Ejemplo n.º 1
0
        /// <summary>
        /// Create a new Cave Generator
        /// </summary>
        /// <param name="input">The input map, usually white noise</param>
        /// <param name="threshold">Input values below this threshold will be treated as zero</param>
        /// <param name="iterations">How many times to iterate the automata, higher values give smoother caves, but are slow</param>
        /// <param name="searchRadius">Neighbour search radius</param>
        /// <param name="birthRule"></param>
        /// <param name="deathRule"></param>
        public CaveGenerator(ValueMap input, float threshold, int iterations = 3, int searchRadius = 1, int birthRule = 2, int deathRule = 3)
        {
            this.threshold    = threshold;
            this.iterations   = iterations;
            this.searchRadius = searchRadius;
            this.birthRule    = birthRule;
            this.deathRule    = deathRule;
            this.input        = input;

            size = new Vector2Int(input.Width, input.Height);

            map    = ValueMap.CreateInstance(size);
            buffer = ValueMap.CreateInstance(size);
        }
Ejemplo n.º 2
0
        public override object GetValue(NodePort port)
        {
            var graph = (Terra2DGraph)this.graph;

            if (graph.isComputing)
            {
                try
                {
                    output = ValueMap.CreateInstance(graph.size.x, graph.size.y, gradient, vertical);
                    return(output);
                }
                catch (System.Exception e)
                {
                    graph.isComputing = false;
                    throw e;
                }
            }
            return(null);
        }
Ejemplo n.º 3
0
        public ValueMap Generate()
        {
            // initialize
            maze   = ValueMap.CreateInstance(size.x, size.y);
            random = new System.Random(seed.GetHashCode());
            List <Vector2Int> activeCells = new List <Vector2Int>();

            // add the start cell to the active list
            activeCells.Add(start);
            maze[start.x, start.y] = 1;

            // while active list is not empty
            while (activeCells.Count > 0)
            {
                // select cell from active list
                // randomly selected based on waviness
                // higher waviness produces long winding passages with fewer dead ends, and vice versa
                int cellIndex = random.NextDouble() > waviness?random.Next(activeCells.Count) : activeCells.Count - 1;

                var cell = activeCells[cellIndex];

                // get untraversed neighbours of selected cell
                var neighbours = GetNeighbours(cell.x, cell.y);

                if (neighbours.Count > 0)
                {
                    // randomly select a neighbour and connect it to the selected cell
                    var neighbour = neighbours[random.Next(neighbours.Count)];
                    maze.ConnectCells(cell, neighbour, 1);

                    // add that neighbour to the active list
                    activeCells.Add(neighbour);
                }
                else
                {
                    // if no traversable neighbours, remove cell from active list
                    activeCells.Remove(cell);
                }
            }

            return(maze);
        }
Ejemplo n.º 4
0
        public static ValueMap CellNoise(int seed, Vector2Int size, Vector2 offset, FastNoise.CellularDistanceFunction distanceFunction, FastNoise.CellularReturnType returnType, float jitter = 0.45f, float frequency = 0.02f)
        {
            var noise = new FastNoise(seed);

            noise.SetCellularDistanceFunction(distanceFunction);
            noise.SetCellularReturnType(returnType);
            noise.SetCellularJitter(jitter);
            noise.SetFrequency(frequency);

            ValueMap output = ValueMap.CreateInstance(size);

            for (int x = 0; x < size.x; x++)
            {
                for (int y = 0; y < size.y; y++)
                {
                    output[x, y] = noise.GetCellular(offset.x + x, offset.y + y);
                }
            }

            return(output);
        }