85 structures.AddProtectedStructure(
room, 8);
129 int num = room.Width / 8;
130 int num2 = room.Width / (num + 1);
132 for (
int i = 0; i < num; i++)
135 switch (i +
num3 % 2)
146 int num5 = room.Y + 1;
148 for (
int j = -1;
j < 2;
j++)
150 for (
int k = 0;
k < 3;
k++)
159 int num6 = room.Width / 8 + 3;
164 int num8 = room.Y + room.Height - 2;
201 int num = ((item2.X >
item.X) ? 1 : (-1));
203 for (
int i = 0; i < item2.Y -
item.Y; i++)
220 int num2 = rectangle.X + rectangle.Width - (rectangle2.X +
rectangle2.Width);
307 for (
int i = num; i <=
num2; i +=
num3)
369 int num = room.Height - 1 +
room.Y;
373 for (
int i = 0; i < 10; i++)
384 for (
int j =
room.X + 2;
j <= room.X + room.Width - 2;
j++)
400 int num3 = room2.Y - 1;
404 for (
int k = 0;
k < 10;
k++)
415 for (
int l =
room2.X + 2;
l <= room2.X + room2.Width - 2;
l++)
432 for (
int m = 0;
m < 1000;
m++)
455 int num = room.Height - 2 +
room.Y;
460 for (
int i = 0; i < 10; i++)
473 for (
int j =
room.X + 2;
j <= room.X + room.Width - 2;
j++)
489 int num3 = room2.Y - 1;
490 for (
int k = 0;
k < 10;
k++)
503 for (
int l =
room2.X + 2;
l <= room2.X + room2.Width - 2;
l++)
529 int num = room.Height - 2 +
room.Y;
530 for (
int i = 0; i < 10; i++)
543 for (
int j =
room.X + 2;
j <= room.X + room.Width - 2;
j++)
568 for (
int k = 0;
k < 10;
k++)
581 for (
int l =
room2.X + 2;
l <= room2.X + room2.Width - 2;
l++)
595 context.ExtractinatorCount++;
void Add(TKey key, TValue value)
static byte Min(byte val1, byte val2)
ushort[] SkipTilesDuringWallAging
static readonly HouseBuilder Invalid
const int VERTICAL_EXIT_WIDTH
ReadOnlyCollection< Rectangle > Rooms
HouseBuilder(HouseType type, IEnumerable< Rectangle > rooms)
virtual void AgeRoom(Rectangle room)
List< Rectangle > CreateSupportBeamList()
void PlaceBiomeSpecificTool(HouseBuilderContext context)
static bool FindVerticalExit(Rectangle wall, bool isUp, out int exitX)
List< Point > CreateDoorList()
virtual void Place(HouseBuilderContext context, StructureMap structures)
void PlaceBiomeSpecificPriorityTool(HouseBuilderContext context)
List< Tuple< Point, Point > > CreateStairsList()
static bool FindSideExit(Rectangle wall, bool isLeft, out int exitY)
List< Point > CreatePlatformsList()
static double worldSurface
virtual double NextDouble()
static GenAction Chain(params GenAction[] actions)
GenCondition AreaOr(int width, int height)
static int extraBastStatueCountMax
static List< int > StatuesWithTraps
static int extraBastStatueCount
static Point16[] statueList
static GenSearch Chain(GenSearch search, params GenCondition[] conditions)
static bool Find(Point origin, GenSearch search, out Point result)
static bool Gen(Point origin, GenShape shape, GenAction action)
static PaintingEntry RandHousePictureDesert()
static bool remixWorldGen
static bool PlaceSmallPile(int i, int j, int X, int Y, ushort type=185)
static bool PlaceTile(int i, int j, int Type, bool mute=false, bool forced=false, int plr=-1, int style=0)
static UnifiedRandom genRand
static bool AddBuriedChest(Point point, int contain=0, bool notNearOtherChests=false, int Style=-1)
static void SetupStatueList()
static PaintingEntry RandHousePicture()
static void PlaceStatueTrap(int x, int y)