Beispiel #1
0
        private RiverMaker GenerateRiver(Map map)
        {
            Tile tile = Find.WorldGrid[map.Tile];
            List <Tile.RiverLink> rivers = tile.Rivers;

            if (rivers == null || rivers.Count == 0)
            {
                return(null);
            }
            float angle = Find.WorldGrid.GetHeadingFromTo(map.Tile, (from rl in rivers
                                                                     orderby - rl.river.degradeThreshold
                                                                     select rl).First <Tile.RiverLink>().neighbor);
            Rot4 a = Find.World.CoastDirectionAt(map.Tile);

            if (a != Rot4.Invalid)
            {
                angle = a.AsAngle + (float)Rand.RangeInclusive(-30, 30);
            }
            Vector3    center     = new Vector3(Rand.Range(0.3f, 0.7f) * (float)map.Size.x, 0f, Rand.Range(0.3f, 0.7f) * (float)map.Size.z);
            RiverMaker riverMaker = new RiverMaker(center, angle, (from rl in rivers
                                                                   orderby - rl.river.degradeThreshold
                                                                   select rl).FirstOrDefault <Tile.RiverLink>().river);

            this.GenerateRiverLookupTexture(map, riverMaker);
            return(riverMaker);
        }
Beispiel #2
0
        public override void Generate(Map map, GenStepParams parms)
        {
            BeachMaker.Init(map);
            RiverMaker      riverMaker  = GenerateRiver(map);
            List <IntVec3>  list        = new List <IntVec3>();
            MapGenFloatGrid elevation   = MapGenerator.Elevation;
            MapGenFloatGrid fertility   = MapGenerator.Fertility;
            MapGenFloatGrid caves       = MapGenerator.Caves;
            TerrainGrid     terrainGrid = map.terrainGrid;

            foreach (IntVec3 allCell in map.AllCells)
            {
                Building   edifice    = allCell.GetEdifice(map);
                TerrainDef terrainDef = null;
                terrainDef = (((edifice == null || edifice.def.Fillage != FillCategory.Full) && !(caves[allCell] > 0f)) ? TerrainFrom(allCell, map, elevation[allCell], fertility[allCell], riverMaker, preferSolid: false) : TerrainFrom(allCell, map, elevation[allCell], fertility[allCell], riverMaker, preferSolid: true));
                if (terrainDef.IsRiver && edifice != null)
                {
                    list.Add(edifice.Position);
                    edifice.Destroy();
                }
                terrainGrid.SetTerrain(allCell, terrainDef);
            }
            riverMaker?.ValidatePassage(map);
            RemoveIslands(map);
            RoofCollapseCellsFinder.RemoveBulkCollapsingRoofs(list, map);
            BeachMaker.Cleanup();
            foreach (TerrainPatchMaker terrainPatchMaker in map.Biome.terrainPatchMakers)
            {
                terrainPatchMaker.Cleanup();
            }
        }
        private RiverMaker GenerateRiver(Map map)
        {
            Tile tile = Find.WorldGrid[map.Tile];
            List <Tile.RiverLink> visibleRivers = tile.VisibleRivers;

            if (visibleRivers != null && visibleRivers.Count != 0)
            {
                WorldGrid      worldGrid = Find.WorldGrid;
                int            tile2     = map.Tile;
                Tile.RiverLink riverLink = (from rl in visibleRivers
                                            orderby - rl.river.degradeThreshold
                                            select rl).First();
                float          headingFromTo = worldGrid.GetHeadingFromTo(tile2, riverLink.neighbor);
                float          num           = Rand.Range(0.3f, 0.7f);
                IntVec3        size          = map.Size;
                float          x             = num * (float)size.x;
                float          num2          = Rand.Range(0.3f, 0.7f);
                IntVec3        size2         = map.Size;
                Vector3        vector        = new Vector3(x, 0f, num2 * (float)size2.z);
                Vector3        center        = vector;
                float          angle         = headingFromTo;
                Tile.RiverLink riverLink2    = (from rl in visibleRivers
                                                orderby - rl.river.degradeThreshold
                                                select rl).FirstOrDefault();
                RiverMaker riverMaker = new RiverMaker(center, angle, riverLink2.river);
                this.GenerateRiverLookupTexture(map, riverMaker);
                return(riverMaker);
            }
            return(null);
        }
        public override void Generate(Map map)
        {
            BeachMaker.Init(map);
            RiverMaker      riverMaker  = this.GenerateRiver(map);
            List <IntVec3>  list        = new List <IntVec3>();
            MapGenFloatGrid elevation   = MapGenerator.Elevation;
            MapGenFloatGrid fertility   = MapGenerator.Fertility;
            MapGenFloatGrid caves       = MapGenerator.Caves;
            TerrainGrid     terrainGrid = map.terrainGrid;

            foreach (IntVec3 allCell in map.AllCells)
            {
                Building   edifice    = allCell.GetEdifice(map);
                TerrainDef terrainDef = null;
                if (edifice != null && edifice.def.Fillage == FillCategory.Full)
                {
                    goto IL_0083;
                }
                if (caves[allCell] > 0.0)
                {
                    goto IL_0083;
                }
                terrainDef = this.TerrainFrom(allCell, map, elevation[allCell], fertility[allCell], riverMaker, false);
                goto IL_00c2;
IL_0083:
                terrainDef = this.TerrainFrom(allCell, map, elevation[allCell], fertility[allCell], riverMaker, true);
                goto IL_00c2;
IL_00c2:
                if ((terrainDef == TerrainDefOf.WaterMovingShallow || terrainDef == TerrainDefOf.WaterMovingDeep) && edifice != null)
                {
                    list.Add(edifice.Position);
                    edifice.Destroy(DestroyMode.Vanish);
                }
                terrainGrid.SetTerrain(allCell, terrainDef);
            }
            if (riverMaker != null)
            {
                riverMaker.ValidatePassage(map);
            }
            RoofCollapseCellsFinder.RemoveBulkCollapsingRoofs(list, map);
            BeachMaker.Cleanup();
            foreach (TerrainPatchMaker terrainPatchMaker in map.Biome.terrainPatchMakers)
            {
                terrainPatchMaker.Cleanup();
            }
        }
Beispiel #5
0
        public override void Generate(Map map, GenStepParams parms)
        {
            BeachMaker.Init(map);
            RiverMaker      riverMaker  = this.GenerateRiver(map);
            List <IntVec3>  list        = new List <IntVec3>();
            MapGenFloatGrid elevation   = MapGenerator.Elevation;
            MapGenFloatGrid fertility   = MapGenerator.Fertility;
            MapGenFloatGrid caves       = MapGenerator.Caves;
            TerrainGrid     terrainGrid = map.terrainGrid;

            foreach (IntVec3 c in map.AllCells)
            {
                Building   edifice = c.GetEdifice(map);
                TerrainDef terrainDef;
                if ((edifice != null && edifice.def.Fillage == FillCategory.Full) || caves[c] > 0f)
                {
                    terrainDef = this.TerrainFrom(c, map, elevation[c], fertility[c], riverMaker, true);
                }
                else
                {
                    terrainDef = this.TerrainFrom(c, map, elevation[c], fertility[c], riverMaker, false);
                }
                if (terrainDef.IsRiver)
                {
                    if (edifice != null)
                    {
                        list.Add(edifice.Position);
                        edifice.Destroy(DestroyMode.Vanish);
                    }
                }
                terrainGrid.SetTerrain(c, terrainDef);
            }
            if (riverMaker != null)
            {
                riverMaker.ValidatePassage(map);
            }
            RoofCollapseCellsFinder.RemoveBulkCollapsingRoofs(list, map);
            BeachMaker.Cleanup();
            foreach (TerrainPatchMaker terrainPatchMaker in map.Biome.terrainPatchMakers)
            {
                terrainPatchMaker.Cleanup();
            }
        }
Beispiel #6
0
        private RiverMaker GenerateRiver(Map map)
        {
            List <Tile.RiverLink> rivers = Find.WorldGrid[map.Tile].Rivers;

            if (rivers == null || rivers.Count == 0)
            {
                return(null);
            }
            float angle = Find.WorldGrid.GetHeadingFromTo(map.Tile, rivers.OrderBy((Tile.RiverLink rl) => - rl.river.degradeThreshold).First().neighbor);
            Rot4  a     = Find.World.CoastDirectionAt(map.Tile);

            if (a != Rot4.Invalid)
            {
                angle = a.AsAngle + (float)Rand.RangeInclusive(-30, 30);
            }
            RiverMaker riverMaker = new RiverMaker(new Vector3(Rand.Range(0.3f, 0.7f) * (float)map.Size.x, 0f, Rand.Range(0.3f, 0.7f) * (float)map.Size.z), angle, rivers.OrderBy((Tile.RiverLink rl) => - rl.river.degradeThreshold).FirstOrDefault().river);

            GenerateRiverLookupTexture(map, riverMaker);
            return(riverMaker);
        }
Beispiel #7
0
        private RiverMaker GenerateRiver(Map map)
        {
            Tile tile = Find.WorldGrid[map.Tile];
            List <Tile.RiverLink> visibleRivers = tile.VisibleRivers;

            if (visibleRivers == null || visibleRivers.Count == 0)
            {
                return(null);
            }
            float headingFromTo = Find.WorldGrid.GetHeadingFromTo(map.Tile, (from rl in visibleRivers
                                                                             orderby - rl.river.degradeThreshold
                                                                             select rl).First <Tile.RiverLink>().neighbor);
            Vector3    center     = new Vector3(Rand.Range(0.3f, 0.7f) * (float)map.Size.x, 0f, Rand.Range(0.3f, 0.7f) * (float)map.Size.z);
            RiverMaker riverMaker = new RiverMaker(center, headingFromTo, (from rl in visibleRivers
                                                                           orderby - rl.river.degradeThreshold
                                                                           select rl).FirstOrDefault <Tile.RiverLink>().river);

            this.GenerateRiverLookupTexture(map, riverMaker);
            return(riverMaker);
        }
Beispiel #8
0
        private RiverMaker GenerateRiver(Map map)
        {
            Tile tile = Find.WorldGrid[map.Tile];
            List <Tile.RiverLink> rivers = tile.Rivers;

            if (rivers == null || rivers.Count == 0)
            {
                return(null);
            }
            WorldGrid worldGrid = Find.WorldGrid;
            int       tile2     = map.Tile;

            Tile.RiverLink riverLink = (from rl in rivers
                                        orderby - rl.river.degradeThreshold
                                        select rl).First();
            float num = worldGrid.GetHeadingFromTo(tile2, riverLink.neighbor);
            Rot4  a   = Find.World.CoastDirectionAt(map.Tile);

            if (a != Rot4.Invalid)
            {
                num = a.AsAngle + (float)Rand.RangeInclusive(-30, 30);
            }
            float   num2   = Rand.Range(0.3f, 0.7f);
            IntVec3 size   = map.Size;
            float   x      = num2 * (float)size.x;
            float   num3   = Rand.Range(0.3f, 0.7f);
            IntVec3 size2  = map.Size;
            Vector3 vector = new Vector3(x, 0f, num3 * (float)size2.z);
            Vector3 center = vector;
            float   angle  = num;

            Tile.RiverLink riverLink2 = (from rl in rivers
                                         orderby - rl.river.degradeThreshold
                                         select rl).FirstOrDefault();
            RiverMaker riverMaker = new RiverMaker(center, angle, riverLink2.river);

            GenerateRiverLookupTexture(map, riverMaker);
            return(riverMaker);
        }
Beispiel #9
0
        private TerrainDef TerrainFrom(IntVec3 c, Map map, float elevation, float fertility, RiverMaker river, bool preferSolid)
        {
            TerrainDef terrainDef = null;

            if (river != null)
            {
                terrainDef = river.TerrainAt(c, recordForValidation: true);
            }
            if (terrainDef == null && preferSolid)
            {
                return(GenStep_RocksFromGrid.RockDefAt(c).building.naturalTerrain);
            }
            TerrainDef terrainDef2 = BeachMaker.BeachTerrainAt(c, map.Biome);

            if (terrainDef2 == TerrainDefOf.WaterOceanDeep)
            {
                return(terrainDef2);
            }
            if (terrainDef != null && terrainDef.IsRiver)
            {
                return(terrainDef);
            }
            if (terrainDef2 != null)
            {
                return(terrainDef2);
            }
            if (terrainDef != null)
            {
                return(terrainDef);
            }
            for (int i = 0; i < map.Biome.terrainPatchMakers.Count; i++)
            {
                terrainDef2 = map.Biome.terrainPatchMakers[i].TerrainAt(c, map, fertility);
                if (terrainDef2 != null)
                {
                    return(terrainDef2);
                }
            }
            if (elevation > 0.55f && elevation < 0.61f)
            {
                return(TerrainDefOf.Gravel);
            }
            if (elevation >= 0.61f)
            {
                return(GenStep_RocksFromGrid.RockDefAt(c).building.naturalTerrain);
            }
            terrainDef2 = TerrainThreshold.TerrainAtValue(map.Biome.terrainsByFertility, fertility);
            if (terrainDef2 != null)
            {
                return(terrainDef2);
            }
            if (!debug_WarnedMissingTerrain)
            {
                Log.Error("No terrain found in biome " + map.Biome.defName + " for elevation=" + elevation + ", fertility=" + fertility);
                debug_WarnedMissingTerrain = true;
            }
            return(TerrainDefOf.Sand);
        }
Beispiel #10
0
        private void GenerateRiverLookupTexture(Map map, RiverMaker riverMaker)
        {
            int num  = Mathf.CeilToInt(DefDatabase <RiverDef> .AllDefs.Select((RiverDef rd) => rd.widthOnMap / 2f + 8f).Max());
            int num2 = Mathf.Max(4, num) * 2;
            Dictionary <int, GRLT_Entry> dictionary  = new Dictionary <int, GRLT_Entry>();
            Dictionary <int, GRLT_Entry> dictionary2 = new Dictionary <int, GRLT_Entry>();
            Dictionary <int, GRLT_Entry> dictionary3 = new Dictionary <int, GRLT_Entry>();

            for (int i = -num2; i < map.Size.z + num2; i++)
            {
                for (int j = -num2; j < map.Size.x + num2; j++)
                {
                    IntVec3 intVec  = new IntVec3(j, 0, i);
                    Vector3 vector  = riverMaker.WaterCoordinateAt(intVec);
                    int     entryId = Mathf.FloorToInt(vector.z / 4f);
                    UpdateRiverAnchorEntry(dictionary, intVec, entryId, (vector.z + Mathf.Abs(vector.x)) / 4f);
                    UpdateRiverAnchorEntry(dictionary2, intVec, entryId, (vector.z + Mathf.Abs(vector.x - (float)num)) / 4f);
                    UpdateRiverAnchorEntry(dictionary3, intVec, entryId, (vector.z + Mathf.Abs(vector.x + (float)num)) / 4f);
                }
            }
            int num3 = Mathf.Max(dictionary.Keys.Min(), dictionary2.Keys.Min(), dictionary3.Keys.Min());
            int num4 = Mathf.Min(dictionary.Keys.Max(), dictionary2.Keys.Max(), dictionary3.Keys.Max());

            for (int k = num3; k < num4; k++)
            {
                WaterInfo waterInfo = map.waterInfo;
                if (dictionary2.ContainsKey(k) && dictionary2.ContainsKey(k + 1))
                {
                    waterInfo.riverDebugData.Add(dictionary2[k].bestNode.ToVector3Shifted());
                    waterInfo.riverDebugData.Add(dictionary2[k + 1].bestNode.ToVector3Shifted());
                }
                if (dictionary.ContainsKey(k) && dictionary.ContainsKey(k + 1))
                {
                    waterInfo.riverDebugData.Add(dictionary[k].bestNode.ToVector3Shifted());
                    waterInfo.riverDebugData.Add(dictionary[k + 1].bestNode.ToVector3Shifted());
                }
                if (dictionary3.ContainsKey(k) && dictionary3.ContainsKey(k + 1))
                {
                    waterInfo.riverDebugData.Add(dictionary3[k].bestNode.ToVector3Shifted());
                    waterInfo.riverDebugData.Add(dictionary3[k + 1].bestNode.ToVector3Shifted());
                }
                if (dictionary2.ContainsKey(k) && dictionary.ContainsKey(k))
                {
                    waterInfo.riverDebugData.Add(dictionary2[k].bestNode.ToVector3Shifted());
                    waterInfo.riverDebugData.Add(dictionary[k].bestNode.ToVector3Shifted());
                }
                if (dictionary.ContainsKey(k) && dictionary3.ContainsKey(k))
                {
                    waterInfo.riverDebugData.Add(dictionary[k].bestNode.ToVector3Shifted());
                    waterInfo.riverDebugData.Add(dictionary3[k].bestNode.ToVector3Shifted());
                }
            }
            CellRect cellRect = new CellRect(-2, -2, map.Size.x + 4, map.Size.z + 4);

            float[] array = new float[cellRect.Area * 2];
            int     num5  = 0;

            for (int l = cellRect.minZ; l <= cellRect.maxZ; l++)
            {
                for (int m = cellRect.minX; m <= cellRect.maxX; m++)
                {
                    IntVec3 a    = new IntVec3(m, 0, l);
                    bool    flag = true;
                    for (int n = 0; n < GenAdj.AdjacentCellsAndInside.Length; n++)
                    {
                        if (riverMaker.TerrainAt(a + GenAdj.AdjacentCellsAndInside[n]) != null)
                        {
                            flag = false;
                            break;
                        }
                    }
                    if (!flag)
                    {
                        Vector2 p       = a.ToIntVec2.ToVector2();
                        int     num6    = int.MinValue;
                        Vector2 vector2 = Vector2.zero;
                        for (int num7 = num3; num7 < num4; num7++)
                        {
                            if (dictionary2.ContainsKey(num7) && dictionary2.ContainsKey(num7 + 1) && dictionary.ContainsKey(num7) && dictionary.ContainsKey(num7 + 1) && dictionary3.ContainsKey(num7) && dictionary3.ContainsKey(num7 + 1))
                            {
                                Vector2 p2      = dictionary2[num7].bestNode.ToIntVec2.ToVector2();
                                Vector2 p3      = dictionary2[num7 + 1].bestNode.ToIntVec2.ToVector2();
                                Vector2 p4      = dictionary[num7].bestNode.ToIntVec2.ToVector2();
                                Vector2 p5      = dictionary[num7 + 1].bestNode.ToIntVec2.ToVector2();
                                Vector2 p6      = dictionary3[num7].bestNode.ToIntVec2.ToVector2();
                                Vector2 p7      = dictionary3[num7 + 1].bestNode.ToIntVec2.ToVector2();
                                Vector2 vector3 = GenGeo.InverseQuadBilinear(p, p4, p2, p5, p3);
                                if (vector3.x >= -0.0001f && vector3.x <= 1.0001f && vector3.y >= -0.0001f && vector3.y <= 1.0001f)
                                {
                                    vector2 = new Vector2((0f - vector3.x) * (float)num, (vector3.y + (float)num7) * 4f);
                                    num6    = num7;
                                    break;
                                }
                                Vector2 vector4 = GenGeo.InverseQuadBilinear(p, p4, p6, p5, p7);
                                if (vector4.x >= -0.0001f && vector4.x <= 1.0001f && vector4.y >= -0.0001f && vector4.y <= 1.0001f)
                                {
                                    vector2 = new Vector2(vector4.x * (float)num, (vector4.y + (float)num7) * 4f);
                                    num6    = num7;
                                    break;
                                }
                            }
                        }
                        if (num6 == int.MinValue)
                        {
                            Log.ErrorOnce("Failed to find all necessary river flow data", 5273133);
                        }
                        array[num5]     = vector2.x;
                        array[num5 + 1] = vector2.y;
                    }
                    num5 += 2;
                }
            }
            float[] array2 = new float[cellRect.Area * 2];
            float[] array3 = new float[9]
            {
                0.123317f,
                0.123317f,
                0.123317f,
                0.123317f,
                0.077847f,
                0.077847f,
                0.077847f,
                0.077847f,
                0.195346f
            };
            int num8 = 0;

            for (int num9 = cellRect.minZ; num9 <= cellRect.maxZ; num9++)
            {
                for (int num10 = cellRect.minX; num10 <= cellRect.maxX; num10++)
                {
                    IntVec3 a2    = new IntVec3(num10, 0, num9);
                    float   num11 = 0f;
                    float   num12 = 0f;
                    float   num13 = 0f;
                    for (int num14 = 0; num14 < GenAdj.AdjacentCellsAndInside.Length; num14++)
                    {
                        IntVec3 c = a2 + GenAdj.AdjacentCellsAndInside[num14];
                        if (cellRect.Contains(c))
                        {
                            int num15 = num8 + (GenAdj.AdjacentCellsAndInside[num14].x + GenAdj.AdjacentCellsAndInside[num14].z * cellRect.Width) * 2;
                            if (array[num15] != 0f || array[num15 + 1] != 0f)
                            {
                                num11 += array[num15] * array3[num14];
                                num12 += array[num15 + 1] * array3[num14];
                                num13 += array3[num14];
                            }
                        }
                    }
                    if (num13 > 0f)
                    {
                        array2[num8]     = num11 / num13;
                        array2[num8 + 1] = num12 / num13;
                    }
                    num8 += 2;
                }
            }
            array = array2;
            for (int num16 = 0; num16 < array.Length; num16 += 2)
            {
                if (array[num16] != 0f || array[num16 + 1] != 0f)
                {
                    Vector2 vector5 = Rand.InsideUnitCircle * 0.4f;
                    array[num16]     += vector5.x;
                    array[num16 + 1] += vector5.y;
                }
            }
            byte[] array4 = new byte[array.Length * 4];
            Buffer.BlockCopy(array, 0, array4, 0, array.Length * 4);
            map.waterInfo.riverOffsetMap = array4;
            map.waterInfo.GenerateRiverFlowMap();
        }
        private void GenerateRiverLookupTexture(Map map, RiverMaker riverMaker)
        {
            int num = Mathf.CeilToInt((from rd in DefDatabase <RiverDef> .AllDefs
                                       select(float)(rd.widthOnMap / 2.0 + 5.0)).Max());
            int num2 = Mathf.Max(4, num) * 2;
            Dictionary <int, GRLT_Entry> dictionary  = new Dictionary <int, GRLT_Entry>();
            Dictionary <int, GRLT_Entry> dictionary2 = new Dictionary <int, GRLT_Entry>();
            Dictionary <int, GRLT_Entry> dictionary3 = new Dictionary <int, GRLT_Entry>();
            int num3 = -num2;

            while (true)
            {
                int     num4 = num3;
                IntVec3 size = map.Size;
                if (num4 < size.z + num2)
                {
                    int num5 = -num2;
                    while (true)
                    {
                        int     num6  = num5;
                        IntVec3 size2 = map.Size;
                        if (num6 < size2.x + num2)
                        {
                            IntVec3 intVec  = new IntVec3(num5, 0, num3);
                            Vector3 vector  = riverMaker.WaterCoordinateAt(intVec);
                            int     entryId = Mathf.FloorToInt((float)(vector.z / 4.0));
                            this.UpdateRiverAnchorEntry(dictionary, intVec, entryId, (float)((vector.z + Mathf.Abs(vector.x)) / 4.0));
                            this.UpdateRiverAnchorEntry(dictionary2, intVec, entryId, (float)((vector.z + Mathf.Abs(vector.x - (float)num)) / 4.0));
                            this.UpdateRiverAnchorEntry(dictionary3, intVec, entryId, (float)((vector.z + Mathf.Abs(vector.x + (float)num)) / 4.0));
                            num5++;
                            continue;
                        }
                        break;
                    }
                    num3++;
                    continue;
                }
                break;
            }
            int num7 = Mathf.Max(dictionary.Keys.Min(), dictionary2.Keys.Min(), dictionary3.Keys.Min());
            int num8 = Mathf.Min(dictionary.Keys.Max(), dictionary2.Keys.Max(), dictionary3.Keys.Max());

            for (int i = num7; i < num8; i++)
            {
                WaterInfo waterInfo = map.waterInfo;
                if (dictionary2.ContainsKey(i) && dictionary2.ContainsKey(i + 1))
                {
                    List <Vector3> riverDebugData = waterInfo.riverDebugData;
                    GRLT_Entry     gRLT_Entry     = dictionary2[i];
                    riverDebugData.Add(gRLT_Entry.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData2 = waterInfo.riverDebugData;
                    GRLT_Entry     gRLT_Entry2     = dictionary2[i + 1];
                    riverDebugData2.Add(gRLT_Entry2.bestNode.ToVector3Shifted());
                }
                if (dictionary.ContainsKey(i) && dictionary.ContainsKey(i + 1))
                {
                    List <Vector3> riverDebugData3 = waterInfo.riverDebugData;
                    GRLT_Entry     gRLT_Entry3     = dictionary[i];
                    riverDebugData3.Add(gRLT_Entry3.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData4 = waterInfo.riverDebugData;
                    GRLT_Entry     gRLT_Entry4     = dictionary[i + 1];
                    riverDebugData4.Add(gRLT_Entry4.bestNode.ToVector3Shifted());
                }
                if (dictionary3.ContainsKey(i) && dictionary3.ContainsKey(i + 1))
                {
                    List <Vector3> riverDebugData5 = waterInfo.riverDebugData;
                    GRLT_Entry     gRLT_Entry5     = dictionary3[i];
                    riverDebugData5.Add(gRLT_Entry5.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData6 = waterInfo.riverDebugData;
                    GRLT_Entry     gRLT_Entry6     = dictionary3[i + 1];
                    riverDebugData6.Add(gRLT_Entry6.bestNode.ToVector3Shifted());
                }
                if (dictionary2.ContainsKey(i) && dictionary.ContainsKey(i))
                {
                    List <Vector3> riverDebugData7 = waterInfo.riverDebugData;
                    GRLT_Entry     gRLT_Entry7     = dictionary2[i];
                    riverDebugData7.Add(gRLT_Entry7.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData8 = waterInfo.riverDebugData;
                    GRLT_Entry     gRLT_Entry8     = dictionary[i];
                    riverDebugData8.Add(gRLT_Entry8.bestNode.ToVector3Shifted());
                }
                if (dictionary.ContainsKey(i) && dictionary3.ContainsKey(i))
                {
                    List <Vector3> riverDebugData9 = waterInfo.riverDebugData;
                    GRLT_Entry     gRLT_Entry9     = dictionary[i];
                    riverDebugData9.Add(gRLT_Entry9.bestNode.ToVector3Shifted());
                    List <Vector3> riverDebugData10 = waterInfo.riverDebugData;
                    GRLT_Entry     gRLT_Entry10     = dictionary3[i];
                    riverDebugData10.Add(gRLT_Entry10.bestNode.ToVector3Shifted());
                }
            }
            IntVec3  size3    = map.Size;
            int      width    = size3.x + 4;
            IntVec3  size4    = map.Size;
            CellRect cellRect = new CellRect(-2, -2, width, size4.z + 4);

            float[] array = new float[cellRect.Area * 2];
            int     num9  = 0;

            for (int j = cellRect.minZ; j <= cellRect.maxZ; j++)
            {
                for (int k = cellRect.minX; k <= cellRect.maxX; k++)
                {
                    IntVec3 a     = new IntVec3(k, 0, j);
                    bool    flag  = true;
                    int     num10 = 0;
                    while (num10 < GenAdj.AdjacentCellsAndInside.Length)
                    {
                        if (riverMaker.TerrainAt(a + GenAdj.AdjacentCellsAndInside[num10], false) == null)
                        {
                            num10++;
                            continue;
                        }
                        flag = false;
                        break;
                    }
                    if (!flag)
                    {
                        Vector2 p       = a.ToIntVec2.ToVector2();
                        int     num11   = -2147483648;
                        Vector2 vector2 = Vector2.zero;
                        for (int l = num7; l < num8; l++)
                        {
                            GRLT_Entry gRLT_Entry11 = dictionary2[l];
                            Vector2    p2           = gRLT_Entry11.bestNode.ToIntVec2.ToVector2();
                            GRLT_Entry gRLT_Entry12 = dictionary2[l + 1];
                            Vector2    p3           = gRLT_Entry12.bestNode.ToIntVec2.ToVector2();
                            GRLT_Entry gRLT_Entry13 = dictionary[l];
                            Vector2    p4           = gRLT_Entry13.bestNode.ToIntVec2.ToVector2();
                            GRLT_Entry gRLT_Entry14 = dictionary[l + 1];
                            Vector2    p5           = gRLT_Entry14.bestNode.ToIntVec2.ToVector2();
                            GRLT_Entry gRLT_Entry15 = dictionary3[l];
                            Vector2    p6           = gRLT_Entry15.bestNode.ToIntVec2.ToVector2();
                            GRLT_Entry gRLT_Entry16 = dictionary3[l + 1];
                            Vector2    p7           = gRLT_Entry16.bestNode.ToIntVec2.ToVector2();
                            Vector2    vector3      = GenGeo.InverseQuadBilinear(p, p4, p2, p5, p3);
                            if (vector3.x >= -9.9999997473787516E-05 && vector3.x <= 1.0001000165939331 && vector3.y >= -9.9999997473787516E-05 && vector3.y <= 1.0001000165939331)
                            {
                                vector2 = new Vector2((float)((0.0 - vector3.x) * (float)num), (float)((vector3.y + (float)l) * 4.0));
                                num11   = l;
                                break;
                            }
                            Vector2 vector4 = GenGeo.InverseQuadBilinear(p, p4, p6, p5, p7);
                            if (vector4.x >= -9.9999997473787516E-05 && vector4.x <= 1.0001000165939331 && vector4.y >= -9.9999997473787516E-05 && vector4.y <= 1.0001000165939331)
                            {
                                vector2 = new Vector2(vector4.x * (float)num, (float)((vector4.y + (float)l) * 4.0));
                                num11   = l;
                                break;
                            }
                        }
                        if (num11 == -2147483648)
                        {
                            Log.ErrorOnce("Failed to find all necessary river flow data", 5273133);
                        }
                        array[num9]     = vector2.x;
                        array[num9 + 1] = vector2.y;
                    }
                    num9 += 2;
                }
            }
            float[] array2 = new float[cellRect.Area * 2];
            float[] array3 = new float[9]
            {
                0.123317f,
                0.123317f,
                0.123317f,
                0.123317f,
                0.077847f,
                0.077847f,
                0.077847f,
                0.077847f,
                0.195346f
            };
            int num12 = 0;

            for (int m = cellRect.minZ; m <= cellRect.maxZ; m++)
            {
                for (int n = cellRect.minX; n <= cellRect.maxX; n++)
                {
                    IntVec3 a2    = new IntVec3(n, 0, m);
                    float   num13 = 0f;
                    float   num14 = 0f;
                    float   num15 = 0f;
                    for (int num16 = 0; num16 < GenAdj.AdjacentCellsAndInside.Length; num16++)
                    {
                        IntVec3 c = a2 + GenAdj.AdjacentCellsAndInside[num16];
                        if (cellRect.Contains(c))
                        {
                            int num17 = num12 + (GenAdj.AdjacentCellsAndInside[num16].x + GenAdj.AdjacentCellsAndInside[num16].z * cellRect.Width) * 2;
                            if (array.Length <= num17 + 1 || num17 < 0)
                            {
                                Log.Message("you wut");
                            }
                            if (array[num17] != 0.0 || array[num17 + 1] != 0.0)
                            {
                                num13 += array[num17] * array3[num16];
                                num14 += array[num17 + 1] * array3[num16];
                                num15 += array3[num16];
                            }
                        }
                    }
                    if (num15 > 0.0)
                    {
                        array2[num12]     = num13 / num15;
                        array2[num12 + 1] = num14 / num15;
                    }
                    num12 += 2;
                }
            }
            array = array2;
            for (int num18 = 0; num18 < array.Length; num18 += 2)
            {
                if (array[num18] != 0.0 || array[num18 + 1] != 0.0)
                {
                    Vector3 vector5 = Rand.PointOnDisc * 0.4f;
                    array[num18]     += vector5.x;
                    array[num18 + 1] += vector5.z;
                }
            }
            byte[] array4 = new byte[array.Length * 4];
            Buffer.BlockCopy(array, 0, array4, 0, array.Length * 4);
            map.waterInfo.riverOffsetMap = array4;
            map.waterInfo.GenerateRiverFlowMap();
        }
Beispiel #12
0
        private TerrainDef TerrainFrom(IntVec3 c, Map map, float elevation, float fertility, RiverMaker river, bool preferSolid)
        {
            TerrainDef terrainDef = null;

            if (river != null)
            {
                terrainDef = river.TerrainAt(c, true);
            }
            TerrainDef result;

            if (terrainDef == null && preferSolid)
            {
                result = GenStep_RocksFromGrid.RockDefAt(c).building.naturalTerrain;
            }
            else
            {
                TerrainDef terrainDef2 = BeachMaker.BeachTerrainAt(c, map.Biome);
                if (terrainDef2 == TerrainDefOf.WaterOceanDeep)
                {
                    result = terrainDef2;
                }
                else if (terrainDef != null && terrainDef.IsRiver)
                {
                    result = terrainDef;
                }
                else if (terrainDef2 != null)
                {
                    result = terrainDef2;
                }
                else if (terrainDef != null)
                {
                    result = terrainDef;
                }
                else
                {
                    for (int i = 0; i < map.Biome.terrainPatchMakers.Count; i++)
                    {
                        terrainDef2 = map.Biome.terrainPatchMakers[i].TerrainAt(c, map, fertility);
                        if (terrainDef2 != null)
                        {
                            return(terrainDef2);
                        }
                    }
                    if (elevation > 0.55f && elevation < 0.61f)
                    {
                        result = TerrainDefOf.Gravel;
                    }
                    else if (elevation >= 0.61f)
                    {
                        result = GenStep_RocksFromGrid.RockDefAt(c).building.naturalTerrain;
                    }
                    else
                    {
                        terrainDef2 = TerrainThreshold.TerrainAtValue(map.Biome.terrainsByFertility, fertility);
                        if (terrainDef2 != null)
                        {
                            result = terrainDef2;
                        }
                        else
                        {
                            if (!GenStep_Terrain.debug_WarnedMissingTerrain)
                            {
                                Log.Error(string.Concat(new object[]
                                {
                                    "No terrain found in biome ",
                                    map.Biome.defName,
                                    " for elevation=",
                                    elevation,
                                    ", fertility=",
                                    fertility
                                }), false);
                                GenStep_Terrain.debug_WarnedMissingTerrain = true;
                            }
                            result = TerrainDefOf.Sand;
                        }
                    }
                }
            }
            return(result);
        }