A .NET Standard class library providing map generation, path-finding, and field-of-view utilities frequently used in roguelikes or 2D tile based games. Inspired by libtcod New features: * Map and cell classes now have generic versions that are easier to inherit from. * Weighted pool class for randomly picking items. * Pathfinder class caches graph and dijkstra result for speedier performance with multiple lookups. * Added Map.GetCellsInRectangle method. (Thanks to Andre Odendaal) * Improved performance of Pathfinder class up to 75x * Added A* shortest path algorithm Breaking changes: * Bug fix - Change Map.Create to be generic, returning the same map type as the creation strategy's map. (Thanks to Andre Odendaal) * Bug fix - Update Map Save and Restore methods to track IsExplored status. (Thanks to Andre Odendaal) * Map.Initialize is virtual so that it can be overridden in derived classes * Map.Clone is now virtual and generic so that it can be overridden in derived classes. * Removed IsInFov from Map and Cell classes (use FieldOfView class instead) * Removed IsExplored from Map and Cell classes


Keywords
dice, field-of-view, fog-of-war, game, generator, libtcod, map, pathfinding, random, roguelike
License
MIT
Install
Install-Package RogueSharp -Version 5.0.0-pre4

Documentation

Tutorials: Github.io Documentation: Github.io Posts: Blog License: MIT

Build status Build status Nuget

Test status Code coverage

Build History

RogueSharp with SadConsole

What is RogueSharp?

RogueSharp is a free library written in C# to help roguelike developers get a head start on their game. RogueSharp provides many utility functions for dealing with map generation, field-of-view calculations, path finding, random number generation and more.

It is loosely based on the popular libtcod or "Doryen Library" though not all features overlap.

Getting Started

  1. Visit the RogueSharp Blog for tips and tutorials.
  2. The quickest way to add RogueSharp to your project is by using the RogueSharp nuget package.
  3. If building the assembly yourself, the solution file "RogueSharp.sln" contains the main library and unit tests. This should be all you need.
  4. Class documentation is located on Github Pages.

Features

Pathfinding

With or without diagonals

Pathfinding with Diagonals

/// Constructs a new PathFinder instance for the specified Map 
/// that will consider diagonal movement by using the specified diagonalCost
public PathFinder( IMap map, double diagonalCost )

/// Returns a shortest Path containing a list of Cells 
/// from a specified source Cell to a destination Cell
public Path ShortestPath( ICell source, ICell destination )

Cell Selection

Select rows, columns, circles, squares and diamonds with and without borders.

Cell Selection

/// Get an IEnumerable of Cells in a circle around the center Cell up 
/// to the specified radius using Bresenham's midpoint circle algorithm
public IEnumerable<ICell> GetCellsInCircle( int xCenter, int yCenter, int radius )
  
/// Get an IEnumerable of outermost border Cells in a circle around the center 
/// Cell up to the specified radius using Bresenham's midpoint circle algorithm
public IEnumerable<ICell> GetBorderCellsInCircle( int xCenter, int yCenter, int radius )

Weighted Goal Maps

Set multiple goals weights for desirability. Add obstacles to avoid.

Weighted Goal Maps

/// Constructs a new instance of a GoalMap for the specified Map 
/// that will consider diagonal movements to be valid if allowDiagonalMovement is set to true.
public GoalMap( IMap map, bool allowDiagonalMovement )

/// Add a Goal at the specified location with the specified weight
public void AddGoal( int x, int y, int weight )

/// Add an Obstacle at the specified location. Any paths found must not go through Obstacles
public void AddObstacle( int x, int y )

Field-of-View

Efficient field-of-view calulation for specified distance. Option to light walls or not.

Field of View

/// Constructs a new FieldOfView objec for the specified Map
public FieldOfView( IMap map )

/// Performs a field-of-view calculation with the specified parameters.
public ReadOnlyCollection<ICell> ComputeFov( int xOrigin, int yOrigin, int radius, bool lightWalls )

/// Performs a field-of-view calculation with the specified parameters
/// and appends it any existing field-of-view calculations.
public ReadOnlyCollection<ICell> AppendFov( int xOrigin, int yOrigin, int radius, bool lightWalls )

Creating a Map

Most interactions with RogueSharp is based around the concept of a Map which is a rectangular grid of Cells.

Each Cell in a Map has the following properties:

  • IsTransparent: true if visibility extends through the Cell.
  • IsWalkable: true if a the Cell may be traversed by the player
  • IsExplored: true if the player has ever had line-of-sight to the Cell
  • IsInFov: true if the Cell is currently in the player's field-of-view

To instantiate a new Map you can use its constructor which takes a width and height and will create a new map of those dimensions with the properties of all Cells set to false.

Usage

IMap boringMapOfSolidStone = new Map( 5, 3 );
Console.WriteLine( boringMapOfSolidStone.ToString() );

Output

#####
#####
#####

Notice that the ToString() operator is overridden on the Map class to provide a simple visual representation of the map. An optional bool parameter can be provided to ToString() to indicate if you want to use the field-of-view or not. If the parameter is not given it defaults to false.

The symbols used are as follows:

  • %: Cell is not in field-of-view
  • .: Cell is transparent, walkable, and in field-of-view
  • s: Cell is walkable and in field-of-view (but not transparent)
  • o: Cell is transparent and in field-of-view (but not walkable)
  • #: Cell is in field-of-view (but not transparent or walkable)

A more interesting way to create a map is to use the Map class's static method Create which takes an IMapCreationStrategy. Some simple classes implementing IMapCreationStrategy are provided with RogueSharp but this is easily extended by creating your own class that implements the strategy.

Usage

IMapCreationStrategy<Map> mapCreationStrategy = new RandomRoomsMapCreationStrategy<Map>( 17, 10, 30, 5, 3 )
IMap somewhatInterestingMap = Map.Create( mapCreationStrategy );
Console.WriteLine( somewhatInterestingMap.ToString() );

Output

#################
#################
##...#######...##
##.............##
###.###....#...##
###...##.#####.##
###...##...###..#
####............#
##############..#
#################

Credits

License

RogueSharp

MIT License

Copyright (c) 2014 - 2020 Faron Bracy

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.

Other Licenses

See links to licenses in the credits for respective libraries