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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

Results 16 RogueSharp issues
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Seems there's a lot of changes to v5.0 that I took a look at but it broke most of my code and I can't find alternative ways to figure out...

>Edit: I guess I should say "convert from struct to class". My editor said it was "sealed" but I checked the code and it's a struct. Maybe you have compelling...

Any plans on adding a third dimension with pathing information? - First of all having the option to add layers allows apply the logics to up/down too. - Secondly with...

Currently the existing behavior of FoV creates a diagonal pattern rather than a circular pattern FoV. I was going to try to override the behavior of FoV, but there's no...

Currently the GetCell method of Map returns a concrete Cell class. While you can inherit Map and implement your own features, there's no way to stuff your implementation of the...

The map generation in RogueSharp is very generic and not suitable for creating maps for real games. They were meant to be more of an example that could be expanded...

Im subclassing the Map class and using the CaveMapCreationStrategy, during the point of CellularAutomataBigAreaAlgorithm the map is cloned and cast as the type specified in the IMapCreationStrategy interface. however this...

Instead of calling Map.SetCellProperties( x, y, isTransparent, isWalkable, isExplored) have 3 simple methods for setting these properties. `Map.SetIsTransparent(x,y,true);` `Map.SetIsWalkable(x,y,true);` `Map.SetIsExplored(x,y,true);`

If the Map class had a custom indexer it would allow us to call Map[X,Y] to get a cell at an X,Y coordinate. I have received feedback that this would...

**Example** - The {color} door is made of {material}. - This corridor smells like {smell}. It has {feature} along the walls. https://en.wikipedia.org/wiki/Mad_Libs