///
module Forest{
export let OrcCoordinates = Forest.rnc.generate(3,4, 2, 4);
export let OrcVillageSouthGates = new RoomRandom("The Orc Tribe - South Gates", false, true);
export let OrcVillageNorthwestGates = new RoomRandom("The Orc Tribe - North Gates", false, true);
export let OrcVillageWestWall = new RoomRandom("Around the Orc Tribe - West", false, true);
export let OrcVillageNorthWall = new RoomRandom("Around the Orc Tribe - North", false, true);
export let OrcVillageNortheastWall = new RoomRandom("Around the Orc Tribe - Northeast", false, true);
export let OrcVillageEastWall = new RoomRandom("Around the Orc Tribe - East", false, true);
export let OrcVillageSoutheastWall = new RoomRandom("Around the Orc Tribe - Southeast", false, true);
export let OrcVillageSouthWall = new RoomRandom("Around the Orc Tribe - South", false, true);
OrcVillageSouthGates.mapRoom(OrcVillageWestWall, Direction.NORTH);
OrcVillageWestWall.mapRoom(OrcVillageNorthwestGates, Direction.NORTH);
OrcVillageNorthwestGates.mapRoom(OrcVillageNorthWall, Direction.EAST);
OrcVillageNorthWall.mapRoom(OrcVillageNortheastWall, Direction.EAST);
OrcVillageNortheastWall.mapRoom(OrcVillageEastWall, Direction.SOUTH);
OrcVillageEastWall.mapRoom(OrcVillageSoutheastWall, Direction.SOUTH);
OrcVillageSoutheastWall.mapRoom(OrcVillageSouthWall, Direction.WEST);
OrcVillageSouthWall.mapRoom(OrcVillageSouthGates, Direction.WEST);
export let OrcVillageWalls = [OrcVillageWestWall, OrcVillageNorthWall, OrcVillageNortheastWall, OrcVillageEastWall, OrcVillageSoutheastWall, OrcVillageSouthWall];
}
Forest.region.place(Forest.OrcVillageSouthGates);
Forest.region.place(Forest.OrcVillageNorthwestGates);
Forest.OrcVillageSouthGates.backgroundImage = "roomOrcVillage";
Forest.OrcVillageNorthwestGates.backgroundImage = "roomOrcVillage";
Forest.OrcVillageWalls.forEach(wall => {
Forest.region.place(wall);
wall.backgroundImage = "roomOrcVillage";
});
RegionRandom.rulebookAfterPlaceRoom.addRule(new Rule({
name : "After placing the Forest.OrcVillageSouthGates",
code : (runner : RulebookRunner) => {
// Place the rest of the village
let map = runner.noun.map;
let southwest = map.getCoordinates(runner.noun.room);
let center = [southwest[0] + 1, southwest[1] + 1];
map.map(Forest.OrcVillageNorthwestGates, center[0] -1 , center[1] + 1) ;
map.map(Forest.OrcVillageNorthWall, center[0], center[1] + 1) ;
map.map(Forest.OrcVillageNortheastWall, center[0] + 1, center[1] + 1) ;
map.map(Forest.OrcVillageWestWall, center[0] - 1, center[1]);
map.block(center[0], center[1]);
map.map(Forest.OrcVillageEastWall, center[0] + 1, center[1]) ;
map.map(Forest.OrcVillageSouthWall, center[0], center[1] - 1) ;
map.map(Forest.OrcVillageSoutheastWall, center[0] + 1, center[1] - 1);
},
conditions : (runner : RulebookRunner) => {
return runner.noun.room == Forest.OrcVillageSouthGates;
}
}));
Forest.OrcVillageSouthGates.trickyCode = (options : TrickyOptions) => {
while (!options.map.isFreeSquare(Forest.OrcCoordinates[0] + 1, Forest.OrcCoordinates[1] + 1, 1)) {
Forest.OrcCoordinates[0] += 1;
}
return options.x == Forest.OrcCoordinates[0] && options.y == Forest.OrcCoordinates[1];
};