rectangles do not intersect. More...
     
    static Rectangle GetUnion (Rectangle r1, Rectangle r2)
     Gets the smallest possible rectangle that includes the entire area of both r1 and r2. More...
     
    static bool operator== (Rectangle r1, Rectangle r2)
     See Equals. More...
     
    static bool operator!= (Rectangle r1, Rectangle r2)
     Opposite of !=. More...
     
    + + + + +

    +Static Public Attributes

    static readonly Rectangle EMPTY = new Rectangle(0, 0, 0, 0)
     The empty rectangle. Has origin of 0, 0 with 0 width and height. More...
     
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

    +Properties

    int X [get, set]
     Minimum X-coordinate of the rectangle. More...
     
    int Y [get, set]
     Minimum Y-coordinate that is included in the rectangle. More...
     
    Coord MinCorner [get, set]
     Coord representing the minimum X and Y values that are included in the rectangle. More...
     
    int Width [get, set]
     The width of the rectangle, in grid squares. More...
     
    int Height [get, set]
     The height of the rectangle, in grid squares. More...
     
    int MaxX [get, set]
     The maximum X-coordinate that is included in the rectangle. More...
     
    int MaxY [get, set]
     The maximum Y-coordinate that is included in the rectangle. More...
     
    Coord MaxCorner [get, set]
     The maximum X and Y coordinates that are included in the rectangle. More...
     
    Coord Center [get, set]
     The center coordinate of the rectangle, rounded down if the exact center is floating point. More...
     
    bool IsEmpty [get]
     Whether or not this rectangle is the empty rectangle. More...
     
    +

    Detailed Description

    +

    Represents a rectangle in terms of grid squares. Provides numerous functions pertaining to area.

    +

    Constructor & Destructor Documentation

    + +

    § Rectangle() [1/3]

    + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    GoRogue.Rectangle.Rectangle (int x,
    int y,
    int width,
    int height 
    )
    +
    + +

    Constructor. Takes the minimum x and y values of the rectangle, along with the width and height.

    +
    Parameters
    + + + + + +
    xMinimum x coordinate that is inside the rectangle.
    yMinimum y coordinate that is inside the rectangle.
    widthWidth of the rectangle.
    heightHeight of the rectangle.
    +
    +
    + +
    +
    + +

    § Rectangle() [2/3]

    + +
    +
    + + + + + + + + + + + + + + + + + + +
    GoRogue.Rectangle.Rectangle (Coord minCorner,
    Coord maxCorner 
    )
    +
    + +

    Constructor. Takes the minimum and maximum Points taht are considered within the rectangle.

    +
    Parameters
    + + + +
    minCornerMinimum x and y values that are considered inside the rectangle.
    maxCornerMaximum x and y values that are considered inside the rectangle.
    +
    +
    + +
    +
    + +

    § Rectangle() [3/3]

    + +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + +
    GoRogue.Rectangle.Rectangle (Coord center,
    int horizontalRadius,
    int verticalRadius 
    )
    +
    + +

    Constructor. Takes a center point, and horizontal/vertical radius defining the bounds.

    +
    Parameters
    + + + + +
    centerThe center point of the rectangle.
    horizontalRadiusNumber of tiles to the left and right of the center point that are included within the rectangle.
    verticalRadiusNumber of tiles to the top and bottom of the center point that are included within the rectangle.
    +
    +
    + +
    +
    +

    Member Function Documentation

    + +

    § Contains() [1/2]

    + +
    +
    + + + + + + + + +
    bool GoRogue.Rectangle.Contains (Coord position)
    +
    + +

    Returns whether or not the specified point is considered within the rectangle.

    +
    Parameters
    + + +
    positionThe position to check.
    +
    +
    +
    Returns
    Whether or not the specified point is considered within the rectangle.
    + +
    +
    + +

    § Contains() [2/2]

    + +
    +
    + + + + + + + + +
    bool GoRogue.Rectangle.Contains (Rectangle other)
    +
    + +

    Returns whether or not the specified rectangle is considered completely contained within the current one.

    +
    Parameters
    + + +
    otherThe rectangle to check.
    +
    +
    +
    Returns
    True if the given rectangle is completely contained within the current one, false otherwise.
    + +
    +
    + +

    § Equals() [1/2]

    + +
    +
    + + + + + + + + +
    bool GoRogue.Rectangle.Equals (Rectangle other)
    +
    + +

    Compares based upon whether or not the areas contained within the rectangle are identical in both position and size.

    +
    Parameters
    + + +
    otherRectangle to compare the current one to.
    +
    +
    +
    Returns
    true if the area of the two rectangles encompass the exact same area, false otherwise.
    + +
    +
    + +

    § Equals() [2/2]

    + +
    +
    + + + + + + + + +
    override bool GoRogue.Rectangle.Equals (Object obj)
    +
    + +

    Compares to arbitray object.

    +
    Parameters
    + + +
    objObject to compare to.
    +
    +
    +
    Returns
    true if the object is a Rectangle instance and encompasses the same area, false otherwise.
    + +
    +
    + +

    § Expand()

    + +
    +
    + + + + + + + + + + + + + + + + + + +
    void GoRogue.Rectangle.Expand (int horizontalChange,
    int verticalChange 
    )
    +
    + +

    Expands the rectangle to include the additional specified number of tiles on the left/right and top/bottom.

    +
    Parameters
    + + + +
    horizontalChangeNumber of additional tiles to include on the left/right of the rectangle.
    verticalChangeNumber of additional tiles to include on the top/bottom of the rectangle.
    +
    +
    + +
    +
    + +

    § GetHashCode()

    + +
    +
    + + + + + + + +
    override int GoRogue.Rectangle.GetHashCode ()
    +
    + +

    Simple hashing.

    +
    Returns
    Hash code for rectangle.
    + +
    +
    + +

    § GetIntsersection()

    + +
    +
    + + + + + +
    + + + + + + + + + + + + + + + + + + +
    static Rectangle GoRogue.Rectangle.GetIntsersection (Rectangle r1,
    Rectangle r2 
    )
    +
    +static
    +
    + +

    Returns the rectangle that represents the intersection of the two rectangles specified, or the empty rectangle if the specified rectangles do not intersect.

    +
    Parameters
    + + + +
    r1First rectangle.
    r2Second rectangle.
    +
    +
    +
    Returns
    Rectangle representing the intersection of r1 and r2, or the empty rectangle if the two rectangles do not intersect.
    + +
    +
    + +

    § GetUnion()

    + +
    +
    + + + + + +
    + + + + + + + + + + + + + + + + + + +
    static Rectangle GoRogue.Rectangle.GetUnion (Rectangle r1,
    Rectangle r2 
    )
    +
    +static
    +
    + +

    Gets the smallest possible rectangle that includes the entire area of both r1 and r2.

    +
    Parameters
    + + + +
    r1First rectangle.
    r2Second rectangle.
    +
    +
    +
    Returns
    The smallest possible rectangle that includes the entire area of both r1 and r2.
    + +
    +
    + +

    § Intsersects()

    + +
    +
    + + + + + + + + +
    bool GoRogue.Rectangle.Intsersects (Rectangle other)
    +
    + +

    Returns whether or not the given rectangle intersects the current one.

    +
    Parameters
    + + +
    otherThe rectangle to check.
    +
    +
    +
    Returns
    True if the given rectangle intersects with the current one, false otherwise.
    + +
    +
    + +

    § operator!=()

    + +
    +
    + + + + + +
    + + + + + + + + + + + + + + + + + + +
    static bool GoRogue.Rectangle.operator!= (Rectangle r1,
    Rectangle r2 
    )
    +
    +static
    +
    + +

    Opposite of !=.

    +
    Parameters
    + + + +
    r1First rectangle.
    r2Second rectangle.
    +
    +
    +
    Returns
    true if the rectangles do NOT encompass the same area, false otherwise.
    + +
    +
    + +

    § operator==()

    + +
    +
    + + + + + +
    + + + + + + + + + + + + + + + + + + +
    static bool GoRogue.Rectangle.operator== (Rectangle r1,
    Rectangle r2 
    )
    +
    +static
    +
    + +

    See Equals.

    +
    Parameters
    + + + +
    r1First rectangle.
    r2Second rectangle.
    +
    +
    +
    Returns
    true if the area of the two rectangles encompass the exact same area, false otherwise.
    + +
    +
    + +

    § ToString()

    + +
    +
    + + + + + + + +
    override string GoRogue.Rectangle.ToString ()
    +
    + +

    Formats as (X, Y) -> (MaxX, MaxY)

    +
    Returns
    String formatted as above.
    + +
    +
    +

    Member Data Documentation

    + +

    § EMPTY

    + +
    +
    + + + + + +
    + + + + +
    readonly Rectangle GoRogue.Rectangle.EMPTY = new Rectangle(0, 0, 0, 0)
    +
    +static
    +
    + +

    The empty rectangle. Has origin of 0, 0 with 0 width and height.

    + +
    +
    +

    Property Documentation

    + +

    § Center

    + +
    +
    + + + + + +
    + + + + +
    Coord GoRogue.Rectangle.Center
    +
    +getset
    +
    + +

    The center coordinate of the rectangle, rounded down if the exact center is floating point.

    + +
    +
    + +

    § Height

    + +
    +
    + + + + + +
    + + + + +
    int GoRogue.Rectangle.Height
    +
    +getset
    +
    + +

    The height of the rectangle, in grid squares.

    + +
    +
    + +

    § IsEmpty

    + +
    +
    + + + + + +
    + + + + +
    bool GoRogue.Rectangle.IsEmpty
    +
    +get
    +
    + +

    Whether or not this rectangle is the empty rectangle.

    + +
    +
    + +

    § MaxCorner

    + +
    +
    + + + + + +
    + + + + +
    Coord GoRogue.Rectangle.MaxCorner
    +
    +getset
    +
    + +

    The maximum X and Y coordinates that are included in the rectangle.

    + +
    +
    + +

    § MaxX

    + +
    +
    + + + + + +
    + + + + +
    int GoRogue.Rectangle.MaxX
    +
    +getset
    +
    + +

    The maximum X-coordinate that is included in the rectangle.

    + +
    +
    + +

    § MaxY

    + +
    +
    + + + + + +
    + + + + +
    int GoRogue.Rectangle.MaxY
    +
    +getset
    +
    + +

    The maximum Y-coordinate that is included in the rectangle.

    + +
    +
    + +

    § MinCorner

    + +
    +
    + + + + + +
    + + + + +
    Coord GoRogue.Rectangle.MinCorner
    +
    +getset
    +
    + +

    Coord representing the minimum X and Y values that are included in the rectangle.

    + +
    +
    + +

    § Width

    + +
    +
    + + + + + +
    + + + + +
    int GoRogue.Rectangle.Width
    +
    +getset
    +
    + +

    The width of the rectangle, in grid squares.

    + +
    +
    + +

    § X

    + +
    +
    + + + + + +
    + + + + +
    int GoRogue.Rectangle.X
    +
    +getset
    +
    + +

    Minimum X-coordinate of the rectangle.

    + +
    +
    + +

    § Y

    + +
    +
    + + + + + +
    + + + + +
    int GoRogue.Rectangle.Y
    +
    +getset
    +
    + +

    Minimum Y-coordinate that is included in the rectangle.

    + +
    +
    +
    The documentation for this struct was generated from the following file:
      +
    • GoRogue/Rectangle.cs
    • +
    +
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