Example #1
0
    Vector2 GetRoadInterpolators(HexDirection direction, HexCell_Script cell)
    {
        Vector2 interpolators;

        if (cell.HasRoadThroughEdge(direction))
        {
            interpolators.x = interpolators.y = 0.5f;
        }
        else
        {
            interpolators.x = cell.HasRoadThroughEdge(direction.Previous()) ? 0.5f : 0.25f;
            interpolators.y = cell.HasRoadThroughEdge(direction.Next()) ? 0.5f : 0.25f;
        }
        return(interpolators);
    }
Example #2
0
    void TriangulateAdjacentToRiver(HexDirection direction, HexCell_Script cell, Vector3 center, EdgeVertices e)
    {
        if (cell.HasRoads)
        {
            TriangulateRoadAdjacentToRiver(direction, cell, center, e);
        }

        if (cell.HasRiverThroughEdge(direction.Next()))
        {
            if (cell.HasRiverThroughEdge(direction.Previous()))
            {
                center += HexMetrics_Script.GetSolidEdgeMiddle(direction) * (HexMetrics_Script.innerToOuter * 0.5f);
            }
            else if (cell.HasRiverThroughEdge(direction.Previous2()))
            {
                center += HexMetrics_Script.GetFirstSolidCorner(direction) * 0.25f;
            }
        }
        else if (cell.HasRiverThroughEdge(direction.Previous()) &&
                 cell.HasRiverThroughEdge(direction.Next2()))
        {
            center += HexMetrics_Script.GetSecondSolidCorner(direction) * 0.25f;
        }

        EdgeVertices m = new EdgeVertices(Vector3.Lerp(center, e.v1, 0.5f),
                                          Vector3.Lerp(center, e.v5, 0.5f));

        TriangulateEdgeStrip(m, color1, cell.TerrainTypeIndex, e, color1, cell.TerrainTypeIndex);
        TriangulateEdgeFan(center, m, cell.TerrainTypeIndex);

        if (!cell.IsUnderwater && !cell.HasRoadThroughEdge(direction))
        {
            features.AddFeature(cell, (center + e.v1 + e.v5) * (1f / 3f));
        }
    }
Example #3
0
    void TriangulateWithoutRiver(HexDirection direction, HexCell_Script cell, Vector3 center, EdgeVertices e)
    {
        TriangulateEdgeFan(center, e, cell.TerrainTypeIndex);

        if (cell.HasRoads)
        {
            Vector2 interpolators = GetRoadInterpolators(direction, cell);
            TriangulateRoad(center, Vector3.Lerp(center, e.v1, interpolators.x),
                            Vector3.Lerp(center, e.v5, interpolators.y), e,
                            cell.HasRoadThroughEdge(direction));
        }
    }
Example #4
0
    void Triangulate(HexDirection direction, HexCell_Script cell)
    {
        Vector3      center = cell.Position;
        EdgeVertices e      = new EdgeVertices(center + HexMetrics_Script.GetFirstSolidCorner(direction),
                                               center + HexMetrics_Script.GetSecondSolidCorner(direction));

        if (cell.HasRiver)
        {
            if (cell.HasRiverThroughEdge(direction))
            {
                e.v3.y = cell.StreamBedY;
                if (cell.HasRiverBeginOrEnd)
                {
                    TriangulateWithRiverBeginOrEnd(direction, cell, center, e);
                }
                else
                {
                    TriangulateWithRiver(direction, cell, center, e);
                }
            }
            else
            {
                TriangulateAdjacentToRiver(direction, cell, center, e);
            }
        }
        else
        {
            TriangulateWithoutRiver(direction, cell, center, e);

            if (!cell.IsUnderwater && !cell.HasRoadThroughEdge(direction))
            {
                features.AddFeature(cell, (center + e.v1 + e.v5) * (1f / 3f));
            }
        }
        if (direction <= HexDirection.SE)
        {
            TriangulateConnection(direction, cell, e);
        }

        if (cell.IsUnderwater)
        {
            TriangulateWater(direction, cell, center);
        }
    }
    bool Search(HexCell_Script fromCell, HexCell_Script toCell, int speed)
    {
        searchFrontierPhase += 2;

        if (searchFrontier == null)
        {
            searchFrontier = new HexCellPriorityQueue();
        }
        else
        {
            searchFrontier.Clear();
        }



        //WaitForSeconds delay = new WaitForSeconds(1 / 60f);
        fromCell.SearchPhase = searchFrontierPhase;
        fromCell.Distance    = 0;
        searchFrontier.Enqueue(fromCell);
        while (searchFrontier.Count > 0)
        {
            //yield return delay;
            HexCell_Script current = searchFrontier.Dequeue();
            current.SearchPhase += 1;

            if (current.SearchPhase == 10000)
            {
                Debug.LogError("Could not find Path after 10000 searches!");
                return(false);
            }

            if (current == toCell)
            {
                return(true);
            }


            int currentTurn = (current.Distance - 1) / speed;

            for (HexDirection d = HexDirection.NE; d <= HexDirection.NW; d++)
            {
                HexCell_Script neighbor = current.GetNeighbor(d);
                if (neighbor == null ||
                    neighbor.SearchPhase > searchFrontierPhase)
                {
                    continue;
                }
                if (neighbor.IsUnderwater || neighbor.Unit)
                {
                    continue;
                }


                HexEdgeType edgeType = current.GetEdgeType(neighbor);
                if (edgeType == HexEdgeType.Cliff)
                {
                    continue;
                }


                int moveCost;
                if (current.HasRoadThroughEdge(d))
                {
                    moveCost = 1;
                }
                else if (current.Walled != neighbor.Walled)
                {
                    continue;
                }
                else
                {
                    moveCost  = edgeType == HexEdgeType.Flat ? 5 : 10;
                    moveCost += neighbor.UrbanLevel + neighbor.FarmLevel + neighbor.PlantLevel;
                }

                int distance = current.Distance + moveCost;
                int turn     = distance / speed;
                if (turn > currentTurn)
                {
                    distance = turn * speed + moveCost;
                }

                if (neighbor.SearchPhase < searchFrontierPhase)
                {
                    neighbor.SearchPhase = searchFrontierPhase;
                    neighbor.Distance    = distance;
                    //neighbor.SetLabel(turn.ToString());
                    neighbor.PathFrom        = current;
                    neighbor.SearchHeuristic = neighbor.coordinates.DistanceTo(toCell.coordinates);
                    searchFrontier.Enqueue(neighbor);
                }
                else if (distance < neighbor.Distance)
                {
                    int oldPriority = neighbor.SearchPriority;
                    neighbor.Distance = distance;
                    //neighbor.SetLabel(turn.ToString());
                    neighbor.PathFrom = current;
                    searchFrontier.Change(neighbor, oldPriority);
                }

                //searchFrontier.Sort((x, y) => x.SearchPriority.CompareTo(y.SearchPriority));
            }
        }
        return(false);
    }
Example #6
0
    void TriangulateRoadAdjacentToRiver(HexDirection direction, HexCell_Script cell,
                                        Vector3 center, EdgeVertices e)
    {
        bool    hasRoadThroughEdge = cell.HasRoadThroughEdge(direction);
        bool    previousHasRiver   = cell.HasRiverThroughEdge(direction.Previous());
        bool    nextHasRiver       = cell.HasRiverThroughEdge(direction.Next());
        Vector2 interpolators      = GetRoadInterpolators(direction, cell);
        Vector3 roadCenter         = center;

        if (cell.HasRiverBeginOrEnd)
        {
            roadCenter += HexMetrics_Script.GetSolidEdgeMiddle(cell.RiverBeginOrEndDirection.Opposite()) * (1f / 3f);
        }
        else if (cell.IncomingRiver == cell.OutgoingRiver.Opposite())
        {
            Vector3 corner;
            if (previousHasRiver)
            {
                if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Next()))
                {
                    return;
                }
                corner = HexMetrics_Script.GetSecondSolidCorner(direction);
            }
            else
            {
                if (!hasRoadThroughEdge && !cell.HasRoadThroughEdge(direction.Previous()))
                {
                    return;
                }
                corner = HexMetrics_Script.GetFirstSolidCorner(direction);
            }
            roadCenter += corner * 0.5f;
            if (cell.IncomingRiver == direction.Next() &&
                (cell.HasRoadThroughEdge(direction.Next2()) ||
                 cell.HasRoadThroughEdge(direction.Opposite())))
            {
                features.AddBridge(roadCenter, center - corner * 0.5f);
            }
            center += corner * 0.25f;
        }
        else if (cell.IncomingRiver == cell.OutgoingRiver.Previous())
        {
            roadCenter -= HexMetrics_Script.GetSecondCorner(cell.IncomingRiver) * 0.2f;
        }
        else if (cell.IncomingRiver == cell.OutgoingRiver.Next())
        {
            roadCenter -= HexMetrics_Script.GetFirstCorner(cell.IncomingRiver) * 0.2f;
        }
        else if (previousHasRiver && nextHasRiver)
        {
            if (!hasRoadThroughEdge)
            {
                return;
            }

            Vector3 offset = HexMetrics_Script.GetSolidEdgeMiddle(direction) * HexMetrics_Script.innerToOuter;
            roadCenter += offset * 0.7f;
            center     += offset * 0.5f;
        }
        else
        {
            HexDirection middle;
            if (previousHasRiver)
            {
                middle = direction.Next();
            }
            else if (nextHasRiver)
            {
                middle = direction.Previous();
            }
            else
            {
                middle = direction;
            }

            if (!cell.HasRoadThroughEdge(middle) &&
                !cell.HasRoadThroughEdge(middle.Previous()) &&
                !cell.HasRoadThroughEdge(middle.Next()))
            {
                return;
            }

            Vector3 offset = HexMetrics_Script.GetSolidEdgeMiddle(middle);
            roadCenter += offset * 0.25f;

            if (direction == middle &&
                cell.HasRoadThroughEdge(direction.Opposite()))
            {
                features.AddBridge(roadCenter, center - offset * (HexMetrics_Script.innerToOuter * 0.7f));
            }
        }
        Vector3 mL = Vector3.Lerp(roadCenter, e.v1, interpolators.x);
        Vector3 mR = Vector3.Lerp(roadCenter, e.v5, interpolators.y);

        TriangulateRoad(roadCenter, mL, mR, e, hasRoadThroughEdge);

        if (previousHasRiver)
        {
            TriangulateRoadEdge(roadCenter, center, mL);
        }
        if (nextHasRiver)
        {
            TriangulateRoadEdge(roadCenter, mR, center);
        }
    }
Example #7
0
    void TriangulateConnection(HexDirection direction, HexCell_Script cell, EdgeVertices e1)
    {
        HexCell_Script neighbor = cell.GetNeighbor(direction);

        if (neighbor == null)
        {
            return;
        }


        Vector3 bridge = HexMetrics_Script.GetBridge(direction);

        bridge.y = neighbor.Position.y - cell.Position.y;
        EdgeVertices e2 = new EdgeVertices(e1.v1 + bridge, e1.v5 + bridge);

        bool hasRiver = cell.HasRiverThroughEdge(direction);
        bool hasRoad  = cell.HasRoadThroughEdge(direction);

        if (hasRiver)
        {
            e2.v3.y = neighbor.StreamBedY;

            if (!cell.IsUnderwater)
            {
                if (!neighbor.IsUnderwater)
                {
                    TriangulateRiverQuad(e1.v2, e1.v4, e2.v2, e2.v4,
                                         cell.HasIncomingRiver && cell.IncomingRiver == direction,
                                         cell.RiverSurfaceY, neighbor.RiverSurfaceY, 0.8f);
                }
                else if (cell.Elevation > neighbor.WaterLevel)
                {
                    TriangulateWaterfallInWater(e1.v2, e1.v4, e2.v2, e2.v4,
                                                cell.RiverSurfaceY, neighbor.RiverSurfaceY,
                                                neighbor.WaterSurfaceY);
                }
            }
            else if (!neighbor.IsUnderwater && neighbor.Elevation > cell.WaterLevel)
            {
                TriangulateWaterfallInWater(e2.v4, e2.v2, e1.v4, e1.v2,
                                            neighbor.RiverSurfaceY, cell.RiverSurfaceY,
                                            cell.WaterSurfaceY);
            }
        }


        if (cell.GetEdgeType(direction) == HexEdgeType.Slope)
        {
            TriangulateEdgeTerraces(e1, cell, e2, neighbor, hasRoad);
        }
        else
        {
            TriangulateEdgeStrip(e1, color1, cell.TerrainTypeIndex,
                                 e2, color2, neighbor.TerrainTypeIndex, hasRoad);
        }

        features.AddWall(e1, cell, e2, neighbor, hasRiver, hasRoad);

        HexCell_Script nextNeighbor = cell.GetNeighbor(direction.Next());

        if (nextNeighbor != null && direction <= HexDirection.E)
        {
            Vector3 v5 = e1.v5 + HexMetrics_Script.GetBridge(direction.Next());
            v5.y = nextNeighbor.Position.y;

            if (cell.Elevation <= neighbor.Elevation)
            {
                if (cell.Elevation <= nextNeighbor.Elevation)
                {
                    TriangulateCorner(e1.v5, cell, e2.v5, neighbor, v5, nextNeighbor);
                }
                else
                {
                    TriangulateCorner(v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor);
                }
            }
            else if (neighbor.Elevation <= nextNeighbor.Elevation)
            {
                TriangulateCorner(e2.v5, neighbor, v5, nextNeighbor, e1.v5, cell);
            }
            else
            {
                TriangulateCorner(v5, nextNeighbor, e1.v5, cell, e2.v5, neighbor);
            }
            //AddTriangle(v2, v5, v5);
            //AddTriangleColor(cell.color, neighbor.color, nextNeighbor.color);
        }
    }